@woosh/meep-engine 3.1.0 → 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 (1822) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -152
  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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  1787. package/src/view/minimap/minimap_focus_area.js +97 -97
  1788. package/editor/process/symbolic/SocketsSymbolicDisplay.js +0 -192
  1789. package/src/core/geom/3d/topology/struct/binary/io/moved_tests.txt +0 -37
  1790. package/src/engine/ecs/attachment/Attachment.d.ts +0 -40
  1791. package/src/engine/ecs/attachment/Attachment.d.ts.map +0 -1
  1792. package/src/engine/ecs/attachment/Attachment.js +0 -57
  1793. package/src/engine/ecs/attachment/AttachmentBinding.d.ts +0 -28
  1794. package/src/engine/ecs/attachment/AttachmentBinding.d.ts.map +0 -1
  1795. package/src/engine/ecs/attachment/AttachmentBinding.js +0 -41
  1796. package/src/engine/ecs/attachment/AttachmentSystem.d.ts +0 -61
  1797. package/src/engine/ecs/attachment/AttachmentSystem.d.ts.map +0 -1
  1798. package/src/engine/ecs/attachment/AttachmentSystem.js +0 -307
  1799. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts +0 -27
  1800. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts.map +0 -1
  1801. package/src/engine/ecs/attachment/BoneAttachmentBinding.js +0 -69
  1802. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts +0 -4
  1803. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts.map +0 -1
  1804. package/src/engine/ecs/attachment/TransformAttachmentBinding.js +0 -51
  1805. package/src/engine/ecs/sockets/AttachmentSocket.d.ts +0 -32
  1806. package/src/engine/ecs/sockets/AttachmentSocket.d.ts.map +0 -1
  1807. package/src/engine/ecs/sockets/AttachmentSocket.js +0 -60
  1808. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts +0 -6
  1809. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts.map +0 -1
  1810. package/src/engine/ecs/sockets/AttachmentSocketType.js +0 -8
  1811. package/src/engine/ecs/sockets/AttachmentSockets.d.ts +0 -57
  1812. package/src/engine/ecs/sockets/AttachmentSockets.d.ts.map +0 -1
  1813. package/src/engine/ecs/sockets/AttachmentSockets.js +0 -130
  1814. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts +0 -29
  1815. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts.map +0 -1
  1816. package/src/engine/ecs/sockets/BoneAttachmentSocket.js +0 -56
  1817. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts +0 -6
  1818. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts.map +0 -1
  1819. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.js +0 -19
  1820. package/src/shade/renderer/animation/_dump_resolve.d.mts +0 -2
  1821. package/src/shade/renderer/animation/_dump_resolve.d.mts.map +0 -1
  1822. package/src/shade/renderer/animation/_dump_resolve.mjs +0 -5
@@ -1,896 +1,896 @@
1
- import { m4_allocate } from "../../../../core/geom/3d/mat4/m4_allocate.js";
2
- import { m4_invert } from "../../../../core/geom/3d/mat4/m4_invert.js";
3
- import { v3_matrix4_multiply } from "../../../../core/geom/vec3/v3_matrix4_multiply.js";
4
- import { array_copy } from "../../../../core/collection/array/array_copy.js";
5
- import { assert } from "../../../../core/assert.js";
6
- import { BVH } from "../../../../core/bvh2/bvh3/BVH.js";
7
- import { bvh_query_leaves_ray } from "../../../../core/bvh2/bvh3/query/bvh_query_leaves_ray.js";
8
- import { isArrayEqualStrict } from "../../../../core/collection/array/isArrayEqualStrict.js";
9
- import Signal from '../../../../core/events/signal/Signal.js';
10
- import { aabb2_intersects_aabb2 } from "../../../../core/geom/2d/aabb/aabb2_intersects_aabb2.js";
11
- import { SurfacePoint3 } from "../../../../core/geom/3d/SurfacePoint3.js";
12
- import Vector2 from '../../../../core/geom/Vector2.js';
13
- import { NumericInterval } from "../../../../core/math/interval/NumericInterval.js";
14
- import { max2 } from "../../../../core/math/max2.js";
15
- import { min2 } from "../../../../core/math/min2.js";
16
- import ObservedInteger from "../../../../core/model/ObservedInteger.js";
17
-
18
- import TerrainTile from './TerrainTile.js';
19
-
20
- /**
21
- *
22
- * @type {number[]}
23
- */
24
- const scratch_array = [];
25
- const scratch_contact = new SurfacePoint3();
26
-
27
- /**
28
- * Largest whole number of grid cells that fits inside a per-tile vertex budget along one tile edge,
29
- * never more than the requested edge and never less than a single cell.
30
- *
31
- * A single grid cell is the smallest tile there is, so a resolution fine enough that one cell alone
32
- * blows the budget cannot be honoured and the budget is exceeded.
33
- *
34
- * @param {number} max_edge largest acceptable edge, in grid cells
35
- * @param {number} resolution vertices per grid cell along one axis
36
- * @param {number} max_vertex_count budget for the whole tile
37
- * @returns {number} edge length in grid cells
38
- */
39
- function tile_edge(max_edge, resolution, max_vertex_count) {
40
- const budget_edge = Math.floor(Math.sqrt(max_vertex_count) / resolution);
41
-
42
- return max2(1, min2(max_edge, budget_edge));
43
- }
44
-
45
- class TerrainTileManager {
46
- /**
47
- *
48
- * @type {TerrainTile[]}
49
- */
50
- tiles = [];
51
-
52
- on = {
53
- tileBuilt: new Signal(),
54
- tileDestroyed: new Signal()
55
- };
56
-
57
- /**
58
- * Largest tile edge, in grid cells. Tiles are the unit of frustum culling, seam stitching and
59
- * rebuild-on-paint, so a coarse value is preferable -- but only up to the point where a single
60
- * tile's geometry stops fitting {@link TerrainTileManager#maxTileVertexCount}, past which tiles
61
- * are subdivided further. See {@link TerrainTileManager#tileEdgeX}.
