@woosh/meep-engine 3.0.2 → 3.2.0

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 (1823) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -145
  3. package/editor/Editor.js +598 -598
  4. package/editor/EditorCameraNavigation.js +205 -205
  5. package/editor/EditorKeyMap.js +182 -182
  6. package/editor/SelectionVisualizer.js +127 -127
  7. package/editor/actions/concrete/ActionInvalidateSampler.js +27 -27
  8. package/editor/actions/concrete/PatchTerrainHeightAction.js +85 -85
  9. package/editor/camera/camera_framing.js +104 -104
  10. package/editor/clipboard.js +184 -184
  11. package/editor/ecs/component/editors/ObservedIntegerEditor.js +22 -22
  12. package/editor/ecs/component/editors/ObservedStringEditor.js +34 -34
  13. package/editor/ecs/component/editors/common/two_way_sync.js +50 -50
  14. package/editor/ecs/component/editors/ecs/GridObstacleEditor.js +19 -19
  15. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.js +35 -35
  16. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.js +17 -17
  17. package/editor/ecs/component/editors/ecs/SGMeshEditor.js +24 -24
  18. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.js +33 -33
  19. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +45 -45
  20. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.js +19 -19
  21. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.js +72 -72
  22. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.js +30 -30
  23. package/editor/ecs/component/editors/shade/ShadeImageEditor.js +70 -70
  24. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.js +34 -34
  25. package/editor/ecs/component/editors/shade/ShadeTextureEditor.js +46 -46
  26. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.js +24 -24
  27. package/editor/ecs/component/prototypeObjectEditor.js +265 -265
  28. package/editor/ecs/component/registerBasicTypeEditors.js +100 -100
  29. package/editor/ecs/component/registerEngineComponentEditors.js +95 -95
  30. package/editor/entity_world_bounds.js +27 -27
  31. package/editor/particles/lut_ops.js +148 -148
  32. package/editor/particles/particleEditEvents.js +12 -12
  33. package/editor/particles/rebuildParticleEmitter.js +31 -31
  34. package/editor/persistence/EditorLayoutStore.js +71 -71
  35. package/editor/persistence/SceneMetadata.js +52 -52
  36. package/editor/persistence/SceneSlotManager.js +144 -144
  37. package/editor/persistence/buildNewSceneDataset.js +67 -67
  38. package/editor/persistence/files.js +68 -68
  39. package/editor/persistence/scene_import.js +143 -143
  40. package/editor/persistence/scene_serialization.js +79 -79
  41. package/editor/persistence/string_buffer_codec.js +41 -41
  42. package/editor/process/GridDisplayProcess.js +125 -125
  43. package/editor/process/SymbolicDisplayProcess.js +106 -108
  44. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  45. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  46. package/editor/process/symbolic/PathSymbolicDisplay.js +118 -118
  47. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +79 -79
  48. package/editor/process/symbolic/SoundEmitterSymbolicDisplay.js +57 -57
  49. package/editor/process/symbolic/SymbolicDisplay.js +62 -62
  50. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.js +85 -85
  51. package/editor/process/symbolic/gizmo_draw_wire_circle.js +53 -53
  52. package/editor/prototypeEditorShell.js +156 -156
  53. package/editor/selection/editor_pick.js +130 -130
  54. package/editor/selection/screen_rect_frustum.js +119 -119
  55. package/editor/style/controls.scss +168 -168
  56. package/editor/style/inspector.scss +223 -223
  57. package/editor/templates/entity_templates.js +167 -167
  58. package/editor/tools/GridPaintTool.js +273 -273
  59. package/editor/tools/SelectionTool.js +307 -307
  60. package/editor/tools/TransformToolV2.js +378 -378
  61. package/editor/tools/engine/ToolEngine.js +188 -188
  62. package/editor/tools/paint/TerrainTexturePaintTool.js +250 -250
  63. package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
  64. package/editor/tools/v2/TransformControls.js +971 -971
  65. package/editor/tools/v2/handle/gizmo_drag_plane.js +141 -141
  66. package/editor/tools/v2/handle/gizmo_draw.js +399 -399
  67. package/editor/tools/v2/handle/gizmo_handles.js +364 -364
  68. package/editor/tools/v2/handle/gizmo_ray_shapes.js +239 -239
  69. package/editor/view/ecs/HierarchicalEntityListView.js +339 -339
  70. package/editor/view/ecs/components/DatGuiController.js +2 -2
  71. package/editor/view/ecs/components/common/AutoCanvasView.js +100 -100
  72. package/editor/view/ecs/components/common/TextController.js +59 -59
  73. package/editor/view/library/MeshLibraryView.js +175 -175
  74. package/editor/view/library/mesh_library_drag.js +63 -63
  75. package/editor/view/library/model_thumbnail_source.js +86 -86
  76. package/editor/view/makeEntityDecorators.js +125 -125
  77. package/editor/view/node-graph/NodeGraphSelection.js +89 -89
  78. package/editor/view/node-graph/NodeView.js +211 -211
  79. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -36
  80. package/editor/view/node-graph/actions/NodesMoveAction.js +41 -41
  81. package/editor/view/node-graph/connection_wire_geometry.js +107 -107
  82. package/editor/view/particles/ColorLutGradientView.js +291 -291
  83. package/editor/view/particles/ScalarLutCurveView.js +279 -279
  84. package/editor/view/prepareMeshLibrary.js +188 -188
  85. package/editor/view/shell/SceneTreePanelView.js +119 -119
  86. package/editor/view/v2/SplitView.js +2 -2
  87. package/package.json +94 -94
  88. package/samples/generation/generators/interactive/mir_generator_place_buff_objects.js +362 -362
  89. package/src/DUPLICATION_AUDIT_2026_08_07/00_core_reuse_surface.md +738 -738
  90. package/src/DUPLICATION_AUDIT_2026_08_07/A_core_math_geom.md +79 -79
  91. package/src/DUPLICATION_AUDIT_2026_08_07/B_core_data.md +93 -93
  92. package/src/DUPLICATION_AUDIT_2026_08_07/C_gfx_render.md +80 -80
  93. package/src/DUPLICATION_AUDIT_2026_08_07/D_gfx_features.md +164 -164
  94. package/src/DUPLICATION_AUDIT_2026_08_07/E_physics.md +69 -69
  95. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +102 -102
  96. package/src/DUPLICATION_AUDIT_2026_08_07/G_net_save.md +129 -129
  97. package/src/DUPLICATION_AUDIT_2026_08_07/H_engine_misc.md +72 -72
  98. package/src/DUPLICATION_AUDIT_2026_08_07/I_generation_view.md +74 -74
  99. package/src/DUPLICATION_AUDIT_2026_08_07/K_crosscutting.md +169 -169
  100. package/src/DUPLICATION_AUDIT_2026_08_07.md +254 -254
  101. package/src/DUPLICATION_AUDIT_REMEDIATION.md +250 -250
  102. package/src/REVIEW_2026_08_06/adv-core.md +511 -511
  103. package/src/REVIEW_2026_08_06/adv-gfx.md +480 -480
  104. package/src/REVIEW_2026_08_06/adv-view.md +446 -446
  105. package/src/REVIEW_2026_08_06/api-core.md +296 -296
  106. package/src/REVIEW_2026_08_06/api-engine.md +195 -195
  107. package/src/REVIEW_2026_08_06/bvh-phys-sound-net.md +507 -507
  108. package/src/REVIEW_2026_08_06/core-binary.md +348 -348
  109. package/src/REVIEW_2026_08_06/core-collection.md +376 -376
  110. package/src/REVIEW_2026_08_06/core-math.md +221 -221
  111. package/src/REVIEW_2026_08_06/core-process.md +266 -266
  112. package/src/REVIEW_2026_08_06/core-science.md +223 -223
  113. package/src/REVIEW_2026_08_06/engine-ai-nav.md +279 -279
  114. package/src/REVIEW_2026_08_06/engine-animation.md +167 -167
  115. package/src/REVIEW_2026_08_06/engine-asset.md +166 -166
  116. package/src/REVIEW_2026_08_06/engine-ecs.md +920 -920
  117. package/src/REVIEW_2026_08_06/engine-input.md +197 -197
  118. package/src/REVIEW_2026_08_06/engine-misc.md +248 -248
  119. package/src/REVIEW_2026_08_06/engine-terrain.md +52 -52
  120. package/src/REVIEW_2026_08_06/generation.md +176 -176
  121. package/src/REVIEW_2026_08_06/geom-2d.md +434 -434
  122. package/src/REVIEW_2026_08_06/geom-3d.md +117 -117
  123. package/src/REVIEW_2026_08_06/gfx-gi.md +143 -143
  124. package/src/REVIEW_2026_08_06/gfx-render.md +740 -740
  125. package/src/REVIEW_2026_08_06/gfx-texture.md +690 -690
  126. package/src/REVIEW_2026_08_06/prior-criticals.md +49 -49
  127. package/src/REVIEW_2026_08_06/prior-highs.md +138 -138
  128. package/src/REVIEW_2026_08_06/test-gaps.md +364 -364
  129. package/src/REVIEW_2026_08_06/view.md +667 -667
  130. package/src/REVIEW_2026_08_06.md +610 -610
  131. package/src/avif/codec/dec/avif_dec.cpp +233 -233
  132. package/src/avif/codec/dec/avif_dec.js +16 -16
  133. package/src/core/binary/BitImage2.js +246 -246
  134. package/src/core/binary/align_32.js +21 -21
  135. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  136. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  137. package/src/core/binary/hash/XXH128Hash.js +55 -55
  138. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  139. package/src/core/binary/hash/xxh3_128.js +341 -341
  140. package/src/core/binary/hash/xxh3_64.js +241 -241
  141. package/src/core/binary/hash/xxh3_common.js +476 -476
  142. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  143. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  144. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  145. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  146. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  147. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  148. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  149. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  150. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  151. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  152. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  153. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  154. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  155. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  156. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  157. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  158. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  159. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  160. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  161. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  162. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  163. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  164. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  165. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  166. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  167. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  168. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  171. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  176. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  177. package/src/core/bvh8/BVH8.js +436 -436
  178. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  179. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  180. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  181. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  182. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  183. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  184. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  185. package/src/core/bvh8/build/byte.js +9 -9
  186. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  187. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  188. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  189. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  190. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  191. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  192. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  193. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  194. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  195. package/src/core/bvh8/bvh8_quality.js +72 -72
  196. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  197. package/src/core/clipboard/obtainClipBoard.js +29 -29
  198. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  199. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  200. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  201. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  202. package/src/core/collection/union-find/union_find.js +79 -79
  203. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  204. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  205. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  206. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  207. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  208. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  209. package/src/core/color/lab/xyz_to_lab.js +62 -62
