@woosh/meep-engine 2.39.24 → 2.39.28

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@@ -14,6 +14,7 @@ import { aabb3_intersects_ray } from "./aabb3_intersects_ray.js";
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  import { aabb3_compute_surface_area } from "./aabb3_compute_surface_area.js";
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  import { aabb3_intersects_frustum_array } from "./aabb3_intersects_frustum_array.js";
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  import { aabb3_matrix4_project } from "../../geom/3d/aabb/aabb3_matrix4_project.js";
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+ import { aabb3_signed_distance_sqr_to_point } from "./aabb3_signed_distance_sqr_to_point.js";
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  export class AABB3 {
@@ -209,35 +210,15 @@ export class AABB3 {
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  * @returns {number} Squared distance to point, value is negative if the point is inside the box
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  */
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  distanceToPoint2(x, y, z) {
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- const _x0 = this.x0;
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- const _y0 = this.y0;
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- const _z0 = this.z0;
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- const _x1 = this.x1;
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- const _y1 = this.y1;
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- const _z1 = this.z1;
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-
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- //do projection
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- const xp0 = _x0 - x;
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- const xp1 = x - _x1;
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- const yp0 = _y0 - y;
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- const yp1 = y - _y1;
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- const zp0 = _z0 - z;
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- const zp1 = z - _z1;
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-
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- //calculate separation in each axis
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- const dx = Math.max(xp0, xp1);
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- const dy = Math.max(yp0, yp1);
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- const dz = Math.max(zp0, zp1);
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-
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- //straight-line distance
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- const distance2 = dx * dx + dy * dy + dz * dz;
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-
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- if (dx < 0 && dy < 0 && dz < 0) {
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- //penetration
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- return -distance2;
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- } else {
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- return distance2;
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- }
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+ return aabb3_signed_distance_sqr_to_point(
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+ this.x0,
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+ this.y0,
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+ this.z0,
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+ this.x1,
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+ this.y1,
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+ this.z1,
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+ x, y, z
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+ );
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  }
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  /**
@@ -0,0 +1,39 @@
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+ import { max2 } from "../../math/max2.js";
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+
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+ /**
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+ * Compute squared distance to point, value is negative if the point is inside the box
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+ * @param {number} x0
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+ * @param {number} y0
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+ * @param {number} z0
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+ * @param {number} x1
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+ * @param {number} y1
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+ * @param {number} z1
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+ * @param {number} point_x
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+ * @param {number} point_y
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+ * @param {number} point_z
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+ * @returns {number}
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+ */
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+ export function aabb3_signed_distance_sqr_to_point(x0, y0, z0, x1, y1, z1, point_x, point_y, point_z) {
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+ //do projection
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+ const xp0 = x0 - point_x;
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+ const xp1 = point_x - x1;
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+ const yp0 = y0 - point_y;
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+ const yp1 = point_y - y1;
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+ const zp0 = z0 - point_z;
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+ const zp1 = point_z - z1;
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+
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+ //calculate separation in each axis
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+ const dx = max2(xp0, xp1);
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+ const dy = max2(yp0, yp1);
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+ const dz = max2(zp0, zp1);
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+
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+ //straight-line distance
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+ const distance_sqr = dx * dx + dy * dy + dz * dz;
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+
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+ if (dx < 0 && dy < 0 && dz < 0) {
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+ //penetration, negative distance
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+ return -distance_sqr;
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+ } else {
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+ return distance_sqr;
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+ }
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+ }
@@ -49,6 +49,12 @@ const ELEMENT_WORD_COUNT = 10;
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  */
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  const INITIAL_CAPACITY = 128;
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+ /**
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+ *
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+ * @type {number[]}
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+ */
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+ const scratch_stack = [];
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+
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  /**
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  * Bounding Volume Hierarchy implementation. Stores unsigned integer values at leaves, these are typically IDs or Index values.
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  * Highly optimized both in terms of memory usage and CPU. Most of the code inlined. No allocation are performed during usage (except for growing the tree capacity).
@@ -874,6 +880,40 @@ export class ExplicitBinaryBoundingVolumeHierarchy {
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  return iA;
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  }
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+ /**
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+ * Release all nodes, this essentially resets the tree to empty state
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+ */
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+ release_all() {
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+ let cursor = 0;
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+ const stack = scratch_stack;
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+
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+ const root = this.__root;
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+
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+ if (root !== NULL_NODE) {
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+ stack[cursor++] = root;
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+ }
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+
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+ const uint32 = this.__data_uint32;
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+
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+ while (cursor > 0) {
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+ cursor--;
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+
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+ const node = stack[cursor];
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+
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+ const node_address = node * ELEMENT_WORD_COUNT;
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+
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+ const child1 = uint32[node_address + COLUMN_CHILD_1];
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+ const child2 = uint32[node_address + COLUMN_CHILD_2];
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+
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+ if (child1 !== NULL_NODE) {
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+ stack[cursor++] = child2;
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+ stack[cursor++] = child1;
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+ }
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+
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+ this.release_node(node);
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+ }
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+ }
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+
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  /**
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  *
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  * @param {(node:number, tree:ExplicitBinaryBoundingVolumeHierarchy)=>void} callback
@@ -46,7 +46,7 @@ export function bvh_query_user_data_generic(
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  */
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  const node = traversal_stack[traversal_cursor];
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- // test node against the ray
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+ // test node against the query
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  const pass = query.evaluate(node, bvh);
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  if (!pass) {
@@ -0,0 +1,96 @@
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+ import { NULL_NODE } from "./ExplicitBinaryBoundingVolumeHierarchy.js";