62
- *
63
- * The last row and column of the grid are whatever is left over, so this is an upper bound and
64
- * not a divisor of {@link TerrainTileManager#totalSize}.
65
- *
66
- * @type {Vector2}
67
- */
68
- maxTileSize = new Vector2(10, 10);
69
-
70
- /**
71
- * Upper bound on the number of vertices in a single tile.
72
- *
73
- * A tile is built in one shot -- the whole grid is allocated, sampled, normal-fitted and fed to
74
- * a BVH build with no chunking anywhere -- so an unbounded tile is an unbounded allocation. At
75
- * a resolution of 64 a 32x32 terrain would otherwise land in a single 4.19M-vertex tile, which
76
- * costs upwards of 800MB to build and kills the renderer process outright.
77
- *
78
- * 65536 is the largest count that keeps the index array 16-bit
79
- * (see {@link UintArrayForCount}), which caps a built tile at roughly 9MB of geometry and BVH.
80
- *
81
- * @type {number}
82
- */
83
- maxTileVertexCount = 65536;
84
-
85
- /**
86
- *
87
- * @type {Vector2}
88
- */
89
- totalSize = new Vector2(1, 1);
90
- /**
91
- * Number of subdivisions per single grid cell
92
- * @type {ObservedInteger}
93
- */
94
- resolution = new ObservedInteger(4);
95
-
96
- /**
97
- * 2D Scale of the terrain
98
- * @type {Vector2}
99
- */
100
- scale = new Vector2(1, 1);
101
-
102
-
103
- /**
104
- *
105
- * @type {Float32Array}
106
- * @private
107
- */
108
- __transform = new Float32Array(16);
109
-
110
- /**
111
- * @readonly
112
- * @type {BVH}
113
- */
114
- bvh = new BVH();
115
-
116
- /**
117
- *
118
- * @type {NumericInterval}
119
- */
120
- heightRange = new NumericInterval(0, 0);
121
-
122
- /**
123
- * Version of the height snapshot {@link TerrainTileManager#buildWorker} currently holds, as
124
- * handed over by {@link TerrainTileManager#setHeightVersion}. `-1` until the first snapshot is
125
- * shipped, at which point no tile can have been built yet.
126
- *
127
- * The worker builds tiles from its own copy of the height field, so main-thread height writes
128
- * are invisible to it until a new snapshot is sent. This is what a built tile is measured
129
- * against to tell "built from the heights that are current" from "built from whatever the
130
- * worker happened to hold at the time".
131
- *
132
- * @type {number}
133
- */
134
- heightVersion = -1;
135
-
136
- /**
137
- * The manager owns tile geometry and the streaming that keeps it current; how a tile is shaded
138
- * is the renderer's. It used to hold a material and push it onto every tile's mesh, which is
139
- * what made a tile grid something only one renderer could draw.
140
- *
141
- * @param {WorkerProxy} buildWorker
142
- */
143
- constructor(
144
- {
145
- buildWorker
146
- }
147
- ) {
148
- /**
149
- *
150
- * @type {WorkerProxy}
151
- */
152
- this.buildWorker = buildWorker;
153
- }
154
-
155
- set transform(m4) {
156
- if (isArrayEqualStrict(m4, this.__transform)) {
157
- // no change
158
- return;
159
- }
160
-
161
- array_copy(m4, 0, this.__transform, 0, 16);
162
-
163
- this.traverse(t => {
164
- t.transform = m4;
165
- });
166
- }
167
-
168
- get transform() {
169
- return this.__transform;
170
- }
171
-
172
- /**
173
- * Record the height snapshot the build worker has just been handed, and drop every tile whose
174
- * geometry describes an older one.
175
- *
176
- * Invalidated tiles keep their identity, position and place in the BVH -- only their geometry
177
- * is stale -- so they are marked unbuilt rather than destroyed, and the ordinary build paths
178
- * ({@link TerrainTileManager#obtain}, the renderer's visible-tile sweep) bring them back with
179
- * the current heights.
180
- *
181
- * Must be called at the point the snapshot is *submitted* to the worker, not when the worker
182
- * acknowledges it: the worker serves requests in submission order, so every tile build
183
- * submitted from here on already sees the new heights.
