@woosh/meep-engine 2.153.0 → 2.155.0

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Files changed (107) hide show
  1. package/package.json +1 -1
  2. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +112 -0
  3. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -0
  4. package/src/core/geom/3d/shape/ConvexHullShape3D.js +325 -0
  5. package/src/core/geom/vec3/v3_array_copy.d.ts +3 -3
  6. package/src/core/geom/vec3/v3_array_copy.d.ts.map +1 -1
  7. package/src/core/geom/vec3/v3_array_copy.js +2 -2
  8. package/src/core/geom/vec3/v3_cross.d.ts +17 -0
  9. package/src/core/geom/vec3/v3_cross.d.ts.map +1 -0
  10. package/src/core/geom/vec3/v3_cross.js +20 -0
  11. package/src/core/geom/vec3/v3_subtract.d.ts +16 -0
  12. package/src/core/geom/vec3/v3_subtract.d.ts.map +1 -0
  13. package/src/core/geom/vec3/v3_subtract.js +19 -0
  14. package/src/engine/graphics/ecs/decal/v2/FPDecalSystem.d.ts.map +1 -1
  15. package/src/engine/graphics/ecs/decal/v2/FPDecalSystem.js +8 -0
  16. package/src/engine/graphics/ecs/trail2d/Trail2D.d.ts +4 -0
  17. package/src/engine/graphics/ecs/trail2d/Trail2D.d.ts.map +1 -1
  18. package/src/engine/graphics/ecs/trail2d/Trail2D.js +21 -0
  19. package/src/engine/physics/PLAN.md +4 -4
  20. package/src/engine/physics/body/BodyStorage.d.ts +3 -1
  21. package/src/engine/physics/body/BodyStorage.d.ts.map +1 -1
  22. package/src/engine/physics/body/BodyStorage.js +452 -450
  23. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  24. package/src/engine/physics/body/SolverBodyState.js +6 -5
  25. package/src/engine/physics/broadphase/generate_pairs.d.ts.map +1 -1
  26. package/src/engine/physics/broadphase/generate_pairs.js +9 -1
  27. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  28. package/src/engine/physics/ccd/linear_sweep.js +237 -238
  29. package/src/engine/physics/computeInterceptPoint.d.ts.map +1 -1
  30. package/src/engine/physics/computeInterceptPoint.js +8 -3
  31. package/src/engine/physics/contact/ManifoldStore.d.ts +0 -16
  32. package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
  33. package/src/engine/physics/contact/ManifoldStore.js +1 -38
  34. package/src/engine/physics/ecs/BodyKind.d.ts +3 -2
  35. package/src/engine/physics/ecs/BodyKind.d.ts.map +1 -1
  36. package/src/engine/physics/ecs/BodyKind.js +25 -24
  37. package/src/engine/physics/ecs/PhysicsEvents.d.ts +4 -5
  38. package/src/engine/physics/ecs/PhysicsEvents.d.ts.map +1 -1
  39. package/src/engine/physics/ecs/PhysicsEvents.js +15 -16
  40. package/src/engine/physics/ecs/PhysicsSystem.d.ts +5 -30
  41. package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
  42. package/src/engine/physics/ecs/PhysicsSystem.js +13 -45
  43. package/src/engine/physics/ecs/RigidBodySerializationAdapter.d.ts.map +1 -1
  44. package/src/engine/physics/ecs/RigidBodySerializationAdapter.js +85 -81
  45. package/src/engine/physics/ecs/is_sensor.d.ts +18 -0
  46. package/src/engine/physics/ecs/is_sensor.d.ts.map +1 -0
  47. package/src/engine/physics/ecs/is_sensor.js +27 -0
  48. package/src/engine/physics/events/ContactEventBuffer.d.ts +2 -1
  49. package/src/engine/physics/events/ContactEventBuffer.d.ts.map +1 -1
  50. package/src/engine/physics/events/ContactEventBuffer.js +84 -83
  51. package/src/engine/physics/gjk/gjk.d.ts +0 -26
  52. package/src/engine/physics/gjk/gjk.d.ts.map +1 -1
  53. package/src/engine/physics/gjk/gjk.js +3 -52
  54. package/src/engine/physics/gjk/gjk_epa_penetration.d.ts +20 -0
  55. package/src/engine/physics/gjk/gjk_epa_penetration.d.ts.map +1 -0
