@woosh/meep-engine 3.0.0 → 3.0.2

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.
Files changed (719) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/ecs/component/FieldDescriptor.d.ts +26 -26
  3. package/editor/ecs/component/FieldValueAdapter.d.ts +6 -6
  4. package/editor/ecs/component/TypeEditor.d.ts +24 -24
  5. package/editor/ecs/component/createFieldEditor.d.ts +8 -8
  6. package/editor/ecs/component/createObjectEditor.d.ts +13 -13
  7. package/editor/ecs/component/editors/primitive/ObjectEditor.d.ts +5 -5
  8. package/editor/ecs/component/findNearestRegisteredType.d.ts +7 -7
  9. package/editor/particles/rebuildParticleEmitter.js +8 -26
  10. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  11. package/editor/prototypeEditorShell.js +0 -2
  12. package/editor/tools/SelectionTool.js +1 -2
  13. package/editor/tools/TransformToolV2.js +2 -3
  14. package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
  15. package/editor/tools/v2/TransformControls.js +1 -1
  16. package/editor/view/ecs/components/color/GaugeView.d.ts +12 -12
  17. package/editor/view/ecs/components/common/AutoCanvasView.d.ts +29 -29
  18. package/editor/view/ecs/components/common/LineView.d.ts +11 -11
  19. package/editor/view/ecs/components/common/NumberController.d.ts +17 -17
  20. package/editor/view/ecs/components/common/TextController.d.ts +20 -20
  21. package/editor/view/node-graph/NodeGraphCamera.d.ts +47 -47
  22. package/editor/view/node-graph/NodeGraphEditorView.d.ts +54 -54
  23. package/editor/view/node-graph/NodeGraphSelection.d.ts +55 -55
  24. package/editor/view/node-graph/NodeGraphView.d.ts +97 -97
  25. package/editor/view/node-graph/NodeView.d.ts +25 -25
  26. package/editor/view/node-graph/PortView.d.ts +22 -22
  27. package/editor/view/node-graph/actions/ConnectionCreateAction.d.ts +33 -33
  28. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts +25 -25
  29. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts +46 -46
  30. package/editor/view/node-graph/actions/NodeParameterSetAction.d.ts +33 -33
  31. package/editor/view/node-graph/actions/NodesMoveAction.d.ts +37 -37
  32. package/editor/view/node-graph/actions/SelectionSetAction.d.ts +37 -37
  33. package/editor/view/node-graph/connection_wire_geometry.d.ts +45 -45
  34. package/package.json +94 -96
  35. package/src/avif/codec/dec/avif_dec.d.ts +3 -15
  36. package/src/avif/codec/enc/avif_enc.d.ts +3 -38
  37. package/src/avif/codec/enc/avif_enc_mt.d.ts +3 -1
  38. package/src/avif/decode.d.ts +2 -66
  39. package/src/avif/decode.d.ts.map +1 -1
  40. package/src/avif/encode.d.ts +2 -27
  41. package/src/avif/encode.d.ts.map +1 -1
  42. package/src/avif/index.d.ts +2 -2
  43. package/src/avif/index.d.ts.map +1 -1
  44. package/src/avif/meta.d.ts +23 -39
  45. package/src/avif/meta.d.ts.map +1 -1
  46. package/src/avif/utils.d.ts +16 -16
  47. package/src/avif/utils.d.ts.map +1 -1
  48. package/src/core/bvh2/visual/BVHGeometry.d.ts +13 -14
  49. package/src/core/bvh2/visual/BVHGeometry.d.ts.map +1 -1
  50. package/src/core/bvh2/visual/BVHGeometry.js +131 -129
  51. package/src/core/collection/array/typed/typed_array_value_denormalize.d.ts.map +1 -1
  52. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -47
  53. package/src/core/collection/array/typed/typed_array_value_normalize.d.ts.map +1 -1
  54. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -46
  55. package/src/core/geom/3d/aabb/AABB3.d.ts.map +1 -1
  56. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts +9 -2
  57. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
  58. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +117 -110
  59. package/src/core/geom/3d/mat4/m4_look_at.d.ts +25 -0
  60. package/src/core/geom/3d/mat4/m4_look_at.d.ts.map +1 -0
  61. package/src/core/geom/3d/mat4/m4_look_at.js +96 -0
  62. package/src/core/geom/3d/mat4/m4_make_rotation_x.d.ts +18 -0
  63. package/src/core/geom/3d/mat4/m4_make_rotation_x.d.ts.map +1 -0
  64. package/src/core/geom/3d/mat4/m4_make_rotation_x.js +47 -0
  65. package/src/core/geom/3d/mat4/m4_make_rotation_y.d.ts +18 -0
  66. package/src/core/geom/3d/mat4/m4_make_rotation_y.d.ts.map +1 -0
  67. package/src/core/geom/3d/mat4/m4_make_rotation_y.js +47 -0
  68. package/src/core/geom/3d/mat4/m4_make_rotation_z.d.ts +18 -0
  69. package/src/core/geom/3d/mat4/m4_make_rotation_z.d.ts.map +1 -0
  70. package/src/core/geom/3d/mat4/m4_make_rotation_z.js +47 -0
  71. package/src/core/geom/3d/mat4/m4_perspective.d.ts +25 -0
  72. package/src/core/geom/3d/mat4/m4_perspective.d.ts.map +1 -0
  73. package/src/core/geom/3d/mat4/m4_perspective.js +66 -0
  74. package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.d.ts +14 -0
  75. package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.d.ts.map +1 -0
  76. package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.js +39 -0
  77. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  78. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +171 -166
  79. package/src/engine/Engine.d.ts.map +1 -1
  80. package/src/engine/Engine.js +1 -2
  81. package/src/engine/EngineHarness.d.ts.map +1 -1
  82. package/src/engine/EngineHarness.js +6 -1
  83. package/src/engine/animation/clip/ecd_bind_animation_curve.d.ts +0 -1
  84. package/src/engine/animation/clip/ecd_bind_animation_curve.d.ts.map +1 -1
  85. package/src/engine/asset/GameAssetType.js +5 -0
  86. package/src/engine/asset/loaders/async_traverse_three_object.d.ts.map +1 -1
  87. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  88. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +2045 -2052
  89. package/src/engine/ecs/fow/FogOfWarEdgeMode.d.ts +1 -1
  90. package/src/engine/ecs/fow/FogOfWarEdgeMode.js +40 -40
  91. package/src/engine/ecs/gui/hud/testHudEdgeStick.js +2 -2