  210. package/src/core/color/operations/color_darken.js +24 -24
  211. package/src/core/color/operations/color_desaturate.js +24 -24
  212. package/src/core/color/operations/color_lighten.js +24 -24
  213. package/src/core/color/operations/color_saturate.js +24 -24
  214. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  215. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  216. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  217. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  218. package/src/core/dom/isImageBitmap.js +12 -12
  219. package/src/core/function/frameThrottle.js +23 -23
  220. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  221. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  222. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  223. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  224. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  225. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  226. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  227. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  228. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  229. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  230. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  231. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  232. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  234. package/src/core/geom/2d/intersect_ray_2d.js +7 -7
  235. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  236. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  238. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_array_2d.js +7 -7
  239. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
  240. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_array_2d.js +7 -7
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  242. package/src/core/geom/2d/line/line_segment_line_segment_intersection_exists_2d.js +7 -7
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  246. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  247. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  248. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  249. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  250. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  251. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  252. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  253. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  254. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  255. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  256. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  257. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  258. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  259. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  260. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  261. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  262. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  263. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  264. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  265. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  266. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  267. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  268. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
  269. package/src/core/geom/3d/aabb/aabb3_closest_point_on_surface.js +57 -57
  270. package/src/core/geom/3d/aabb/aabb3_combined_surface_area.js +7 -7
  271. package/src/core/geom/3d/aabb/aabb3_compute_half_surface_area.js +7 -7
  272. package/src/core/geom/3d/aabb/aabb3_compute_projected_area.js +7 -7
  273. package/src/core/geom/3d/aabb/aabb3_compute_surface_area.js +7 -7
  274. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +7 -7
  275. package/src/core/geom/3d/aabb/aabb3_estimate_projected_area2.js +7 -7
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  1786. package/src/view/minimap/MinimapMarkerCollection.js +180 -180
  1787. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  1788. package/src/view/minimap/minimap_focus_area.js +97 -97
  1789. package/editor/process/symbolic/SocketsSymbolicDisplay.js +0 -192
  1790. package/src/core/geom/3d/topology/struct/binary/io/moved_tests.txt +0 -37
  1791. package/src/engine/ecs/attachment/Attachment.d.ts +0 -40
  1792. package/src/engine/ecs/attachment/Attachment.d.ts.map +0 -1
  1793. package/src/engine/ecs/attachment/Attachment.js +0 -57
  1794. package/src/engine/ecs/attachment/AttachmentBinding.d.ts +0 -28
  1795. package/src/engine/ecs/attachment/AttachmentBinding.d.ts.map +0 -1
  1796. package/src/engine/ecs/attachment/AttachmentBinding.js +0 -41
  1797. package/src/engine/ecs/attachment/AttachmentSystem.d.ts +0 -61
  1798. package/src/engine/ecs/attachment/AttachmentSystem.d.ts.map +0 -1
  1799. package/src/engine/ecs/attachment/AttachmentSystem.js +0 -307
  1800. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts +0 -27
  1801. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts.map +0 -1
  1802. package/src/engine/ecs/attachment/BoneAttachmentBinding.js +0 -69
  1803. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts +0 -4
  1804. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts.map +0 -1
  1805. package/src/engine/ecs/attachment/TransformAttachmentBinding.js +0 -51
  1806. package/src/engine/ecs/sockets/AttachmentSocket.d.ts +0 -32
  1807. package/src/engine/ecs/sockets/AttachmentSocket.d.ts.map +0 -1
  1808. package/src/engine/ecs/sockets/AttachmentSocket.js +0 -60
  1809. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts +0 -6
  1810. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts.map +0 -1
  1811. package/src/engine/ecs/sockets/AttachmentSocketType.js +0 -8
  1812. package/src/engine/ecs/sockets/AttachmentSockets.d.ts +0 -57
  1813. package/src/engine/ecs/sockets/AttachmentSockets.d.ts.map +0 -1
  1814. package/src/engine/ecs/sockets/AttachmentSockets.js +0 -130
  1815. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts +0 -29
  1816. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts.map +0 -1
  1817. package/src/engine/ecs/sockets/BoneAttachmentSocket.js +0 -56
  1818. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts +0 -6
  1819. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts.map +0 -1
  1820. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.js +0 -19
  1821. package/src/shade/renderer/animation/_dump_resolve.d.mts +0 -2
  1822. package/src/shade/renderer/animation/_dump_resolve.d.mts.map +0 -1
  1823. package/src/shade/renderer/animation/_dump_resolve.mjs +0 -5
@@ -1,1086 +1,1086 @@
1
- import { assert } from "../../../../../assert.js";
2
- import { BinaryDataBlock } from "./BinaryDataBlock.js";
3
- import { BinaryElementPool } from "./BinaryElementPool.js";
4
-
5
- /**
6
- * Byte size of FLOAT_32
7
- * @readonly
8
- * @type {number}
9
- */
10
- const FLOAT_32_SIZE = 4;
11
-
12
- /**
13
- * Byte size of UINT_32
14
- * @readonly
15
- * @type {number}
16
- */
17
- const UINT_32_SIZE = 4;
18
-
19
- /**
20
- * @readonly
21
- * @type {number}
22
- */
23
- export const NULL_POINTER = 0xFFFFFFFF;
24
-
25
-
26
- /*
27
- Heavily influenced by blender's internal mesh structure.
28
- @see https://github.com/blender/blender/blob/master/source/blender/bmesh/bmesh_class.h
29
- */
30
-
31
- /**
32
- * Bring one mesh's data block into line with another's, creating or dropping it as needed.
33
- *
34
- * The block is rebuilt rather than shared, so layer handles into `target` do not survive this —
35
- * whoever held them reads the new ones off {@link BinaryDataBlock#layers}.
36
- *
37
- * @param {BinaryDataBlock|null} target block currently held, if any
38
- * @param {BinaryElementPool} base pool the block belongs to, for when one has to be made
39
- * @param {BinaryDataBlock|null} source block to take after
40
- * @returns {BinaryDataBlock|null}
41
- */
42
- function copy_data_block(target, base, source) {
43
- if (source === null) {
44
- return null;
45
- }
46
-
47
- const result = target === null ? new BinaryDataBlock(base) : target;
48
-
49
- result.copy(source);
50
-
51
- // The pools were copied first, and a pool that reallocated to fit may have landed on more
52
- // capacity than the one it copied from.
53
- result.sync_capacity();
54
-
55
- return result;
56
- }
57
-
58
- /**
59
- * A high-performance memory-efficient, binary-backed topological data structure for representing 3D meshes.
60
- * Manages interconnected vertices, edges, loops, and faces using contiguous memory pools.
61
- */
62
- export class BinaryTopology {
63
- /**
64
- * structure:
65
- * coordinate: float32[3] // vertex coordinates
66
- * normal: float32[3] // vertex normal
67
- * edge_pointer: uint32 // Pointer to (any) edge using this vertex (for disk cycles)
68
- *
69
- * @type {BinaryElementPool}
70
- * @private
71
- */
72
- __vertex_pool = new BinaryElementPool(3 * FLOAT_32_SIZE + 3 * FLOAT_32_SIZE + UINT_32_SIZE);
73
-
74
- /**
75
- * structure:
76
- * v1: uint32 // Vertices (unordered)
77
- * v2: uint32 // Vertices (unordered)
78
- * l: uint32 // The list of loops around the edge points at a Loop
79
- * v1_disk_link: uint32[2] // Disk Cycle Pointers edge around vertex v1 and d2 does the same for v2.
80
- * v2_disk_link: uint32[2] // see above
81
- *
82
- * Disk cycle convention:
83
- * For every vertex v with at least one incident edge, the edges incident
84
- * to v form a doubly-linked cycle threaded through their disk_link slots.
85
- * Each non-self-loop edge e uses exactly ONE slot in v's cycle: the v1
86
- * slot if `vertex1(e) === v`, otherwise the v2 slot. Callers select the
87
- * side with `is_v1 = edge_read_vertex1(e) === v`.
88
- *
89
- * Self-loops (vertex1(e) === vertex2(e) === v) are represented with ONE
90
- * slot too, by convention the v1 slot. The v2_disk_link of a self-loop is
91
- * UNSPECIFIED -- readers must not follow it, writers must not assume any
92
- * prior value. Insertion/removal helpers must be called exactly once per
93
- * self-loop (not once per "endpoint"), otherwise the v1 slot is scribbled
94
- * on a second time and the cycle is corrupted.
95
- * @type {BinaryElementPool}
96
- * @private
97
- */
98
- __edge_pool = new BinaryElementPool(UINT_32_SIZE * 7);
99
-
100
- /**
101
- * Loop represents a corner of the face
102
- * structure:
103
- * v: uint32 // The vertex this loop points to. This vertex must be unique within the cycle
104
- * e: uint32 // The edge this loop uses.
105
- * f: uint32 // The face this loop is part of.
106
- * radial_next: uint32 // Other loops connected to this edge.
107
- * radial_prev: uint32
108
- * next: uint32 // Other loops that are part of this face.
109
- * prev: uint32
110
- * @type {BinaryElementPool}
111
- * @private
112
- */
113
- __loop_pool = new BinaryElementPool(UINT_32_SIZE * 7);
114
-
115
- /**
116
- * structure:
117
- * l_first: uint32 // first loop pointer
118
- * no: float32[3] // Face normal
119
- * @type {BinaryElementPool}
120
- * @private
121
- */
122
- __face_pool = new BinaryElementPool(UINT_32_SIZE + FLOAT_32_SIZE * 3);
123
-
124
- /**
125
- * Optional per-vertex attribute storage. Record IDs are vertex IDs.
126
- * Null until {@link vertex_data_add_layer} is called.
127
- * @type {BinaryDataBlock|null}
128
- * @private
129
- */
130
- __vertex_data_block = null;
131
-
132
- /**
133
- * Optional per-edge attribute storage. See {@link __vertex_data_block}.
134
- * @type {BinaryDataBlock|null}
135
- * @private
136
- */
137
- __edge_data_block = null;
138
-
139
- /**
140
- * Optional per-loop attribute storage. See {@link __vertex_data_block}.
141
- * @type {BinaryDataBlock|null}
142
- * @private
143
- */
144
- __loop_data_block = null;
145
-
146
- /**
147
- * Optional per-face attribute storage. See {@link __vertex_data_block}.
148
- * @type {BinaryDataBlock|null}
149
- * @private
150
- */
151
- __face_data_block = null;
152
-
153
-
154
- /**
155
- * Total (approximate) size of this structure in memory, in bytes
156
- * @return {number}
157
- */
158
- get byteSize() {
159
- let total = this.__loop_pool.byteSize
160
- + this.__vertex_pool.byteSize
161
- + this.__edge_pool.byteSize
162
- + this.__face_pool.byteSize;
163
-
164
- if (this.__vertex_data_block !== null) total += this.__vertex_data_block.byteSize;
165
- if (this.__edge_data_block !== null) total += this.__edge_data_block.byteSize;
166
- if (this.__loop_data_block !== null) total += this.__loop_data_block.byteSize;
167
- if (this.__face_data_block !== null) total += this.__face_data_block.byteSize;
168
-
169
- return total;
170
- }
171
-
172
- /**
173
- * Releases excess memory held by internal pools.
174
- * Useful for serialization use cases.