184
- *
185
- * @param {number} version
186
- */
187
- setHeightVersion(version) {
188
- assert.isNumber(version, 'version');
189
-
190
- if (version === this.heightVersion) {
191
- // worker already holds this snapshot, every built tile is measured against it
192
- return;
193
- }
194
-
195
- this.heightVersion = version;
196
-
197
- const tiles = this.tiles;
198
-
199
- const n = tiles.length;
200
-
201
- for (let i = 0; i < n; i++) {
202
- const tile = tiles[i];
203
-
204
- if (tile.isBuilt && tile.heightVersion !== version) {
205
- tile.isBuilt = false;
206
- }
207
- }
208
- }
209
-
210
- /**
211
- *
212
- * @param {number} min_height
213
- * @param {number} max_height
214
- */
215
- setHeightRange(min_height, max_height) {
216
- assert.isNumber(min_height, 'min_height');
217
- assert.notNaN(min_height, 'min_height');
218
-
219
- assert.isNumber(max_height, 'max_height');
220
- assert.notNaN(max_height, 'max_height');
221
-
222
- this.heightRange.set(min_height, max_height);
223
-
224
- const tiles = this.tiles;
225
-
226
- const n = tiles.length;
227
-
228
- for (let i = 0; i < n; i++) {
229
- const terrainTile = tiles[i];
230
-
231
- if (
232
- !terrainTile.isBuilt
233
- && !terrainTile.isBuildInProgress
234
- ) {
235
-
236
- const bb = terrainTile.external_bvh;
237
-
238
- bb.bounds[1] = min_height;
239
- bb.bounds[4] = max_height;
240
-
241
- bb.write_bounds();
242
-
243
- }
244
-
245
- }
246
- }
247
-
248
- initialize() {
249
- this.destroyTiles();
250
-
251
- this.initializeTiles();
252
- }
253
-
254
- /**
255
- *
256
- * @param {(tile: TerrainTile) => void} callback
257
- * @param {*} [thisArg]
258
- */
259
- traverse(callback, thisArg) {
260
- const tiles = this.tiles;
261
- let tile;
262
- let i = 0;
263
- const il = tiles.length;
264
- for (; i < il; i++) {
265
- tile = tiles[i];
266
- callback.call(thisArg, tile);
267
- }
268
- }
269
-
270
- destroyTiles() {
271
-
272
- //destroy all existing tiles
273
- const tiles = this.tiles;
274
- const tile_count = tiles.length;
275
-
276
- console.warn(`#destroyTiles tile_count=${tile_count}`);
277
-
278
- for (let i = 0; i < tile_count; i++) {
279
- const tile = tiles[i];
280
-
281
- tile.external_bvh.unlink();
282
- tile.dispose();
283
-
284
- }
285
-
286
- tiles.splice(0, tile_count);
287
-
288
- //clear out BVH
289
- this.bvh.release_all();
290
-
291
- }
292
-
293
- /**
294
- * Rebuild all tiles
295
- */
296
- rebuild() {
297
- this.destroyTiles();
298
-
299
- this.initializeTiles();
300
- }
301
-
302
- /**
303
- * Rebuild tiles that overlap rectangular region of the overall terrain defined by normalized coordinates (UV space)
304
- * @param {number} u0
305
- * @param {number} v0
306
- * @param {number} u1
307
- * @param {number} v1
308
- */
309
- rebuildTilesByUV(
310
- u0, v0,
311
- u1, v1
312
- ) {
313
-
314
- const size = this.totalSize;
315
-
316
- const tx0 = u0 * size.x;
317
- const tx1 = u1 * size.x;
318
-
319
- const ty0 = v0 * size.y;
320
- const ty1 = v1 * size.y;
321
-
322
- const dirty_tiles = this.getRawTilesOverlappingRectangle(tx0 - 1, ty0 - 1, tx1 + 1, ty1 + 1);
323
-
324
- const dirty_count = dirty_tiles.length;
325
-
326
- for (let i = 0; i < dirty_count; i++) {
327
- const tile = dirty_tiles[i];
328
- tile.isBuilt = false;
329
- }
330
- }
331
-
332
-
333
- /**
334
- *
335
- * @param {number} x0
336
- * @param {number} y0
337
- * @param {number} x1
338
- * @param {number} y1
339
- * @returns {TerrainTile[]}
340
- */
341
- getRawTilesOverlappingRectangle(x0, y0, x1, y1) {
342
- /**
343
- *
344
- * @type {TerrainTile[]}
345
- */
346
- const result = [];
347
-
348
- const terrainTiles = this.tiles;
349
-
350
- const n = terrainTiles.length;
351
-
352
- for (let i = 0; i < n; i++) {
353
- const tile = terrainTiles[i];
354
-
355
- const tx0 = tile.position.x;
356
- const ty0 = tile.position.y;
357
-
358
- const tx1 = tx0 + tile.size.x;
359
- const ty1 = ty0 + tile.size.y;
360
- if (
361
- aabb2_intersects_aabb2(
362
- x0, y0, x1, y1,
363
- tx0, ty0, tx1, ty1
364
- )
365
- ) {
366
- result.push(tile);
367
- }
368
- }
369
-
370
- return result;
371
- }
372
-
373
- initializeTiles() {
374
- const total_size = this.totalSize;
375
-
376
- const tile_size_x = this.tileEdgeX;
377
- const tile_size_y = this.tileEdgeY;
378
-
379
- const tiles = this.tiles;
380
-
381
- if (tiles.length > 0) {
382
- throw new Error(`There are already ${tiles.length} initialized tiles, those must be destroyed before initialization can happen`);
383
- }
384
-
385
- //populate tiles
386
- const tile_resolution_y = this.gridHeight;
387
- const tile_resolution_x = this.gridWidth;
388
-
389
- for (let y = 0; y < tile_resolution_y; y++) {
390
-
391
- const tY = y < tile_resolution_y - 1 ? tile_size_y : (total_size.y - tile_size_y * y);
392
-
393
- for (let x = 0; x < tile_resolution_x; x++) {
394
-
395
- const tX = x < tile_resolution_x - 1 ? tile_size_x : (total_size.x - tile_size_x * x);
396
-
397
- const tile = new TerrainTile();
398
- const index = y * tile_resolution_x + x;
399
- tiles[index] = tile;
400
-
401
- tile.gridPosition.set(x, y);
402
-
403
- tile.size.set(tX, tY);
404
- tile.position.set(tile_size_x * x, tile_size_y * y);
405
- tile.scale.copy(this.scale);
406
- tile.resolution.copy(this.resolution);
407
-
408
- tile.setInitialHeightBounds(this.heightRange.min, this.heightRange.max);
409
- tile.computeBoundingBox();
410
-
411
- tile.external_bvh.link(this.bvh, index);
412
- }
413
- }
414
-
415
- }
416
-
417
- /**
418
- *
419
- * @param {number} x Tile X coordinate
420
- * @param {number} y Tile Y coordinate
421
- * @returns {number}
422
- */
423
- computeTileIndex(x, y) {
424
- assert.isNonNegativeInteger(x, 'x');
425
- assert.isNonNegativeInteger(y, 'y');
426
-
427
- const w = this.gridWidth;
428
-
429
- assert.ok(x < w, `x(=${x}) must be less than than width(=${w})`);
430
- assert.ok(y < this.gridHeight, `y(=${y}) must be less than than height(=${this.gridHeight})`);
431
-
432
- return y * w + x;
433
- }
434
-
435
- /**
436
- * Tile edge along X, in grid cells. Derived rather than stored so that it always reflects the
437
- * current {@link TerrainTileManager#resolution}; a terrain rebuilt at a coarser resolution goes
438
- * back to coarser tiles.