  92. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  93. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +265 -269
  94. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -15
  95. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  96. package/src/engine/ecs/terrain/ecs/Terrain.js +0 -30
  97. package/src/engine/ecs/terrain/ecs/TerrainSystem.d.ts.map +1 -1
  98. package/src/engine/ecs/terrain/ecs/TerrainSystem.js +14 -29
  99. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.d.ts.map +1 -1
  100. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -126
  101. package/src/engine/ecs/transform/copy_three_transform.d.ts.map +1 -1
  102. package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.d.ts +2 -2
  103. package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.d.ts.map +1 -1
  104. package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.js +207 -207
  105. package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.d.ts +2 -2
  106. package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.d.ts.map +1 -1
  107. package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.js +151 -151
  108. package/src/engine/graphics/ecs/camera/Camera.d.ts +36 -48
  109. package/src/engine/graphics/ecs/camera/Camera.d.ts.map +1 -1
  110. package/src/engine/graphics/ecs/camera/Camera.js +165 -303
  111. package/src/engine/graphics/ecs/camera/camera_active_frustum.d.ts +14 -0
  112. package/src/engine/graphics/ecs/camera/camera_active_frustum.d.ts.map +1 -0
  113. package/src/engine/graphics/ecs/camera/camera_active_frustum.js +25 -0
  114. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +16 -0
  115. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts.map +1 -0
  116. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -0
  117. package/src/engine/graphics/ecs/camera/camera_traverse_active.d.ts +12 -0
  118. package/src/engine/graphics/ecs/camera/camera_traverse_active.d.ts.map +1 -0
  119. package/src/engine/graphics/ecs/camera/camera_traverse_active.js +18 -0
  120. package/src/engine/graphics/ecs/camera/pp/PerfectPanner.js +170 -170
  121. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts +5 -1
  122. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts.map +1 -1
  123. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.js +296 -281
  124. package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts.map +1 -1
  125. package/src/engine/graphics/ecs/light/shadow/extend_shadow_camera_near_for_casters.d.ts.map +1 -1
  126. package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts.map +1 -1
  127. package/src/engine/graphics/ecs/mesh/setMesh.d.ts.map +1 -1
  128. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +22 -13
  129. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  130. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +29 -16
  131. package/src/engine/graphics/ecs/mesh-v2/render/adapters/AbstractRenderAdapter.d.ts +1 -1
  132. package/src/engine/graphics/ecs/mesh-v2/render/adapters/AbstractRenderAdapter.d.ts.map +1 -1
  133. package/src/engine/graphics/ecs/mesh-v2/three_object_to_entity_composition.d.ts.map +1 -1
  134. package/src/engine/graphics/ecs/render_layers_compute_depth_range.d.ts +1 -1
  135. package/src/engine/graphics/ecs/render_layers_compute_depth_range.js +1 -1
  136. package/src/engine/graphics/ecs/water/Water.d.ts +6 -19
  137. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  138. package/src/engine/graphics/ecs/water/Water.js +104 -215
  139. package/src/engine/graphics/geometry/AttributeData.d.ts +52 -0
  140. package/src/engine/graphics/geometry/AttributeData.d.ts.map +1 -0
  141. package/src/engine/graphics/geometry/AttributeData.js +84 -0
  142. package/src/engine/graphics/geometry/buffered/computeBufferAttributeHash.d.ts.map +1 -1
  143. package/src/engine/graphics/geometry/buffered/computeGeometryEquality.d.ts.map +1 -1
  144. package/src/engine/graphics/geometry/buffered/computeGeometryHash.d.ts.map +1 -1
  145. package/src/engine/graphics/geometry/buffered/compute_buffer_geometry_byte_size.d.ts.map +1 -1
  146. package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.d.ts +5 -1
  147. package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.d.ts.map +1 -1
  148. package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.js +49 -45
  149. package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.d.ts +36 -24
  150. package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.d.ts.map +1 -1
  151. package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.js +288 -288
  152. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.d.ts +19 -0
  153. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.d.ts.map +1 -0
  154. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.js +52 -0
  155. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.d.ts +1 -0
  156. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.d.ts.map +1 -1
  157. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.js +20 -32
  158. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.d.ts +1 -0
  159. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.d.ts.map +1 -1
  160. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.js +19 -30
  161. package/src/engine/graphics/geometry/compute_geometry_polycount.d.ts.map +1 -1
  162. package/src/engine/graphics/impostors/card_cluster/FacePlaneAssignment.d.ts.map +1 -1
  163. package/src/engine/graphics/impostors/octahedral/ImpostorDescription.d.ts.map +1 -1
  164. package/src/engine/graphics/particles/particular/engine/ParticularEngine.d.ts +1 -14
  165. package/src/engine/graphics/particles/particular/engine/ParticularEngine.d.ts.map +1 -1
  166. package/src/engine/graphics/particles/particular/engine/ParticularEngine.js +229 -253
  167. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +25 -12
  168. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts.map +1 -1