175
- */
176
- trim() {
177
- this.__loop_pool.trim();
178
- this.__vertex_pool.trim();
179
- this.__edge_pool.trim();
180
- this.__face_pool.trim();
181
-
182
- if (this.__vertex_data_block !== null) this.__vertex_data_block.trim();
183
- if (this.__edge_data_block !== null) this.__edge_data_block.trim();
184
- if (this.__loop_data_block !== null) this.__loop_data_block.trim();
185
- if (this.__face_data_block !== null) this.__face_data_block.trim();
186
- }
187
-
188
- /**
189
- *
190
- * @return {BinaryElementPool}
191
- */
192
- get vertices() {
193
- return this.__vertex_pool;
194
- }
195
-
196
- /**
197
- * Edges are shared among faces, edges point to 2 unordered vertices
198
- * @return {BinaryElementPool}
199
- */
200
- get edges() {
201
- return this.__edge_pool;
202
- }
203
-
204
- /**
205
- * Loops are corners of faces, a single vertex can be associated with many loops, one per connected face
206
- * @return {BinaryElementPool}
207
- */
208
- get loops() {
209
- return this.__loop_pool;
210
- }
211
-
212
- /**
213
- *
214
- * @returns {BinaryElementPool}
215
- */
216
- get faces() {
217
- return this.__face_pool;
218
- }
219
-
220
- /**
221
- * Per-vertex attribute storage: one interleaved record per vertex, addressed by vertex ID,
222
- * carrying every layer declared through {@link vertex_data_add_layer}.
223
- *
224
- * Reading and writing goes through the layer handles that call returned, not through here —
225
- * this is the raw block, for the passes that move whole records around.
226
- *
227
- * @returns {BinaryDataBlock|null} null until a layer has been declared
228
- */
229
- get vertex_data() {
230
- return this.__vertex_data_block;
231
- }
232
-
233
- /**
234
- * Per-edge attribute storage. See {@link vertex_data}.
235
- * @returns {BinaryDataBlock|null} null until a layer has been declared
236
- */
237
- get edge_data() {
238
- return this.__edge_data_block;
239
- }
240
-
241
- /**
242
- * Per-loop attribute storage. See {@link vertex_data}.
243
- * @returns {BinaryDataBlock|null} null until a layer has been declared
244
- */
245
- get loop_data() {
246
- return this.__loop_data_block;
247
- }
248
-
249
- /**
250
- * Per-face attribute storage. See {@link vertex_data}.
251
- * @returns {BinaryDataBlock|null} null until a layer has been declared
252
- */
253
- get face_data() {
254
- return this.__face_data_block;
255
- }
256
-
257
- /**
258
- * Declare a per-vertex attribute, creating the vertex data block if this is its first.
259
- *
260
- * The returned handle is the way in and out of that attribute; hold on to it. It carries its
261
- * own compiled accessors, so nothing has to look it up by name and two attributes of the same
262
- * shape never collide.
263
- *
264
- * Declaring a layer on a mesh that already has vertices is fine — the existing records are
265
- * widened in place and keep their contents, which is what lets a pass attach data to a mesh it
266
- * did not build.
267
- *
268
- * @param {BinaryDataType} type
269
- * @param {number} components 3 for a vec3
270
- * @returns {BinaryDataLayer}
271
- */
272
- vertex_data_add_layer(type, components) {
273
- if (this.__vertex_data_block === null) {
274
- this.__vertex_data_block = new BinaryDataBlock(this.__vertex_pool);
275
- }
276
-
277
- const layer = this.__vertex_data_block.add_layer(type, components);
278
-
279
- this.__vertex_data_block.sync_capacity();
280
-
281
- return layer;
282
- }
283
-
284
- /**
285
- * Declare a per-edge attribute. See {@link vertex_data_add_layer}.
286
- * @param {BinaryDataType} type
287
- * @param {number} components
288
- * @returns {BinaryDataLayer}
289
- */
290
- edge_data_add_layer(type, components) {
291
- if (this.__edge_data_block === null) {
292
- this.__edge_data_block = new BinaryDataBlock(this.__edge_pool);
293
- }
294
-
295
- const layer = this.__edge_data_block.add_layer(type, components);
296
-
297
- this.__edge_data_block.sync_capacity();
298
-
299
- return layer;
300
- }
301
-
302
- /**
303
- * Declare a per-loop attribute. See {@link vertex_data_add_layer}.
304
- * @param {BinaryDataType} type
305
- * @param {number} components
306
- * @returns {BinaryDataLayer}
307
- */
308
- loop_data_add_layer(type, components) {
309
- if (this.__loop_data_block === null) {
310
- this.__loop_data_block = new BinaryDataBlock(this.__loop_pool);
311
- }
312
-
313
- const layer = this.__loop_data_block.add_layer(type, components);
314
-
315
- this.__loop_data_block.sync_capacity();
316
-
317
- return layer;
318
- }
319
-
320
- /**
321
- * Declare a per-face attribute. See {@link vertex_data_add_layer}.
322
- * @param {BinaryDataType} type
323
- * @param {number} components
324
- * @returns {BinaryDataLayer}
325
- */
326
- face_data_add_layer(type, components) {
327
- if (this.__face_data_block === null) {
328
- this.__face_data_block = new BinaryDataBlock(this.__face_pool);
329
- }
330
-
331
- const layer = this.__face_data_block.add_layer(type, components);
332
-
333
- this.__face_data_block.sync_capacity();
334
-
335
- return layer;
336
- }
337
-
338
- /**
339
- * @returns {boolean} true if a data block was removed, false if there was none
340
- */
341
- delete_vertex_data() {
342
- if (this.__vertex_data_block === null) {
343
- return false;
344
- }
345
- this.__vertex_data_block = null;
346
- return true;
347
- }
348
-
349
- /**
350
- * @returns {boolean} true if a data block was removed, false if there was none
351
- */
352
- delete_edge_data() {
353
- if (this.__edge_data_block === null) {
354
- return false;
355
- }
356
- this.__edge_data_block = null;
357
- return true;
358
- }
359
-
360
- /**
361
- * @returns {boolean} true if a data block was removed, false if there was none
362
- */
363
- delete_loop_data() {
364
- if (this.__loop_data_block === null) {
365
- return false;
366
- }
367
- this.__loop_data_block = null;
368
- return true;
369
- }
370
-
371
- /**
372
- * @returns {boolean} true if a data block was removed, false if there was none
373
- */
374
- delete_face_data() {
375
- if (this.__face_data_block === null) {
376
- return false;
377
- }
378
- this.__face_data_block = null;
379
- return true;
380
- }
381
-
382
- /**
383
- * Clear the topology, removed all data
384
- */
385
- clear() {
386
- this.__vertex_pool.clear();
387
- this.__edge_pool.clear();
388
- this.__loop_pool.clear();
389
- this.__face_pool.clear();
390
-
391
- // The data blocks hold no size of their own, so there is nothing in them to clear: with the
392
- // pools empty, no element id reaches a record any more. Their layout and capacity are
393
- // deliberately retained, exactly as the pools retain theirs — the next mesh built into this
394
- // topology keeps the layers that were declared on it, and its first elements inherit the
395
- // bytes the last mesh left, on the terms {@link vertex_create} sets out.
396
- }
397
-
398
- /**
399
- *
400
- * @param {number[]|ArrayLike<number>|Float32Array} result
401
- * @param {number} result_offset
402
- * @param {number} id vertex ID
403
- */
404
- vertex_read_coordinate(result, result_offset, id) {
405
- const pool = this.__vertex_pool;
406
-
407
- const v_address = pool.element_address(id);
408
- const v_offset = v_address >> 2; // get 4-byte boundary
409
- result[result_offset] = pool.data_float32[v_offset];
410
- result[result_offset + 1] = pool.data_float32[v_offset + 1];
411
- result[result_offset + 2] = pool.data_float32[v_offset + 2];
412
- }
413
-
414
- /**
415
- *
416
- * @param {number} id
417
- * @param {number[]|Float32Array} value
418
- * @param {number} value_offset
419
- */
420
- vertex_write_coordinate(id, value, value_offset) {
421
- const pool = this.__vertex_pool;
422
-
423
- const v_address = pool.element_address(id);
424
- const v_offset = v_address >> 2; // get 4-byte boundary
425
- pool.data_float32[v_offset] = value[value_offset];
426
- pool.data_float32[v_offset + 1] = value[value_offset + 1];
427
- pool.data_float32[v_offset + 2] = value[value_offset + 2];
428
- }
429
-
430
- /**
431
- *
432
- * @param {number[]|ArrayLike<number>|Float32Array} result
433
- * @param {number} result_offset
434
- * @param {number} id vertex ID
435
- */
436
- vertex_read_normal(result, result_offset, id) {
437
- const pool = this.__vertex_pool;
438
-
439
- const v_address = pool.element_address(id) + 3 * FLOAT_32_SIZE;
440
- const v_offset = v_address >> 2; // get 4-byte boundary
441
- result[result_offset] = pool.data_float32[v_offset];
442
- result[result_offset + 1] = pool.data_float32[v_offset + 1];
443
- result[result_offset + 2] = pool.data_float32[v_offset + 2];
444
- }
445
-
446
- /**
447
- *
448
- * @param {number} id
449
- * @param {number[]|Float32Array} value
450
- * @param {number} value_offset
451
- */
452
- vertex_write_normal(id, value, value_offset) {
453
- const pool = this.__vertex_pool;
454
-
455
- const v_address = pool.element_address(id) + 3 * FLOAT_32_SIZE;
456
- const v_offset = v_address >> 2; // get 4-byte boundary
457