439
- *
440
- * PRECONDITION, shared by {@link TerrainTileManager#gridWidth},
441
- * {@link TerrainTileManager#gridHeight} and {@link TerrainTileManager#getRawTileByPosition}:
442
- * these describe the grid the *current configuration* asks for, which is the grid held in
443
- * {@link TerrainTileManager#tiles} only for as long as that configuration is unchanged. Writing
444
- * `totalSize`, `maxTileSize`, `resolution` or `maxTileVertexCount` after tiles exist leaves the
445
- * two disagreeing, and a tile lookup then reads the wrong index. Follow any such write with
446
- * {@link TerrainTileManager#rebuild}.
447
- *
448
- * @returns {number}
449
- */
450
- get tileEdgeX() {
451
- return tile_edge(this.maxTileSize.x, this.resolution.getValue(), this.maxTileVertexCount);
452
- }
453
-
454
- /**
455
- * Tile edge along Y, in grid cells.
456
- * @returns {number}
457
- */
458
- get tileEdgeY() {
459
- return tile_edge(this.maxTileSize.y, this.resolution.getValue(), this.maxTileVertexCount);
460
- }
461
-
462
- /**
463
- * Number of tiles along X. A terrain whose size is not a whole multiple of
464
- * the tile size ends in a partial tile, and that tile is real, so this
465
- * rounds up. Every consumer must agree on this or edge tiles fall outside
466
- * whatever grid the consumer imagined.
467
- * @returns {number}
468
- */
469
- get gridWidth() {
470
- return Math.ceil(this.totalSize.x / this.tileEdgeX);
471
- }
472
-
473
- /**
474
- * Number of tiles along Y.
475
- * @returns {number}
476
- */
477
- get gridHeight() {
478
- return Math.ceil(this.totalSize.y / this.tileEdgeY);
479
- }
480
-
481
- /**
482
- *
483
- * @param {number} x
484
- * @param {number} y
485
- * @returns {TerrainTile|undefined}
486
- */
487
- getRaw(x, y) {
488
- if (
489
- x < 0
490
- || x >= this.gridWidth
491
- || y < 0
492
- ) {
493
- return undefined;
494
- }
495
-
496
- const tileIndex = this.computeTileIndex(x, y);
497
-
498
- assert.ok(tileIndex >= 0, `tileIndex(=${tileIndex}) must be >= 0`);
499
- assert.ok(tileIndex <= this.tiles.length, `tileIndex(=${tileIndex}) must be <= tileCount(=${this.tiles.length})`);
500
-
501
- return this.tiles[tileIndex];
502
- }
503
-
504
- /**
505
- *
506
- * @param {number} x Grid X coordinate
507
- * @param {number} y Grid Y coordinate
508
- * @returns {TerrainTile}
509
- */
510
- getRawTileByPosition(x, y) {
511
- assert.isNumber(x, 'x');
512
- assert.notNaN(x, 'x');
513
-
514
- assert.isNumber(y, 'y');
515
- assert.notNaN(y, 'y');
516
-
517
- const tileX = Math.floor(x / this.tileEdgeX);
518
- const tileY = Math.floor(y / this.tileEdgeY);
519
-
520
- return this.getRaw(tileX, tileY);
521
- }
522
-
523
- /**
524
- * Given world coordinates in top-down plane, where X runs along X axis and Y runs along Z axis, returns terrain tile that overlaps that 2d region
525
- * @param {number} x
526
- * @param {number} y
527
- * @return {TerrainTile|undefined}
528
- */
529
- getTileByWorldPosition2D(x, y) {
530
- const v3 = Float32Array.of(x, 0, y);
531
-
532
- const world_inverse = m4_allocate();
533
-
534
- m4_invert(world_inverse, this.transform);
535
-
536
-
537
- v3_matrix4_multiply(v3, 0, v3, 0, world_inverse);
538
-
539
- // v3 was built as (x, 0, z): index 1 is the vertical axis, which is not
540
- // a grid row. The top-down plane is X/Z.
