@woosh/meep-engine 2.163.2 → 2.163.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts +12 -0
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts.map +1 -0
- package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.js +18 -0
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts +14 -0
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts.map +1 -0
- package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.js +24 -0
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_island_erode.d.ts.map +1 -1
- package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_island_erode.js +368 -290
- package/src/core/geom/vec3/v3_uniform_sample_cone.d.ts +11 -0
- package/src/core/geom/vec3/v3_uniform_sample_cone.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_uniform_sample_cone.js +21 -0
- package/src/core/math/physics/brdf/cone_cosine_from_roughness.d.ts +13 -0
- package/src/core/math/physics/brdf/cone_cosine_from_roughness.d.ts.map +1 -0
- package/src/core/math/physics/brdf/cone_cosine_from_roughness.js +28 -0
- package/src/core/math/physics/brdf/reflection_sample_weight.d.ts +18 -0
- package/src/core/math/physics/brdf/reflection_sample_weight.d.ts.map +1 -0
- package/src/core/math/physics/brdf/reflection_sample_weight.js +48 -0
- package/src/engine/graphics/GraphicsEngine.d.ts.map +1 -1
- package/src/engine/graphics/GraphicsEngine.js +52 -0
- package/src/engine/graphics/sh3/sky/hosek/make_environment_sky_hosek.d.ts +26 -0
- package/src/engine/graphics/sh3/sky/hosek/make_environment_sky_hosek.d.ts.map +1 -0
- package/src/engine/graphics/sh3/sky/hosek/make_environment_sky_hosek.js +49 -0
- package/src/engine/graphics/sh3/sky/hosek/render_hosek_sky_to_equirectangular.d.ts +26 -0
- package/src/engine/graphics/sh3/sky/hosek/render_hosek_sky_to_equirectangular.d.ts.map +1 -0
- package/src/engine/graphics/sh3/sky/hosek/render_hosek_sky_to_equirectangular.js +70 -0
- package/src/engine/graphics/sh3/sky/hosek/setup_environment_sky_from_ecd.d.ts +24 -0
- package/src/engine/graphics/sh3/sky/hosek/setup_environment_sky_from_ecd.d.ts.map +1 -0
- package/src/engine/graphics/sh3/sky/hosek/setup_environment_sky_from_ecd.js +51 -0
- package/src/engine/graphics/texture/EnvironmentTextureProjection.d.ts +9 -0
- package/src/engine/graphics/texture/EnvironmentTextureProjection.d.ts.map +1 -0
- package/src/engine/graphics/texture/EnvironmentTextureProjection.js +15 -0
- package/src/engine/graphics/texture/reflection/convolve_equirectangular_reflection.d.ts +44 -0
- package/src/engine/graphics/texture/reflection/convolve_equirectangular_reflection.d.ts.map +1 -0
- package/src/engine/graphics/texture/reflection/convolve_equirectangular_reflection.js +189 -0
- package/src/engine/graphics/texture/reflection/equirectangular_reflection_roughness.d.ts +25 -0
- package/src/engine/graphics/texture/reflection/equirectangular_reflection_roughness.d.ts.map +1 -0
- package/src/engine/graphics/texture/reflection/equirectangular_reflection_roughness.js +51 -0
- package/src/engine/graphics/texture/sampler/sampler2d_sample_equirectangular_direction.d.ts +15 -0
- package/src/engine/graphics/texture/sampler/sampler2d_sample_equirectangular_direction.d.ts.map +1 -0
- package/src/engine/graphics/texture/sampler/sampler2d_sample_equirectangular_direction.js +63 -0
- package/src/engine/navigation/mesh/build/bt_mesh_carve_height_clearance.d.ts +27 -0
- package/src/engine/navigation/mesh/build/bt_mesh_carve_height_clearance.d.ts.map +1 -0
- package/src/engine/navigation/mesh/build/bt_mesh_carve_height_clearance.js +323 -0
- package/src/engine/navigation/mesh/build/navmesh_build_topology.d.ts.map +1 -1
- package/src/engine/navigation/mesh/build/navmesh_build_topology.js +223 -226
- package/src/engine/.fuse_hidden0000001500000001 +0 -581
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import { hammersley_sequence_2d } from "../../../../core/math/statistics/hammersley_sequence_2d.js";
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import { v3_orthonormal_matrix_from_normal } from "../../../../core/geom/vec3/v3_orthonormal_matrix_from_normal.js";
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import { v3_uniform_sample_cone } from "../../../../core/geom/vec3/v3_uniform_sample_cone.js";
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import { reflection_sample_weight } from "../../../../core/math/physics/brdf/reflection_sample_weight.js";
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import { cone_cosine_from_roughness } from "../../../../core/math/physics/brdf/cone_cosine_from_roughness.js";
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import { equirectangular_uv_to_direction } from "../../../../core/geom/3d/equirectangular/equirectangular_uv_to_direction.js";
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import { sampler2d_sample_equirectangular_direction } from "../sampler/sampler2d_sample_equirectangular_direction.js";
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import { Sampler2D } from "../sampler/Sampler2D.js";
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import {
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equirectangular_reflection_lod_to_roughness,
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roughness_from_relative_mip
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} from "./equirectangular_reflection_roughness.js";
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/**
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* Below this we treat the surface as a perfect mirror.
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* @type {number}
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*/
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const BSDF_ROUGHNESS_MINIMUM = 0.02;
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// scratch state (single-threaded, non-reentrant)
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const _basis = new Float32Array(9);
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const _rand = [0, 0];