  56. package/src/engine/physics/gjk/gjk_epa_penetration.js +548 -0
  57. package/src/engine/physics/gjk/minkowski_support.d.ts +4 -9
  58. package/src/engine/physics/gjk/minkowski_support.d.ts.map +1 -1
  59. package/src/engine/physics/gjk/minkowski_support.js +70 -75
  60. package/src/engine/physics/gjk/mpr.d.ts +1 -1
  61. package/src/engine/physics/gjk/mpr.d.ts.map +1 -1
  62. package/src/engine/physics/gjk/mpr.js +362 -344
  63. package/src/engine/physics/island/IslandBuilder.d.ts.map +1 -1
  64. package/src/engine/physics/island/IslandBuilder.js +431 -428
  65. package/src/engine/physics/narrowphase/box_box_manifold.d.ts.map +1 -1
  66. package/src/engine/physics/narrowphase/box_box_manifold.js +4 -81
  67. package/src/engine/physics/narrowphase/box_triangle_contact.d.ts.map +1 -1
  68. package/src/engine/physics/narrowphase/box_triangle_contact.js +4 -39
  69. package/src/engine/physics/narrowphase/capsule_contacts.d.ts.map +1 -1
  70. package/src/engine/physics/narrowphase/capsule_contacts.js +459 -462
  71. package/src/engine/physics/narrowphase/clip_against_axis_uv.d.ts.map +1 -1
  72. package/src/engine/physics/narrowphase/clip_against_axis_uv.js +4 -1
  73. package/src/engine/physics/narrowphase/convex_convex_manifold.d.ts +83 -0
  74. package/src/engine/physics/narrowphase/convex_convex_manifold.d.ts.map +1 -0
  75. package/src/engine/physics/narrowphase/convex_convex_manifold.js +425 -0
  76. package/src/engine/physics/narrowphase/convex_decomposition.d.ts +32 -0
  77. package/src/engine/physics/narrowphase/convex_decomposition.d.ts.map +1 -0
  78. package/src/engine/physics/narrowphase/convex_decomposition.js +293 -0
  79. package/src/engine/physics/narrowphase/mesh_convex_hull.d.ts +41 -0
  80. package/src/engine/physics/narrowphase/mesh_convex_hull.d.ts.map +1 -0
  81. package/src/engine/physics/narrowphase/mesh_convex_hull.js +106 -0
  82. package/src/engine/physics/narrowphase/mesh_mesh_tet_manifold.d.ts +8 -0
  83. package/src/engine/physics/narrowphase/mesh_mesh_tet_manifold.d.ts.map +1 -0
  84. package/src/engine/physics/narrowphase/mesh_mesh_tet_manifold.js +117 -0
  85. package/src/engine/physics/narrowphase/narrowphase_step.d.ts.map +1 -1
  86. package/src/engine/physics/narrowphase/narrowphase_step.js +105 -102
  87. package/src/engine/physics/narrowphase/reduce_manifold_contacts.d.ts +29 -0
  88. package/src/engine/physics/narrowphase/reduce_manifold_contacts.d.ts.map +1 -0
  89. package/src/engine/physics/narrowphase/reduce_manifold_contacts.js +69 -0
  90. package/src/engine/physics/narrowphase/refine_ray_concave.d.ts.map +1 -1
  91. package/src/engine/physics/narrowphase/refine_ray_concave.js +152 -145
  92. package/src/engine/physics/narrowphase/sphere_box_contact.d.ts.map +1 -1
  93. package/src/engine/physics/narrowphase/sphere_box_contact.js +132 -123
  94. package/src/engine/physics/queries/overlap_shape.d.ts.map +1 -1
  95. package/src/engine/physics/queries/overlap_shape.js +16 -17
  96. package/src/engine/physics/queries/raycast.d.ts +5 -0
  97. package/src/engine/physics/queries/raycast.d.ts.map +1 -1
  98. package/src/engine/physics/queries/raycast.js +16 -8
  99. package/src/engine/physics/queries/shape_cast.d.ts.map +1 -1
  100. package/src/engine/physics/queries/shape_cast.js +13 -7
  101. package/src/engine/physics/solver/solve_contacts.d.ts.map +1 -1
  102. package/src/engine/physics/solver/solve_contacts.js +8 -11
  103. package/src/engine/physics/vehicle/RaycastVehicle.d.ts.map +1 -1