  169. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1149 -1194
  170. package/src/engine/graphics/particles/particular/engine/emitter/ParticlePool.d.ts +4 -8
  171. package/src/engine/graphics/particles/particular/engine/emitter/ParticlePool.d.ts.map +1 -1
  172. package/src/engine/graphics/particles/particular/engine/emitter/ParticlePool.js +472 -540
  173. package/src/engine/graphics/particles/particular/engine/shader/ShaderManager.d.ts +19 -90
  174. package/src/engine/graphics/particles/particular/engine/shader/ShaderManager.d.ts.map +1 -1
  175. package/src/engine/graphics/particles/particular/engine/shader/ShaderManager.js +135 -514
  176. package/src/engine/graphics/render/layers/RenderLayer.d.ts.map +1 -1
  177. package/src/engine/graphics/render/layers/RenderLayer.js +95 -95
  178. package/src/engine/graphics/sh3/fromCubeRenderTarget.d.ts.map +1 -1
  179. package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.d.ts +77 -0
  180. package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.d.ts.map +1 -0
  181. package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.js +507 -0
  182. package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.d.ts +2 -2
  183. package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.d.ts.map +1 -1
  184. package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.js +161 -161
  185. package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.d.ts +6 -6
  186. package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.d.ts.map +1 -1
  187. package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.js +31 -12
  188. package/src/engine/graphics/sh3/path_tracer/PathTracedScene.d.ts +113 -0
  189. package/src/engine/graphics/sh3/path_tracer/PathTracedScene.d.ts.map +1 -0
  190. package/src/engine/graphics/sh3/path_tracer/PathTracedScene.js +699 -0
  191. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +10 -0
  192. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts.map +1 -1
  193. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +73 -63
  194. package/src/engine/graphics/sh3/path_tracer/texture/sample_material.d.ts.map +1 -1
  195. package/src/engine/graphics/sh3/path_tracer/texture/sample_material.js +10 -13
  196. package/src/engine/graphics/shadows/vsm.glsl.d.ts.map +1 -1
  197. package/src/engine/graphics/shadows/vsm.glsl.js +43 -41
  198. package/src/engine/graphics/texture/computeThreeTextureInternalFormatFromDataType.d.ts.map +1 -1
  199. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  200. package/src/engine/graphics3/CameraSystem3.js +10 -1
  201. package/src/engine/graphics3/GraphicsEngine3.d.ts +3 -3
  202. package/src/engine/graphics3/GraphicsEngine3.js +3 -3
  203. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +11 -0
  204. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  205. package/src/engine/graphics3/ParticleEmitterSystem3.js +289 -265
  206. package/src/engine/graphics3/ShadeCameraAdapter.d.ts +3 -3
  207. package/src/engine/graphics3/ShadeCameraAdapter.js +3 -3
  208. package/src/engine/graphics3/WaterSystem3.js +1 -1
  209. package/src/engine/graphics3/camera_sync_from_transform.d.ts +2 -2
  210. package/src/engine/graphics3/camera_sync_from_transform.js +2 -2
  211. package/src/engine/graphics3/shade_camera_projection_ray.js +2 -2
  212. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts +2 -2
  213. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts.map +1 -1
  214. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  215. package/src/shade/renderer/camera/Camera.d.ts +3 -5
  216. package/src/shade/renderer/camera/Camera.d.ts.map +1 -1
  217. package/src/shade/renderer/camera/Camera.js +281 -280
  218. package/src/shade/renderer/camera/GPUCameraContext.js +233 -233
  219. package/src/shade/renderer/geometry/Geometry.d.ts.map +1 -1
  220. package/src/shade/renderer/geometry/Geometry.js +6 -5
  221. package/src/shade/renderer/geometry/primitives/make_box_geometry.d.ts.map +1 -1
  222. package/src/shade/renderer/geometry/primitives/make_box_geometry.js +6 -1
  223. package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.d.ts +19 -0
  224. package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.d.ts.map +1 -0
  225. package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.js +240 -0
  226. package/src/shade/renderer/geometry/primitives/make_plane_geometry.d.ts.map +1 -1
  227. package/src/shade/renderer/geometry/primitives/make_plane_geometry.js +6 -1
  228. package/src/shade/renderer/geometry/primitives/make_polyhedron_geometry.d.ts.map +1 -1
  229. package/src/shade/renderer/geometry/primitives/make_polyhedron_geometry.js +327 -322
  230. package/src/shade/renderer/geometry/primitives/make_torus_geometry.d.ts +13 -0
  231. package/src/shade/renderer/geometry/primitives/make_torus_geometry.d.ts.map +1 -0
  232. package/src/shade/renderer/geometry/primitives/make_torus_geometry.js +107 -0
  233. package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.d.ts +15 -0
  234. package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.d.ts.map +1 -0
  235. package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.js +165 -0
  236. package/src/shade/renderer/loader/usd/parse_usda.js +1 -1
  237. package/src/shade/renderer/loader/usd/usd_build_scene.d.ts.map +1 -1
  238. package/src/shade/renderer/loader/usd/usd_build_scene.js +658 -652
  239. package/src/shade/renderer/loader/usd/usd_compose_transform.d.ts.map +1 -1
  240. package/src/shade/renderer/loader/usd/usd_compose_transform.js +58 -23
  241. package/src/shade/renderer/particles/prototypeParticleSystem.js +450 -443
  242. package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.d.ts +5 -1
  243. package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.d.ts.map +1 -1