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const _local = [0, 0, 0];
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const _radiance = [0, 0, 0, 0];
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/**
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* Convolve an equirectangular radiance map for a single output direction,
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* importance-sampling a cone around it with a spherical-gaussian GGX weight.
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* This is the per-texel core of the prefilter (extracted for testing).
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*
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* @param {Sampler2D} input equirectangular radiance (the previous, sharper mip)
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* @param {number} out_x output (reflection) direction, unit length, +Y up
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* @param {number} out_y
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* @param {number} out_z
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* @param {number} roughness perceptual roughness for this convolution step
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* @param {number} sample_count number of cone samples
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* @param {number[]|Float32Array} result
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* @param {number} [result_offset=0]
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*/
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export function convolve_equirectangular_reflection_direction(
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input,
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out_x, out_y, out_z,
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roughness,
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sample_count,
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result,
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result_offset = 0
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) {
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const cone_cos = cone_cosine_from_roughness(roughness);
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v3_orthonormal_matrix_from_normal(_basis, 0, out_x, out_y, out_z);
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const t_x = _basis[0], t_y = _basis[1], t_z = _basis[2];
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const b_x = _basis[3], b_y = _basis[4], b_z = _basis[5];
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const n_x = _basis[6], n_y = _basis[7], n_z = _basis[8];
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const itemSize = input.itemSize;
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let weight_accum = 0;
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let r0 = 0, r1 = 0, r2 = 0, r3 = 0;
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for (let i = 0; i < sample_count; i++) {
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hammersley_sequence_2d(_rand, 0, i, sample_count);
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v3_uniform_sample_cone(_local, 0, _rand[0], _rand[1], cone_cos);
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const lx = _local[0], ly = _local[1], lz = _local[2];
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// world direction = lx * T + ly * B + lz * N
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let in_x = lx * t_x + ly * b_x + lz * n_x;
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let in_y = lx * t_y + ly * b_y + lz * n_y;
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let in_z = lx * t_z + ly * b_z + lz * n_z;
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const len = Math.sqrt(in_x * in_x + in_y * in_y + in_z * in_z);
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if (len > 0) {
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const inv_len = 1.0 / len;
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in_x *= inv_len;
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in_y *= inv_len;
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in_z *= inv_len;
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}
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sampler2d_sample_equirectangular_direction(input, in_x, in_y, in_z, _radiance, 0);
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const weight = reflection_sample_weight(out_x, out_y, out_z, in_x, in_y, in_z, roughness);
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r0 += _radiance[0] * weight;
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r1 += _radiance[1] * weight;
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r2 += _radiance[2] * weight;
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if (itemSize > 3) {
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r3 += _radiance[3] * weight;
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}
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weight_accum += weight;
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}
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const inv = weight_accum === 0 ? 0 : 1.0 / weight_accum;
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result[result_offset] = r0 * inv;
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result[result_offset + 1] = r1 * inv;
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result[result_offset + 2] = r2 * inv;
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if (itemSize > 3) {
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result[result_offset + 3] = r3 * inv;
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}
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}
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/**
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* Convolve a whole equirectangular level into `output`.