  104. package/src/engine/physics/vehicle/RaycastVehicle.js +339 -333
  105. package/src/engine/physics/gjk/expanding_polytope_algorithm.d.ts +0 -13
  106. package/src/engine/physics/gjk/expanding_polytope_algorithm.d.ts.map +0 -1
  107. package/src/engine/physics/gjk/expanding_polytope_algorithm.js +0 -399
@@ -1,13 +0,0 @@
1
- /**
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- * TODO: needs to be tested thoroughly, intended to be working with GJK
3
- * @param {number[]|Float64Array} result
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- * @param {number} result_offset
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- * @param {number[]|Float64Array} a
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- * @param {number[]|Float64Array} b
7
- * @param {number[]|Float64Array} c
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- * @param {number[]|Float64Array} d
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- * @param {AbstractShape3D} coll1
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- * @param {AbstractShape3D} coll2
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- */
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- export function expanding_polytope_algorithm(result: number[] | Float64Array, result_offset: number, a: number[] | Float64Array, b: number[] | Float64Array, c: number[] | Float64Array, d: number[] | Float64Array, coll1: AbstractShape3D, coll2: AbstractShape3D): void;
13
- //# sourceMappingURL=expanding_polytope_algorithm.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"expanding_polytope_algorithm.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/gjk/expanding_polytope_algorithm.js"],"names":[],"mappings":"AAqGA;;;;;;;;;;GAUG;AACH,qDATW,MAAM,EAAE,GAAC,YAAY,iBACrB,MAAM,KACN,MAAM,EAAE,GAAC,YAAY,KACrB,MAAM,EAAE,GAAC,YAAY,KACrB,MAAM,EAAE,GAAC,YAAY,KACrB,MAAM,EAAE,GAAC,YAAY,wDAuQ/B"}
@@ -1,399 +0,0 @@
1
- import { array_copy } from "../../../core/collection/array/array_copy.js";
2
- import { array_swap } from "../../../core/collection/array/array_swap.js";
3
- import { v3_compute_triangle_normal } from "../../../core/geom/3d/triangle/v3_compute_triangle_normal.js";
4
- import { v3_dot } from "../../../core/geom/vec3/v3_dot.js";
5
- import { v3_dot_array_array } from "../../../core/geom/vec3/v3_dot_array_array.js";
6
-
7
- import { v3_negate_array } from "../../../core/geom/vec3/v3_negate_array.js";
8
-
9
- /**
10
- * Convergence tolerance — relative to the current closest-face distance,
11
- * floored at an absolute epsilon to prevent zero-distance loops.
12
- *
13
- * Why relative, not absolute (P2.2). An absolute `EPA_TOLERANCE = 1e-4`
14
- * works for mid-scale contacts (a few millimetres deep on metre-sized
15
- * bodies) but degrades for shallow contacts: when the closest-face
16
- * distance is ~1e-5 m (sub-mm overlaps that the speculative-margin path
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- * handles), `1e-4` is *larger than the depth itself*, so EPA terminates
18
- * with whatever intermediate face it happens to have, producing a noisy
19
- * normal direction. Jolt's `EPSILON_REL_DIST_SQ` and similar
20
- * formulations scale tolerance with the current distance.
21
- *
22
- * Note: only the TOLERANCE was made relative as part of P2.2. The
23
- * convergence-path RESULT magnitude is intentionally left as
24
- * `dot_p_search_dir` (the new support point's projection) — switching
25
- * to `min_dist` was tried and caused energy injection in the closed-
26
- * form-dispatch paths that share the EPA depth metric (e.g.
