@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
@@ -1,814 +1,814 @@
1
- import { assert } from "../../../core/assert.js";
2
- import { array_copy } from "../../../core/collection/array/array_copy.js";
3
- import { array_range_equal_strict } from "../../../core/collection/array/array_range_equal_strict.js";
4
- import { m4_decompose_array } from "../../../core/geom/3d/mat4/m4_decompose_array.js";
5
- import { m4_from_rotation_translation_scale_scalar } from "../../../core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js";
6
- import { m4_multiply } from "../../../core/geom/3d/mat4/m4_multiply.js";
7
- import { quat3_multiply } from "../../../core/geom/3d/quaternion/quat3_multiply.js";
8
- import { v3_quaternion_apply } from "../../../core/geom/vec3/v3_quaternion_apply.js";
9
- import { t64_look_rotation } from "./t64_look_rotation.js";
10
-
11
- /**
12
- * Index of the first element of the 4x4 affine matrix inside a {@link Transform64}.
13
- *
14
- * It is 0, which means a `Transform64` can be passed to any `mat4` function directly,
15
- * in place of the matrix - `m4_multiply(out, a_transform, b_transform)` and the like.
16
- * @type {number}
17
- */
18
- export const TRANSFORM64_MATRIX_OFFSET = 0;
19
-
20
- /**
21
- * Index of the first element of the translation (x, y, z) inside a {@link Transform64}
22
- * @type {number}
23
- */
24
- export const TRANSFORM64_TRANSLATION_OFFSET = 16;
25
-
26
- /**
27
- * Index of the first element of the rotation quaternion (x, y, z, w) inside a {@link Transform64}
28
- * @type {number}
29
- */
30
- export const TRANSFORM64_ROTATION_OFFSET = 19;
31
-
32
- /**
33
- * Index of the first element of the scale (x, y, z) inside a {@link Transform64}
34
- * @type {number}
35
- */
36
- export const TRANSFORM64_SCALE_OFFSET = 23;
37
-
38
- /**
39
- * Number of elements in a {@link Transform64}
40
- * @type {number}
41
- */
42
- export const TRANSFORM64_SIZE = 26;
43
-
44
- /**
45
- * World up, the direction orientation is resolved against when nothing else says otherwise.
46
- * @readonly
47
- * @type {Float64Array}
48
- */
49
- const WORLD_UP = new Float64Array([0, 1, 0]);
50
-
51
- /**
52
- * Position, rotation and scale of an object in 3D space, along with the affine matrix they compose into,
53
- * packed into a single `Float64Array`.
54
- *
55
- * This is the passive counterpart of {@link Transform}. There are no signals, no flags and no change
56
- * detection: setting the translation, rotation or scale does **not** refresh {@link matrix}, you call
57
- * {@link updateMatrix} yourself once you are done mutating. What you get for that is one allocation of one
58
- * contiguous buffer per transform, plain array stores instead of setter dispatch, and double precision
59
- * throughout.
60
- *
61
- * Every element is addressable directly, and the layout is part of the contract, so hot code can read and
62
- * write the buffer without going through the accessors:
63
- * ```
64
- * [ 0..15] matrix, column-major
65
- * [16..18] translation x, y, z
66
- * [19..22] rotation x, y, z, w
67
- * [23..25] scale x, y, z
68
- * ```
69
- *
70
- * @example
71
- * const t = new Transform64();
72
- *
73
- * t.setTranslation(1, 2, 3);
74
- * t.setScale(2, 2, 2);
75
- *
76
- * // nothing has touched the matrix up to this point
77
- * t.updateMatrix();
78
- *
79
- * @example
80
- * // reading a component in a hot loop, without the accessors
81
- * const x = t[TRANSFORM64_TRANSLATION_OFFSET];
82
- *
83
- * @author Alex Goldring
84
- * @copyright Company Named Limited (c) 2026
85
- */
86
- export class Transform64 extends Float64Array {
87
-
88
- /**
89
- * Arrays derived from a transform (`slice`, `subarray`, `map`, ...) are plain `Float64Array`s
90
- * @returns {Float64ArrayConstructor}
91
- */
92
- static get [Symbol.species]() {
93
- // without this the derived array would be built by our own constructor, which takes no length,
94
- // so it would silently come back sized as a whole transform
95
- return Float64Array;
96
- }
97
-
98
- constructor() {
99
- super(TRANSFORM64_SIZE);
100
-
101
- this.makeIdentity();
102
- }
103
-
104
- /**
105
- * Affine transform matrix, column-major.
106
- *
107
- * Unlike {@link Transform}, this is not maintained for you - it holds whatever {@link updateMatrix},
108
- * {@link fromMatrix} or {@link multiply} last wrote, and goes stale the moment you set a component.
109
- *
110
- * NOTE: the returned array is a live view over the transform's own buffer, but a freshly allocated
111
- * view on every access. Hold on to it rather than reading this property in a loop, or index the
112
- * transform itself - the matrix starts at element 0.
113
- * @returns {Float64Array}
114
- */
115
- get matrix() {
116
- return new Float64Array(this.buffer, this.byteOffset, 16);
117
- }
118
-
119
- /**
120
- * Position in 3D space.
121
- * NOTE: live view over the transform's own buffer, freshly allocated on every access
122
- * @returns {Float64Array}
123
- */
124
- get translation() {
125
- return new Float64Array(this.buffer, this.byteOffset + TRANSFORM64_TRANSLATION_OFFSET * 8, 3);
126
- }
127
-
128
- /**
129
- * Reads 3 elements, does not update {@link matrix}
130
- * @param {number[]|Float32Array|Float64Array} v
131
- */
132
- set translation(v) {
133
- array_copy(v, 0, this, TRANSFORM64_TRANSLATION_OFFSET, 3);
134
- }
135
-
136
- get translation_x() {
137
- return this[TRANSFORM64_TRANSLATION_OFFSET];
138
- }
139
-
140
- get translation_y() {
141
- return this[TRANSFORM64_TRANSLATION_OFFSET + 1];
142
- }
143
-
144
- get translation_z() {
145
- return this[TRANSFORM64_TRANSLATION_OFFSET + 2];
146
- }
147
-
148
- /**
149
- * Does not update {@link matrix}
150
- * @param {number} x
151
- * @param {number} y
152
- * @param {number} z
153
- */
154
- setTranslation(x, y, z) {
155
- assert.isNumber(x, 'x');
156
- assert.isNumber(y, 'y');
157
- assert.isNumber(z, 'z');
158
-
159
- this[TRANSFORM64_TRANSLATION_OFFSET] = x;
160
- this[TRANSFORM64_TRANSLATION_OFFSET + 1] = y;
161
- this[TRANSFORM64_TRANSLATION_OFFSET + 2] = z;
162
- }
163
-
164
- /**
165
- * Orientation, as a quaternion (x, y, z, w).
166
- * NOTE: live view over the transform's own buffer, freshly allocated on every access
167
- * @returns {Float64Array}
168
- */
169
- get rotation() {
170
- return new Float64Array(this.buffer, this.byteOffset + TRANSFORM64_ROTATION_OFFSET * 8, 4);
171
- }
172
-
173
- /**
174
- * Reads 4 elements, does not update {@link matrix}
175
- * @param {number[]|Float32Array|Float64Array} q
176
- */
177
- set rotation(q) {
178
- array_copy(q, 0, this, TRANSFORM64_ROTATION_OFFSET, 4);
179
- }
180
-
181
- get rotation_x() {
182
- return this[TRANSFORM64_ROTATION_OFFSET];
183
- }
184
-
185
- get rotation_y() {
186
- return this[TRANSFORM64_ROTATION_OFFSET + 1];
187
- }
188
-
189
- get rotation_z() {
190
- return this[TRANSFORM64_ROTATION_OFFSET + 2];
191
- }
192
-
193
- get rotation_w() {
194
- return this[TRANSFORM64_ROTATION_OFFSET + 3];
195
- }
196
-
197
- /**
198
- * The quaternion is expected to be of unit length, nothing here normalizes it.
199
- * Does not update {@link matrix}.
200
- * @param {number} x
201
- * @param {number} y
202
- * @param {number} z
203
- * @param {number} w
204
- */
205
- setRotation(x, y, z, w) {
206
- assert.isNumber(x, 'x');
207
- assert.isNumber(y, 'y');
208
- assert.isNumber(z, 'z');
209
- assert.isNumber(w, 'w');
210
-
211
- this[TRANSFORM64_ROTATION_OFFSET] = x;
212
- this[TRANSFORM64_ROTATION_OFFSET + 1] = y;
213
- this[TRANSFORM64_ROTATION_OFFSET + 2] = z;
214
- this[TRANSFORM64_ROTATION_OFFSET + 3] = w;
215
- }
216
-
217
- /**
218
- * Local +Z axis, in world space, unit length - for the unit {@link rotation} the class expects.