- pool.data_float32[v_offset] = value[value_offset];
458
- pool.data_float32[v_offset + 1] = value[value_offset + 1];
459
- pool.data_float32[v_offset + 2] = value[value_offset + 2];
460
- }
461
-
462
- /**
463
- * @param {number} id
464
- * @returns {number}
465
- */
466
- vertex_read_edge(id) {
467
- const pool = this.__vertex_pool;
468
-
469
- const address = pool.element_address(id);
470
- return pool.data_view.getUint32(address + 6 * UINT_32_SIZE);
471
-
472
- }
473
-
474
- /**
475
- *
476
- * @param {number} edge_id
477
- * @param {number} id
478
- */
479
- vertex_write_edge(id, edge_id) {
480
- const pool = this.__vertex_pool;
481
-
482
- const address = pool.element_address(id);
483
- pool.data_view.setUint32(address + 6 * UINT_32_SIZE, edge_id);
484
- }
485
-
486
- /**
487
- * @param {number} id edge ID
488
- * @returns {number}
489
- */
490
- edge_read_vertex1(id) {
491
- const pool = this.__edge_pool;
492
-
493
- const address = pool.element_address(id);
494
- return pool.data_view.getUint32(address);
495
-
496
- }
497
-
498
- /**
499
- *
500
- * @param {number} value
501
- * @param {number} id edge ID
502
- */
503
- edge_write_vertex1(id, value) {
504
- const pool = this.__edge_pool;
505
-
506
- const address = pool.element_address(id);
507
- pool.data_view.setUint32(address, value);
508
- }
509
-
510
- /**
511
- * @param {number} id edge ID
512
- * @returns {number}
513
- */
514
- edge_read_vertex2(id) {
515
- const pool = this.__edge_pool;
516
-
517
- const address = pool.element_address(id);
518
- return pool.data_view.getUint32(address + UINT_32_SIZE);
519
-
520
- }
521
-
522
- /**
523
- *
524
- * @param {number} value
525
- * @param {number} id edge ID
526
- */
527
- edge_write_vertex2(id, value) {
528
- const pool = this.__edge_pool;
529
-
530
- const address = pool.element_address(id);
531
- pool.data_view.setUint32(address + UINT_32_SIZE, value);
532
- }
533
-
534
-
535
- /**
536
- * @param {number} id edge ID
537
- * @returns {number}
538
- */
539
- edge_read_loop(id) {
540
- assert.isNonNegativeInteger(id, 'id');
541
- const pool = this.__edge_pool;
542
-
543
- assert.equal(pool.is_allocated(id), true, 'element is not allocated');
544
-
545
- const address = pool.element_address(id);
546
- return pool.data_view.getUint32(address + 2 * UINT_32_SIZE);
547
-
548
- }
549
-
550
- /**
551
- *
552
- * @param {number} loop_id loop ID
553
- * @param {number} id edge ID
554
- */
555
- edge_write_loop(id, loop_id) {
556
- const pool = this.__edge_pool;
557
-
558
- const address = pool.element_address(id);
559
- pool.data_view.setUint32(address + 2 * UINT_32_SIZE, loop_id);
560
- }
561
-
562
- /**
563
- * @param {number} id edge ID
564
- * @returns {number} edge ID
565
- */
566
- edge_read_v1_disk_next(id) {
567
- assert.isNonNegativeInteger(id, 'id');
568
- const pool = this.__edge_pool;
569
-
570
- // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
571
-
572
- const address = pool.element_address(id);
573
- return pool.data_view.getUint32(address + 3 * UINT_32_SIZE);
574
-
575
- }
576
-
577
- /**
578
- *
579
- * @param {number} value edge ID
580
- * @param {number} id edge ID
581
- */
582
- edge_write_v1_disk_next(id, value) {
583
- const pool = this.__edge_pool;
584
-
585
- // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
586
-
587
- const address = pool.element_address(id);
588
- pool.data_view.setUint32(address + 3 * UINT_32_SIZE, value);
589
- }
590
-
591
- /**
592
- * @param {number} id edge ID
593
- * @returns {number} edge ID
594
- */
595
- edge_read_v1_disk_prev(id) {
596
- assert.isNonNegativeInteger(id, 'id');
597
- const pool = this.__edge_pool;
598
-
599
- // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
600
-
601
- const address = pool.element_address(id);
602
- return pool.data_view.getUint32(address + 4 * UINT_32_SIZE);
603
-
604
- }
605
-
606
- /**
607
- *
608
- * @param {number} value edge ID
609
- * @param {number} id edge ID
610
- */
611
- edge_write_v1_disk_prev(id, value) {
612
- const pool = this.__edge_pool;
613
-
614
- // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
615
-
616
- const address = pool.element_address(id);
617
- pool.data_view.setUint32(address + 4 * UINT_32_SIZE, value);
618
- }
619
-
620
- /**
621
- * @param {number} id edge ID
622
- * @returns {number} edge ID
623
- */
624
- edge_read_v2_disk_next(id) {
625
- assert.isNonNegativeInteger(id, 'id');
626
- const pool = this.__edge_pool;
627
-
628
- // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
629
-
630
- const address = pool.element_address(id);
631
- return pool.data_view.getUint32(address + 5 * UINT_32_SIZE);
632
-
633
- }
634
-
635
- /**
636
- *
637
- * @param {number} value edge ID
638
- * @param {number} id edge ID
639
- */
640
- edge_write_v2_disk_next(id, value) {
641
- const pool = this.__edge_pool;
642
-
643
- // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
644
-
645
- const address = pool.element_address(id);
646
- pool.data_view.setUint32(address + 5 * UINT_32_SIZE, value);
647
- }
648
-
649
- /**
650
- * @param {number} id edge ID
651
- * @returns {number} edge ID
652
- */
653
- edge_read_v2_disk_prev(id) {
654
- assert.isNonNegativeInteger(id, 'id');
655
- const pool = this.__edge_pool;
656
-
657
- // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
658
-
659
- const address = pool.element_address(id);
660
- return pool.data_view.getUint32(address + 6 * UINT_32_SIZE);
661
-
662
- }
663
-
664
- /**
665
- *
666
- * @param {number} value edge ID
667
- * @param {number} id edge ID
668
- */
669
- edge_write_v2_disk_prev(id, value) {
670
- const pool = this.__edge_pool;
671
-
672
- // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
673
-
674
- const address = pool.element_address(id);
675
- pool.data_view.setUint32(address + 6 * UINT_32_SIZE, value);
676
- }
677
-
678
- /**
679
- * Allocate a new vertex, growing the vertex data block to match.
680
- *
681
- * Element lifetime is the topology's to manage, not the pool's: go through here and
682
- * {@link vertex_destroy} rather than reaching for `vertices.allocate()`/`vertices.release()`,
683
- * or the attribute storage is left behind. The block has no allocator of its own to drive —
684
- * capacity is the only thing there is to keep in step.
685
- *
686
- * @returns {number} vertex ID
687
- */
688
- vertex_create() {
689
- const id = this.__vertex_pool.allocate();
690
-
691
- this.__vertex_data_block?.sync_capacity();
692
-
693
- return id;
694
- }
695
-
696
- /**
697
- * Allocate a contiguous run of vertex IDs. See {@link vertex_create}.
698
- * @param {number} count
699
- * @returns {number} first ID of the run
700
- */
701
- vertices_create_continuous(count) {
702
- const offset = this.__vertex_pool.allocate_continuous(count);
703
-
704
- this.__vertex_data_block?.sync_capacity();
705
-
706
- return offset;
707
- }
708
-
709
- /**
710
- * Free a vertex. See {@link vertex_create}.
711
- *
712
- * The vertex's record is left as it lies — nothing reads a dead ID, and a later
713
- * {@link vertex_create} reusing the slot inherits whatever was there. A caller that needs a
714
- * fresh vertex to start from a known value writes it.
715
- *
716
- * @param {number} id vertex ID
717
- */
718
- vertex_destroy(id) {
719
- this.__vertex_pool.release(id);
720
- }
721
-
722
- /**
723
- * Allocate a new edge. See {@link vertex_create}.
724
- * @returns {number} edge ID
725
- */
726
- edge_create() {
727
- const id = this.__edge_pool.allocate();
728
-
729
- this.__edge_data_block?.sync_capacity();
730
-
731
- return id;
732
- }
733
-
734
- /**
735
- * Free an edge. See {@link vertex_destroy}.
736
- * @param {number} id edge ID
737
- */
738
- edge_destroy(id) {
739
- this.__edge_pool.release(id);
740
- }
741
-
742
- /**
743
- * Allocate a new face. See {@link vertex_create}.
744
- * @returns {number} face ID
745
- */
746
- face_create() {
747
- const id = this.__face_pool.allocate();
748
-
749
- this.__face_data_block?.sync_capacity();
750
-
751
- return id;
752
- }
753
-
754
- /**
755
- * Allocate a contiguous run of face IDs. See {@link vertex_create}.
756
- * @param {number} count
757
- * @returns {number} first ID of the run
758
- */
759
- faces_create_continuous(count) {
760
- const offset = this.__face_pool.allocate_continuous(count);
761
-
762
- this.__face_data_block?.sync_capacity();
763
-
764
- return offset;
765
- }
766
-
767
- /**
768
- * Free a face. See {@link vertex_destroy}.
769
- * @param {number} id face ID
770
- */
771
- face_destroy(id) {
772
- this.__face_pool.release(id);
773
- }
774
-
775
- /**
776
- * Allocate a new loop and put it into a valid initial state.
777
- * See {@link vertex_create} for the data block semantics.
778
- * @returns {number} loop ID
779
- */
780
- loop_create() {
781
- const id = this.__loop_pool.allocate();
782
-
783
- this.__loop_data_block?.sync_capacity();
784
-
785
- this.loop_initialize(id);
786
-
787
- return id;
788
- }
789
-
790
- /**
791
- * Free a loop. See {@link vertex_destroy}.