27
- * sphere-vs-sphere stack regressions). See REVIEW_001_ACTION_PLAN.md.
28
- *
29
- * @type {number}
30
- */
31
- const EPA_TOLERANCE_REL = 1e-4;
32
- const EPA_TOLERANCE_ABS = 1e-6;
33
- const EPA_MAX_NUM_FACES = 64;
34
- const EPA_MAX_NUM_LOOSE_EDGES = 32;
35
- const EPA_MAX_NUM_ITERATIONS = 64;
36
-
37
- const FACE_ELEMENT_COUNT = 3 * 4;
38
-
39
- const EDGE_ELEMENT_COUNT = 2 * 3;
40
-
41
- /**
42
- * Polytope face buffer. Float64 throughout — EPA's expand-and-recompute
43
- * step iterates up to {@link EPA_MAX_NUM_ITERATIONS} times, each
44
- * iteration rebuilds face normals via cross products, and tests them
45
- * against accumulated support points; the per-iteration error in
46
- * Float32 compounds and noticeably slows convergence on shapes with
47
- * many similar-magnitude faces (anything with subtle curvature). The
48
- * memory footprint of the upgrade is the buffer's size doubling — a
49
- * few KB at most.
50
- *
51
- * Layout per face: 3 vec3 vertices + 1 vec3 normal = 12 floats.
52
- * @type {Float64Array}
53
- */
54
- const faces = new Float64Array(EPA_MAX_NUM_FACES * FACE_ELEMENT_COUNT);
55
-
56
- /**
57
- * Edges we need to fix after removing faces. Same Float64 motivation
58
- * as {@link faces} — endpoints are vertex coords pulled out of `faces`,
59
- * and any precision loss here propagates back into the next face when
60
- * the polytope is rebuilt.
61
- * @type {Float64Array}
62
- */
63
- const loose_edges = new Float64Array(EPA_MAX_NUM_LOOSE_EDGES * EDGE_ELEMENT_COUNT);
64
-
65
- const scratch_v3 = new Float64Array(3);
66
-
67
- /**
68
- *
69
- * @param {number[]} target
70
- * @param {number} target_index
71
- * @param {number[]} v
72
- */
73
- function write_v3(target, target_index, v) {
74
- array_copy(v, 0, faces, target_index * 3, 3);
75
- }
76
-
77
- /**
78
- *
79
- * @param {number[]|Float64Array} faces
80
- * @param {number} index
81
- * @param {number[]} a
82
- * @param {number[]} b
83
- * @param {number[]} c
84
- */
85
- function write_face(faces, index, a, b, c) {
86
- const index4 = index * 4;
87
-
88
- write_v3(faces, index4 + 0, a);
89
- write_v3(faces, index4 + 1, b);
90
- write_v3(faces, index4 + 2, c);
91
-
92
- const normal_offset = (index4 + 3) * 3;
93
-
94
- v3_compute_triangle_normal(
95
- faces, normal_offset,
96
- a[0], a[1], a[2],
97
- b[0], b[1], b[2],
98
- c[0], c[1], c[2]
99
- );
100
- }
101
-
102
- /**
103
- * TODO: needs to be tested thoroughly, intended to be working with GJK
104
- * @param {number[]|Float64Array} result
105
- * @param {number} result_offset
106
- * @param {number[]|Float64Array} a
107
- * @param {number[]|Float64Array} b
108
- * @param {number[]|Float64Array} c
109
- * @param {number[]|Float64Array} d
110
- * @param {AbstractShape3D} coll1
111
- * @param {AbstractShape3D} coll2
112
- */
113
- export function expanding_polytope_algorithm(
114
- result, result_offset,
115
- a, b, c, d,
116
- coll1, coll2
117
- ) {
118
- /*
119
- Adapted from https://github.com/kevinmoran/GJK/blob/master/GJK.h
120
-
121
- "GJK + Expanding Polytope Algorithm - Implementation and Visualization" https://www.youtube.com/watch?v=6rgiPrzqt9w
122
- */
123
-
124
- //Init with final simplex from GJK
125
- write_face(faces, 0, a, b, c);
126
- write_face(faces, 1, a, c, d);
127
- write_face(faces, 2, a, d, b);
128
- write_face(faces, 3, b, d, c);
129
-
130
- let num_faces = 4;
131
- let closest_face;
132
-
133