  244. package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.js +51 -47
  245. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  246. package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.d.ts +2 -0
  247. package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.d.ts.map +1 -1
  248. package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.js +225 -223
  249. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  250. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +7 -3
  251. package/src/view/minimap/dom/MinimapCameraView.d.ts +2 -2
  252. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  253. package/editor/Editor.d.ts +0 -162
  254. package/editor/Editor.d.ts.map +0 -1
  255. package/editor/EditorCameraNavigation.d.ts +0 -21
  256. package/editor/EditorCameraNavigation.d.ts.map +0 -1
  257. package/editor/EditorKeyMap.d.ts +0 -28
  258. package/editor/EditorKeyMap.d.ts.map +0 -1
  259. package/editor/SelectionVisualizer.d.ts +0 -49
  260. package/editor/SelectionVisualizer.d.ts.map +0 -1
  261. package/editor/actions/concrete/ActionUpdateTexture.d.ts +0 -12
  262. package/editor/actions/concrete/ActionUpdateTexture.d.ts.map +0 -1
  263. package/editor/actions/concrete/ArrayCopyAction.d.ts +0 -20
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@@ -1,110 +1,117 @@
1
- import { v3_distance_above_plane } from "../../vec3/v3_distance_above_plane.js";
2
- import Vector3 from "../../Vector3.js";
3
- import { plane3_compute_intersection_objects } from "../plane/plane3_compute_intersection_objects.js";
4
- import { plane3_project_point } from "../plane/plane3_project_point.js";
5
- import { plane3_compute_3_plane_intersection_from_three } from "../plane/plane3_compute_3_plane_intersection_from_three.js";
6
- import { ray3_compute_closest_point } from "../ray/ray3_compute_closest_point.js";
7
-
8
- /**
9
- *
10
- * @type {Plane[]}
11
- */
12
- const scratch_outer_planes = [];
13
-
14
- const scratch_v3_0 = new Vector3();
15
-
16
- const scratch_v3_1 = new Vector3();
17
-
18
- /**
19
- *
20
- * @type {number[]}
21
- */
22
- const scratch_v3_array = [];
23
-
24
- /**
25
- *
26
- * @param {Vector3} result
27
- * @param {Plane[]} planes
28
- * @param {number} target_x
29
- * @param {number} target_y
30
- * @param {number} target_z
31
- * @returns {boolean} if point is inside the frustum - true, false otherwise
32
- */
33
- export function frustum3_compute_closest_point(result, planes, target_x, target_y, target_z) {
34
- let j;
35
-
36
- let outside_plane_count = 0;
37
-
38
- const plane_count = planes.length;
39
-
40
- for (j = 0; j < plane_count; j++) {
41
-
42
- const plane = planes[j];
43
-
44
- const plane_normal = plane.normal;
45
-
46
- const distance = v3_distance_above_plane(
47
- target_x, target_y, target_z,
48
- plane_normal.x, plane_normal.y, plane_normal.z, plane.constant
49
- );
50
-
51
- if (distance < 0) {
52
-
53
- scratch_outer_planes[outside_plane_count] = j;
54
-
55
- outside_plane_count++;
56
-
57
- }
58
-
59
- }
60
-
61
- if (outside_plane_count === 0) {
62
- result.set(target_x, target_y, target_z);
63
-
64
- return true;
65
- }
66
-
67
- // point is outside the frustum
68
-
69
- if (outside_plane_count === 1) {
70
- const plane_0_index = scratch_outer_planes[0];
71
- const plane_0 = planes[plane_0_index];
72
- // point lies outside exactly one plane
73
- plane3_project_point(result, target_x, target_y, target_z, plane_0.normal.x, plane_0.normal.y, plane_0.normal.z, plane_0.constant);
74
- } else if (outside_plane_count === 2) {
75
- // outside two planes, nearest point lies on the intersection line of two planes
76
-
77
- const plane_0_index = scratch_outer_planes[0];
78
- const plane_1_index = scratch_outer_planes[1];
79
-
80
- const plane_0 = planes[plane_0_index];
81
- const plane_1 = planes[plane_1_index];
82
-
83
- const intersection_exists = plane3_compute_intersection_objects(plane_0, plane_1, scratch_v3_0, scratch_v3_1);
84
-
85
- if (!intersection_exists) {
86
- throw new Error('Planes are parallel and do not intersect, likely an invalid frustum');
87
- }
88
-
89
- ray3_compute_closest_point(result,
90
- scratch_v3_0.x, scratch_v3_0.y, scratch_v3_0.z,
91
- scratch_v3_1.x, scratch_v3_1.y, scratch_v3_1.z,
92
- target_x, target_y, target_z
93
- );
94
- } else if (outside_plane_count === 3) {
95
- // outside 3 planes, nearest point is intersect of 3 planes
96
- const plane_0_index = scratch_outer_planes[0];
97
- const plane_1_index = scratch_outer_planes[1];
98
- const plane_2_index = scratch_outer_planes[2];
99
-
100
- const plane_0 = planes[plane_0_index];
101
- const plane_1 = planes[plane_1_index];
102
- const plane_2 = planes[plane_2_index];
103
-
104
- plane3_compute_3_plane_intersection_from_three(scratch_v3_array, 0, plane_0, plane_1, plane_2);
105
-
106
- result.fromArray(scratch_v3_array, 0)
107
- }
108
-
109
- return false;
110
- }
1
+ import { v3_distance_above_plane } from "../../vec3/v3_distance_above_plane.js";
2
+ import Vector3 from "../../Vector3.js";
3
+ import { plane3_compute_3_plane_intersection } from "../plane/plane3_compute_3_plane_intersection.js";
4
+ import { plane3_compute_intersection } from "../plane/plane3_compute_intersection.js";
5
+ import { plane3_project_point } from "../plane/plane3_project_point.js";
6
+ import { ray3_compute_closest_point } from "../ray/ray3_compute_closest_point.js";
7
+
8
+ /**
9
+ * Indices into the caller's plane list, for the planes the target lies outside of.
10
+ * @type {number[]}
11
+ */
12
+ const scratch_outer_planes = [];
13
+
14
+ const scratch_v3_0 = new Vector3();
15
+
16
+ const scratch_v3_1 = new Vector3();
17
+
18
+ /**
19
+ *
20
+ * @type {number[]}
21
+ */
22
+ const scratch_v3_array = [];
23
+
24
+ /**
25
+ * The point inside a convex frustum nearest to a target point, and whether the target was already
26
+ * inside it.