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*
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* @param {Sampler2D} input source radiance (previous mip)
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* @param {Sampler2D} output destination (this mip)
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* @param {number} roughness convolution roughness for this step
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* @param {number} sample_count
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*/
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export function convolve_equirectangular_reflection_level(input, output, roughness, sample_count) {
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const width = output.width;
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const height = output.height;
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const direction = [0, 0, 0];
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const texel = new Float32Array(output.itemSize);
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for (let j = 0; j < height; j++) {
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const v = (j + 0.5) / height;
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for (let i = 0; i < width; i++) {
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const u = (i + 0.5) / width;
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equirectangular_uv_to_direction(u, v, direction, 0);
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convolve_equirectangular_reflection_direction(
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input,
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direction[0], direction[1], direction[2],
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roughness,
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sample_count,
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texel,
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0
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);
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output.write(i, j, texel);
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}
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}
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}
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/**
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* Build a prefiltered reflection mip chain from a base equirectangular radiance
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* map. Mip 0 is the (sharp) base; each subsequent mip is half resolution and
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* convolved from the previous one, so roughness increases with mip level. This
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* is the CPU replacement for THREE's PMREMGenerator, decoupled from three.js.
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*
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* @param {Sampler2D} base equirectangular RGBA radiance (mip 0)
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* @param {object} [options]
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* @param {number} [options.sample_count=32] cone samples per texel (the sky is low frequency)
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* @param {number} [options.mip_levels] number of levels; defaults to the full chain
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* @param {number} [options.max_roughness=0.7] roughness reached at the last mip
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* @returns {Sampler2D[]} mip chain, index 0 = base
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*/
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export function build_equirectangular_reflection_mip_chain(base, options = {}) {
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const {
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sample_count = 32,
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mip_levels,
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max_roughness = 0.7
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} = options;
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const full_levels = Math.floor(Math.log2(Math.max(1, Math.min(base.width, base.height)))) + 1;
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const levels = mip_levels !== undefined ? Math.min(mip_levels, full_levels) : full_levels;
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const mips = [base];
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for (let i = 1; i < levels; i++) {
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const previous = mips[i - 1];
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const width = Math.max(1, previous.width >> 1);
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const height = Math.max(1, previous.height >> 1);
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const level = Sampler2D.float32(base.itemSize, width, height);
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const prev_roughness = equirectangular_reflection_lod_to_roughness(i - 1, levels, max_roughness);
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const curr_roughness = equirectangular_reflection_lod_to_roughness(i, levels, max_roughness);
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const step_roughness = Math.max(
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BSDF_ROUGHNESS_MINIMUM,
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roughness_from_relative_mip(prev_roughness, curr_roughness)
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);
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convolve_equirectangular_reflection_level(previous, level, step_roughness, sample_count);
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mips.push(level);
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}
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return mips;
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}
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/**
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* Roughness schedule for a prefiltered reflection mip chain, ported from the
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* EEVEE "sphere probe" convolution (generalised to an arbitrary mip count).
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*/
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/**
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* Map a mip level to the perceptual roughness it represents.