219
- *
220
- * Read off {@link rotation} rather than {@link matrix}, so a stale matrix does not lie about it,
221
- * and neither does {@link scale} - this is where the transform faces, not how far it reaches.
222
- * Use {@link t64_transform_direction} when you want the matrix's answer instead.
223
- *
224
- * NOTE: this is where {@link Transform#forward} and this one part company. That one reads the
225
- * matrix, which it can afford to because it maintains it; here the matrix is stale by design, and
226
- * an axis read off it would contradict the setter that had just written the rotation. The two only
227
- * disagree under a mirroring (negative) scale, which the matrix carries and the rotation does not.
228
- *
229
- * NOTE: a freshly allocated copy on every access, not a live view - writing into it does nothing.
230
- * @returns {Float64Array}
231
- */
232
- get forward() {
233
- const result = new Float64Array(3);
234
-
235
- v3_quaternion_apply(
236
- result, 0,
237
- 0, 0, 1,
238
- this[TRANSFORM64_ROTATION_OFFSET],
239
- this[TRANSFORM64_ROTATION_OFFSET + 1],
240
- this[TRANSFORM64_ROTATION_OFFSET + 2],
241
- this[TRANSFORM64_ROTATION_OFFSET + 3]
242
- );
243
-
244
- return result;
245
- }
246
-
247
- /**
248
- * Turn to face along `v`, that is, set {@link rotation} so that local +Z lands on `v`.
249
- *
250
- * A direction alone does not pin an orientation down - the spin about it is still free - and that
251
- * spin is resolved against world up (0,1,0): local +Y comes out as close to world up as `v` allows.
252
- * {@link _lookAt} is the same operation stated as a point to face rather than a direction.
253
- *
254
- * `v` does not have to be normalized. Reads 3 elements, does not update {@link matrix}.
255
- *
256
- * NOTE: for a `v` parallel to world up the spin is undetermined, and the answer is whatever
257
- * {@link t64_look_rotation} settles on - forward lands within about a milliradian of `v` rather
258
- * than exactly on it.
259
- *
260
- * @param {number[]|Float32Array|Float64Array} v
261
- */
262
- set forward(v) {
263
- assert.notOk(v[0] === 0 && v[1] === 0 && v[2] === 0, 'v must not be zero-length');
264
-
265
- t64_look_rotation(this, v[0], v[1], v[2], 0, 1, 0);
266
- }
267
-
268
- /**
269
- * Local +X axis, in world space, unit length. See {@link forward} for how this is read.
270
- *
271
- * NOTE: a freshly allocated copy on every access, not a live view - writing into it does nothing.
272
- * @returns {Float64Array}
273
- */
274
- get right() {
275
- const result = new Float64Array(3);
276
-
277
- v3_quaternion_apply(
278
- result, 0,
279
- 1, 0, 0,
280
- this[TRANSFORM64_ROTATION_OFFSET],
281
- this[TRANSFORM64_ROTATION_OFFSET + 1],
282
- this[TRANSFORM64_ROTATION_OFFSET + 2],
283
- this[TRANSFORM64_ROTATION_OFFSET + 3]
284
- );
285
-
286
- return result;
287
- }
288
-
289
- /**
290
- * Set {@link rotation} so that local +X lands on `v`, with the spin about it resolved against world
291
- * up (0,1,0) exactly as {@link forward} resolves it - local +Y comes out as close to world up as
292
- * `v` allows. Setting it to world +X (1,0,0) therefore leaves an identity rotation identity.
293
- *
294
- * `v` does not have to be normalized. Reads 3 elements, does not update {@link matrix}.
295
- *
296
- * NOTE: shares {@link forward}'s undetermined case, for a `v` parallel to world up.
297
- *
298
- * @param {number[]|Float32Array|Float64Array} v
299
- */
300
- set right(v) {
301
- assert.notOk(v[0] === 0 && v[1] === 0 && v[2] === 0, 'v must not be zero-length');
302
-
303
- // `v` goes on local +Z first, which is the case that is already solved - spin, degenerate input
304
- // and all. A quarter turn about local Y then carries local +X onto it, and being about Y it
305
- // leaves local +Y - the axis the spin was resolved for - exactly where it was.
306
- t64_look_rotation(this, v[0], v[1], v[2], 0, 1, 0);
307
-
308
- quat3_multiply(
309
- this, TRANSFORM64_ROTATION_OFFSET,
310
-
311
- this[TRANSFORM64_ROTATION_OFFSET],
312
- this[TRANSFORM64_ROTATION_OFFSET + 1],
313
- this[TRANSFORM64_ROTATION_OFFSET + 2],
314
- this[TRANSFORM64_ROTATION_OFFSET + 3],
315
-
316
- // -90 degrees about Y
317
- 0, -Math.SQRT1_2, 0, Math.SQRT1_2
318
- );
319
- }
320
-
321
- /**
322
- * Local +Y axis, in world space, unit length. See {@link forward} for how this is read.
323
- *
324
- * NOTE: a freshly allocated copy on every access, not a live view - writing into it does nothing.
325
- * @returns {Float64Array}
326
- */
327
- get up() {
328
- const result = new Float64Array(3);
329
-
330
- v3_quaternion_apply(
331
- result, 0,
332
- 0, 1, 0,
333
- this[TRANSFORM64_ROTATION_OFFSET],
334
- this[TRANSFORM64_ROTATION_OFFSET + 1],
335
- this[TRANSFORM64_ROTATION_OFFSET + 2],
336
- this[TRANSFORM64_ROTATION_OFFSET + 3]
337
- );
338
-
339
- return result;
340
- }
341
-
342
- /**
343
- * Set {@link rotation} so that local +Y lands on `v`, tipping the transform over.
344
- *
345
- * World up is of no use as a spin reference here - it is the axis being placed - so the leftover
346
- * spin is resolved against world forward (0,0,1) instead: local +Z comes out as close to world
347
- * forward as `v` allows. Setting it to world up (0,1,0) therefore leaves an identity rotation
348
- * identity, and tipping by a right angle is a pure roll.
349
- *
350
- * `v` does not have to be normalized. Reads 3 elements, does not update {@link matrix}.
351
- *
352
- * NOTE: shares {@link forward}'s undetermined case, but for a `v` parallel to world forward.
353
- *
354
- * @param {number[]|Float32Array|Float64Array} v
355
- */
356
- set up(v) {
357
- assert.notOk(v[0] === 0 && v[1] === 0 && v[2] === 0, 'v must not be zero-length');
358
-
359
- // as in `right`, `v` goes on local +Z first and is relabeled from there; the reference is world
360
- // back rather than world forward because the relabeling below reverses that axis on the way
361
- t64_look_rotation(this, v[0], v[1], v[2], 0, 0, -1);
362
-
363
- quat3_multiply(
364
- this, TRANSFORM64_ROTATION_OFFSET,
365
-
366
- this[TRANSFORM64_ROTATION_OFFSET],
367
- this[TRANSFORM64_ROTATION_OFFSET + 1],
368
- this[TRANSFORM64_ROTATION_OFFSET + 2],
369
- this[TRANSFORM64_ROTATION_OFFSET + 3],
370
-
371
- // +90 degrees about X
372
- Math.SQRT1_2, 0, 0, Math.SQRT1_2
373
- );
374
- }
375
-
376
- /**
377
- * Turn to face a point: set {@link rotation} so that local +Z points from {@link translation} at
378
- * `(target_x, target_y, target_z)`. The spin about that direction is resolved against `up`, see
379
- * {@link forward} for what that means.
380
- *
381
- * NOTE: a target sitting exactly on the transform's own translation gives no direction to face, and
382
- * the rotation is left alone rather than filled with NaN. This matches {@link Transform#lookAt}.
383
- *
384
- * Neither argument has to be normalized - `up` is a reference direction, not a length. Does not
385
- * update {@link matrix}.