27
+ *
28
+ * **A plane is a `Vector4`**: `x, y, z` its normal and `w` its constant, inside where
29
+ * `dot(normal, p) + w` is non-negative. That is the same four numbers every frustum query in the
30
+ * tree reads and what `camera_active_frustum` publishes; it used to be a three `Plane`, whose
31
+ * `normal`/`constant` pair is the same thing wearing an object (X15d).
32
+ *
33
+ * @param {Vector3} result
34
+ * @param {Vector4[]} planes
35
+ * @param {number} target_x
36
+ * @param {number} target_y
37
+ * @param {number} target_z
38
+ * @returns {boolean} if point is inside the frustum - true, false otherwise
39
+ */
40
+ export function frustum3_compute_closest_point(result, planes, target_x, target_y, target_z) {
41
+ let j;
42
+
43
+ let outside_plane_count = 0;
44
+
45
+ const plane_count = planes.length;
46
+
47
+ for (j = 0; j < plane_count; j++) {
48
+
49
+ const plane = planes[j];
50
+
51
+ const distance = v3_distance_above_plane(
52
+ target_x, target_y, target_z,
53
+ plane.x, plane.y, plane.z, plane.w
54
+ );
55
+
56
+ if (distance < 0) {
57
+
58
+ scratch_outer_planes[outside_plane_count] = j;
59
+
60
+ outside_plane_count++;
61
+
62
+ }
63
+
64
+ }
65
+
66
+ if (outside_plane_count === 0) {
67
+ result.set(target_x, target_y, target_z);
68
+
69
+ return true;
70
+ }
71
+
72
+ // point is outside the frustum
73
+
74
+ if (outside_plane_count === 1) {
75
+ const plane_0 = planes[scratch_outer_planes[0]];
76
+
77
+ // point lies outside exactly one plane
78
+ plane3_project_point(result, target_x, target_y, target_z, plane_0.x, plane_0.y, plane_0.z, plane_0.w);
79
+ } else if (outside_plane_count === 2) {
80
+ // outside two planes, nearest point lies on the intersection line of two planes
81
+
82
+ const plane_0 = planes[scratch_outer_planes[0]];
83
+ const plane_1 = planes[scratch_outer_planes[1]];
84
+
85
+ const intersection_exists = plane3_compute_intersection(
86
+ scratch_v3_0, scratch_v3_1,
87
+ plane_0.x, plane_0.y, plane_0.z, plane_0.w,
88
+ plane_1.x, plane_1.y, plane_1.z, plane_1.w
89
+ );
90
+
91
+ if (!intersection_exists) {
92
+ throw new Error('Planes are parallel and do not intersect, likely an invalid frustum');
93
+ }
94
+
95
+ ray3_compute_closest_point(result,
96
+ scratch_v3_0.x, scratch_v3_0.y, scratch_v3_0.z,
97
+ scratch_v3_1.x, scratch_v3_1.y, scratch_v3_1.z,
98
+ target_x, target_y, target_z
99
+ );
100
+ } else if (outside_plane_count === 3) {
101
+ // outside 3 planes, nearest point is intersect of 3 planes
102
+ const plane_0 = planes[scratch_outer_planes[0]];
103
+ const plane_1 = planes[scratch_outer_planes[1]];
104
+ const plane_2 = planes[scratch_outer_planes[2]];
105
+
106
+ plane3_compute_3_plane_intersection(
107
+ scratch_v3_array, 0,
108
+ plane_0.x, plane_0.y, plane_0.z, plane_0.w,
109
+ plane_1.x, plane_1.y, plane_1.z, plane_1.w,
110
+ plane_2.x, plane_2.y, plane_2.z, plane_2.w
111
+ );
112
+
113
+ result.fromArray(scratch_v3_array, 0)
114
+ }
115
+
116
+ return false;
117
+ }
@@ -0,0 +1,25 @@
1
+ /**
2
+ * Build a view matrix that places the eye at `eye` and points it at `center`, with `up` naming
3
+ * which way is up.
4
+ *
5
+ * Right-handed, matching the camera basis the rest of the renderer uses: the eye looks down its own
6
+ * −Z, so `center` sits at a negative view-space z. The result is the inverse of the camera's world
7
+ * transform — it carries world space into view space, not the other way around.
8
+ *
9
+ * `up` only has to be non-parallel to the view direction; it is re-orthogonalized against it. When
10
+ * it *is* parallel the cross product collapses and the basis is degenerate — that is a caller error,
11
+ * and the assert below is what says so.
12
+ *
13
+ * Allocation-free.
14
+ *
15
+ * @param {number[]|Float32Array|Float64Array} out destination 4x4 matrix
16
+ * @param {ArrayLike<number>} eye position of the viewer, `[x, y, z]`
17
+ * @param {ArrayLike<number>} center point the viewer is looking at, `[x, y, z]`
18
+ * @param {ArrayLike<number>} up up direction, `[x, y, z]`, not parallel to `center - eye`
19
+ * @returns {number[]|Float32Array|Float64Array} `out`, for convenience
20
+ *
21
+ * @author Alex Goldring
22
+ * @copyright Company Named Limited (c) 2026
23
+ */
24
+ export function m4_look_at(out: number[] | Float32Array | Float64Array, eye: ArrayLike<number>, center: ArrayLike<number>, up: ArrayLike<number>): number[] | Float32Array | Float64Array;
25
+ //# sourceMappingURL=m4_look_at.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"m4_look_at.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/mat4/m4_look_at.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,gCATW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,OAClC,UAAU,MAAM,CAAC,UACjB,UAAU,MAAM,CAAC,MACjB,UAAU,MAAM,CAAC,GACf,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,CA2E9C"}
@@ -0,0 +1,96 @@
1
+ import { assert } from "../../../assert.js";
2
+
3
+ /**
4
+ * Build a view matrix that places the eye at `eye` and points it at `center`, with `up` naming
5
+ * which way is up.