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*
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* @param {number} lod mip level, 0 = sharpest
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* @param {number} mip_levels total number of mip levels
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* @param {number} [max_roughness=0.7] roughness reached at the last mip
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* @returns {number}
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*/
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export function equirectangular_reflection_lod_to_roughness(lod: number, mip_levels: number, max_roughness?: number): number;
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/**
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* Given that the previous mip is already convolved to `prev_mip_roughness`,
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* derive the additional roughness to apply when convolving it into the current
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* mip, so the result matches `curr_mip_roughness`. Uses the gaussian
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* convolution composition rule G(a) x G(b) = G(a+b).
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*
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* @param {number} prev_mip_roughness
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* @param {number} curr_mip_roughness
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* @returns {number}
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*/
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export function roughness_from_relative_mip(prev_mip_roughness: number, curr_mip_roughness: number): number;
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//# sourceMappingURL=equirectangular_reflection_roughness.d.ts.map
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{"version":3,"file":"equirectangular_reflection_roughness.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/texture/reflection/equirectangular_reflection_roughness.js"],"names":[],"mappings":"AAAA;;;GAGG;AAEH;;;;;;;GAOG;AACH,iEALW,MAAM,cACN,MAAM,kBACN,MAAM,GACJ,MAAM,CAiBlB;AAED;;;;;;;;;GASG;AACH,gEAJW,MAAM,sBACN,MAAM,GACJ,MAAM,CAYlB"}
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/**
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* Roughness schedule for a prefiltered reflection mip chain, ported from the
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* EEVEE "sphere probe" convolution (generalised to an arbitrary mip count).
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*/
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/**
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* Map a mip level to the perceptual roughness it represents.
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*
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* @param {number} lod mip level, 0 = sharpest
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* @param {number} mip_levels total number of mip levels
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* @param {number} [max_roughness=0.7] roughness reached at the last mip
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*/
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export function equirectangular_reflection_lod_to_roughness(lod, mip_levels, max_roughness = 0.7) {
|
|
15
|
+
const mip_ratio = mip_levels > 1 ? lod / (mip_levels - 1) : 0;
|
|
16
|
+
|
|
17
|
+
const a = mip_ratio;
|
|
18
|
+
const b = 0.6; // factor of ratio
|
|
19
|
+
const c = 0.4; // factor of ratio_sqrt
|
|
20
|
+
|
|
21
|
+
const b2 = b * b;
|
|
22
|
+
const c2 = c * c;
|
|
23
|
+
const c4 = c2 * c2;
|
|
24
|
+
|
|
25
|
+
// inverse of the roughness->lod mapping (a quadratic)
|
|
26
|
+
const ratio = (-Math.sqrt(4.0 * a * b * c2 + c4) + 2.0 * a * b + c2) / (2.0 * b2);
|
|
27
|
+
|
|
28
|
+
return ratio * max_roughness;
|
|
29
|
+
}
|
|
30
|
+
|
|
31
|
+
/**
|
|
32
|
+
* Given that the previous mip is already convolved to `prev_mip_roughness`,
|
|
33
|
+
* derive the additional roughness to apply when convolving it into the current
|
|
34
|
+
* mip, so the result matches `curr_mip_roughness`. Uses the gaussian
|
|
35
|
+
* convolution composition rule G(a) x G(b) = G(a+b).
|
|
36
|
+
*
|
|
37
|
+
* @param {number} prev_mip_roughness
|
|
38
|
+
* @param {number} curr_mip_roughness
|
|
39
|
+
* @returns {number}
|
|
40
|
+
*/
|
|
41
|
+
export function roughness_from_relative_mip(prev_mip_roughness, curr_mip_roughness) {
|
|
42
|
+
// the exponent should be 2 but 3 is a bit less blurry than expected in practice
|
|
43
|
+
const exponent = 3.0;
|
|
44
|
+
|
|
45
|
+
const m_prev = Math.pow(prev_mip_roughness, exponent);
|
|
46
|
+
const m_curr = Math.pow(curr_mip_roughness, exponent);
|
|
47
|
+
|
|
48
|
+
const m_target = Math.max(0.0, m_curr - m_prev);
|
|
49
|
+
|
|
50
|
+
return Math.pow(m_target, 1.0 / exponent);
|
|
51
|
+
}
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Bilinearly sample a Sampler2D that holds an equirectangular image, by world
|
|
3
|
+
* direction (+Y up). The longitude axis (U) wraps and the latitude axis (V) is
|
|
4
|
+
* clamped, so there is no seam at longitude +/-pi (unlike Sampler2D's own
|
|
5
|
+
* bilinear sampling, which clamps both axes).