386
- *
387
- * @param {number} target_x point to face, in world space
388
- * @param {number} target_y
389
- * @param {number} target_z
390
- * @param {number} [up_x=0] spin reference, defaults to world up
391
- * @param {number} [up_y=1]
392
- * @param {number} [up_z=0]
393
- */
394
- _lookAt(target_x, target_y, target_z, up_x = 0, up_y = 1, up_z = 0) {
395
- assert.isNumber(target_x, 'target_x');
396
- assert.isNumber(target_y, 'target_y');
397
- assert.isNumber(target_z, 'target_z');
398
-
399
- assert.isNumber(up_x, 'up_x');
400
- assert.isNumber(up_y, 'up_y');
401
- assert.isNumber(up_z, 'up_z');
402
-
403
- // a zero-length up has no direction to resolve the spin against, and would quietly produce a
404
- // NaN rotation rather than an unexpected one
405
- assert.notOk(up_x === 0 && up_y === 0 && up_z === 0, 'up must not be zero-length');
406
-
407
- const delta_x = target_x - this[TRANSFORM64_TRANSLATION_OFFSET];
408
- const delta_y = target_y - this[TRANSFORM64_TRANSLATION_OFFSET + 1];
409
- const delta_z = target_z - this[TRANSFORM64_TRANSLATION_OFFSET + 2];
410
-
411
- if (delta_x === 0 && delta_y === 0 && delta_z === 0) {
412
- return;
413
- }
414
-
415
- t64_look_rotation(this, delta_x, delta_y, delta_z, up_x, up_y, up_z);
416
- }
417
-
418
- /**
419
- * Turn to face a point, see {@link _lookAt}
420
- * @param {number[]|Float32Array|Float64Array|Vector3} target reads 3 elements
421
- * @param {number[]|Float32Array|Float64Array|Vector3} [up] reads 3 elements, defaults to world up
422
- */
423
- lookAt(target, up = WORLD_UP) {
424
- this._lookAt(
425
- target[0], target[1], target[2],
426
- up[0], up[1], up[2]
427
- );
428
- }
429
-
430
- /**
431
- * Size along each local axis.
432
- * NOTE: live view over the transform's own buffer, freshly allocated on every access
433
- * @returns {Float64Array}
434
- */
435
- get scale() {
436
- return new Float64Array(this.buffer, this.byteOffset + TRANSFORM64_SCALE_OFFSET * 8, 3);
437
- }
438
-
439
- /**
440
- * Reads 3 elements, does not update {@link matrix}
441
- * @param {number[]|Float32Array|Float64Array} v
442
- */
443
- set scale(v) {
444
- array_copy(v, 0, this, TRANSFORM64_SCALE_OFFSET, 3);
445
- }
446
-
447
- get scale_x() {
448
- return this[TRANSFORM64_SCALE_OFFSET];
449
- }
450
-
451
- get scale_y() {
452
- return this[TRANSFORM64_SCALE_OFFSET + 1];
453
- }
454
-
455
- get scale_z() {
456
- return this[TRANSFORM64_SCALE_OFFSET + 2];
457
- }
458
-
459
- /**
460
- * Does not update {@link matrix}
461
- * @param {number} x
462
- * @param {number} y
463
- * @param {number} z
464
- */
465
- setScale(x, y, z) {
466
- assert.isNumber(x, 'x');
467
- assert.isNumber(y, 'y');
468
- assert.isNumber(z, 'z');
469
-
470
- this[TRANSFORM64_SCALE_OFFSET] = x;
471
- this[TRANSFORM64_SCALE_OFFSET + 1] = y;
472
- this[TRANSFORM64_SCALE_OFFSET + 2] = z;
473
- }
474
-
475
- /**
476
- * Uniform scale. Does not update {@link matrix}.
477
- * @param {number} s
478
- */
479
- setScaleScalar(s) {
480
- this.setScale(s, s, s);
481
- }
482
-
483
- /**
484
- * Write {@link matrix} from the current {@link translation}, {@link rotation} and {@link scale}.
485
- * Nothing calls this for you, and until you do, the matrix is whatever it was before.
486
- */
487
- updateMatrix() {
488
- m4_from_rotation_translation_scale_scalar(
489
- this,
490
- this[TRANSFORM64_ROTATION_OFFSET],
491
- this[TRANSFORM64_ROTATION_OFFSET + 1],
492
- this[TRANSFORM64_ROTATION_OFFSET + 2],
493
- this[TRANSFORM64_ROTATION_OFFSET + 3],
494
-
495
- this[TRANSFORM64_TRANSLATION_OFFSET],
496
- this[TRANSFORM64_TRANSLATION_OFFSET + 1],
497
- this[TRANSFORM64_TRANSLATION_OFFSET + 2],
498
-
499
- this[TRANSFORM64_SCALE_OFFSET],
500
- this[TRANSFORM64_SCALE_OFFSET + 1],
501
- this[TRANSFORM64_SCALE_OFFSET + 2]
502
- );
503
- }
504
-
505
- /**
506
- * Write {@link translation}, {@link rotation} and {@link scale} from the current {@link matrix}.
507
- * The inverse of {@link updateMatrix}; call it after writing the matrix in place.
508
- *
509
- * A matrix carrying shear cannot be described by a translation, a rotation and a scale, so shear is
510
- * dropped from the components. It survives in {@link matrix} until the next {@link updateMatrix}.
511
- */
512
- updateComponents() {
513
- m4_decompose_array(
514
- this,
515
- this, TRANSFORM64_TRANSLATION_OFFSET,
516
- this, TRANSFORM64_ROTATION_OFFSET,
517
- this, TRANSFORM64_SCALE_OFFSET
518
- );
519
- }
520
-
521
- /**
522
- * Set the whole transform, matrix and components both, from an affine matrix.
523
- * See {@link updateComponents} for how shear is handled.
524
- * @param {number[]|Float32Array|Float64Array|mat4} m4 4x4 affine matrix, column-major
525
- * @returns {this}
526
- */
527
- fromMatrix(m4) {
528
- assert.isArrayLike(m4, 'm4');
529
- assert.greaterThanOrEqual(m4.length, 16, 'm4.length');
530
-
531
- array_copy(m4, 0, this, TRANSFORM64_MATRIX_OFFSET, 16);
532
-
533
- this.updateComponents();
534
-
535
- return this;
536
- }
537
-
538
- /**
539
- * Post-multiplication, `this = this * other`. See {@link multiplyTransforms}.
540
- * @param {Transform64} other
541
- * @returns {this}
542
- */
543
- multiply(other) {
544
- return this.multiplyTransforms(this, other);
545
- }
546
-
547
- /**
548
- * Multiply two transforms, writing the result into this one. Either operand may be this transform.
549
- *
550
- * Both operands are read through their matrices, not their components, so a stale matrix on either
551
- * side produces a stale result - {@link updateMatrix} them first if you have been setting components.
552
- * Both the matrix and the components of the result are left up to date.
553
- *
554
- * @param {Transform64} a
555
- * @param {Transform64} b
556
- * @returns {this}
557
- */
558
- multiplyTransforms(a, b) {
559
- assert.equal(a.isTransform64, true, 'a.isTransform64 !== true');
560
- assert.equal(b.isTransform64, true, 'b.isTransform64 !== true');
561
-
562
- // both operands are fully read into locals before the first write, so aliasing is safe
563
- m4_multiply(this, a, b);
564
-
565
- this.updateComponents();
566
-
567
- return this;
568
- }
569
-
570
- /**
571
- * Reset to the identity transform, matrix included:
572
- * - translation: [0,0,0]
573
- * - rotation: [0,0,0,1]
574
- * - scale: [1,1,1]
575
- */
576
- makeIdentity() {
577
- this.fill(0);
578
-
579
- // matrix diagonal
580
- this[0] = 1;
581
- this[5] = 1;
582
- this[10] = 1;
583
- this[15] = 1;
584
-
585
- this[TRANSFORM64_ROTATION_OFFSET + 3] = 1;
586
-
587
- this[TRANSFORM64_SCALE_OFFSET] = 1;
588
- this[TRANSFORM64_SCALE_OFFSET + 1] = 1;
589
- this[TRANSFORM64_SCALE_OFFSET + 2] = 1;
590
- }
591
-
592
- /**
593
- * Whether the translation is exactly [0,0,0], the rotation exactly [0,0,0,1] and the scale exactly
594
- * [1,1,1]. Says nothing about {@link matrix}, which only agrees after an {@link updateMatrix}.
595
- * @returns {boolean}
596
- */
597
- isIdentity() {
598
- return this[TRANSFORM64_TRANSLATION_OFFSET] === 0
599
- && this[TRANSFORM64_TRANSLATION_OFFSET + 1] === 0
600
- && this[TRANSFORM64_TRANSLATION_OFFSET + 2] === 0
601
- && this[TRANSFORM64_ROTATION_OFFSET] === 0
602
- && this[TRANSFORM64_ROTATION_OFFSET + 1] === 0
603
- && this[TRANSFORM64_ROTATION_OFFSET + 2] === 0
604
- && this[TRANSFORM64_ROTATION_OFFSET + 3] === 1
605
- && this[TRANSFORM64_SCALE_OFFSET] === 1
606
- && this[TRANSFORM64_SCALE_OFFSET + 1] === 1
607
- && this[TRANSFORM64_SCALE_OFFSET + 2] === 1;
608
- }
609
-
610
- /**
611
- * Set this transform to match `other`, matrix included. The `other` is left unchanged.