6
+ *
7
+ * Right-handed, matching the camera basis the rest of the renderer uses: the eye looks down its own
8
+ * −Z, so `center` sits at a negative view-space z. The result is the inverse of the camera's world
9
+ * transform — it carries world space into view space, not the other way around.
10
+ *
11
+ * `up` only has to be non-parallel to the view direction; it is re-orthogonalized against it. When
12
+ * it *is* parallel the cross product collapses and the basis is degenerate — that is a caller error,
13
+ * and the assert below is what says so.
14
+ *
15
+ * Allocation-free.
16
+ *
17
+ * @param {number[]|Float32Array|Float64Array} out destination 4x4 matrix
18
+ * @param {ArrayLike<number>} eye position of the viewer, `[x, y, z]`
19
+ * @param {ArrayLike<number>} center point the viewer is looking at, `[x, y, z]`
20
+ * @param {ArrayLike<number>} up up direction, `[x, y, z]`, not parallel to `center - eye`
21
+ * @returns {number[]|Float32Array|Float64Array} `out`, for convenience
22
+ *
23
+ * @author Alex Goldring
24
+ * @copyright Company Named Limited (c) 2026
25
+ */
26
+ export function m4_look_at(out, eye, center, up) {
27
+ assert.isArrayLike(eye, 'eye');
28
+ assert.isArrayLike(center, 'center');
29
+ assert.isArrayLike(up, 'up');
30
+
31
+ const eye_x = eye[0];
32
+ const eye_y = eye[1];
33
+ const eye_z = eye[2];
34
+
35
+ // backward = normalize(eye - center); the view direction is its negation
36
+ let z0 = eye_x - center[0];
37
+ let z1 = eye_y - center[1];
38
+ let z2 = eye_z - center[2];
39
+
40
+ const z_length = Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
41
+
42
+ assert.greaterThan(z_length, 0, 'distance between eye and center');
43
+
44
+ const z_scale = 1 / z_length;
45
+
46
+ z0 *= z_scale;
47
+ z1 *= z_scale;
48
+ z2 *= z_scale;
49
+
50
+ const up_x = up[0];
51
+ const up_y = up[1];
52
+ const up_z = up[2];
53
+
54
+ // right = normalize(cross(up, backward))
55
+ let x0 = up_y * z2 - up_z * z1;
56
+ let x1 = up_z * z0 - up_x * z2;
57
+ let x2 = up_x * z1 - up_y * z0;
58
+
59
+ const x_length = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
60
+
61
+ assert.greaterThan(x_length, 0, 'length of cross(up, eye - center), up must not be parallel to the view direction');
62
+
63
+ const x_scale = 1 / x_length;
64
+
65
+ x0 *= x_scale;
66
+ x1 *= x_scale;
67
+ x2 *= x_scale;
68
+
69
+ // up = cross(backward, right); both operands are unit and orthogonal, so this one already is
70
+ const y0 = z1 * x2 - z2 * x1;
71
+ const y1 = z2 * x0 - z0 * x2;
72
+ const y2 = z0 * x1 - z1 * x0;
73
+
74
+ // rotation is the transpose of the basis, translation is the eye in that rotated frame
75
+ out[0] = x0;
76
+ out[1] = y0;
77
+ out[2] = z0;
78
+ out[3] = 0;
79
+
80
+ out[4] = x1;
81
+ out[5] = y1;
82
+ out[6] = z1;
83
+ out[7] = 0;
84
+
85
+ out[8] = x2;
86
+ out[9] = y2;
87
+ out[10] = z2;
88
+ out[11] = 0;
89
+
90
+ out[12] = -(x0 * eye_x + x1 * eye_y + x2 * eye_z);
91
+ out[13] = -(y0 * eye_x + y1 * eye_y + y2 * eye_z);
92
+ out[14] = -(z0 * eye_x + z1 * eye_y + z2 * eye_z);
93
+ out[15] = 1;
94
+
95
+ return out;
96
+ }
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Create a 4x4 matrix that corresponds to a rotation around the X axis.
3
+ *
4
+ * Right-handed: a positive angle carries +Y towards +Z. The rotation-around-Y and
5
+ * rotation-around-Z companions are {@link m4_make_rotation_y} and {@link m4_make_rotation_z}; to
6
+ * compose several, build each one and chain them with {@link m4_multiply}.
7
+ *
8
+ * Allocation-free.
9
+ *
10
+ * @param {number[]|Float32Array|Float64Array} output 4x4 matrix output will be written here
11
+ * @param {number} angle rotation, in radians
12
+ * @returns {number[]|Float32Array|Float64Array} `output` parameter, returned for convenience
13
+ *
14
+ * @author Alex Goldring
15
+ * @copyright Company Named Limited (c) 2026
16
+ */
17
+ export function m4_make_rotation_x(output: number[] | Float32Array | Float64Array, angle: number): number[] | Float32Array | Float64Array;
18
+ //# sourceMappingURL=m4_make_rotation_x.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"m4_make_rotation_x.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/mat4/m4_make_rotation_x.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AACH,2CAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,SAClC,MAAM,GACJ,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,CAiC9C"}
@@ -0,0 +1,47 @@
1
+ import { assert } from "../../../assert.js";
2
+
3
+ /**
4
+ * Create a 4x4 matrix that corresponds to a rotation around the X axis.
5
+ *
6
+ * Right-handed: a positive angle carries +Y towards +Z. The rotation-around-Y and
7
+ * rotation-around-Z companions are {@link m4_make_rotation_y} and {@link m4_make_rotation_z}; to
8
+ * compose several, build each one and chain them with {@link m4_multiply}.
9
+ *
10
+ * Allocation-free.