541
- //
542
- // getRawTileByPosition takes *grid* coordinates, and `transform` does
543
- // not carry the grid scale -- tiles apply it themselves (see
544
- // assignTileScale). Divide it out here, matching Terrain's own
545
- // mapPointWorld2Grid.
546
- return this.getRawTileByPosition(v3[0] / this.scale.x, v3[2] / this.scale.y);
547
- }
548
-
549
- /**
550
- * Builds and returns the tile from world coordinates
551
- * @param {number} x
552
- * @param {number} y
553
- * @returns {Promise<TerrainTile>}
554
- */
555
- obtainTileAtWorldPosition2D(x, y) {
556
- assert.isNumber(x, 'x')
557
- assert.notNaN(x, 'x')
558
-
559
- assert.isNumber(y, 'y')
560
- assert.notNaN(y, 'y')
561
-
562
- const tile = this.getTileByWorldPosition2D(x, y);
563
-
564
- return this.obtain(tile.gridPosition.x, tile.gridPosition.y);
565
- }
566
-
567
- /**
568
- *
569
- * @param {number} x coordinate
570
- * @param {number} y coordinate
571
- * @returns {Promise<TerrainTile>}
572
- * @throws if no tile exists at given coordinates
573
- */
574
- obtain(x, y) {
575
- const tile = this.getRaw(x, y);
576
-
577
- if (tile === undefined) {
578
- throw new Error(`No tile found at x=${x},y=${y}`);
579
- }
580
-
581
- tile.referenceCount++;
582
-
583
- if (tile.isBuilt) {
584
- return Promise.resolve(tile);
585
-
586
- } else {
587
-
588
- if (!tile.isBuildInProgress) {
589
- return new Promise((resolve, reject) => this.build(x, y, resolve, reject));
590
- } else {
591
- return new Promise((resolve, reject) => {
592
- tile.onBuilt.addOne(resolve);
593
- tile.onDestroyed.addOne(reject);
594
- });
595
- }
596
-
597
- }
598
-
599
- }
600
-
601
- /**
602
- *
603
- * @param {TerrainTile} tile
604
- */
605
- release(tile) {
606
- if (tile.referenceCount <= 0) {
607
- console.warn('Tile already has no references');
608
- }
609
-
610
- tile.referenceCount--;
611
-
612
- if (tile.referenceCount <= 0) {
613
- //potential garbage
614
- tile.dispose();
615
- }
616
-
617
- }
618
-
619
- dispose() {
620
- const tiles = this.tiles;
621
-
622
- const n = tiles.length;
623
-
624
- for (let i = 0; i < n; i++) {
625
- const t = tiles[i];
626
- t.dispose();
627
- }
628
- }
629
-
630
- /**
631
- * Fix normals along the seams of the tile
632
- *
633
- * @param {number} x
634
- * @param {number} y
635
- * @param {TerrainTile} tile
636
- */
637
- stitchTile(x, y, tile) {
638
-
639
- const n = this.collectTileNeighbours(x, y);
640
-
641
- tile.stitchNormals(
642
- n.top, n.bottom, n.left, n.right,
643
- n.topLeft, n.topRight, n.bottomLeft, n.bottomRight
644
- );
645
- }
646
-
647
- /**
648
- * The eight tiles surrounding a grid cell, each undefined where the cell sits
649
- * on the edge of the grid.
650
- *
651
- * Partial edge tiles are real tiles, so the neighbour grid must round up
652
- * exactly as tile creation and getRaw do. Flooring it -- as this did until
653
- * recently -- leaves the last row and column believing they have no
654
- * neighbour on the outward side, so their seams are never stitched.
655
- *
656
- * @param {number} x Tile X coordinate
657
- * @param {number} y Tile Y coordinate
658
- * @returns {Object<string,TerrainTile|undefined>}
659
- */
660
- collectTileNeighbours(x, y) {
661
- const gridWidth = this.gridWidth;
662
- const gridHeight = this.gridHeight;
663
-
664
- const result = {
665
- top: undefined,
666
- bottom: undefined,
667
- left: undefined,
668
- right: undefined,
669
- topLeft: undefined,
670
- topRight: undefined,
671
- bottomLeft: undefined,
672
- bottomRight: undefined
673
- };
674
-
675
- if (y > 0) {
676
- result.top = this.getRaw(x, y - 1);
677
-
678
- if (x > 0) {
679
- result.topLeft = this.getRaw(x - 1, y - 1);
680
- }
681
-
682
- if (x < gridWidth - 1) {
683
- result.topRight = this.getRaw(x + 1, y - 1);
684
- }
685
- }
686
-
687
- if (y < gridHeight - 1) {
688
- result.bottom = this.getRaw(x, y + 1);
689
-
690
- if (x > 0) {
691
- result.bottomLeft = this.getRaw(x - 1, y + 1);
692
- }
693
-
694
- if (x < gridWidth - 1) {
695
- result.bottomRight = this.getRaw(x + 1, y + 1);
696
- }
697
- }
698
-
699
- if (x > 0) {
700