612
- * @param {Transform64} other
613
- */
614
- copy(other) {
615
- this.set(other);
616
- }
617
-
618
- /**
619
- * A new transform equal to this one
620
- * @returns {Transform64}
621
- */
622
- clone() {
623
- const r = new Transform64();
624
-
625
- r.copy(this);
626
-
627
- return r;
628
- }
629
-
630
- /**
631
- * Strict equality across the whole transform, {@link matrix} included. Two transforms whose components
632
- * match but whose matrices do not - because one of them is stale - are not equal.
633
- * @param {Transform64} other
634
- * @returns {boolean}
635
- */
636
- equals(other) {
637
- return array_range_equal_strict(this, 0, other, 0, TRANSFORM64_SIZE);
638
- }
639
-
640
- /**
641
- * Only the translation contributes, for speed - in most applications it is what varies the most.
642
- *
643
- * This is weaker than {@link equals}: transforms differing only in rotation, scale or matrix collide.
644
- * Legal for a hash, but a poor key if your set varies along those axes alone.
645
- * @returns {number}
646
- */
647
- hash() {
648
- const x = this[TRANSFORM64_TRANSLATION_OFFSET];
649
- const y = this[TRANSFORM64_TRANSLATION_OFFSET + 1];
650
- const z = this[TRANSFORM64_TRANSLATION_OFFSET + 2];
651
-
652
- // Same arithmetic as `computeHashFloat`, written out by hand so that this is a straight line with
653
- // no calls and no loop. Per component: split into whole and fractional parts, scale the fraction
654
- // into uint32 range and flip it so that tiny fractions land in the high bits, then XOR the two.
655
- const x_whole = x >> 0;
656
- const y_whole = y >> 0;
657
- const z_whole = z >> 0;
658
-
659
- const x_hash = (4294967295 - (((x - x_whole) * 4294967295) >>> 0)) ^ x_whole;
660
- const y_hash = (4294967295 - (((y - y_whole) * 4294967295) >>> 0)) ^ y_whole;
661
- const z_hash = (4294967295 - (((z - z_whole) * 4294967295) >>> 0)) ^ z_whole;
662
-
663
- // mix, `h*31 + v` expressed as a shift so it stays in integer arithmetic
664
- let hash = ((x_hash << 5) - x_hash + y_hash) | 0;
665
-
666
- hash = ((hash << 5) - hash + z_hash) | 0;
667
-
668
- return hash;
669
- }
670
-
671
- /**
672
- * Read the components from `{translation, rotation, scale}`, each of them optional and defaulting to
673
- * identity. Composes {@link matrix} from the result.
674
- *
675
- * NOTE: the translation is keyed `translation`, where {@link Transform} keys the same thing
676
- * `position`. The two JSON forms are not interchangeable.
677
- * @param json
678
- */
679
- fromJSON(json) {
680
- const t = json.translation;
681
-
682
- if (t !== undefined) {
683
- this.setTranslation(t.x, t.y, t.z);
684
- } else {
685
- this.setTranslation(0, 0, 0);
686
- }
687
-
688
- const r = json.rotation;
689
-
690
- if (r !== undefined) {
691
- this.setRotation(r.x, r.y, r.z, r.w);
692
- } else {
693
- this.setRotation(0, 0, 0, 1);
694
- }
695
-
696
- const s = json.scale;
697
-
698
- if (s !== undefined) {
699
- this.setScale(s.x, s.y, s.z);
700
- } else {
701
- this.setScale(1, 1, 1);
702
- }
703
-
704
- this.updateMatrix();
705
- }
706
-
707
- /**
708
- * Writes out the components only; {@link matrix} is recomposed from them on the way back in
709
- * @returns {{translation:{x:number,y:number,z:number}, rotation:{x:number,y:number,z:number,w:number}, scale:{x:number,y:number,z:number}}}
710
- */
711
- toJSON() {
712
- return {
713
- translation: {
714
- x: this[TRANSFORM64_TRANSLATION_OFFSET],
715
- y: this[TRANSFORM64_TRANSLATION_OFFSET + 1],
716
- z: this[TRANSFORM64_TRANSLATION_OFFSET + 2]
717
- },
718
- rotation: {
719
- x: this[TRANSFORM64_ROTATION_OFFSET],
720
- y: this[TRANSFORM64_ROTATION_OFFSET + 1],
721
- z: this[TRANSFORM64_ROTATION_OFFSET + 2],
722
- w: this[TRANSFORM64_ROTATION_OFFSET + 3]
723
- },
724
- scale: {
725
- x: this[TRANSFORM64_SCALE_OFFSET],
726
- y: this[TRANSFORM64_SCALE_OFFSET + 1],
727
- z: this[TRANSFORM64_SCALE_OFFSET + 2]
728
- }
729
- };
730
- }
731
-
732
- /**
733
- * Human-readable form, components only
734
- * @returns {string}
735
- */
736
- toString() {
737
- return `Transform64{ translation: [${this.translation_x}, ${this.translation_y}, ${this.translation_z}]`
738
- + `, rotation: [${this.rotation_x}, ${this.rotation_y}, ${this.rotation_z}, ${this.rotation_w}]`
739
- + `, scale: [${this.scale_x}, ${this.scale_y}, ${this.scale_z}] }`;
740
- }
741
-
742
- /**
743
- * Build a transform from loose components, with {@link matrix} already composed from them
744
- * @param {number} translation_x
745
- * @param {number} translation_y
746
- * @param {number} translation_z
747
- * @param {number} rotation_x
748
- * @param {number} rotation_y
749
- * @param {number} rotation_z
750
- * @param {number} rotation_w
751
- * @param {number} scale_x
752
- * @param {number} scale_y
753
- * @param {number} scale_z
754
- * @returns {Transform64}
755
- */
756
- static from(
757
- translation_x, translation_y, translation_z,
758
- rotation_x, rotation_y, rotation_z, rotation_w,
759
- scale_x, scale_y, scale_z
760
- ) {
761
- const r = new Transform64();
762
-
763
- r.setTranslation(translation_x, translation_y, translation_z);
764
- r.setRotation(rotation_x, rotation_y, rotation_z, rotation_w);
765
- r.setScale(scale_x, scale_y, scale_z);
766
-
767
- r.updateMatrix();
768
-
769
- return r;
770
- }
771
-
772
- /**
773
- * Build a transform from an affine matrix, see {@link fromMatrix}
774
- * @param {number[]|Float32Array|Float64Array|mat4} m4 4x4 affine matrix, column-major
775
- * @returns {Transform64}
776
- */
777
- static fromMatrix(m4) {
778
- const r = new Transform64();
779
-
780
- r.fromMatrix(m4);
781
-
782
- return r;
783
- }
784
-
785
- /**
786
- * Build a transform from its JSON form, see {@link fromJSON}
787
- * @param json
788
- * @returns {Transform64}
789
- */
790
- static fromJSON(json) {
791
- const r = new Transform64();
792
-
793
- r.fromJSON(json);
794
-
795
- return r;
796
- }
797
- }
798
-
799
- /**
800
- * @readonly
801
- * @type {string}
802
- */
803
- Transform64.typeName = "Transform64";
804
-
805
- /**
806
- * Enables a fast type check, without having to import the class separately.
807
- * @readonly
808
- * @type {boolean}
809
- * @example
810
- * if(t.isTransform64){
811
- * // t is a Transform64, do stuff
812
- * }
813
- */
814
- Transform64.prototype.isTransform64 = true;
1
+ import { assert } from "../../../core/assert.js";
2
+ import { array_copy } from "../../../core/collection/array/array_copy.js";
3
+ import { array_range_equal_strict } from "../../../core/collection/array/array_range_equal_strict.js";
4
+ import { m4_decompose_array } from "../../../core/geom/3d/mat4/m4_decompose_array.js";
5
+ import { m4_from_rotation_translation_scale_scalar } from "../../../core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js";
6
+ import { m4_multiply } from "../../../core/geom/3d/mat4/m4_multiply.js";
7
+ import { quat3_multiply } from "../../../core/geom/3d/quaternion/quat3_multiply.js";
8
+ import { v3_quaternion_apply } from "../../../core/geom/vec3/v3_quaternion_apply.js";
9
+ import { t64_look_rotation } from "./t64_look_rotation.js";
10
+
11
+ /**
12
+ * Index of the first element of the 4x4 affine matrix inside a {@link Transform64}.