11
+ *
12
+ * @param {number[]|Float32Array|Float64Array} output 4x4 matrix output will be written here
13
+ * @param {number} angle rotation, in radians
14
+ * @returns {number[]|Float32Array|Float64Array} `output` parameter, returned for convenience
15
+ *
16
+ * @author Alex Goldring
17
+ * @copyright Company Named Limited (c) 2026
18
+ */
19
+ export function m4_make_rotation_x(output, angle) {
20
+ assert.isNumber(angle, 'angle');
21
+ assert.notNaN(angle, 'angle');
22
+
23
+ const s = Math.sin(angle);
24
+ const c = Math.cos(angle);
25
+
26
+ output[0] = 1;
27
+ output[1] = 0;
28
+ output[2] = 0;
29
+ output[3] = 0;
30
+
31
+ output[4] = 0;
32
+ output[5] = c;
33
+ output[6] = s;
34
+ output[7] = 0;
35
+
36
+ output[8] = 0;
37
+ output[9] = -s;
38
+ output[10] = c;
39
+ output[11] = 0;
40
+
41
+ output[12] = 0;
42
+ output[13] = 0;
43
+ output[14] = 0;
44
+ output[15] = 1;
45
+
46
+ return output;
47
+ }
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Create a 4x4 matrix that corresponds to a rotation around the Y axis.
3
+ *
4
+ * Right-handed: a positive angle carries +Z towards +X. The rotation-around-X and
5
+ * rotation-around-Z companions are {@link m4_make_rotation_x} and {@link m4_make_rotation_z}; to
6
+ * compose several, build each one and chain them with {@link m4_multiply}.
7
+ *
8
+ * Allocation-free.
9
+ *
10
+ * @param {number[]|Float32Array|Float64Array} output 4x4 matrix output will be written here
11
+ * @param {number} angle rotation, in radians
12
+ * @returns {number[]|Float32Array|Float64Array} `output` parameter, returned for convenience
13
+ *
14
+ * @author Alex Goldring
15
+ * @copyright Company Named Limited (c) 2026
16
+ */
17
+ export function m4_make_rotation_y(output: number[] | Float32Array | Float64Array, angle: number): number[] | Float32Array | Float64Array;
18
+ //# sourceMappingURL=m4_make_rotation_y.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"m4_make_rotation_y.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/mat4/m4_make_rotation_y.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AACH,2CAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,SAClC,MAAM,GACJ,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,CAiC9C"}
@@ -0,0 +1,47 @@
1
+ import { assert } from "../../../assert.js";
2
+
3
+ /**
4
+ * Create a 4x4 matrix that corresponds to a rotation around the Y axis.
5
+ *
6
+ * Right-handed: a positive angle carries +Z towards +X. The rotation-around-X and
7
+ * rotation-around-Z companions are {@link m4_make_rotation_x} and {@link m4_make_rotation_z}; to
8
+ * compose several, build each one and chain them with {@link m4_multiply}.
9
+ *
10
+ * Allocation-free.
11
+ *
12
+ * @param {number[]|Float32Array|Float64Array} output 4x4 matrix output will be written here
13
+ * @param {number} angle rotation, in radians
14
+ * @returns {number[]|Float32Array|Float64Array} `output` parameter, returned for convenience
15
+ *
16
+ * @author Alex Goldring
17
+ * @copyright Company Named Limited (c) 2026
18
+ */
19
+ export function m4_make_rotation_y(output, angle) {
20
+ assert.isNumber(angle, 'angle');
21
+ assert.notNaN(angle, 'angle');
22
+
23
+ const s = Math.sin(angle);
24
+ const c = Math.cos(angle);
25
+
26
+ output[0] = c;
27
+ output[1] = 0;
28
+ output[2] = -s;
29
+ output[3] = 0;
30
+
31
+ output[4] = 0;
32
+ output[5] = 1;
33
+ output[6] = 0;
34
+ output[7] = 0;
35
+
36
+ output[8] = s;
37
+ output[9] = 0;
38
+ output[10] = c;
39
+ output[11] = 0;
40
+
41
+ output[12] = 0;
42
+ output[13] = 0;
43
+ output[14] = 0;
44
+ output[15] = 1;
45
+
46
+ return output;
47
+ }
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Create a 4x4 matrix that corresponds to a rotation around the Z axis.
3
+ *
4
+ * Right-handed: a positive angle carries +X towards +Y. The rotation-around-X and
5
+ * rotation-around-Y companions are {@link m4_make_rotation_x} and {@link m4_make_rotation_y}; to
6
+ * compose several, build each one and chain them with {@link m4_multiply}.
7
+ *
8
+ * Allocation-free.
9
+ *
10
+ * @param {number[]|Float32Array|Float64Array} output 4x4 matrix output will be written here
11
+ * @param {number} angle rotation, in radians
12
+ * @returns {number[]|Float32Array|Float64Array} `output` parameter, returned for convenience
13
+ *
14
+ * @author Alex Goldring
15
+ * @copyright Company Named Limited (c) 2026
16
+ */
17
+ export function m4_make_rotation_z(output: number[] | Float32Array | Float64Array, angle: number): number[] | Float32Array | Float64Array;
18
+ //# sourceMappingURL=m4_make_rotation_z.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"m4_make_rotation_z.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/mat4/m4_make_rotation_z.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AACH,2CAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,SAClC,MAAM,GACJ,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,CAiC9C"}
@@ -0,0 +1,47 @@
1
+ import { assert } from "../../../assert.js";
2
+
3
+ /**
4
+ * Create a 4x4 matrix that corresponds to a rotation around the Z axis.
5
+ *
6
+ * Right-handed: a positive angle carries +X towards +Y. The rotation-around-X and
7
+ * rotation-around-Y companions are {@link m4_make_rotation_x} and {@link m4_make_rotation_y}; to
8
+ * compose several, build each one and chain them with {@link m4_multiply}.