- for (let iterations = 0; iterations < EPA_MAX_NUM_ITERATIONS; iterations++) {
134
-
135
- //Find face that's closest to origin
136
-
137
- let min_dist = v3_dot_array_array(faces, 0, faces, 3 * 3);
138
- closest_face = 0;
139
-
140
- for (let i = 1; i < num_faces; i++) {
141
- const dist = v3_dot_array_array(faces, i * FACE_ELEMENT_COUNT, faces, i * FACE_ELEMENT_COUNT + 3 * 3);
142
-
143
- if (dist < min_dist) {
144
- min_dist = dist;
145
- closest_face = i;
146
- }
147
-
148
- }
149
-
150
- //search normal to face that's closest to origin
151
- const closest_face_normal_offset = closest_face * FACE_ELEMENT_COUNT + 3 * 3;
152
-
153
- const search_dir_x = faces[closest_face_normal_offset];
154
- const search_dir_y = faces[closest_face_normal_offset + 1];
155
- const search_dir_z = faces[closest_face_normal_offset + 2];
156
-
157
- // build new support point to expand polytope
158
-
159
- coll2.support(scratch_v3, 0, search_dir_x, search_dir_y, search_dir_z);
160
-
161
- const support2_x = scratch_v3[0];
162
- const support2_y = scratch_v3[1];
163
- const support2_z = scratch_v3[2];
164
-
165
- coll1.support(scratch_v3, 0, -search_dir_x, -search_dir_y, -search_dir_z);
166
-
167
- const support1_x = scratch_v3[0];
168
- const support1_y = scratch_v3[1];
169
- const support1_z = scratch_v3[2];
170
-
171
- const p_x = support2_x - support1_x;
172
- const p_y = support2_y - support1_y;
173
- const p_z = support2_z - support1_z;
174
-
175
- const dot_p_search_dir = v3_dot(p_x, p_y, p_z, search_dir_x, search_dir_y, search_dir_z);
176
-
177
- // Adaptive convergence (P2.2). Terminate when the new support
178
- // point's projection onto the current search direction is
179
- // within a RELATIVE tolerance of the current closest-face
180
- // distance — scales with depth instead of the fixed absolute
181
- // EPA_TOLERANCE = 1e-4 that was too coarse for sub-mm contacts.
182
- const min_dist_abs = min_dist < 0 ? -min_dist : min_dist;
183
- const tol_floor = min_dist_abs > EPA_TOLERANCE_ABS ? min_dist_abs : EPA_TOLERANCE_ABS;
184
- if (dot_p_search_dir - min_dist < EPA_TOLERANCE_REL * tol_floor) {
185
- //Convergence (new point is not significantly further from origin)
186
-
187
- result[result_offset] = search_dir_x * dot_p_search_dir;
188
- result[result_offset + 1] = search_dir_y * dot_p_search_dir;
189
- result[result_offset + 2] = search_dir_z * dot_p_search_dir;
190
-
191
- return;
192
- }
193
-
194
- let num_loose_edges = 0;
195
-
196
- //Find all triangles that are facing p
197
- for (let i = 0; i < num_faces; i++) {
198
- const face_offset = i * FACE_ELEMENT_COUNT;
199
-
200
- const face_normal_address = face_offset + 3 * 3;
201
- const face_a_address = face_offset;
202
-
203
- const face_normal_x = faces[face_normal_address];
204
- const face_normal_y = faces[face_normal_address + 1];
205
- const face_normal_z = faces[face_normal_address + 2];
206
-
207
- const face_a_x = faces[face_a_address];
208
- const face_a_y = faces[face_a_address + 1];
209
- const face_a_z = faces[face_a_address + 2];
210
-
211
- const pa_x = p_x - face_a_x;
212
- const pa_y = p_y - face_a_y;
213
- const pa_z = p_z - face_a_z;
214
-
215
- if (v3_dot(face_normal_x, face_normal_y, face_normal_z, pa_x, pa_y, pa_z) <= 0) {
216
- continue;
217
- }
218
-
219
- // triangle i faces p, remove it
220
- for (let j = 0; j < 3; j++) //Three edges per face
221
- {
222
- const a_offset = j * 3;
223
-
224
- const current_edge_ax = faces[face_offset + a_offset];