- result.left = this.getRaw(x - 1, y);
701
- }
702
-
703
- if (x < gridWidth - 1) {
704
- result.right = this.getRaw(x + 1, y);
705
- }
706
-
707
- return result;
708
- }
709
-
710
- /**
711
- *
712
- * @param {SurfacePoint3} result
713
- * @param {number} originX
714
- * @param {number} originY
715
- * @param {number} originZ
716
- * @param {number} directionX
717
- * @param {number} directionY
718
- * @param {number} directionZ
719
- * @returns {boolean}
720
- */
721
- raycastFirstSync(
722
- result,
723
- originX,
724
- originY,
725
- originZ,
726
- directionX,
727
- directionY,
728
- directionZ
729
- ) {
730
-
731
- const hit_count = bvh_query_leaves_ray(
732
- scratch_array, 0,
733
- this.bvh,
734
- this.bvh.root,
735
- originX, originY, originZ,
736
- directionX, directionY, directionZ
737
- );
738
-
739
- let closest_hit_distance = Number.POSITIVE_INFINITY;
740
- let hit_found = false;
741
-
742
- for (let i = 0; i < hit_count; i++) {
743
- const node_id = scratch_array[i];
744
-
745
- const tile_index = this.bvh.node_get_user_data(node_id);
746
-
747
- const tile = this.tiles[tile_index];
748
-
749
- if (!tile.isBuilt) {
750
- continue;
751
- }
752
-
753
- const tile_hit_found = tile.raycastFirstSync(
754
- scratch_contact,
755
- originX, originY, originZ,
756
- directionX, directionY, directionZ
757
- );
758
-
759
- if (!tile_hit_found) {
760
- continue;
761
- }
762
-
763
- hit_found = true;
764
-
765
- const distance_sqr = scratch_contact.position._distanceSqrTo(originX, originY, originZ);
766
-
767
- if (distance_sqr < closest_hit_distance) {
768
- closest_hit_distance = distance_sqr;
769
- result.copy(scratch_contact);
770
- }
771
- }
772
-
773
- return hit_found;
774
- }
775
-
776
- /**
777
- * TODO untested
778
- * @param {SurfacePoint3} contact
779
- * @param {number} x
780
- * @param {number} y
781
- * @return {boolean}
782
- */
783
- raycastVerticalFirstSync(contact, x, y) {
784
- // console.log('+ raycastVerticalFirstSync');
785
- const r = this.raycastFirstSync(contact, x, -10000, y, 0, 1, 0);
786
- // console.log('- raycastVerticalFirstSync');
787
- return r;
788
- }
789
-
790
- /**
791
- *
792
- * @param {number} x
793
- * @param {number} y
794
- * @param {(tile: TerrainTile) => void} resolve
795
- * @param {(reason: *) => void} reject
796
- */
797
- build(x, y, resolve, reject) {
798
-
799
- assert.isFunction(resolve, 'resolve');
800
- assert.isFunction(reject, 'reject');
801
-
802
- const tile_index = this.computeTileIndex(x, y);
803
-
804
- const tile = this.tiles[tile_index];
805
-
806
- if (tile.isBuildInProgress) {
807
- throw new Error('Tile is already in process of being built');
808
- }
809
-
810
- const start_version = tile.version;
811
- const start_height_version = this.heightVersion;
812
-
813
- tile.isBuilt = false;
814
- tile.isBuildInProgress = true;
815
-
816
- const tile_resolution = tile.resolution.getValue();
817
-
818
- this.buildWorker.buildTile(
819
- tile.position.toJSON(),
820
- tile.size.toJSON(),
821
- tile.scale.toJSON(),
822
- this.totalSize.toJSON(),
823
- tile_resolution
824
- ).then((tileData) => {
825
-
826
- //check that the tile under index is still the same tile
827
- if (this.tiles[tile_index] !== tile) {
828
- //the original tile was destroyed
829
- reject('Original tile was destroyed during build process');
830
- return;
831
- }
832
-
833
- if (tile.version !== start_version) {
834
- reject(`Tile version changed, likely due to concurrent build request. Expected version ${start_version}, actual version ${tile.version}`);
835
- return;
836
- }
837
-
838
- if (!tile.isBuildInProgress) {
839
- if (tile.isBuilt) {
840
- // tile already built
841
- resolve(tile);
842
- return;
843
- } else {
844
-
845
- reject('Build request has been cancelled');
846
- return;
847
- }
848
- }
849
-
850
- if (this.heightVersion !== start_height_version) {
851
- // heights moved on while this tile was in the worker, so the geometry that came
852
- // back describes a height field that no longer exists. Build it again; the worker
853
- // now holds the current snapshot, so the next attempt lands on the right heights.