792
- * @param {number} id loop ID
793
- */
794
- loop_destroy(id) {
795
- this.__loop_pool.release(id);
796
- }
797
-
798
- /**
799
- * Put loop into valid initial state, set all pointers to NULL
800
- * @param {number} id
801
- */
802
- loop_initialize(id) {
803
- this.loop_write_radial_next(id, id);
804
- this.loop_write_radial_prev(id, id);
805
- this.loop_write_next(id, id);
806
- this.loop_write_prev(id, id);
807
- }
808
-
809
- /**
810
- * @param {number} id loop ID
811
- * @returns {number}
812
- */
813
- loop_read_vertex(id) {
814
- const pool = this.__loop_pool;
815
-
816
- const address = pool.element_address(id);
817
- return pool.data_view.getUint32(address);
818
-
819
- }
820
-
821
- /**
822
- *
823
- * @param {number} value
824
- * @param {number} id loop ID
825
- */
826
- loop_write_vertex(id, value) {
827
- const pool = this.__loop_pool;
828
-
829
- const address = pool.element_address(id);
830
- pool.data_view.setUint32(address, value);
831
- }
832
-
833
- /**
834
- *
835
- * @param {number} id loop ID
836
- * @returns {number}
837
- */
838
- loop_read_edge(id) {
839
- const pool = this.__loop_pool;
840
-
841
- const address = pool.element_address(id);
842
- return pool.data_view.getUint32(address + UINT_32_SIZE);
843
- }
844
-
845
- /**
846
- *
847
- * @param {number} value
848
- * @param {number} id loop ID
849
- */
850
- loop_write_edge(id, value) {
851
- const pool = this.__loop_pool;
852
-
853
- const address = pool.element_address(id);
854
- pool.data_view.setUint32(address + UINT_32_SIZE, value);
855
- }
856
-
857
- /**
858
- *
859
- * @param {number} id loop ID
860
- * @returns {number}
861
- */
862
- loop_read_face(id) {
863
- const pool = this.__loop_pool;
864
-
865
- const address = pool.element_address(id);
866
- return pool.data_view.getUint32(address + 2 * UINT_32_SIZE);
867
- }
868
-
869
- /**
870
- *
871
- * @param {number} value
872
- * @param {number} id loop ID
873
- */
874
- loop_write_face(id, value) {
875
- assert.isNonNegativeInteger(id, 'id');
876
-
877
- const pool = this.__loop_pool;
878
-
879
- const address = pool.element_address(id);
880
- pool.data_view.setUint32(address + 2 * UINT_32_SIZE, value);
881
- }
882
-
883
- /**
884
- *
885
- * @param {number} id loop ID
886
- * @returns {number}
887
- */
888
- loop_read_radial_next(id) {
889
- assert.isNonNegativeInteger(id, 'id');
890
- const pool = this.__loop_pool;
891
-
892
- const address = pool.element_address(id);
893
- return pool.data_view.getUint32(address + 3 * UINT_32_SIZE);
894
- }
895
-
896
- /**
897
- *
898
- * @param {number} value
899
- * @param {number} id loop ID
900
- */
901
- loop_write_radial_next(id, value) {
902
- assert.isNonNegativeInteger(id, 'id');
903
- const pool = this.__loop_pool;
904
-
905
- const address = pool.element_address(id);
906
- pool.data_view.setUint32(address + 3 * UINT_32_SIZE, value);
907
- }
908
-
909
- /**
910
- *
911
- * @param {number} id loop ID
912
- * @returns {number}
913
- */
914
- loop_read_radial_prev(id) {
915
- assert.isNonNegativeInteger(id, 'id');
916
- const pool = this.__loop_pool;
917
-
918
- const address = pool.element_address(id);
919
- return pool.data_view.getUint32(address + 4 * UINT_32_SIZE);
920
- }
921
-
922
- /**
923
- *
924
- * @param {number} value
925
- * @param {number} id loop ID
926
- */
927
- loop_write_radial_prev(id, value) {
928
- assert.isNonNegativeInteger(id, 'id');
929
- const pool = this.__loop_pool;
930
-
931
- const address = pool.element_address(id);
932
- pool.data_view.setUint32(address + 4 * UINT_32_SIZE, value);
933
- }
934
-
935
- /**
936
- *
937
- * @param {number} id loop ID
938
- * @returns {number}
939
- */
940
- loop_read_next(id) {
941
- const pool = this.__loop_pool;
942
-
943
- const address = pool.element_address(id);
944
- return pool.data_view.getUint32(address + 5 * UINT_32_SIZE);
945
- }
946
-
947
- /**
948
- *
949
- * @param {number} value
950
- * @param {number} id loop ID
951
- */
952
- loop_write_next(id, value) {
953
- const pool = this.__loop_pool;
954
-
955
- const address = pool.element_address(id);
956
- pool.data_view.setUint32(address + 5 * UINT_32_SIZE, value);
957
- }
958
-
959
- /**
960
- *
961
- * @param {number} id loop ID
962
- * @returns {number}
963
- */
964
- loop_read_prev(id) {
965
- const pool = this.__loop_pool;
966
-
967
- const address = pool.element_address(id);
968
- return pool.data_view.getUint32(address + 6 * UINT_32_SIZE);
969
- }
970
-
971
- /**
972
- *
973
- * @param {number} value
974
- * @param {number} id loop ID
975
- */
976
- loop_write_prev(id, value) {
977
- const pool = this.__loop_pool;
978
-
979
- const address = pool.element_address(id);
980
- pool.data_view.setUint32(address + 6 * UINT_32_SIZE, value);
981
- }
982
-
983
- /**
984
- *
985
- * @param {number} id face ID
986
- * @returns {number}
987
- */
988
- face_read_loop(id) {
989
- const pool = this.__face_pool;
990
-
991
- const address = pool.element_address(id);
992
- return pool.data_view.getUint32(address);
993
- }
994
-
995
- /**
996
- *
997
- * @param {number} value
998
- * @param {number} id face ID
999
- */
1000
- face_write_loop(id, value) {
1001
- const pool = this.__face_pool;
1002
-
1003
- const address = pool.element_address(id);
1004
- pool.data_view.setUint32(address, value);
1005
- }
1006
-
1007
- /**
1008
- * @param {number[]|ArrayLike<number>|Float32Array} result
1009
- * @param {number} result_offset
1010
- * @param {number} id face ID
1011
- */
1012
- face_read_normal(result, result_offset, id) {
1013
- const pool = this.__face_pool;
1014
- // Offset by the first loop pointer (UINT_32_SIZE)
1015
- const f_address = pool.element_address(id) + UINT_32_SIZE;
1016
- const f_offset = f_address >> 2;
1017
- result[result_offset] = pool.data_float32[f_offset];
1018
- result[result_offset + 1] = pool.data_float32[f_offset + 1];
1019
- result[result_offset + 2] = pool.data_float32[f_offset + 2];
1020
- }
1021
-
1022
- /**
1023
- * @param {number} id face ID
1024
- * @param {number[]|Float32Array} value
1025
- * @param {number} value_offset
1026
- */
1027
- face_write_normal(id, value, value_offset) {
1028
- const pool = this.__face_pool;
1029
- const f_address = pool.element_address(id) + UINT_32_SIZE;
1030
- const f_offset = f_address >> 2;
1031
- pool.data_float32[f_offset] = value[value_offset];
1032
- pool.data_float32[f_offset + 1] = value[value_offset + 1];
1033
- pool.data_float32[f_offset + 2] = value[value_offset + 2];
1034
- }
1035
-
1036
- /**
1037
- * Copy data from another mesh.
1038
- * @param {BinaryTopology} other
1039
- */
1040
- copy(other) {
1041
- assert.defined(other, 'other');
1042
- assert.notNull(other, 'other');
1043
- assert.isObject(other, 'other');
1044
- assert.equal(other.isBinaryTopology, true, 'other is not a BinaryTopology');
1045
-
1046
- if (this === other) {
1047
- return;
1048
- }
1049
-
1050
- this.__vertex_pool.copy(other.vertices);
1051
- this.__edge_pool.copy(other.edges);
1052
- this.__loop_pool.copy(other.loops);
1053
- this.__face_pool.copy(other.faces);
1054
-
1055
- this.__vertex_data_block = copy_data_block(
1056
- this.__vertex_data_block, this.__vertex_pool, other.vertex_data
1057
- );
1058
- this.__edge_data_block = copy_data_block(
1059
- this.__edge_data_block, this.__edge_pool, other.edge_data
1060
- );
1061
- this.__loop_data_block = copy_data_block(
1062
- this.__loop_data_block, this.__loop_pool, other.loop_data
1063
- );
1064
- this.__face_data_block = copy_data_block(
1065
- this.__face_data_block, this.__face_pool, other.face_data
1066
- );
1067
- }
1068
-
1069
- /**
1070
- *
1071
- * @returns {BinaryTopology}
1072
- */
1073
- clone() {
1074
- const clone = new BinaryTopology();
1075
- clone.copy(this);
1076
- return clone;
1077
- }
1078
-
1079
- }
1080
-
1081
- /**
1082
- * Useful for type checking
1083
- * @readonly
1084
- * @type {boolean}
1085
- */
1
+ import { assert } from "../../../../../assert.js";
2
+ import { BinaryDataBlock } from "./BinaryDataBlock.js";
3
+ import { BinaryElementPool } from "./BinaryElementPool.js";
4
+
5
+ /**
6
+ * Byte size of FLOAT_32
7
+ * @readonly
8
+ * @type {number}
9
+ */
10
+ const FLOAT_32_SIZE = 4;
11
+
12
+ /**
13
+ * Byte size of UINT_32
14
+ * @readonly
15
+ * @type {number}
16
+ */
17
+ const UINT_32_SIZE = 4;
18
+
19
+ /**
20
+ * @readonly
21
+ * @type {number}
22
+ */
23
+ export const NULL_POINTER = 0xFFFFFFFF;
24
+
25
+
26
+ /*
27
+ Heavily influenced by blender's internal mesh structure.
28
+ @see https://github.com/blender/blender/blob/master/source/blender/bmesh/bmesh_class.h
29
+ */
30
+
31
+ /**
32
+ * Bring one mesh's data block into line with another's, creating or dropping it as needed.
33
+ *
34
+ * The block is rebuilt rather than shared, so layer handles into `target` do not survive this —
35
+ * whoever held them reads the new ones off {@link BinaryDataBlock#layers}.
36
+ *
37
+ * @param {BinaryDataBlock|null} target block currently held, if any
38
+ * @param {BinaryElementPool} base pool the block belongs to, for when one has to be made
39
+ * @param {BinaryDataBlock|null} source block to take after
40
+ * @returns {BinaryDataBlock|null}
41
+ */
42
+ function copy_data_block(target, base, source) {
43
+ if (source === null) {
44
+ return null;
45
+ }
46
+
47
+ const result = target === null ? new BinaryDataBlock(base) : target;
48
+
49
+ result.copy(source);
50
+
51
+ // The pools were copied first, and a pool that reallocated to fit may have landed on more
52
+ // capacity than the one it copied from.
53
+ result.sync_capacity();
54
+
55
+ return result;
56
+ }
57
+
58
+ /**
59
+ * A high-performance memory-efficient, binary-backed topological data structure for representing 3D meshes.
60
+ * Manages interconnected vertices, edges, loops, and faces using contiguous memory pools.
61
+ */
62
+ export class BinaryTopology {
63
+ /**
64
+ * structure:
65
+ * coordinate: float32[3] // vertex coordinates
66
+ * normal: float32[3] // vertex normal
67
+ * edge_pointer: uint32 // Pointer to (any) edge using this vertex (for disk cycles)
68
+ *
69
+ * @type {BinaryElementPool}
70
+ * @private
71
+ */
72
+ __vertex_pool = new BinaryElementPool(3 * FLOAT_32_SIZE + 3 * FLOAT_32_SIZE + UINT_32_SIZE);
73
+
74
+ /**
75
+ * structure:
76
+ * v1: uint32 // Vertices (unordered)
77
+ * v2: uint32 // Vertices (unordered)
78
+ * l: uint32 // The list of loops around the edge points at a Loop
79
+ * v1_disk_link: uint32[2] // Disk Cycle Pointers edge around vertex v1 and d2 does the same for v2.
80
+ * v2_disk_link: uint32[2] // see above
81
+ *
82
+ * Disk cycle convention:
83
+ * For every vertex v with at least one incident edge, the edges incident
84
+ * to v form a doubly-linked cycle threaded through their disk_link slots.
85
+ * Each non-self-loop edge e uses exactly ONE slot in v's cycle: the v1
86
+ * slot if `vertex1(e) === v`, otherwise the v2 slot. Callers select the
87
+ * side with `is_v1 = edge_read_vertex1(e) === v`.
88
+ *
89
+ * Self-loops (vertex1(e) === vertex2(e) === v) are represented with ONE
90
+ * slot too, by convention the v1 slot. The v2_disk_link of a self-loop is
91
+ * UNSPECIFIED -- readers must not follow it, writers must not assume any
92
+ * prior value. Insertion/removal helpers must be called exactly once per
93
+ * self-loop (not once per "endpoint"), otherwise the v1 slot is scribbled
94
+ * on a second time and the cycle is corrupted.
95
+ * @type {BinaryElementPool}
96
+ * @private
97
+ */
98
+ __edge_pool = new BinaryElementPool(UINT_32_SIZE * 7);
99
+
100
+ /**
101
+ * Loop represents a corner of the face
102
+ * structure:
103
+ * v: uint32 // The vertex this loop points to. This vertex must be unique within the cycle
104
+ * e: uint32 // The edge this loop uses.
105
+ * f: uint32 // The face this loop is part of.
106
+ * radial_next: uint32 // Other loops connected to this edge.