13
+ *
14
+ * It is 0, which means a `Transform64` can be passed to any `mat4` function directly,
15
+ * in place of the matrix - `m4_multiply(out, a_transform, b_transform)` and the like.
16
+ * @type {number}
17
+ */
18
+ export const TRANSFORM64_MATRIX_OFFSET = 0;
19
+
20
+ /**
21
+ * Index of the first element of the translation (x, y, z) inside a {@link Transform64}
22
+ * @type {number}
23
+ */
24
+ export const TRANSFORM64_TRANSLATION_OFFSET = 16;
25
+
26
+ /**
27
+ * Index of the first element of the rotation quaternion (x, y, z, w) inside a {@link Transform64}
28
+ * @type {number}
29
+ */
30
+ export const TRANSFORM64_ROTATION_OFFSET = 19;
31
+
32
+ /**
33
+ * Index of the first element of the scale (x, y, z) inside a {@link Transform64}
34
+ * @type {number}
35
+ */
36
+ export const TRANSFORM64_SCALE_OFFSET = 23;
37
+
38
+ /**
39
+ * Number of elements in a {@link Transform64}
40
+ * @type {number}
41
+ */
42
+ export const TRANSFORM64_SIZE = 26;
43
+
44
+ /**
45
+ * World up, the direction orientation is resolved against when nothing else says otherwise.
46
+ * @readonly
47
+ * @type {Float64Array}
48
+ */
49
+ const WORLD_UP = new Float64Array([0, 1, 0]);
50
+
51
+ /**
52
+ * Position, rotation and scale of an object in 3D space, along with the affine matrix they compose into,
53
+ * packed into a single `Float64Array`.
54
+ *
55
+ * This is the passive counterpart of {@link Transform}. There are no signals, no flags and no change
56
+ * detection: setting the translation, rotation or scale does **not** refresh {@link matrix}, you call
57
+ * {@link updateMatrix} yourself once you are done mutating. What you get for that is one allocation of one
58
+ * contiguous buffer per transform, plain array stores instead of setter dispatch, and double precision
59
+ * throughout.
60
+ *
61
+ * Every element is addressable directly, and the layout is part of the contract, so hot code can read and
62
+ * write the buffer without going through the accessors:
63
+ * ```
64
+ * [ 0..15] matrix, column-major
65
+ * [16..18] translation x, y, z
66
+ * [19..22] rotation x, y, z, w
67
+ * [23..25] scale x, y, z
68
+ * ```
69
+ *
70
+ * @example
71
+ * const t = new Transform64();
72
+ *
73
+ * t.setTranslation(1, 2, 3);
74
+ * t.setScale(2, 2, 2);
75
+ *
76
+ * // nothing has touched the matrix up to this point
77
+ * t.updateMatrix();
78
+ *
79
+ * @example
80
+ * // reading a component in a hot loop, without the accessors
81
+ * const x = t[TRANSFORM64_TRANSLATION_OFFSET];
82
+ *
83
+ * @author Alex Goldring
84
+ * @copyright Company Named Limited (c) 2026
85
+ */
86
+ export class Transform64 extends Float64Array {
87
+
88
+ /**
89
+ * Arrays derived from a transform (`slice`, `subarray`, `map`, ...) are plain `Float64Array`s
90
+ * @returns {Float64ArrayConstructor}
91
+ */
92
+ static get [Symbol.species]() {
93
+ // without this the derived array would be built by our own constructor, which takes no length,
94
+ // so it would silently come back sized as a whole transform
95
+ return Float64Array;
96
+ }
97
+
98
+ constructor() {
99
+ super(TRANSFORM64_SIZE);
100
+
101
+ this.makeIdentity();
102
+ }
103
+
104
+ /**
105
+ * Affine transform matrix, column-major.
106
+ *
107
+ * Unlike {@link Transform}, this is not maintained for you - it holds whatever {@link updateMatrix},
108
+ * {@link fromMatrix} or {@link multiply} last wrote, and goes stale the moment you set a component.
109
+ *
110
+ * NOTE: the returned array is a live view over the transform's own buffer, but a freshly allocated
111
+ * view on every access. Hold on to it rather than reading this property in a loop, or index the
112
+ * transform itself - the matrix starts at element 0.
113
+ * @returns {Float64Array}
114
+ */
115
+ get matrix() {
116
+ return new Float64Array(this.buffer, this.byteOffset, 16);
117
+ }
118
+
119
+ /**
120
+ * Position in 3D space.
121
+ * NOTE: live view over the transform's own buffer, freshly allocated on every access
122
+ * @returns {Float64Array}
123
+ */
124
+ get translation() {
125
+ return new Float64Array(this.buffer, this.byteOffset + TRANSFORM64_TRANSLATION_OFFSET * 8, 3);
126
+ }
127
+
128
+ /**
129
+ * Reads 3 elements, does not update {@link matrix}
130
+ * @param {number[]|Float32Array|Float64Array} v
131
+ */
132
+ set translation(v) {
133
+ array_copy(v, 0, this, TRANSFORM64_TRANSLATION_OFFSET, 3);
134
+ }
135
+
136
+ get translation_x() {
137
+ return this[TRANSFORM64_TRANSLATION_OFFSET];
138
+ }
139
+
140
+ get translation_y() {
141
+ return this[TRANSFORM64_TRANSLATION_OFFSET + 1];
142
+ }
143
+
144
+ get translation_z() {
145
+ return this[TRANSFORM64_TRANSLATION_OFFSET + 2];
146
+ }
147
+
148
+ /**
149
+ * Does not update {@link matrix}
150
+ * @param {number} x
151
+ * @param {number} y
152
+ * @param {number} z
153
+ */
154
+ setTranslation(x, y, z) {
155
+ assert.isNumber(x, 'x');
156
+ assert.isNumber(y, 'y');
157
+ assert.isNumber(z, 'z');
158
+
159
+ this[TRANSFORM64_TRANSLATION_OFFSET] = x;
160
+ this[TRANSFORM64_TRANSLATION_OFFSET + 1] = y;
161
+ this[TRANSFORM64_TRANSLATION_OFFSET + 2] = z;
162
+ }
163
+
164
+ /**
165
+ * Orientation, as a quaternion (x, y, z, w).
166
+ * NOTE: live view over the transform's own buffer, freshly allocated on every access
167
+ * @returns {Float64Array}
168
+ */
169
+ get rotation() {
170
+ return new Float64Array(this.buffer, this.byteOffset + TRANSFORM64_ROTATION_OFFSET * 8, 4);
171
+ }
172
+
173
+ /**
174
+ * Reads 4 elements, does not update {@link matrix}
175
+ * @param {number[]|Float32Array|Float64Array} q
176
+ */
177
+ set rotation(q) {
178
+ array_copy(q, 0, this, TRANSFORM64_ROTATION_OFFSET, 4);
179
+ }
180
+
181
+ get rotation_x() {
182
+ return this[TRANSFORM64_ROTATION_OFFSET];
183
+ }
184
+
185
+ get rotation_y() {
186
+ return this[TRANSFORM64_ROTATION_OFFSET + 1];
187
+ }
188
+
189
+ get rotation_z() {
190
+ return this[TRANSFORM64_ROTATION_OFFSET + 2];
191
+ }
192
+
193
+ get rotation_w() {
194
+ return this[TRANSFORM64_ROTATION_OFFSET + 3];
195
+ }
196
+
197
+ /**
198
+ * The quaternion is expected to be of unit length, nothing here normalizes it.
199
+ * Does not update {@link matrix}.
200
+ * @param {number} x
201
+ * @param {number} y
202
+ * @param {number} z
203
+ * @param {number} w
204
+ */
205
+ setRotation(x, y, z, w) {
206
+ assert.isNumber(x, 'x');
207
+ assert.isNumber(y, 'y');
208
+ assert.isNumber(z, 'z');
209
+ assert.isNumber(w, 'w');
210
+
211
+ this[TRANSFORM64_ROTATION_OFFSET] = x;
212
+ this[TRANSFORM64_ROTATION_OFFSET + 1] = y;
213
+ this[TRANSFORM64_ROTATION_OFFSET + 2] = z;
214
+ this[TRANSFORM64_ROTATION_OFFSET + 3] = w;
215
+ }
216
+
217
+ /**
218
+ * Local +Z axis, in world space, unit length - for the unit {@link rotation} the class expects.
219
+ *
220
+ * Read off {@link rotation} rather than {@link matrix}, so a stale matrix does not lie about it,
221
+ * and neither does {@link scale} - this is where the transform faces, not how far it reaches.