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+ import { aabb3_signed_distance_sqr_to_point } from "../aabb3/aabb3_signed_distance_sqr_to_point.js";
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+ import { max2 } from "../../math/max2.js";
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+
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+ /**
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+ *
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+ * @type {number[]}
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+ */
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+ const traversal_stack = [];
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+
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+ /**
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+ *
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+ * @type {number[]}
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+ */
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+ const scratch_aabb = [];
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+
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+ /**
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+ *
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+ * @type {number}
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+ */
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+ let traversal_cursor = 0;
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+
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+ /**
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+ *
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+ * @param {ExplicitBinaryBoundingVolumeHierarchy} bvh
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+ * @param {number} x
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+ * @param {number} y
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+ * @param {number} z
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+ * @param {number} [max_distance=Infinity] how far to search
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+ * @returns {number} user data of the leaf, or -1 if not found
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+ */
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+ export function bvh_query_user_data_nearest_to_point(bvh, x, y, z, max_distance = Infinity) {
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+ const stack_frame_address = traversal_cursor;
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+
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+ const root = bvh.root;
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+
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+ if (root === NULL_NODE) {
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+ return -1;
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+ }
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+
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+ traversal_stack[traversal_cursor++] = root;
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+
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+ let best_leaf_data = -1;
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+ let best_distance = max_distance;
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+
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+ while (traversal_cursor > stack_frame_address) {
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+ traversal_cursor--;
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+
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+ /**
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+ *
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+ * @type {number}
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+ */
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+ const node = traversal_stack[traversal_cursor];
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+
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+ bvh.node_get_aabb(node, scratch_aabb);
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+
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+ // compute distance to box
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+ const distance = max2(0, aabb3_signed_distance_sqr_to_point(
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+ scratch_aabb[0], scratch_aabb[1], scratch_aabb[2],
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+ scratch_aabb[3], scratch_aabb[4], scratch_aabb[5],
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+ x, y, z
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+ ));
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+
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+ if (distance > best_distance) {
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+ // node is too far
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+ continue;
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+ }
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+
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+ const node_is_leaf = bvh.node_is_leaf(node);
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+
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+ if (!node_is_leaf) {
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+
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+ // read in-order
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+ const child1 = bvh.node_get_child1(node);
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+ const child2 = bvh.node_get_child2(node);
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+
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+ // write to stack in reverse order, so that fist child ends up being visited first
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+ traversal_stack[traversal_cursor++] = child1;
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+ traversal_stack[traversal_cursor++] = child2;
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+
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+ } else {
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+
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+ // leaf node
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+ if (distance < best_distance) {
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+ best_distance = distance;
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+ best_leaf_data = bvh.node_get_user_data(node);
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+ }
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+
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+ }
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+ }
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+
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+ // drop stack frame
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+ traversal_cursor = stack_frame_address;
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+
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+ return best_leaf_data;
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+ }
@@ -13,7 +13,6 @@ import { TerrainLayer } from "../../../engine/ecs/terrain/ecs/layers/TerrainLaye
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  import Terrain from "../../../engine/ecs/terrain/ecs/Terrain.js";
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  import Vector3 from "../../../core/geom/Vector3.js";
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  import { BlenderCameraOrientationGizmo } from "../v2/BlenderCameraOrientationGizmo.js";
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- import Quaternion from "../../../core/geom/Quaternion.js";
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  import { Transform } from "../../../engine/ecs/transform/Transform.js";
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  import TopDownCameraController from "../../../engine/graphics/ecs/camera/topdown/TopDownCameraController.js";
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@@ -69,7 +68,7 @@ async function main(engine) {
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  editor_controls.enable();
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- const camera_orientation_gizmo = new BlenderCameraOrientationGizmo(new Quaternion());
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+ const camera_orientation_gizmo = new BlenderCameraOrientationGizmo();
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74
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  camera_orientation_gizmo.css({
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  position: 'absolute',
@@ -6,8 +6,41 @@ interface ISignals extends IViewSignals {
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  readonly axisSelected: Signal<string>
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  }
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+ interface IDirectionStyle {
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+ near_fill?: string
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+ near_stroke_width?: number
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+ near_stroke_color?: string
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+
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+ far_fill?: string
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+ far_stroke_width?: number
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+ far_stroke_color?: string
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+ }
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+
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+ interface IOptions {
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+ size?: number,
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+ padding?: number,
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+ bubbleSizePrimary?: number,
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+ bubbleSizeSecondary?: number,
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+ lineWidth?: number,
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+ fontSize?: string,
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+ fontFamily?: string,
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+ fontWeight?: string,
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+ fontColor?: string,
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+ fontYAdjust?: number,
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+ selectionFontColor?: string,
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+ axisStyles?: {
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+ px?: IDirectionStyle,
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+ py?: IDirectionStyle,
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+ pz?: IDirectionStyle,
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+
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+ nx?: IDirectionStyle,
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+ ny?: IDirectionStyle,
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+ nz?: IDirectionStyle,
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+ }
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+ }
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+
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  export class BlenderCameraOrientationGizmo extends View {
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- constructor(orientation?: Quaternion)
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+ constructor(options?: IOptions)
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  on: ISignals
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@@ -57,6 +57,30 @@ class DirectionStyle {
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  }
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  }
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59
 
