@woosh/meep-engine 2.39.25 → 2.39.29

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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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+ }
@@ -0,0 +1,3 @@
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+ export class ExplicitBinaryBoundingVolumeHierarchy {
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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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49
- // 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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51
 
52
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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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+
64
+ 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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+
81
+ } 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;
96
+ }
@@ -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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18
 
@@ -69,7 +68,7 @@ async function main(engine) {
69
68
 
70
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  editor_controls.enable();
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70
 
72
- const camera_orientation_gizmo = new BlenderCameraOrientationGizmo(new Quaternion());
71
+ const camera_orientation_gizmo = new BlenderCameraOrientationGizmo();
73
72
 
74
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  camera_orientation_gizmo.css({
75
74
  position: 'absolute',
@@ -6,8 +6,41 @@ interface ISignals extends IViewSignals {
6
6
  readonly axisSelected: Signal<string>
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  }
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8
 
9
+ interface IDirectionStyle {
10
+ near_fill?: string
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+ near_stroke_width?: number
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+ near_stroke_color?: string
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+
14
+ 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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+
36
+ nx?: IDirectionStyle,
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+ ny?: IDirectionStyle,
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+ nz?: IDirectionStyle,
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+ }
40
+ }
41
+
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  export class BlenderCameraOrientationGizmo extends View {
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- constructor(orientation?: Quaternion)
43
+ constructor(options?: IOptions)
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44
 
12
45
  on: ISignals
13
46
 
@@ -57,6 +57,30 @@ class DirectionStyle {
57
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  }
58
58
  }
59
59
 
60
+ function apply_hierarchical_options(source, target) {
61
+ for (const prop_name in source) {
62
+ 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];
68
+ const source_value = source[prop_name];
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+
70
+ if (typeof existing_target_value === "object") {
71
+ if (typeof existing_target_value.fromJSON === "function") {
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+ existing_target_value.fromJSON(source_value);
73
+ } else {
74
+ apply_hierarchical_options(source_value, existing_target_value);
75
+ }
76
+ } else {
77
+ target[prop_name] = source_value;
78
+ }
79
+
80
+
81
+ }
82
+ }
83
+
60
84
 
61
85
  /**
62
86
  * Modelled on https://github.com/jrj2211/three-orientation-gizmo/blob/master/src/OrientationGizmo.js
@@ -64,16 +88,15 @@ class DirectionStyle {
64
88
  export class BlenderCameraOrientationGizmo extends CanvasView {
65
89
  /**
66
90
  *
67
- * @param {Quaternion} quaternion
68
91
  */
69
- constructor(quaternion = null) {
92
+ constructor(options = {}) {
70
93
  super();
71
94
 
72
95
  /**
73
96
  *
74
97
  * @type {Quaternion}
75
98
  */
76
- this.orientation = quaternion;
99
+ this.orientation = null;
77
100
 
78
101
  this.options = {
79
102
  size: 100,
@@ -129,6 +152,9 @@ export class BlenderCameraOrientationGizmo extends CanvasView {
129
152
  }
130
153
  };
131
154
 
155
+ // read options
156
+ apply_hierarchical_options(options, this.options);
157
+
132
158
  // Generate list of axes
133
159
  this.bubbles = [
134
160
  {
@@ -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";
@@ -2,10 +2,13 @@ import {System} from "../../../ecs/System";
2
2
  import Engine from "../../../Engine";
3
3
  import {ShadedGeometry} from "./ShadedGeometry";
4
4
  import {SurfacePoint3} from "../../../../core/geom/3d/SurfacePoint3";
5
+ import {ExplicitBinaryBoundingVolumeHierarchy} from "../../../../core/bvh2/bvh3/ExplicitBinaryBoundingVolumeHierarchy";
5
6
 
6
7
  export class ShadedGeometrySystem extends System<ShadedGeometry> {
7
8
  constructor(engine: Engine)
8
9
 
10
+ readonly bvh: ExplicitBinaryBoundingVolumeHierarchy
11
+
9
12
  raycastNearest(
10
13
  contact: SurfacePoint3,
11
14
  origin_x: number, origin_y: number, origin_z: number,
@@ -108,6 +108,14 @@ export class ShadedGeometrySystem extends System {
108
108
  });
109
109
  }
110
110
 
111
+ /**
112
+ *
113
+ * @returns {ExplicitBinaryBoundingVolumeHierarchy}
114
+ */
115
+ get bvh() {
116
+ return this.__bvh_binary;
117
+ }
118
+
111
119
  /**
112
120
  * NOTE: DO NOT MODIFY RESULTS
113
121
  * @returns {Map<number,number>}
@@ -386,7 +394,7 @@ export class ShadedGeometrySystem extends System {
386
394
  direction_x, direction_y, direction_z
387
395
  );
388
396
 
389
- const geometry_hit_found = sg.query_raycast_nearest(scratch_point,scratch_ray_0,m4);
397
+ const geometry_hit_found = sg.query_raycast_nearest(scratch_point, scratch_ray_0, m4);
390
398
 
391
399
  if (!geometry_hit_found) {
392
400
  continue;
@@ -467,7 +475,7 @@ export class ShadedGeometrySystem extends System {
467
475
  direction_x, direction_y, direction_z
468
476
  );
469
477
 
470
- const geometry_hit_found = sg.query_raycast_nearest(scratch_point,scratch_ray_0,m4);
478
+ const geometry_hit_found = sg.query_raycast_nearest(scratch_point, scratch_ray_0, m4);
471
479
 
472
480
  if (!geometry_hit_found) {
473
481
  continue;
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": "2.39.25",
8
+ "version": "2.39.29",
9
9
  "dependencies": {
10
10
  "gl-matrix": "3.4.3",
11
11
  "fast-levenshtein": "2.0.6",