854
- tile.isBuildInProgress = false;
855
-
856
- this.build(x, y, resolve, reject);
857
- return;
858
- }
859
-
860
- // const processName = 'building tile x = ' + x + ", y = " + y;
861
- // console.time(processName);
862
-
863
- tile.build(tileData);
864
- tile.heightVersion = start_height_version;
865
-
866
- assert.equal(tile.resolution.getValue(), tile_resolution, 'tile resolution has changed');
867
-
868
- this.stitchTile(x, y, tile);
869
-
870
- //refit the bvh
871
- tile.external_bvh.write_bounds();
872
-
873
- tile.isBuilt = true;
874
- tile.isBuildInProgress = false;
875
-
876
- //invoke callbacks
877
- tile.onBuilt.send1(tile);
878
-
879
- // console.timeEnd(processName);
880
-
881
- this.on.tileBuilt.send1(tile);
882
-
883
- resolve(tile);
884
- }, (reason) => {
885
-
886
- tile.isBuilt = false;
887
- tile.isBuildInProgress = false;
888
-
889
- reject(reason);
890
-
891
- });
892
- }
893
- }
894
-
895
- export default TerrainTileManager;
896
-
1
+ import { m4_allocate } from "../../../../core/geom/3d/mat4/m4_allocate.js";
2
+ import { m4_invert } from "../../../../core/geom/3d/mat4/m4_invert.js";
3
+ import { v3_matrix4_multiply } from "../../../../core/geom/vec3/v3_matrix4_multiply.js";
4
+ import { array_copy } from "../../../../core/collection/array/array_copy.js";
5
+ import { assert } from "../../../../core/assert.js";
6
+ import { BVH } from "../../../../core/bvh2/bvh3/BVH.js";
7
+ import { bvh_query_leaves_ray } from "../../../../core/bvh2/bvh3/query/bvh_query_leaves_ray.js";
8
+ import { isArrayEqualStrict } from "../../../../core/collection/array/isArrayEqualStrict.js";
9
+ import Signal from '../../../../core/events/signal/Signal.js';
10
+ import { aabb2_intersects_aabb2 } from "../../../../core/geom/2d/aabb/aabb2_intersects_aabb2.js";
11
+ import { SurfacePoint3 } from "../../../../core/geom/3d/SurfacePoint3.js";
12
+ import Vector2 from '../../../../core/geom/Vector2.js';
13
+ import { NumericInterval } from "../../../../core/math/interval/NumericInterval.js";
14
+ import { max2 } from "../../../../core/math/max2.js";
15
+ import { min2 } from "../../../../core/math/min2.js";
16
+ import ObservedInteger from "../../../../core/model/ObservedInteger.js";
17
+
18
+ import TerrainTile from './TerrainTile.js';
19
+
20
+ /**
21
+ *
22
+ * @type {number[]}
23
+ */
24
+ const scratch_array = [];
25
+ const scratch_contact = new SurfacePoint3();
26
+
27
+ /**
28
+ * Largest whole number of grid cells that fits inside a per-tile vertex budget along one tile edge,
29
+ * never more than the requested edge and never less than a single cell.
30
+ *
31
+ * A single grid cell is the smallest tile there is, so a resolution fine enough that one cell alone
32
+ * blows the budget cannot be honoured and the budget is exceeded.
33
+ *
34
+ * @param {number} max_edge largest acceptable edge, in grid cells
35
+ * @param {number} resolution vertices per grid cell along one axis
36
+ * @param {number} max_vertex_count budget for the whole tile
37
+ * @returns {number} edge length in grid cells
38
+ */
39
+ function tile_edge(max_edge, resolution, max_vertex_count) {
40
+ const budget_edge = Math.floor(Math.sqrt(max_vertex_count) / resolution);
41
+
42
+ return max2(1, min2(max_edge, budget_edge));
43
+ }
44
+
45
+ class TerrainTileManager {
46
+ /**
47
+ *
48
+ * @type {TerrainTile[]}
49
+ */
50
+ tiles = [];
51
+
52
+ on = {
53
+ tileBuilt: new Signal(),
54
+ tileDestroyed: new Signal()
55
+ };
56
+
57
+ /**
58
+ * Largest tile edge, in grid cells. Tiles are the unit of frustum culling, seam stitching and
59
+ * rebuild-on-paint, so a coarse value is preferable -- but only up to the point where a single
60
+ * tile's geometry stops fitting {@link TerrainTileManager#maxTileVertexCount}, past which tiles
61
+ * are subdivided further. See {@link TerrainTileManager#tileEdgeX}.
62
+ *
63
+ * The last row and column of the grid are whatever is left over, so this is an upper bound and
64
+ * not a divisor of {@link TerrainTileManager#totalSize}.
65
+ *
66
+ * @type {Vector2}
67
+ */
68
+ maxTileSize = new Vector2(10, 10);
69
+
70
+ /**
71
+ * Upper bound on the number of vertices in a single tile.
72
+ *
73
+ * A tile is built in one shot -- the whole grid is allocated, sampled, normal-fitted and fed to
74
+ * a BVH build with no chunking anywhere -- so an unbounded tile is an unbounded allocation. At
75
+ * a resolution of 64 a 32x32 terrain would otherwise land in a single 4.19M-vertex tile, which
76
+ * costs upwards of 800MB to build and kills the renderer process outright.
77
+ *
78
+ * 65536 is the largest count that keeps the index array 16-bit
79
+ * (see {@link UintArrayForCount}), which caps a built tile at roughly 9MB of geometry and BVH.
80
+ *
81
+ * @type {number}
82
+ */
83
+ maxTileVertexCount = 65536;
84
+
85
+ /**
86
+ *
87
+ * @type {Vector2}
88
+ */
89
+ totalSize = new Vector2(1, 1);
90
+ /**
91
+ * Number of subdivisions per single grid cell
92
+ * @type {ObservedInteger}
93
+ */
94
+ resolution = new ObservedInteger(4);
95
+
96
+ /**
97
+ * 2D Scale of the terrain
98
+ * @type {Vector2}
99
+ */
100
+ scale = new Vector2(1, 1);
101
+
102
+
103
+ /**
104
+ *
105
+ * @type {Float32Array}
106
+ * @private
107
+ */
108
+ __transform = new Float32Array(16);
109
+
110
+ /**
111
+ * @readonly
112
+ * @type {BVH}
113
+ */
114
+ bvh = new BVH();
115
+
116
+ /**
117
+ *
118
+ * @type {NumericInterval}
119
+ */
120
+ heightRange = new NumericInterval(0, 0);
121
+
122
+ /**
123
+ * Version of the height snapshot {@link TerrainTileManager#buildWorker} currently holds, as
124
+ * handed over by {@link TerrainTileManager#setHeightVersion}. `-1` until the first snapshot is
125
+ * shipped, at which point no tile can have been built yet.