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+ function apply_hierarchical_options(source, target) {
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+ for (const prop_name in source) {
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+ if (!target.hasOwnProperty(prop_name)) {
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+ console.warn(`Property '${prop_name}' doesn't exist, valid properties are : ${Object.keys(target)}`);
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+ continue;
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+ }
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+
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+ const existing_target_value = target[prop_name];
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+ const source_value = source[prop_name];
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+
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+ if (typeof existing_target_value === "object") {
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+ if (typeof existing_target_value.fromJSON === "function") {
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+ existing_target_value.fromJSON(source_value);
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+ } else {
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+ apply_hierarchical_options(source_value, existing_target_value);
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+ }
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+ } else {
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+ target[prop_name] = source_value;
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+ }
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+
80
+
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+ }
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+ }
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+
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  /**
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  * Modelled on https://github.com/jrj2211/three-orientation-gizmo/blob/master/src/OrientationGizmo.js
@@ -64,16 +88,15 @@ class DirectionStyle {
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  export class BlenderCameraOrientationGizmo extends CanvasView {
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  /**
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  *
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- * @param {Quaternion} quaternion
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  */
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- constructor(quaternion = null) {
92
+ constructor(options = {}) {
70
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  super();
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72
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  /**
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  *
74
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  * @type {Quaternion}
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  */
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- this.orientation = quaternion;
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+ this.orientation = null;
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100
 
78
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  this.options = {
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  size: 100,
@@ -129,6 +152,9 @@ export class BlenderCameraOrientationGizmo extends CanvasView {
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  }
130
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  };
131
154
 
155
+ // read options
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+ apply_hierarchical_options(options, this.options);
157
+
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  // Generate list of axes
133
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  this.bubbles = [
134
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  {
@@ -312,7 +338,7 @@ export class BlenderCameraOrientationGizmo extends CanvasView {
312
338
  compose_matrix4_array(rotation_matrix, Vector3.zero, rotation, Vector3.one);
313
339
  mat4.invert(rotation_matrix, rotation_matrix);
314
340
 
315
- for (let bubble of this.bubbles) {
341
+ for (const bubble of this.bubbles) {
316
342
  const direction = bubble.direction.clone();
317
343
  direction.applyMatrix4(rotation_matrix);
318
344
 
@@ -321,10 +347,12 @@ export class BlenderCameraOrientationGizmo extends CanvasView {
321
347
 
322
348
  // Generate a list of layers to draw
323
349
  const layers = [];
324
- for (let axis in this.bubbles) {
350
+
351
+ for (const bubble of this.bubbles) {
325
352
  // Check if the name starts with a negative and dont add it to the layer list if secondary axis is turned off
326
- if (this.options.showSecondary === true || axis[0] !== "-") {
327
- layers.push(this.bubbles[axis]);
353
+ const is_secondary = bubble.axis[0] !== "-";
354
+ if (this.options.showSecondary === true || is_secondary) {
355
+ layers.push(bubble);
328
356
  }
329
357
  }
330
358
 
@@ -1,4 +1,4 @@
1
- import {Camera, PerspectiveCamera, Scene, WebGLRenderer, WebGLRenderTarget} from "three";
1
+ import {PerspectiveCamera, Scene, WebGLRenderer, WebGLRenderTarget} from "three";
2
2
  import {RenderLayerManager} from "./render/layers/RenderLayerManager";
3
3
  import Vector3 from "../../core/geom/Vector3";
4
4
  import Vector2 from "../../core/geom/Vector2";
package/package.json CHANGED
@@ -5,7 +5,7 @@
5
5
  "productName": "Meep",
6
6
  "description": "production-ready JavaScript game engine based on Entity Component System Architecture",
7
7
  "author": "Alexander Goldring",
8
- "version": "2.39.24",
8
+ "version": "2.39.28",
9
9
  "dependencies": {
10
10
  "gl-matrix": "3.4.3",
11
11
  "fast-levenshtein": "2.0.6",