107
+ * radial_prev: uint32
108
+ * next: uint32 // Other loops that are part of this face.
109
+ * prev: uint32
110
+ * @type {BinaryElementPool}
111
+ * @private
112
+ */
113
+ __loop_pool = new BinaryElementPool(UINT_32_SIZE * 7);
114
+
115
+ /**
116
+ * structure:
117
+ * l_first: uint32 // first loop pointer
118
+ * no: float32[3] // Face normal
119
+ * @type {BinaryElementPool}
120
+ * @private
121
+ */
122
+ __face_pool = new BinaryElementPool(UINT_32_SIZE + FLOAT_32_SIZE * 3);
123
+
124
+ /**
125
+ * Optional per-vertex attribute storage. Record IDs are vertex IDs.
126
+ * Null until {@link vertex_data_add_layer} is called.
127
+ * @type {BinaryDataBlock|null}
128
+ * @private
129
+ */
130
+ __vertex_data_block = null;
131
+
132
+ /**
133
+ * Optional per-edge attribute storage. See {@link __vertex_data_block}.
134
+ * @type {BinaryDataBlock|null}
135
+ * @private
136
+ */
137
+ __edge_data_block = null;
138
+
139
+ /**
140
+ * Optional per-loop attribute storage. See {@link __vertex_data_block}.
141
+ * @type {BinaryDataBlock|null}
142
+ * @private
143
+ */
144
+ __loop_data_block = null;
145
+
146
+ /**
147
+ * Optional per-face attribute storage. See {@link __vertex_data_block}.
148
+ * @type {BinaryDataBlock|null}
149
+ * @private
150
+ */
151
+ __face_data_block = null;
152
+
153
+
154
+ /**
155
+ * Total (approximate) size of this structure in memory, in bytes
156
+ * @return {number}
157
+ */
158
+ get byteSize() {
159
+ let total = this.__loop_pool.byteSize
160
+ + this.__vertex_pool.byteSize
161
+ + this.__edge_pool.byteSize
162
+ + this.__face_pool.byteSize;
163
+
164
+ if (this.__vertex_data_block !== null) total += this.__vertex_data_block.byteSize;
165
+ if (this.__edge_data_block !== null) total += this.__edge_data_block.byteSize;
166
+ if (this.__loop_data_block !== null) total += this.__loop_data_block.byteSize;
167
+ if (this.__face_data_block !== null) total += this.__face_data_block.byteSize;
168
+
169
+ return total;
170
+ }
171
+
172
+ /**
173
+ * Releases excess memory held by internal pools.
174
+ * Useful for serialization use cases.
175
+ */
176
+ trim() {
177
+ this.__loop_pool.trim();
178
+ this.__vertex_pool.trim();
179
+ this.__edge_pool.trim();
180
+ this.__face_pool.trim();
181
+
182
+ if (this.__vertex_data_block !== null) this.__vertex_data_block.trim();
183
+ if (this.__edge_data_block !== null) this.__edge_data_block.trim();
184
+ if (this.__loop_data_block !== null) this.__loop_data_block.trim();
185
+ if (this.__face_data_block !== null) this.__face_data_block.trim();
186
+ }
187
+
188
+ /**
189
+ *
190
+ * @return {BinaryElementPool}
191
+ */
192
+ get vertices() {
193
+ return this.__vertex_pool;
194
+ }
195
+
196
+ /**
197
+ * Edges are shared among faces, edges point to 2 unordered vertices
198
+ * @return {BinaryElementPool}
199
+ */
200
+ get edges() {
201
+ return this.__edge_pool;
202
+ }
203
+
204
+ /**
205
+ * Loops are corners of faces, a single vertex can be associated with many loops, one per connected face
206
+ * @return {BinaryElementPool}
207
+ */
208
+ get loops() {
209
+ return this.__loop_pool;
210
+ }
211
+
212
+ /**
213
+ *
214
+ * @returns {BinaryElementPool}
215
+ */
216
+ get faces() {
217
+ return this.__face_pool;
218
+ }
219
+
220
+ /**
221
+ * Per-vertex attribute storage: one interleaved record per vertex, addressed by vertex ID,
222
+ * carrying every layer declared through {@link vertex_data_add_layer}.
223
+ *
224
+ * Reading and writing goes through the layer handles that call returned, not through here —
225
+ * this is the raw block, for the passes that move whole records around.
226
+ *
227
+ * @returns {BinaryDataBlock|null} null until a layer has been declared
228
+ */
229
+ get vertex_data() {
230
+ return this.__vertex_data_block;
231
+ }
232
+
233
+ /**
234
+ * Per-edge attribute storage. See {@link vertex_data}.
235
+ * @returns {BinaryDataBlock|null} null until a layer has been declared
236
+ */
237
+ get edge_data() {
238
+ return this.__edge_data_block;
239
+ }
240
+
241
+ /**
242
+ * Per-loop attribute storage. See {@link vertex_data}.
243
+ * @returns {BinaryDataBlock|null} null until a layer has been declared
244
+ */
245
+ get loop_data() {
246
+ return this.__loop_data_block;
247
+ }
248
+
249
+ /**
250
+ * Per-face attribute storage. See {@link vertex_data}.
251
+ * @returns {BinaryDataBlock|null} null until a layer has been declared
252
+ */
253
+ get face_data() {
254
+ return this.__face_data_block;
255
+ }
256
+
257
+ /**
258
+ * Declare a per-vertex attribute, creating the vertex data block if this is its first.
259
+ *
260
+ * The returned handle is the way in and out of that attribute; hold on to it. It carries its
261
+ * own compiled accessors, so nothing has to look it up by name and two attributes of the same
262
+ * shape never collide.
263
+ *
264
+ * Declaring a layer on a mesh that already has vertices is fine — the existing records are
265
+ * widened in place and keep their contents, which is what lets a pass attach data to a mesh it
266
+ * did not build.
267
+ *
268
+ * @param {BinaryDataType} type
269
+ * @param {number} components 3 for a vec3
270
+ * @returns {BinaryDataLayer}
271
+ */
272
+ vertex_data_add_layer(type, components) {
273
+ if (this.__vertex_data_block === null) {
274
+ this.__vertex_data_block = new BinaryDataBlock(this.__vertex_pool);
275
+ }
276
+
277
+ const layer = this.__vertex_data_block.add_layer(type, components);
278
+
279
+ this.__vertex_data_block.sync_capacity();
280
+
281
+ return layer;
282
+ }
283
+
284
+ /**
285
+ * Declare a per-edge attribute. See {@link vertex_data_add_layer}.
286
+ * @param {BinaryDataType} type
287
+ * @param {number} components
288
+ * @returns {BinaryDataLayer}
289
+ */
290
+ edge_data_add_layer(type, components) {
291
+ if (this.__edge_data_block === null) {
292
+ this.__edge_data_block = new BinaryDataBlock(this.__edge_pool);
293
+ }
294
+
295
+ const layer = this.__edge_data_block.add_layer(type, components);
296
+
297
+ this.__edge_data_block.sync_capacity();
298
+
299
+ return layer;
300
+ }
301
+
302
+ /**
303
+ * Declare a per-loop attribute. See {@link vertex_data_add_layer}.
304
+ * @param {BinaryDataType} type
305
+ * @param {number} components
306
+ * @returns {BinaryDataLayer}
307
+ */
308
+ loop_data_add_layer(type, components) {
309
+ if (this.__loop_data_block === null) {
310
+ this.__loop_data_block = new BinaryDataBlock(this.__loop_pool);
311
+ }
312
+
313
+ const layer = this.__loop_data_block.add_layer(type, components);
314
+
315
+ this.__loop_data_block.sync_capacity();
316
+
317
+ return layer;
318
+ }
319
+
320
+ /**
321
+ * Declare a per-face attribute. See {@link vertex_data_add_layer}.
322
+ * @param {BinaryDataType} type
323
+ * @param {number} components
324
+ * @returns {BinaryDataLayer}
325
+ */
326
+ face_data_add_layer(type, components) {
327
+ if (this.__face_data_block === null) {
328
+ this.__face_data_block = new BinaryDataBlock(this.__face_pool);
329
+ }
330
+
331
+ const layer = this.__face_data_block.add_layer(type, components);
332
+
333
+ this.__face_data_block.sync_capacity();
334
+
335
+ return layer;
336
+ }
337
+
338
+ /**
339
+ * @returns {boolean} true if a data block was removed, false if there was none
340
+ */
341
+ delete_vertex_data() {
342
+ if (this.__vertex_data_block === null) {
343
+ return false;
344
+ }
345
+ this.__vertex_data_block = null;
346
+ return true;
347
+ }
348
+
349
+ /**
350
+ * @returns {boolean} true if a data block was removed, false if there was none
351
+ */
352
+ delete_edge_data() {
353
+ if (this.__edge_data_block === null) {
354
+ return false;
355
+ }
356
+ this.__edge_data_block = null;
357
+ return true;
358
+ }
359
+
360
+ /**
361
+ * @returns {boolean} true if a data block was removed, false if there was none
362
+ */
363
+ delete_loop_data() {
364
+ if (this.__loop_data_block === null) {
365
+ return false;
366
+ }
367
+ this.__loop_data_block = null;
368
+ return true;
369
+ }
370
+
371
+ /**
372
+ * @returns {boolean} true if a data block was removed, false if there was none
373
+ */
374
+ delete_face_data() {
375
+ if (this.__face_data_block === null) {
376
+ return false;
377
+ }
378
+ this.__face_data_block = null;
379
+ return true;
380
+ }
381
+
382
+ /**
383
+ * Clear the topology, removed all data
384
+ */
385
+ clear() {
386
+ this.__vertex_pool.clear();
387
+ this.__edge_pool.clear();
388
+ this.__loop_pool.clear();
389
+ this.__face_pool.clear();
390
+
391
+ // The data blocks hold no size of their own, so there is nothing in them to clear: with the
392
+ // pools empty, no element id reaches a record any more. Their layout and capacity are
393
+ // deliberately retained, exactly as the pools retain theirs — the next mesh built into this
394
+ // topology keeps the layers that were declared on it, and its first elements inherit the
395
+ // bytes the last mesh left, on the terms {@link vertex_create} sets out.