225
- const current_edge_ay = faces[face_offset + a_offset + 1];
226
- const current_edge_az = faces[face_offset + a_offset + 2];
227
-
228
- const b_offset = ((j + 1) % 3) * 3;
229
-
230
- const current_edge_bx = faces[face_offset + b_offset];
231
- const current_edge_by = faces[face_offset + b_offset + 1];
232
- const current_edge_bz = faces[face_offset + b_offset + 2];
233
-
234
- // vec3 current_edge[2] = { faces[i][j], faces[i][(j + 1) % 3] };
235
-
236
- let found_edge = false;
237
-
238
- //Check if current edge is already in list
239
- for (let k = 0; k < num_loose_edges; k++) {
240
- const loose_edge_offset = k * EDGE_ELEMENT_COUNT;
241
-
242
- const loose_edge_ax = loose_edges[loose_edge_offset];
243
- const loose_edge_ay = loose_edges[loose_edge_offset + 1];
244
- const loose_edge_az = loose_edges[loose_edge_offset + 2];
245
-
246
- const loose_edge_bx = loose_edges[loose_edge_offset + 3];
247
- const loose_edge_by = loose_edges[loose_edge_offset + 4];
248
- const loose_edge_bz = loose_edges[loose_edge_offset + 5];
249
-
250
-
251
- // if (loose_edges[k][1] === current_edge[0] && loose_edges[k][0] === current_edge[1]) {
252
- if (
253
- (
254
- loose_edge_ax === current_edge_bx
255
- && loose_edge_ay === current_edge_by
256
- && loose_edge_az === current_edge_bz
257
- )
258
- && (
259
- loose_edge_bx === current_edge_ax
260
- && loose_edge_by === current_edge_ay
261
- && loose_edge_bz === current_edge_az
262
- )
263
- ) {
264
- //Edge is already in the list, remove it
265
- //THIS ASSUMES EDGE CAN ONLY BE SHARED BY 2 TRIANGLES (which should be true)
266
- //THIS ALSO ASSUMES SHARED EDGE WILL BE REVERSED IN THE TRIANGLES (which
267
- //should be true provided every triangle is wound CCW)
268
-
269
- // Overwrite current edge with last edge in list
270
- loose_edges.copyWithin(loose_edge_offset, (num_loose_edges - 1) * EDGE_ELEMENT_COUNT, (num_loose_edges) * EDGE_ELEMENT_COUNT);
271
-
272
- num_loose_edges--;
273
- found_edge = true;
274
-
275
- //exit loop because edge can only be shared once
276
- break;
277
- }
278
- }
279
-
280
- if (!found_edge) { //add current edge to list
281
- if (num_loose_edges >= EPA_MAX_NUM_LOOSE_EDGES) {
282
- // Polytope degenerated (typically smooth-surface
283
- // pairs the dispatch should be special-casing — this
284
- // is the safety net). Bail out and return the
285
- // closest-face result accumulated so far instead of
286
- // crashing the simulation step.
287
- break;
288
- }
289
-
290
- const last_edge_offset = num_loose_edges * EDGE_ELEMENT_COUNT;
291
-
292
- loose_edges[last_edge_offset] = current_edge_ax;
293
- loose_edges[last_edge_offset + 1] = current_edge_ay;
294
- loose_edges[last_edge_offset + 2] = current_edge_az;
295
-
296
- loose_edges[last_edge_offset + 3] = current_edge_bx;
297
- loose_edges[last_edge_offset + 4] = current_edge_by;
298
- loose_edges[last_edge_offset + 5] = current_edge_bz;
299
-
300
- num_loose_edges++;
301
- }
302
- }
303
-
304
- // move last face to fill the removed element
305
- faces.copyWithin(i * FACE_ELEMENT_COUNT, (num_faces - 1) * FACE_ELEMENT_COUNT, num_faces * FACE_ELEMENT_COUNT);
306
-
307
- num_faces--;
308
- i--;
309
-
310
- }
311
-
312
- //Reconstruct polytope with p added
313
- for (let i = 0; i < num_loose_edges; i++) {
314
- if (num_faces >= EPA_MAX_NUM_FACES) {
315
- // Polytope hit the face cap before converging. Same
316
- // degenerate-surface story as the loose-edge overflow above.