222
+ * Use {@link t64_transform_direction} when you want the matrix's answer instead.
223
+ *
224
+ * NOTE: this is where {@link Transform#forward} and this one part company. That one reads the
225
+ * matrix, which it can afford to because it maintains it; here the matrix is stale by design, and
226
+ * an axis read off it would contradict the setter that had just written the rotation. The two only
227
+ * disagree under a mirroring (negative) scale, which the matrix carries and the rotation does not.
228
+ *
229
+ * NOTE: a freshly allocated copy on every access, not a live view - writing into it does nothing.
230
+ * @returns {Float64Array}
231
+ */
232
+ get forward() {
233
+ const result = new Float64Array(3);
234
+
235
+ v3_quaternion_apply(
236
+ result, 0,
237
+ 0, 0, 1,
238
+ this[TRANSFORM64_ROTATION_OFFSET],
239
+ this[TRANSFORM64_ROTATION_OFFSET + 1],
240
+ this[TRANSFORM64_ROTATION_OFFSET + 2],
241
+ this[TRANSFORM64_ROTATION_OFFSET + 3]
242
+ );
243
+
244
+ return result;
245
+ }
246
+
247
+ /**
248
+ * Turn to face along `v`, that is, set {@link rotation} so that local +Z lands on `v`.
249
+ *
250
+ * A direction alone does not pin an orientation down - the spin about it is still free - and that
251
+ * spin is resolved against world up (0,1,0): local +Y comes out as close to world up as `v` allows.
252
+ * {@link _lookAt} is the same operation stated as a point to face rather than a direction.
253
+ *
254
+ * `v` does not have to be normalized. Reads 3 elements, does not update {@link matrix}.
255
+ *
256
+ * NOTE: for a `v` parallel to world up the spin is undetermined, and the answer is whatever
257
+ * {@link t64_look_rotation} settles on - forward lands within about a milliradian of `v` rather
258
+ * than exactly on it.
259
+ *
260
+ * @param {number[]|Float32Array|Float64Array} v
261
+ */
262
+ set forward(v) {
263
+ assert.notOk(v[0] === 0 && v[1] === 0 && v[2] === 0, 'v must not be zero-length');
264
+
265
+ t64_look_rotation(this, v[0], v[1], v[2], 0, 1, 0);
266
+ }
267
+
268
+ /**
269
+ * Local +X axis, in world space, unit length. See {@link forward} for how this is read.
270
+ *
271
+ * NOTE: a freshly allocated copy on every access, not a live view - writing into it does nothing.
272
+ * @returns {Float64Array}
273
+ */
274
+ get right() {
275
+ const result = new Float64Array(3);
276
+
277
+ v3_quaternion_apply(
278
+ result, 0,
279
+ 1, 0, 0,
280
+ this[TRANSFORM64_ROTATION_OFFSET],
281
+ this[TRANSFORM64_ROTATION_OFFSET + 1],
282
+ this[TRANSFORM64_ROTATION_OFFSET + 2],
283
+ this[TRANSFORM64_ROTATION_OFFSET + 3]
284
+ );
285
+
286
+ return result;
287
+ }
288
+
289
+ /**
290
+ * Set {@link rotation} so that local +X lands on `v`, with the spin about it resolved against world
291
+ * up (0,1,0) exactly as {@link forward} resolves it - local +Y comes out as close to world up as
292
+ * `v` allows. Setting it to world +X (1,0,0) therefore leaves an identity rotation identity.
293
+ *
294
+ * `v` does not have to be normalized. Reads 3 elements, does not update {@link matrix}.
295
+ *
296
+ * NOTE: shares {@link forward}'s undetermined case, for a `v` parallel to world up.
297
+ *
298
+ * @param {number[]|Float32Array|Float64Array} v
299
+ */
300
+ set right(v) {
301
+ assert.notOk(v[0] === 0 && v[1] === 0 && v[2] === 0, 'v must not be zero-length');
302
+
303
+ // `v` goes on local +Z first, which is the case that is already solved - spin, degenerate input
304
+ // and all. A quarter turn about local Y then carries local +X onto it, and being about Y it
305
+ // leaves local +Y - the axis the spin was resolved for - exactly where it was.
306
+ t64_look_rotation(this, v[0], v[1], v[2], 0, 1, 0);
307
+
308
+ quat3_multiply(
309
+ this, TRANSFORM64_ROTATION_OFFSET,
310
+
311
+ this[TRANSFORM64_ROTATION_OFFSET],
312
+ this[TRANSFORM64_ROTATION_OFFSET + 1],
313
+ this[TRANSFORM64_ROTATION_OFFSET + 2],
314
+ this[TRANSFORM64_ROTATION_OFFSET + 3],
315
+
316
+ // -90 degrees about Y
317
+ 0, -Math.SQRT1_2, 0, Math.SQRT1_2
318
+ );
319
+ }
320
+
321
+ /**
322
+ * Local +Y axis, in world space, unit length. See {@link forward} for how this is read.
323
+ *
324
+ * NOTE: a freshly allocated copy on every access, not a live view - writing into it does nothing.
325
+ * @returns {Float64Array}
326
+ */
327
+ get up() {
328
+ const result = new Float64Array(3);
329
+
330
+ v3_quaternion_apply(
331
+ result, 0,
332
+ 0, 1, 0,
333
+ this[TRANSFORM64_ROTATION_OFFSET],
334
+ this[TRANSFORM64_ROTATION_OFFSET + 1],
335
+ this[TRANSFORM64_ROTATION_OFFSET + 2],
336
+ this[TRANSFORM64_ROTATION_OFFSET + 3]
337
+ );
338
+
339
+ return result;
340
+ }
341
+
342
+ /**
343
+ * Set {@link rotation} so that local +Y lands on `v`, tipping the transform over.
344
+ *
345
+ * World up is of no use as a spin reference here - it is the axis being placed - so the leftover
346
+ * spin is resolved against world forward (0,0,1) instead: local +Z comes out as close to world
347
+ * forward as `v` allows. Setting it to world up (0,1,0) therefore leaves an identity rotation
348
+ * identity, and tipping by a right angle is a pure roll.
349
+ *
350
+ * `v` does not have to be normalized. Reads 3 elements, does not update {@link matrix}.
351
+ *
352
+ * NOTE: shares {@link forward}'s undetermined case, but for a `v` parallel to world forward.
353
+ *
354
+ * @param {number[]|Float32Array|Float64Array} v
355
+ */
356
+ set up(v) {
357
+ assert.notOk(v[0] === 0 && v[1] === 0 && v[2] === 0, 'v must not be zero-length');
358
+
359
+ // as in `right`, `v` goes on local +Z first and is relabeled from there; the reference is world
360
+ // back rather than world forward because the relabeling below reverses that axis on the way
361
+ t64_look_rotation(this, v[0], v[1], v[2], 0, 0, -1);
362
+
363
+ quat3_multiply(
364
+ this, TRANSFORM64_ROTATION_OFFSET,
365
+
366
+ this[TRANSFORM64_ROTATION_OFFSET],
367
+ this[TRANSFORM64_ROTATION_OFFSET + 1],
368
+ this[TRANSFORM64_ROTATION_OFFSET + 2],
369
+ this[TRANSFORM64_ROTATION_OFFSET + 3],
370
+
371
+ // +90 degrees about X
372
+ Math.SQRT1_2, 0, 0, Math.SQRT1_2
373
+ );
374
+ }
375
+
376
+ /**
377
+ * Turn to face a point: set {@link rotation} so that local +Z points from {@link translation} at
378
+ * `(target_x, target_y, target_z)`. The spin about that direction is resolved against `up`, see
379
+ * {@link forward} for what that means.
380
+ *
381
+ * NOTE: a target sitting exactly on the transform's own translation gives no direction to face, and
382
+ * the rotation is left alone rather than filled with NaN. This matches {@link Transform#lookAt}.
383
+ *
384
+ * Neither argument has to be normalized - `up` is a reference direction, not a length. Does not
385
+ * update {@link matrix}.