9
+ *
10
+ * Allocation-free.
11
+ *
12
+ * @param {number[]|Float32Array|Float64Array} output 4x4 matrix output will be written here
13
+ * @param {number} angle rotation, in radians
14
+ * @returns {number[]|Float32Array|Float64Array} `output` parameter, returned for convenience
15
+ *
16
+ * @author Alex Goldring
17
+ * @copyright Company Named Limited (c) 2026
18
+ */
19
+ export function m4_make_rotation_z(output, angle) {
20
+ assert.isNumber(angle, 'angle');
21
+ assert.notNaN(angle, 'angle');
22
+
23
+ const s = Math.sin(angle);
24
+ const c = Math.cos(angle);
25
+
26
+ output[0] = c;
27
+ output[1] = s;
28
+ output[2] = 0;
29
+ output[3] = 0;
30
+
31
+ output[4] = -s;
32
+ output[5] = c;
33
+ output[6] = 0;
34
+ output[7] = 0;
35
+
36
+ output[8] = 0;
37
+ output[9] = 0;
38
+ output[10] = 1;
39
+ output[11] = 0;
40
+
41
+ output[12] = 0;
42
+ output[13] = 0;
43
+ output[14] = 0;
44
+ output[15] = 1;
45
+
46
+ return output;
47
+ }
@@ -0,0 +1,25 @@
1
+ /**
2
+ * Build a conventional perspective projection matrix: right-handed, with clip depth spanning the
3
+ * full −1…1 that OpenGL and three.js use.
4
+ *
5
+ * This is *not* the projection the renderer draws with — Shade's cameras use an infinite reverse-Z
6
+ * with a 0…1 depth range, which is what WebGPU wants. This one exists for the arithmetic that has to
7
+ * hold under either shape, and for reading geometry produced against the OpenGL convention.
8
+ *
9
+ * `far` is finite here on purpose: an infinite far plane is a different matrix, not a special value
10
+ * of this one.
11
+ *
12
+ * Allocation-free.
13
+ *
14
+ * @param {number[]|Float32Array|Float64Array} out destination 4x4 matrix
15
+ * @param {number} fov_y vertical field of view, in radians
16
+ * @param {number} aspect viewport width divided by its height
17
+ * @param {number} near distance to the near clipping plane, greater than 0
18
+ * @param {number} far distance to the far clipping plane, greater than `near`
19
+ * @returns {number[]|Float32Array|Float64Array} `out`, for convenience
20
+ *
21
+ * @author Alex Goldring
22
+ * @copyright Company Named Limited (c) 2026
23
+ */
24
+ export function m4_perspective(out: number[] | Float32Array | Float64Array, fov_y: number, aspect: number, near: number, far: number): number[] | Float32Array | Float64Array;
25
+ //# sourceMappingURL=m4_perspective.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"m4_perspective.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/mat4/m4_perspective.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,oCAVW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,SAClC,MAAM,UACN,MAAM,QACN,MAAM,OACN,MAAM,GACJ,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,CA6C9C"}
@@ -0,0 +1,66 @@
1
+ import { assert } from "../../../assert.js";
2
+
3
+ /**
4
+ * Build a conventional perspective projection matrix: right-handed, with clip depth spanning the
5
+ * full −1…1 that OpenGL and three.js use.
6
+ *
7
+ * This is *not* the projection the renderer draws with — Shade's cameras use an infinite reverse-Z
8
+ * with a 0…1 depth range, which is what WebGPU wants. This one exists for the arithmetic that has to
9
+ * hold under either shape, and for reading geometry produced against the OpenGL convention.
10
+ *
11
+ * `far` is finite here on purpose: an infinite far plane is a different matrix, not a special value
12
+ * of this one.
13
+ *
14
+ * Allocation-free.
15
+ *
16
+ * @param {number[]|Float32Array|Float64Array} out destination 4x4 matrix
17
+ * @param {number} fov_y vertical field of view, in radians
18
+ * @param {number} aspect viewport width divided by its height
19
+ * @param {number} near distance to the near clipping plane, greater than 0
20
+ * @param {number} far distance to the far clipping plane, greater than `near`
21
+ * @returns {number[]|Float32Array|Float64Array} `out`, for convenience
22
+ *
23
+ * @author Alex Goldring
24
+ * @copyright Company Named Limited (c) 2026
25
+ */
26
+ export function m4_perspective(out, fov_y, aspect, near, far) {
27
+ assert.isNumber(fov_y, 'fov_y');
28
+ assert.greaterThan(fov_y, 0, 'fov_y');
29
+ assert.lessThan(fov_y, Math.PI, 'fov_y');
30
+
31
+ assert.isNumber(aspect, 'aspect');
32
+ assert.greaterThan(aspect, 0, 'aspect');
33
+
34
+ assert.isNumber(near, 'near');
35
+ assert.greaterThan(near, 0, 'near');
36
+
37
+ assert.isFinite(far, 'far');
38
+ assert.greaterThan(far, near, 'far');
39
+
40
+ const f = 1 / Math.tan(fov_y * 0.5);
41
+
42
+ // 1 / (near - far), negative, and the shared factor of both depth terms
43
+ const nf = 1 / (near - far);
44
+
45
+ out[0] = f / aspect;
46
+ out[1] = 0;
47
+ out[2] = 0;
48
+ out[3] = 0;
49
+
50
+ out[4] = 0;
51
+ out[5] = f;
52
+ out[6] = 0;
53
+ out[7] = 0;
54
+
55
+ out[8] = 0;
56
+ out[9] = 0;
57
+ out[10] = (far + near) * nf;
58
+ out[11] = -1;
59
+
60
+ out[12] = 0;
61
+ out[13] = 0;
62
+ out[14] = 2 * far * near * nf;
63
+ out[15] = 0;
64
+
65
+ return out;
66
+ }