396
+ }
397
+
398
+ /**
399
+ *
400
+ * @param {number[]|ArrayLike<number>|Float32Array} result
401
+ * @param {number} result_offset
402
+ * @param {number} id vertex ID
403
+ */
404
+ vertex_read_coordinate(result, result_offset, id) {
405
+ const pool = this.__vertex_pool;
406
+
407
+ const v_address = pool.element_address(id);
408
+ const v_offset = v_address >> 2; // get 4-byte boundary
409
+ result[result_offset] = pool.data_float32[v_offset];
410
+ result[result_offset + 1] = pool.data_float32[v_offset + 1];
411
+ result[result_offset + 2] = pool.data_float32[v_offset + 2];
412
+ }
413
+
414
+ /**
415
+ *
416
+ * @param {number} id
417
+ * @param {number[]|Float32Array} value
418
+ * @param {number} value_offset
419
+ */
420
+ vertex_write_coordinate(id, value, value_offset) {
421
+ const pool = this.__vertex_pool;
422
+
423
+ const v_address = pool.element_address(id);
424
+ const v_offset = v_address >> 2; // get 4-byte boundary
425
+ pool.data_float32[v_offset] = value[value_offset];
426
+ pool.data_float32[v_offset + 1] = value[value_offset + 1];
427
+ pool.data_float32[v_offset + 2] = value[value_offset + 2];
428
+ }
429
+
430
+ /**
431
+ *
432
+ * @param {number[]|ArrayLike<number>|Float32Array} result
433
+ * @param {number} result_offset
434
+ * @param {number} id vertex ID
435
+ */
436
+ vertex_read_normal(result, result_offset, id) {
437
+ const pool = this.__vertex_pool;
438
+
439
+ const v_address = pool.element_address(id) + 3 * FLOAT_32_SIZE;
440
+ const v_offset = v_address >> 2; // get 4-byte boundary
441
+ result[result_offset] = pool.data_float32[v_offset];
442
+ result[result_offset + 1] = pool.data_float32[v_offset + 1];
443
+ result[result_offset + 2] = pool.data_float32[v_offset + 2];
444
+ }
445
+
446
+ /**
447
+ *
448
+ * @param {number} id
449
+ * @param {number[]|Float32Array} value
450
+ * @param {number} value_offset
451
+ */
452
+ vertex_write_normal(id, value, value_offset) {
453
+ const pool = this.__vertex_pool;
454
+
455
+ const v_address = pool.element_address(id) + 3 * FLOAT_32_SIZE;
456
+ const v_offset = v_address >> 2; // get 4-byte boundary
457
+ pool.data_float32[v_offset] = value[value_offset];
458
+ pool.data_float32[v_offset + 1] = value[value_offset + 1];
459
+ pool.data_float32[v_offset + 2] = value[value_offset + 2];
460
+ }
461
+
462
+ /**
463
+ * @param {number} id
464
+ * @returns {number}
465
+ */
466
+ vertex_read_edge(id) {
467
+ const pool = this.__vertex_pool;
468
+
469
+ const address = pool.element_address(id);
470
+ return pool.data_view.getUint32(address + 6 * UINT_32_SIZE);
471
+
472
+ }
473
+
474
+ /**
475
+ *
476
+ * @param {number} edge_id
477
+ * @param {number} id
478
+ */
479
+ vertex_write_edge(id, edge_id) {
480
+ const pool = this.__vertex_pool;
481
+
482
+ const address = pool.element_address(id);
483
+ pool.data_view.setUint32(address + 6 * UINT_32_SIZE, edge_id);
484
+ }
485
+
486
+ /**
487
+ * @param {number} id edge ID
488
+ * @returns {number}
489
+ */
490
+ edge_read_vertex1(id) {
491
+ const pool = this.__edge_pool;
492
+
493
+ const address = pool.element_address(id);
494
+ return pool.data_view.getUint32(address);
495
+
496
+ }
497
+
498
+ /**
499
+ *
500
+ * @param {number} value
501
+ * @param {number} id edge ID
502
+ */
503
+ edge_write_vertex1(id, value) {
504
+ const pool = this.__edge_pool;
505
+
506
+ const address = pool.element_address(id);
507
+ pool.data_view.setUint32(address, value);
508
+ }
509
+
510
+ /**
511
+ * @param {number} id edge ID
512
+ * @returns {number}
513
+ */
514
+ edge_read_vertex2(id) {
515
+ const pool = this.__edge_pool;
516
+
517
+ const address = pool.element_address(id);
518
+ return pool.data_view.getUint32(address + UINT_32_SIZE);
519
+
520
+ }
521
+
522
+ /**
523
+ *
524
+ * @param {number} value
525
+ * @param {number} id edge ID
526
+ */
527
+ edge_write_vertex2(id, value) {
528
+ const pool = this.__edge_pool;
529
+
530
+ const address = pool.element_address(id);
531
+ pool.data_view.setUint32(address + UINT_32_SIZE, value);
532
+ }
533
+
534
+
535
+ /**
536
+ * @param {number} id edge ID
537
+ * @returns {number}
538
+ */
539
+ edge_read_loop(id) {
540
+ assert.isNonNegativeInteger(id, 'id');
541
+ const pool = this.__edge_pool;
542
+
543
+ assert.equal(pool.is_allocated(id), true, 'element is not allocated');
544
+
545
+ const address = pool.element_address(id);
546
+ return pool.data_view.getUint32(address + 2 * UINT_32_SIZE);
547
+
548
+ }
549
+
550
+ /**
551
+ *
552
+ * @param {number} loop_id loop ID
553
+ * @param {number} id edge ID
554
+ */
555
+ edge_write_loop(id, loop_id) {
556
+ const pool = this.__edge_pool;
557
+
558
+ const address = pool.element_address(id);
559
+ pool.data_view.setUint32(address + 2 * UINT_32_SIZE, loop_id);
560
+ }
561
+
562
+ /**
563
+ * @param {number} id edge ID
564
+ * @returns {number} edge ID
565
+ */
566
+ edge_read_v1_disk_next(id) {
567
+ assert.isNonNegativeInteger(id, 'id');
568
+ const pool = this.__edge_pool;
569
+
570
+ // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
571
+
572
+ const address = pool.element_address(id);
573
+ return pool.data_view.getUint32(address + 3 * UINT_32_SIZE);
574
+
575
+ }
576
+
577
+ /**
578
+ *
579
+ * @param {number} value edge ID
580
+ * @param {number} id edge ID
581
+ */
582
+ edge_write_v1_disk_next(id, value) {
583
+ const pool = this.__edge_pool;
584
+
585
+ // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
586
+
587
+ const address = pool.element_address(id);
588
+ pool.data_view.setUint32(address + 3 * UINT_32_SIZE, value);
589
+ }
590
+
591
+ /**
592
+ * @param {number} id edge ID
593
+ * @returns {number} edge ID
594
+ */
595
+ edge_read_v1_disk_prev(id) {
596
+ assert.isNonNegativeInteger(id, 'id');
597
+ const pool = this.__edge_pool;
598
+
599
+ // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
600
+
601
+ const address = pool.element_address(id);
602
+ return pool.data_view.getUint32(address + 4 * UINT_32_SIZE);
603
+
604
+ }
605
+
606
+ /**
607
+ *
608
+ * @param {number} value edge ID
609
+ * @param {number} id edge ID
610
+ */
611
+ edge_write_v1_disk_prev(id, value) {
612
+ const pool = this.__edge_pool;
613
+
614
+ // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
615
+
616
+ const address = pool.element_address(id);
617
+ pool.data_view.setUint32(address + 4 * UINT_32_SIZE, value);
618
+ }
619
+
620
+ /**
621
+ * @param {number} id edge ID
622
+ * @returns {number} edge ID
623
+ */
624
+ edge_read_v2_disk_next(id) {
625
+ assert.isNonNegativeInteger(id, 'id');
626
+ const pool = this.__edge_pool;
627
+
628
+ // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
629
+
630
+ const address = pool.element_address(id);
631
+ return pool.data_view.getUint32(address + 5 * UINT_32_SIZE);
632
+
633
+ }
634
+
635
+ /**
636
+ *
637
+ * @param {number} value edge ID
638
+ * @param {number} id edge ID
639
+ */
640
+ edge_write_v2_disk_next(id, value) {
641
+ const pool = this.__edge_pool;
642
+
643
+ // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
644
+
645
+ const address = pool.element_address(id);
646
+ pool.data_view.setUint32(address + 5 * UINT_32_SIZE, value);
647
+ }
648
+
649
+ /**
650
+ * @param {number} id edge ID
651
+ * @returns {number} edge ID
652
+ */
653
+ edge_read_v2_disk_prev(id) {
654
+ assert.isNonNegativeInteger(id, 'id');
655
+ const pool = this.__edge_pool;
656
+
657
+ // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
658
+
659
+ const address = pool.element_address(id);
660
+ return pool.data_view.getUint32(address + 6 * UINT_32_SIZE);
661
+
662
+ }
663
+
664
+ /**
665
+ *
666
+ * @param {number} value edge ID
667
+ * @param {number} id edge ID
668
+ */
669
+ edge_write_v2_disk_prev(id, value) {
670
+ const pool = this.__edge_pool;
671
+
672
+ // assert.equal(pool.is_allocated(id), true, 'element is not allocated');
673
+
674
+ const address = pool.element_address(id);
675
+ pool.data_view.setUint32(address + 6 * UINT_32_SIZE, value);
676
+ }
677
+
678
+ /**
679
+ * Allocate a new vertex, growing the vertex data block to match.
680
+ *
681
+ * Element lifetime is the topology's to manage, not the pool's: go through here and
682
+ * {@link vertex_destroy} rather than reaching for `vertices.allocate()`/`vertices.release()`,
683
+ * or the attribute storage is left behind. The block has no allocator of its own to drive —
684
+ * capacity is the only thing there is to keep in step.
685
+ *
686
+ * @returns {number} vertex ID
687
+ */
688
+ vertex_create() {
689
+ const id = this.__vertex_pool.allocate();
690
+
691
+ this.__vertex_data_block?.sync_capacity();
692
+
693
+ return id;
694
+ }
695
+
696
+ /**
697
+ * Allocate a contiguous run of vertex IDs. See {@link vertex_create}.
698
+ * @param {number} count
699
+ * @returns {number} first ID of the run
700
+ */
701
+ vertices_create_continuous(count) {
702
+ const offset = this.__vertex_pool.allocate_continuous(count);
703
+
704
+ this.__vertex_data_block?.sync_capacity();
705
+
706
+ return offset;
707
+ }
708
+
709
+ /**
710
+ * Free a vertex. See {@link vertex_create}.
711
+ *
712
+ * The vertex's record is left as it lies — nothing reads a dead ID, and a later
713
+ * {@link vertex_create} reusing the slot inherits whatever was there. A caller that needs a
714
+ * fresh vertex to start from a known value writes it.
715
+ *
716
+ * @param {number} id vertex ID
717
+ */
718
+ vertex_destroy(id) {
719
+ this.__vertex_pool.release(id);
720
+ }
721
+
722
+ /**
723
+ * Allocate a new edge. See {@link vertex_create}.
724
+ * @returns {number} edge ID
725
+ */
726
+ edge_create() {
727
+ const id = this.__edge_pool.allocate();
728
+
729
+ this.__edge_data_block?.sync_capacity();
730
+
731
+ return id;
732
+ }
733
+
734
+ /**
735
+ * Free an edge. See {@link vertex_destroy}.
736
+ * @param {number} id edge ID
737
+ */
738
+ edge_destroy(id) {
739
+ this.__edge_pool.release(id);
740
+ }
741
+
742
+ /**
743
+ * Allocate a new face. See {@link vertex_create}.
744
+ * @returns {number} face ID
745
+ */
746
+ face_create() {
747
+ const id = this.__face_pool.allocate();
748
+
749
+ this.__face_data_block?.sync_capacity();
750
+
751
+ return id;
752
+ }
753
+
754
+ /**
755
+ * Allocate a contiguous run of face IDs. See {@link vertex_create}.