386
+ *
387
+ * @param {number} target_x point to face, in world space
388
+ * @param {number} target_y
389
+ * @param {number} target_z
390
+ * @param {number} [up_x=0] spin reference, defaults to world up
391
+ * @param {number} [up_y=1]
392
+ * @param {number} [up_z=0]
393
+ */
394
+ _lookAt(target_x, target_y, target_z, up_x = 0, up_y = 1, up_z = 0) {
395
+ assert.isNumber(target_x, 'target_x');
396
+ assert.isNumber(target_y, 'target_y');
397
+ assert.isNumber(target_z, 'target_z');
398
+
399
+ assert.isNumber(up_x, 'up_x');
400
+ assert.isNumber(up_y, 'up_y');
401
+ assert.isNumber(up_z, 'up_z');
402
+
403
+ // a zero-length up has no direction to resolve the spin against, and would quietly produce a
404
+ // NaN rotation rather than an unexpected one
405
+ assert.notOk(up_x === 0 && up_y === 0 && up_z === 0, 'up must not be zero-length');
406
+
407
+ const delta_x = target_x - this[TRANSFORM64_TRANSLATION_OFFSET];
408
+ const delta_y = target_y - this[TRANSFORM64_TRANSLATION_OFFSET + 1];
409
+ const delta_z = target_z - this[TRANSFORM64_TRANSLATION_OFFSET + 2];
410
+
411
+ if (delta_x === 0 && delta_y === 0 && delta_z === 0) {
412
+ return;
413
+ }
414
+
415
+ t64_look_rotation(this, delta_x, delta_y, delta_z, up_x, up_y, up_z);
416
+ }
417
+
418
+ /**
419
+ * Turn to face a point, see {@link _lookAt}
420
+ * @param {number[]|Float32Array|Float64Array|Vector3} target reads 3 elements
421
+ * @param {number[]|Float32Array|Float64Array|Vector3} [up] reads 3 elements, defaults to world up
422
+ */
423
+ lookAt(target, up = WORLD_UP) {
424
+ this._lookAt(
425
+ target[0], target[1], target[2],
426
+ up[0], up[1], up[2]
427
+ );
428
+ }
429
+
430
+ /**
431
+ * Size along each local axis.
432
+ * NOTE: live view over the transform's own buffer, freshly allocated on every access
433
+ * @returns {Float64Array}
434
+ */
435
+ get scale() {
436
+ return new Float64Array(this.buffer, this.byteOffset + TRANSFORM64_SCALE_OFFSET * 8, 3);
437
+ }
438
+
439
+ /**
440
+ * Reads 3 elements, does not update {@link matrix}
441
+ * @param {number[]|Float32Array|Float64Array} v
442
+ */
443
+ set scale(v) {
444
+ array_copy(v, 0, this, TRANSFORM64_SCALE_OFFSET, 3);
445
+ }
446
+
447
+ get scale_x() {
448
+ return this[TRANSFORM64_SCALE_OFFSET];
449
+ }
450
+
451
+ get scale_y() {
452
+ return this[TRANSFORM64_SCALE_OFFSET + 1];
453
+ }
454
+
455
+ get scale_z() {
456
+ return this[TRANSFORM64_SCALE_OFFSET + 2];
457
+ }
458
+
459
+ /**
460
+ * Does not update {@link matrix}
461
+ * @param {number} x
462
+ * @param {number} y
463
+ * @param {number} z
464
+ */
465
+ setScale(x, y, z) {
466
+ assert.isNumber(x, 'x');
467
+ assert.isNumber(y, 'y');
468
+ assert.isNumber(z, 'z');
469
+
470
+ this[TRANSFORM64_SCALE_OFFSET] = x;
471
+ this[TRANSFORM64_SCALE_OFFSET + 1] = y;
472
+ this[TRANSFORM64_SCALE_OFFSET + 2] = z;
473
+ }
474
+
475
+ /**
476
+ * Uniform scale. Does not update {@link matrix}.
477
+ * @param {number} s
478
+ */
479
+ setScaleScalar(s) {
480
+ this.setScale(s, s, s);
481
+ }
482
+
483
+ /**
484
+ * Write {@link matrix} from the current {@link translation}, {@link rotation} and {@link scale}.
485
+ * Nothing calls this for you, and until you do, the matrix is whatever it was before.
486
+ */
487
+ updateMatrix() {
488
+ m4_from_rotation_translation_scale_scalar(
489
+ this,
490
+ this[TRANSFORM64_ROTATION_OFFSET],
491
+ this[TRANSFORM64_ROTATION_OFFSET + 1],
492
+ this[TRANSFORM64_ROTATION_OFFSET + 2],
493
+ this[TRANSFORM64_ROTATION_OFFSET + 3],
494
+
495
+ this[TRANSFORM64_TRANSLATION_OFFSET],
496
+ this[TRANSFORM64_TRANSLATION_OFFSET + 1],
497
+ this[TRANSFORM64_TRANSLATION_OFFSET + 2],
498
+
499
+ this[TRANSFORM64_SCALE_OFFSET],
500
+ this[TRANSFORM64_SCALE_OFFSET + 1],
501
+ this[TRANSFORM64_SCALE_OFFSET + 2]
502
+ );
503
+ }
504
+
505
+ /**
506
+ * Write {@link translation}, {@link rotation} and {@link scale} from the current {@link matrix}.
507
+ * The inverse of {@link updateMatrix}; call it after writing the matrix in place.
508
+ *
509
+ * A matrix carrying shear cannot be described by a translation, a rotation and a scale, so shear is
510
+ * dropped from the components. It survives in {@link matrix} until the next {@link updateMatrix}.
511
+ */
512
+ updateComponents() {
513
+ m4_decompose_array(
514
+ this,
515
+ this, TRANSFORM64_TRANSLATION_OFFSET,
516
+ this, TRANSFORM64_ROTATION_OFFSET,
517
+ this, TRANSFORM64_SCALE_OFFSET
518
+ );
519
+ }
520
+
521
+ /**
522
+ * Set the whole transform, matrix and components both, from an affine matrix.
523
+ * See {@link updateComponents} for how shear is handled.
524
+ * @param {number[]|Float32Array|Float64Array|mat4} m4 4x4 affine matrix, column-major
525
+ * @returns {this}
526
+ */
527
+ fromMatrix(m4) {
528
+ assert.isArrayLike(m4, 'm4');
529
+ assert.greaterThanOrEqual(m4.length, 16, 'm4.length');
530
+
531
+ array_copy(m4, 0, this, TRANSFORM64_MATRIX_OFFSET, 16);
532
+
533
+ this.updateComponents();
534
+
535
+ return this;
536
+ }
537
+
538
+ /**
539
+ * Post-multiplication, `this = this * other`. See {@link multiplyTransforms}.
540
+ * @param {Transform64} other
541
+ * @returns {this}
542
+ */
543
+ multiply(other) {
544
+ return this.multiplyTransforms(this, other);
545
+ }
546
+
547
+ /**
548
+ * Multiply two transforms, writing the result into this one. Either operand may be this transform.
549
+ *
550
+ * Both operands are read through their matrices, not their components, so a stale matrix on either
551
+ * side produces a stale result - {@link updateMatrix} them first if you have been setting components.
552
+ * Both the matrix and the components of the result are left up to date.
553
+ *
554
+ * @param {Transform64} a
555
+ * @param {Transform64} b
556
+ * @returns {this}
557
+ */
558
+ multiplyTransforms(a, b) {
559
+ assert.equal(a.isTransform64, true, 'a.isTransform64 !== true');
560
+ assert.equal(b.isTransform64, true, 'b.isTransform64 !== true');
561
+
562
+ // both operands are fully read into locals before the first write, so aliasing is safe
563
+ m4_multiply(this, a, b);
564
+
565
+ this.updateComponents();
566
+
567
+ return this;
568
+ }
569
+
570
+ /**
571
+ * Reset to the identity transform, matrix included:
572
+ * - translation: [0,0,0]
573
+ * - rotation: [0,0,0,1]
574
+ * - scale: [1,1,1]
575
+ */
576
+ makeIdentity() {
577
+ this.fill(0);
578
+
579
+ // matrix diagonal
580
+ this[0] = 1;
581
+ this[5] = 1;
582
+ this[10] = 1;
583
+ this[15] = 1;
584
+
585
+ this[TRANSFORM64_ROTATION_OFFSET + 3] = 1;
586
+
587
+ this[TRANSFORM64_SCALE_OFFSET] = 1;
588
+ this[TRANSFORM64_SCALE_OFFSET + 1] = 1;
589
+ this[TRANSFORM64_SCALE_OFFSET + 2] = 1;
590
+ }
591
+
592
+ /**
593
+ * Whether the translation is exactly [0,0,0], the rotation exactly [0,0,0,1] and the scale exactly
594
+ * [1,1,1]. Says nothing about {@link matrix}, which only agrees after an {@link updateMatrix}.