317
- // Bail out and let the caller use the best face found so far.
318
- break;
319
- }
320
-
321
- const face_offset = num_faces * FACE_ELEMENT_COUNT;
322
-
323
- const loose_edge_offset = i * EDGE_ELEMENT_COUNT;
324
-
325
- array_copy(
326
- loose_edges, loose_edge_offset,
327
- faces, face_offset,
328
- EDGE_ELEMENT_COUNT
329
- );
330
-
331
- faces[face_offset + 3 * 2] = p_x;
332
- faces[face_offset + 3 * 2 + 1] = p_y;
333
- faces[face_offset + 3 * 2 + 2] = p_z;
334
-
335
- // construct normal
336
- const face_normal_offset = face_offset + 3 * 3;
337
- construct_normal(face_normal_offset, i, p_x, p_y, p_z);
338
-
339
- //Check for wrong normal to maintain CCW winding
340
- const bias = 0.000001; //in case dot result is only slightly < 0 (because origin is on face)
341
-
342
- const dot = v3_dot_array_array(faces, face_offset, faces, face_normal_offset)
343
-
344
- if (dot + bias < 0) {
345
- array_swap(faces, face_offset, faces, face_offset + 3, 3);
346
- // invert normal
347
- v3_negate_array(faces, face_normal_offset, faces, face_normal_offset);
348
- }
349
-
350
- num_faces++;
351
- }
352
- }
353
-
354
- // Iteration cap reached without convergence. Return the
355
- // closest-face approximation rather than warning — this is the
356
- // expected outcome on smooth / high-complexity shapes (a torus knot
357
- // collider produces it dozens of times per frame while the player
358
- // is in contact). The narrowphase consumer treats any depth that
359
- // isn't strictly positive + finite as a miss, so a degenerate
360
- // closest-face result is filtered upstream. PLAN.md already lists
361
- // EPA-on-smooth-shapes as a known limitation; the actionable fix
362
- // is MPR / hierarchical support, not console spam.
363
- const closest_face_offset = closest_face * FACE_ELEMENT_COUNT;
364
- const closest_face_normal_offset = closest_face_offset + 3 * 3;
365
-
366
- const dot = v3_dot_array_array(faces, closest_face_offset, faces, closest_face_normal_offset);
367
-
368
- result[result_offset] = faces[closest_face_normal_offset + 0] * dot;
369
- result[result_offset + 1] = faces[closest_face_normal_offset + 1] * dot;
370
- result[result_offset + 2] = faces[closest_face_normal_offset + 2] * dot;
371
-
372
- }
373
-
374
- /**
375
- *
376
- * @param {number} result_offset
377
- * @param {number} edge_index
378
- * @param {number} p_x
379
- * @param {number} p_y
380
- * @param {number} p_z
381
- */
382
- function construct_normal(result_offset, edge_index, p_x, p_y, p_z) {
383
- const edge_offset = edge_index * EDGE_ELEMENT_COUNT;
384
-
385
- const edge_ax = loose_edges[edge_offset];
386
- const edge_ay = loose_edges[edge_offset + 1];
387
- const edge_az = loose_edges[edge_offset + 2];
388
-
389
- const edge_bx = loose_edges[edge_offset + 3];
390
- const edge_by = loose_edges[edge_offset + 4];
391
- const edge_bz = loose_edges[edge_offset + 5];
392
-
393
- v3_compute_triangle_normal(
394
- faces, result_offset,
395
- edge_ax, edge_ay, edge_az,
396
- edge_bx, edge_by, edge_bz,
397
- p_x, p_y, p_z
398
- );
399
- }