756
+ * @param {number} count
757
+ * @returns {number} first ID of the run
758
+ */
759
+ faces_create_continuous(count) {
760
+ const offset = this.__face_pool.allocate_continuous(count);
761
+
762
+ this.__face_data_block?.sync_capacity();
763
+
764
+ return offset;
765
+ }
766
+
767
+ /**
768
+ * Free a face. See {@link vertex_destroy}.
769
+ * @param {number} id face ID
770
+ */
771
+ face_destroy(id) {
772
+ this.__face_pool.release(id);
773
+ }
774
+
775
+ /**
776
+ * Allocate a new loop and put it into a valid initial state.
777
+ * See {@link vertex_create} for the data block semantics.
778
+ * @returns {number} loop ID
779
+ */
780
+ loop_create() {
781
+ const id = this.__loop_pool.allocate();
782
+
783
+ this.__loop_data_block?.sync_capacity();
784
+
785
+ this.loop_initialize(id);
786
+
787
+ return id;
788
+ }
789
+
790
+ /**
791
+ * Free a loop. See {@link vertex_destroy}.
792
+ * @param {number} id loop ID
793
+ */
794
+ loop_destroy(id) {
795
+ this.__loop_pool.release(id);
796
+ }
797
+
798
+ /**
799
+ * Put loop into valid initial state, set all pointers to NULL
800
+ * @param {number} id
801
+ */
802
+ loop_initialize(id) {
803
+ this.loop_write_radial_next(id, id);
804
+ this.loop_write_radial_prev(id, id);
805
+ this.loop_write_next(id, id);
806
+ this.loop_write_prev(id, id);
807
+ }
808
+
809
+ /**
810
+ * @param {number} id loop ID
811
+ * @returns {number}
812
+ */
813
+ loop_read_vertex(id) {
814
+ const pool = this.__loop_pool;
815
+
816
+ const address = pool.element_address(id);
817
+ return pool.data_view.getUint32(address);
818
+
819
+ }
820
+
821
+ /**
822
+ *
823
+ * @param {number} value
824
+ * @param {number} id loop ID
825
+ */
826
+ loop_write_vertex(id, value) {
827
+ const pool = this.__loop_pool;
828
+
829
+ const address = pool.element_address(id);
830
+ pool.data_view.setUint32(address, value);
831
+ }
832
+
833
+ /**
834
+ *
835
+ * @param {number} id loop ID
836
+ * @returns {number}
837
+ */
838
+ loop_read_edge(id) {
839
+ const pool = this.__loop_pool;
840
+
841
+ const address = pool.element_address(id);
842
+ return pool.data_view.getUint32(address + UINT_32_SIZE);
843
+ }
844
+
845
+ /**
846
+ *
847
+ * @param {number} value
848
+ * @param {number} id loop ID
849
+ */
850
+ loop_write_edge(id, value) {
851
+ const pool = this.__loop_pool;
852
+
853
+ const address = pool.element_address(id);
854
+ pool.data_view.setUint32(address + UINT_32_SIZE, value);
855
+ }
856
+
857
+ /**
858
+ *
859
+ * @param {number} id loop ID
860
+ * @returns {number}
861
+ */
862
+ loop_read_face(id) {
863
+ const pool = this.__loop_pool;
864
+
865
+ const address = pool.element_address(id);
866
+ return pool.data_view.getUint32(address + 2 * UINT_32_SIZE);
867
+ }
868
+
869
+ /**
870
+ *
871
+ * @param {number} value
872
+ * @param {number} id loop ID
873
+ */
874
+ loop_write_face(id, value) {
875
+ assert.isNonNegativeInteger(id, 'id');
876
+
877
+ const pool = this.__loop_pool;
878
+
879
+ const address = pool.element_address(id);
880
+ pool.data_view.setUint32(address + 2 * UINT_32_SIZE, value);
881
+ }
882
+
883
+ /**
884
+ *
885
+ * @param {number} id loop ID
886
+ * @returns {number}
887
+ */
888
+ loop_read_radial_next(id) {
889
+ assert.isNonNegativeInteger(id, 'id');
890
+ const pool = this.__loop_pool;
891
+
892
+ const address = pool.element_address(id);
893
+ return pool.data_view.getUint32(address + 3 * UINT_32_SIZE);
894
+ }
895
+
896
+ /**
897
+ *
898
+ * @param {number} value
899
+ * @param {number} id loop ID
900
+ */
901
+ loop_write_radial_next(id, value) {
902
+ assert.isNonNegativeInteger(id, 'id');
903
+ const pool = this.__loop_pool;
904
+
905
+ const address = pool.element_address(id);
906
+ pool.data_view.setUint32(address + 3 * UINT_32_SIZE, value);
907
+ }
908
+
909
+ /**
910
+ *
911
+ * @param {number} id loop ID
912
+ * @returns {number}
913
+ */
914
+ loop_read_radial_prev(id) {
915
+ assert.isNonNegativeInteger(id, 'id');
916
+ const pool = this.__loop_pool;
917
+
918
+ const address = pool.element_address(id);
919
+ return pool.data_view.getUint32(address + 4 * UINT_32_SIZE);
920
+ }
921
+
922
+ /**
923
+ *
924
+ * @param {number} value
925
+ * @param {number} id loop ID
926
+ */
927
+ loop_write_radial_prev(id, value) {
928
+ assert.isNonNegativeInteger(id, 'id');
929
+ const pool = this.__loop_pool;
930
+
931
+ const address = pool.element_address(id);
932
+ pool.data_view.setUint32(address + 4 * UINT_32_SIZE, value);
933
+ }
934
+
935
+ /**
936
+ *
937
+ * @param {number} id loop ID
938
+ * @returns {number}
939
+ */
940
+ loop_read_next(id) {
941
+ const pool = this.__loop_pool;
942
+
943
+ const address = pool.element_address(id);
944
+ return pool.data_view.getUint32(address + 5 * UINT_32_SIZE);
945
+ }
946
+
947
+ /**
948
+ *
949
+ * @param {number} value
950
+ * @param {number} id loop ID
951
+ */
952
+ loop_write_next(id, value) {
953
+ const pool = this.__loop_pool;
954
+
955
+ const address = pool.element_address(id);
956
+ pool.data_view.setUint32(address + 5 * UINT_32_SIZE, value);
957
+ }
958
+
959
+ /**
960
+ *
961
+ * @param {number} id loop ID
962
+ * @returns {number}
963
+ */
964
+ loop_read_prev(id) {
965
+ const pool = this.__loop_pool;
966
+
967
+ const address = pool.element_address(id);
968
+ return pool.data_view.getUint32(address + 6 * UINT_32_SIZE);
969
+ }
970
+
971
+ /**
972
+ *
973
+ * @param {number} value
974
+ * @param {number} id loop ID
975
+ */
976
+ loop_write_prev(id, value) {
977
+ const pool = this.__loop_pool;
978
+
979
+ const address = pool.element_address(id);
980
+ pool.data_view.setUint32(address + 6 * UINT_32_SIZE, value);
981
+ }
982
+
983
+ /**
984
+ *
985
+ * @param {number} id face ID
986
+ * @returns {number}
987
+ */
988
+ face_read_loop(id) {
989
+ const pool = this.__face_pool;
990
+
991
+ const address = pool.element_address(id);
992
+ return pool.data_view.getUint32(address);
993
+ }
994
+
995
+ /**
996
+ *
997
+ * @param {number} value
998
+ * @param {number} id face ID
999
+ */
1000
+ face_write_loop(id, value) {
1001
+ const pool = this.__face_pool;
1002
+
1003
+ const address = pool.element_address(id);
1004
+ pool.data_view.setUint32(address, value);
1005
+ }
1006
+
1007
+ /**
1008
+ * @param {number[]|ArrayLike<number>|Float32Array} result
1009
+ * @param {number} result_offset
1010
+ * @param {number} id face ID
1011
+ */
1012
+ face_read_normal(result, result_offset, id) {
1013
+ const pool = this.__face_pool;
1014
+ // Offset by the first loop pointer (UINT_32_SIZE)
1015
+ const f_address = pool.element_address(id) + UINT_32_SIZE;
1016
+ const f_offset = f_address >> 2;
1017
+ result[result_offset] = pool.data_float32[f_offset];
1018
+ result[result_offset + 1] = pool.data_float32[f_offset + 1];
1019
+ result[result_offset + 2] = pool.data_float32[f_offset + 2];
1020
+ }
1021
+
1022
+ /**
1023
+ * @param {number} id face ID
1024
+ * @param {number[]|Float32Array} value
1025
+ * @param {number} value_offset
1026
+ */
1027
+ face_write_normal(id, value, value_offset) {
1028
+ const pool = this.__face_pool;
1029
+ const f_address = pool.element_address(id) + UINT_32_SIZE;
1030
+ const f_offset = f_address >> 2;
1031
+ pool.data_float32[f_offset] = value[value_offset];
1032
+ pool.data_float32[f_offset + 1] = value[value_offset + 1];
1033
+ pool.data_float32[f_offset + 2] = value[value_offset + 2];
1034
+ }
1035
+
1036
+ /**
1037
+ * Copy data from another mesh.
1038
+ * @param {BinaryTopology} other
1039
+ */
1040
+ copy(other) {
1041
+ assert.defined(other, 'other');
1042
+ assert.notNull(other, 'other');
1043
+ assert.isObject(other, 'other');
1044
+ assert.equal(other.isBinaryTopology, true, 'other is not a BinaryTopology');
1045
+
1046
+ if (this === other) {
1047
+ return;
1048
+ }
1049
+
1050
+ this.__vertex_pool.copy(other.vertices);
1051
+ this.__edge_pool.copy(other.edges);
1052
+ this.__loop_pool.copy(other.loops);
1053
+ this.__face_pool.copy(other.faces);
1054
+
1055
+ this.__vertex_data_block = copy_data_block(
1056
+ this.__vertex_data_block, this.__vertex_pool, other.vertex_data
1057
+ );
1058
+ this.__edge_data_block = copy_data_block(
1059
+ this.__edge_data_block, this.__edge_pool, other.edge_data
1060
+ );
1061
+ this.__loop_data_block = copy_data_block(
1062
+ this.__loop_data_block, this.__loop_pool, other.loop_data
1063
+ );
1064
+ this.__face_data_block = copy_data_block(
1065
+ this.__face_data_block, this.__face_pool, other.face_data
1066
+ );
1067
+ }
1068
+
1069
+ /**
1070
+ *
1071
+ * @returns {BinaryTopology}
1072
+ */
1073
+ clone() {
1074
+ const clone = new BinaryTopology();
1075
+ clone.copy(this);
1076
+ return clone;
1077
+ }
1078
+
1079
+ }
1080
+
1081
+ /**
1082
+ * Useful for type checking
1083
+ * @readonly
1084
+ * @type {boolean}
1085
+ */
1086
1086
  BinaryTopology.prototype.isBinaryTopology = true;