595
+ * @returns {boolean}
596
+ */
597
+ isIdentity() {
598
+ return this[TRANSFORM64_TRANSLATION_OFFSET] === 0
599
+ && this[TRANSFORM64_TRANSLATION_OFFSET + 1] === 0
600
+ && this[TRANSFORM64_TRANSLATION_OFFSET + 2] === 0
601
+ && this[TRANSFORM64_ROTATION_OFFSET] === 0
602
+ && this[TRANSFORM64_ROTATION_OFFSET + 1] === 0
603
+ && this[TRANSFORM64_ROTATION_OFFSET + 2] === 0
604
+ && this[TRANSFORM64_ROTATION_OFFSET + 3] === 1
605
+ && this[TRANSFORM64_SCALE_OFFSET] === 1
606
+ && this[TRANSFORM64_SCALE_OFFSET + 1] === 1
607
+ && this[TRANSFORM64_SCALE_OFFSET + 2] === 1;
608
+ }
609
+
610
+ /**
611
+ * Set this transform to match `other`, matrix included. The `other` is left unchanged.
612
+ * @param {Transform64} other
613
+ */
614
+ copy(other) {
615
+ this.set(other);
616
+ }
617
+
618
+ /**
619
+ * A new transform equal to this one
620
+ * @returns {Transform64}
621
+ */
622
+ clone() {
623
+ const r = new Transform64();
624
+
625
+ r.copy(this);
626
+
627
+ return r;
628
+ }
629
+
630
+ /**
631
+ * Strict equality across the whole transform, {@link matrix} included. Two transforms whose components
632
+ * match but whose matrices do not - because one of them is stale - are not equal.
633
+ * @param {Transform64} other
634
+ * @returns {boolean}
635
+ */
636
+ equals(other) {
637
+ return array_range_equal_strict(this, 0, other, 0, TRANSFORM64_SIZE);
638
+ }
639
+
640
+ /**
641
+ * Only the translation contributes, for speed - in most applications it is what varies the most.
642
+ *
643
+ * This is weaker than {@link equals}: transforms differing only in rotation, scale or matrix collide.
644
+ * Legal for a hash, but a poor key if your set varies along those axes alone.
645
+ * @returns {number}
646
+ */
647
+ hash() {
648
+ const x = this[TRANSFORM64_TRANSLATION_OFFSET];
649
+ const y = this[TRANSFORM64_TRANSLATION_OFFSET + 1];
650
+ const z = this[TRANSFORM64_TRANSLATION_OFFSET + 2];
651
+
652
+ // Same arithmetic as `computeHashFloat`, written out by hand so that this is a straight line with
653
+ // no calls and no loop. Per component: split into whole and fractional parts, scale the fraction
654
+ // into uint32 range and flip it so that tiny fractions land in the high bits, then XOR the two.
655
+ const x_whole = x >> 0;
656
+ const y_whole = y >> 0;
657
+ const z_whole = z >> 0;
658
+
659
+ const x_hash = (4294967295 - (((x - x_whole) * 4294967295) >>> 0)) ^ x_whole;
660
+ const y_hash = (4294967295 - (((y - y_whole) * 4294967295) >>> 0)) ^ y_whole;
661
+ const z_hash = (4294967295 - (((z - z_whole) * 4294967295) >>> 0)) ^ z_whole;
662
+
663
+ // mix, `h*31 + v` expressed as a shift so it stays in integer arithmetic
664
+ let hash = ((x_hash << 5) - x_hash + y_hash) | 0;
665
+
666
+ hash = ((hash << 5) - hash + z_hash) | 0;
667
+
668
+ return hash;
669
+ }
670
+
671
+ /**
672
+ * Read the components from `{translation, rotation, scale}`, each of them optional and defaulting to
673
+ * identity. Composes {@link matrix} from the result.
674
+ *
675
+ * NOTE: the translation is keyed `translation`, where {@link Transform} keys the same thing
676
+ * `position`. The two JSON forms are not interchangeable.
677
+ * @param json
678
+ */
679
+ fromJSON(json) {
680
+ const t = json.translation;
681
+
682
+ if (t !== undefined) {
683
+ this.setTranslation(t.x, t.y, t.z);
684
+ } else {
685
+ this.setTranslation(0, 0, 0);
686
+ }
687
+
688
+ const r = json.rotation;
689
+
690
+ if (r !== undefined) {
691
+ this.setRotation(r.x, r.y, r.z, r.w);
692
+ } else {
693
+ this.setRotation(0, 0, 0, 1);
694
+ }
695
+
696
+ const s = json.scale;
697
+
698
+ if (s !== undefined) {
699
+ this.setScale(s.x, s.y, s.z);
700
+ } else {
701
+ this.setScale(1, 1, 1);
702
+ }
703
+
704
+ this.updateMatrix();
705
+ }
706
+
707
+ /**
708
+ * Writes out the components only; {@link matrix} is recomposed from them on the way back in
709
+ * @returns {{translation:{x:number,y:number,z:number}, rotation:{x:number,y:number,z:number,w:number}, scale:{x:number,y:number,z:number}}}
710
+ */
711
+ toJSON() {
712
+ return {
713
+ translation: {
714
+ x: this[TRANSFORM64_TRANSLATION_OFFSET],
715
+ y: this[TRANSFORM64_TRANSLATION_OFFSET + 1],
716
+ z: this[TRANSFORM64_TRANSLATION_OFFSET + 2]
717
+ },
718
+ rotation: {
719
+ x: this[TRANSFORM64_ROTATION_OFFSET],
720
+ y: this[TRANSFORM64_ROTATION_OFFSET + 1],
721
+ z: this[TRANSFORM64_ROTATION_OFFSET + 2],
722
+ w: this[TRANSFORM64_ROTATION_OFFSET + 3]
723
+ },
724
+ scale: {
725
+ x: this[TRANSFORM64_SCALE_OFFSET],
726
+ y: this[TRANSFORM64_SCALE_OFFSET + 1],
727
+ z: this[TRANSFORM64_SCALE_OFFSET + 2]
728
+ }
729
+ };
730
+ }
731
+
732
+ /**
733
+ * Human-readable form, components only
734
+ * @returns {string}
735
+ */
736
+ toString() {
737
+ return `Transform64{ translation: [${this.translation_x}, ${this.translation_y}, ${this.translation_z}]`
738
+ + `, rotation: [${this.rotation_x}, ${this.rotation_y}, ${this.rotation_z}, ${this.rotation_w}]`
739
+ + `, scale: [${this.scale_x}, ${this.scale_y}, ${this.scale_z}] }`;
740
+ }
741
+
742
+ /**
743
+ * Build a transform from loose components, with {@link matrix} already composed from them
744
+ * @param {number} translation_x
745
+ * @param {number} translation_y
746
+ * @param {number} translation_z
747
+ * @param {number} rotation_x
748
+ * @param {number} rotation_y
749
+ * @param {number} rotation_z
750
+ * @param {number} rotation_w
751
+ * @param {number} scale_x
752
+ * @param {number} scale_y
753
+ * @param {number} scale_z
754
+ * @returns {Transform64}
755
+ */
756
+ static from(
757
+ translation_x, translation_y, translation_z,
758
+ rotation_x, rotation_y, rotation_z, rotation_w,
759
+ scale_x, scale_y, scale_z
760
+ ) {
761
+ const r = new Transform64();
762
+
763
+ r.setTranslation(translation_x, translation_y, translation_z);
764
+ r.setRotation(rotation_x, rotation_y, rotation_z, rotation_w);
765
+ r.setScale(scale_x, scale_y, scale_z);
766
+
767
+ r.updateMatrix();
768
+
769
+ return r;
770
+ }
771
+
772
+ /**
773
+ * Build a transform from an affine matrix, see {@link fromMatrix}
774
+ * @param {number[]|Float32Array|Float64Array|mat4} m4 4x4 affine matrix, column-major
775
+ * @returns {Transform64}
776
+ */
777
+ static fromMatrix(m4) {
778
+ const r = new Transform64();
779
+
780
+ r.fromMatrix(m4);
781
+
782
+ return r;
783
+ }
784
+
785
+ /**
786
+ * Build a transform from its JSON form, see {@link fromJSON}
787
+ * @param json
788
+ * @returns {Transform64}
789
+ */
790
+ static fromJSON(json) {
791
+ const r = new Transform64();
792
+
793
+ r.fromJSON(json);
794
+
795
+ return r;
796
+ }
797
+ }
798
+
799
+ /**
800
+ * @readonly
801
+ * @type {string}
802
+ */
803
+ Transform64.typeName = "Transform64";
804
+
805
+ /**
806
+ * Enables a fast type check, without having to import the class separately.
807
+ * @readonly
808
+ * @type {boolean}
809
+ * @example
810
+ * if(t.isTransform64){
811
+ * // t is a Transform64, do stuff
812
+ * }
813
+ */
814
+ Transform64.prototype.isTransform64 = true;