|
|
6
|
+
*
|
|
7
|
+
* @param {Sampler2D} sampler equirectangular source
|
|
8
|
+
* @param {number} dir_x
|
|
9
|
+
* @param {number} dir_y
|
|
10
|
+
* @param {number} dir_z
|
|
11
|
+
* @param {number[]|Float32Array} result
|
|
12
|
+
* @param {number} [result_offset=0]
|
|
13
|
+
*/
|
|
14
|
+
export function sampler2d_sample_equirectangular_direction(sampler: Sampler2D, dir_x: number, dir_y: number, dir_z: number, result: number[] | Float32Array, result_offset?: number): void;
|
|
15
|
+
//# sourceMappingURL=sampler2d_sample_equirectangular_direction.d.ts.map
|
package/src/engine/graphics/texture/sampler/sampler2d_sample_equirectangular_direction.d.ts.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"sampler2d_sample_equirectangular_direction.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/texture/sampler/sampler2d_sample_equirectangular_direction.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;GAYG;AACH,sFANW,MAAM,SACN,MAAM,SACN,MAAM,UACN,MAAM,EAAE,GAAC,YAAY,kBACrB,MAAM,QA+ChB"}
|
|
@@ -0,0 +1,63 @@
|
|
|
1
|
+
import { equirectangular_direction_to_uv } from "../../../../core/geom/3d/equirectangular/equirectangular_direction_to_uv.js";
|
|
2
|
+
|
|
3
|
+
const _uv = [0, 0];
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* Bilinearly sample a Sampler2D that holds an equirectangular image, by world
|
|
7
|
+
* direction (+Y up). The longitude axis (U) wraps and the latitude axis (V) is
|
|
8
|
+
* clamped, so there is no seam at longitude +/-pi (unlike Sampler2D's own
|
|
9
|
+
* bilinear sampling, which clamps both axes).
|
|
10
|
+
*
|
|
11
|
+
* @param {Sampler2D} sampler equirectangular source
|
|
12
|
+
* @param {number} dir_x
|
|
13
|
+
* @param {number} dir_y
|
|
14
|
+
* @param {number} dir_z
|
|
15
|
+
* @param {number[]|Float32Array} result
|
|
16
|
+
* @param {number} [result_offset=0]
|
|
17
|
+
*/
|
|
18
|
+
export function sampler2d_sample_equirectangular_direction(sampler, dir_x, dir_y, dir_z, result, result_offset = 0) {
|
|
19
|
+
equirectangular_direction_to_uv(dir_x, dir_y, dir_z, _uv, 0);
|
|
20
|
+
|
|
21
|
+
const width = sampler.width;
|
|
22
|
+
const height = sampler.height;
|
|
23
|
+
const itemSize = sampler.itemSize;
|
|
24
|
+
const data = sampler.data;
|
|
25
|
+
|
|
26
|
+
// texel-space coordinates with texel centers at integer + 0.5
|
|
27
|
+
const fx = _uv[0] * width - 0.5;
|
|
28
|
+
const fy = _uv[1] * height - 0.5;
|
|
29
|
+
|
|
30
|
+
const x0i = Math.floor(fx);
|
|
31
|
+
const y0i = Math.floor(fy);
|
|
32
|
+
|
|
33
|
+
const tx = fx - x0i;
|
|
34
|
+
const ty = fy - y0i;
|
|
35
|
+
|
|
36
|
+
// longitude wraps, latitude clamps
|
|
37
|
+
const x0 = ((x0i % width) + width) % width;
|
|
38
|
+
const x1 = ((x0i + 1) % width + width) % width;
|
|
39
|
+
const y0 = y0i < 0 ? 0 : (y0i >= height ? height - 1 : y0i);
