@woosh/meep-engine 2.37.11 → 2.37.12

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@@ -117,8 +117,6 @@ export class Transform {
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  updateMatrix() {
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  compose_matrix4_array(this.matrix, this.position, this.rotation, this.scale);
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-
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- this.clearFlag(TransformFlags.MatrixNeedsUpdate);
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  }
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  /**
@@ -158,8 +156,6 @@ export class Transform {
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  } else {
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  this.scale.copy(Vector3.one);
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  }
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-
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- this.setFlag(TransformFlags.MatrixNeedsUpdate);
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  }
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  toJSON() {
@@ -236,14 +232,6 @@ export class Transform {
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  * @param {Transform} b
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  */
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  multiplyTransforms(a, b) {
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- if (a.getFlag(TransformFlags.MatrixNeedsUpdate)) {
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- a.updateMatrix();
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- }
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-
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- if (b.getFlag(TransformFlags.MatrixNeedsUpdate)) {
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- b.updateMatrix();
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- }
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-
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  mat4.multiply(m4_0, a.matrix, b.matrix);
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  this.fromMatrix4(m4_0);
@@ -278,8 +266,6 @@ export class Transform {
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  decompose_matrix_4_array(m, this.position, this.rotation, this.scale);
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- this.clearFlag(TransformFlags.MatrixNeedsUpdate);
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-
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  this.writeFlag(TransformFlags.AutomaticChangeDetection, ad);
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  }
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@@ -3,6 +3,9 @@
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  * @enum {number}
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  */
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  export const TransformFlags = {
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+ /**
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+ * @deprecated
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+ */
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  MatrixNeedsUpdate: 1,
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  AutomaticChangeDetection: 2
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  };
@@ -230,14 +230,6 @@ export class ShadedGeometry {
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  }
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  updateTransform() {
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- const t = this.__c_transform;
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-
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- if (t.getFlag(TransformFlags.MatrixNeedsUpdate)) {
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- t.updateMatrix();
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- }
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-
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- //this.__transform.set(t.matrix);
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-
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  this.update_bounds();
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  this.__bvh_tree.node_move_aabb(this.__bvh_leaf_id, this.__bvh_aabb);
@@ -22,7 +22,6 @@ import TaskState from "../../../../core/process/task/TaskState.js";
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  import {
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  bvh_query_user_data_overlaps_frustum
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  } from "../../../../core/bvh2/bvh3/bvh_query_user_data_overlaps_frustum.js";
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- import { TransformFlags } from "../../../ecs/transform/TransformFlags.js";
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  /**
@@ -37,6 +36,10 @@ const scratch_point = new SurfacePoint3();
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  */
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  const scratch_m4 = new Float32Array(16);
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+ /**
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+ * @readonly
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+ * @type {Float32Array}
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+ */
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  const scratch_ray_0 = new Float32Array(6);
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  export class ShadedGeometrySystem extends System {
@@ -251,23 +254,21 @@ export class ShadedGeometrySystem extends System {
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  t.rotation.onChanged.add(sg.updateTransform, sg);
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  t.scale.onChanged.add(sg.updateTransform, sg);
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- if (t.getFlag(TransformFlags.MatrixNeedsUpdate)) {
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- t.updateMatrix();
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- }
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-
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- // sg.__transform.set(t.matrix);
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  sg.update_bounds();
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  // remember entity for lookups
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  sg.__entity = entity;
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  // insert BVH entry
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- const bvh_node_id = this.__bvh_binary.allocate_node();
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- this.__bvh_binary.node_set_aabb(bvh_node_id, sg.__bvh_aabb);
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- this.__bvh_binary.node_set_user_data(bvh_node_id, entity);
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- this.__bvh_binary.insert_leaf(bvh_node_id);
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+ const bvh = this.__bvh_binary;
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+
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+ const bvh_node_id = bvh.allocate_node();
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+
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+ bvh.node_set_aabb(bvh_node_id, sg.__bvh_aabb);
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+ bvh.node_set_user_data(bvh_node_id, entity);
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+ bvh.insert_leaf(bvh_node_id);
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- sg.__bvh_tree = this.__bvh_binary;
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+ sg.__bvh_tree = bvh;
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  sg.__bvh_leaf_id = bvh_node_id;
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package/package.json CHANGED
@@ -5,7 +5,7 @@
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  "productName": "Meep",
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  "description": "production-ready JavaScript game engine based on Entity Component System Architecture",
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  "author": "Alexander Goldring",
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- "version": "2.37.11",
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+ "version": "2.37.12",
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  "dependencies": {
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  "gl-matrix": "3.4.3",
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  "fast-levenshtein": "2.0.6",