|
|
40
|
+
const y1i = y0i + 1;
|
|
41
|
+
const y1 = y1i < 0 ? 0 : (y1i >= height ? height - 1 : y1i);
|
|
42
|
+
|
|
43
|
+
const w00 = (1 - tx) * (1 - ty);
|
|
44
|
+
const w10 = tx * (1 - ty);
|
|
45
|
+
const w01 = (1 - tx) * ty;
|
|
46
|
+
const w11 = tx * ty;
|
|
47
|
+
|
|
48
|
+
const row0 = y0 * width;
|
|
49
|
+
const row1 = y1 * width;
|
|
50
|
+
|
|
51
|
+
const o00 = (row0 + x0) * itemSize;
|
|
52
|
+
const o10 = (row0 + x1) * itemSize;
|
|
53
|
+
const o01 = (row1 + x0) * itemSize;
|
|
54
|
+
const o11 = (row1 + x1) * itemSize;
|
|
55
|
+
|
|
56
|
+
for (let c = 0; c < itemSize; c++) {
|
|
57
|
+
result[result_offset + c] =
|
|
58
|
+
data[o00 + c] * w00 +
|
|
59
|
+
data[o10 + c] * w10 +
|
|
60
|
+
data[o01 + c] * w01 +
|
|
61
|
+
data[o11 + c] * w11;
|
|
62
|
+
}
|
|
63
|
+
}
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Carve holes into a (welded, connected) walkable topology wherever an agent of the given height
|
|
3
|
+
* would not fit under overhead geometry.
|
|
4
|
+
*
|
|
5
|
+
* Operates on the topology rather than a triangle soup so that all subdivision is conformal:
|
|
6
|
+
* {@link bt_edge_split} re-triangulates every face around a split edge, so neighbouring faces can
|
|
7
|
+
* never disagree on a shared edge (no cracks / T-junctions). Refinement is adaptive - only faces whose
|
|
8
|
+
* column actually contains an overhang are subdivided, and only down to `resolution` - so clear areas
|
|
9
|
+
* stay coarse and the subdivision hugs the obstacle contour instead of tessellating whole triangles.
|
|
10
|
+
*
|
|
11
|
+
* @param {object} params
|
|
12
|
+
* @param {BinaryTopology} params.mesh walkable topology to carve (modified in place)
|
|
13
|
+
* @param {BinaryTopology} params.source original source mesh (walkable + overhead geometry)
|
|
14
|
+
* @param {BVH} params.source_bvh BVH over `source` (leaves carry source face IDs)
|
|
15
|
+
* @param {number} params.agent_height
|
|
16
|
+
* @param {number} params.agent_radius
|
|
17
|
+
* @param {Vector3} params.up world up direction
|
|
18
|
+
*/
|
|
19
|
+
export function bt_mesh_carve_height_clearance({ mesh, source, source_bvh, agent_height, agent_radius, up, }: {
|
|
20
|
+
mesh: BinaryTopology;
|
|
21
|
+
source: BinaryTopology;
|
|
22
|
+
source_bvh: BVH;
|
|
23
|
+
agent_height: number;
|
|
24
|
+
agent_radius: number;
|
|
25
|
+
up: Vector3;
|
|
26
|
+
}): void;
|
|
27
|
+
//# sourceMappingURL=bt_mesh_carve_height_clearance.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"bt_mesh_carve_height_clearance.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/navigation/mesh/build/bt_mesh_carve_height_clearance.js"],"names":[],"mappings":"AA2LA;;;;;;;;;;;;;;;;;GAiBG;AACH;IAPkC,IAAI;IACJ,MAAM;IACjB,UAAU;IACP,YAAY,EAA3B,MAAM;IACS,YAAY,EAA3B,MAAM;IACU,EAAE;SAuH5B"}
|