126
+ *
127
+ * The worker builds tiles from its own copy of the height field, so main-thread height writes
128
+ * are invisible to it until a new snapshot is sent. This is what a built tile is measured
129
+ * against to tell "built from the heights that are current" from "built from whatever the
130
+ * worker happened to hold at the time".
131
+ *
132
+ * @type {number}
133
+ */
134
+ heightVersion = -1;
135
+
136
+ /**
137
+ * The manager owns tile geometry and the streaming that keeps it current; how a tile is shaded
138
+ * is the renderer's. It used to hold a material and push it onto every tile's mesh, which is
139
+ * what made a tile grid something only one renderer could draw.
140
+ *
141
+ * @param {WorkerProxy} buildWorker
142
+ */
143
+ constructor(
144
+ {
145
+ buildWorker
146
+ }
147
+ ) {
148
+ /**
149
+ *
150
+ * @type {WorkerProxy}
151
+ */
152
+ this.buildWorker = buildWorker;
153
+ }
154
+
155
+ set transform(m4) {
156
+ if (isArrayEqualStrict(m4, this.__transform)) {
157
+ // no change
158
+ return;
159
+ }
160
+
161
+ array_copy(m4, 0, this.__transform, 0, 16);
162
+
163
+ this.traverse(t => {
164
+ t.transform = m4;
165
+ });
166
+ }
167
+
168
+ get transform() {
169
+ return this.__transform;
170
+ }
171
+
172
+ /**
173
+ * Record the height snapshot the build worker has just been handed, and drop every tile whose
174
+ * geometry describes an older one.
175
+ *
176
+ * Invalidated tiles keep their identity, position and place in the BVH -- only their geometry
177
+ * is stale -- so they are marked unbuilt rather than destroyed, and the ordinary build paths
178
+ * ({@link TerrainTileManager#obtain}, the renderer's visible-tile sweep) bring them back with
179
+ * the current heights.
180
+ *
181
+ * Must be called at the point the snapshot is *submitted* to the worker, not when the worker
182
+ * acknowledges it: the worker serves requests in submission order, so every tile build
183
+ * submitted from here on already sees the new heights.
184
+ *
185
+ * @param {number} version
186
+ */
187
+ setHeightVersion(version) {
188
+ assert.isNumber(version, 'version');
189
+
190
+ if (version === this.heightVersion) {
191
+ // worker already holds this snapshot, every built tile is measured against it
192
+ return;
193
+ }
194
+
195
+ this.heightVersion = version;
196
+
197
+ const tiles = this.tiles;
198
+
199
+ const n = tiles.length;
200
+
201
+ for (let i = 0; i < n; i++) {
202
+ const tile = tiles[i];
203
+
204
+ if (tile.isBuilt && tile.heightVersion !== version) {
205
+ tile.isBuilt = false;
206
+ }
207
+ }
208
+ }
209
+
210
+ /**
211
+ *
212
+ * @param {number} min_height
213
+ * @param {number} max_height
214
+ */
215
+ setHeightRange(min_height, max_height) {
216
+ assert.isNumber(min_height, 'min_height');
217
+ assert.notNaN(min_height, 'min_height');
218
+
219
+ assert.isNumber(max_height, 'max_height');
220
+ assert.notNaN(max_height, 'max_height');
221
+
222
+ this.heightRange.set(min_height, max_height);
223
+
224
+ const tiles = this.tiles;
225
+
226
+ const n = tiles.length;
227
+
228
+ for (let i = 0; i < n; i++) {
229
+ const terrainTile = tiles[i];
230
+
231
+ if (
232
+ !terrainTile.isBuilt
233
+ && !terrainTile.isBuildInProgress
234
+ ) {
235
+
236
+ const bb = terrainTile.external_bvh;
237
+
238
+ bb.bounds[1] = min_height;
239
+ bb.bounds[4] = max_height;
240
+
241
+ bb.write_bounds();
242
+
243
+ }
244
+
245
+ }
246
+ }
247
+
248
+ initialize() {
249
+ this.destroyTiles();
250
+
251
+ this.initializeTiles();
252
+ }
253
+
254
+ /**
255
+ *
256
+ * @param {(tile: TerrainTile) => void} callback
257
+ * @param {*} [thisArg]
258
+ */
259
+ traverse(callback, thisArg) {
260
+ const tiles = this.tiles;
261
+ let tile;
262
+ let i = 0;
263
+ const il = tiles.length;
264
+ for (; i < il; i++) {
265
+ tile = tiles[i];
266
+ callback.call(thisArg, tile);
267
+ }
268
+ }
269
+
270
+ destroyTiles() {
271
+
272
+ //destroy all existing tiles
273
+ const tiles = this.tiles;
274
+ const tile_count = tiles.length;
275
+
276
+ console.warn(`#destroyTiles tile_count=${tile_count}`);
277
+
278
+ for (let i = 0; i < tile_count; i++) {
279
+ const tile = tiles[i];
280
+
281
+ tile.external_bvh.unlink();
282
+ tile.dispose();
283
+
284
+ }
285
+
286
+ tiles.splice(0, tile_count);
287
+
288
+ //clear out BVH
289
+ this.bvh.release_all();
290
+
291
+ }
292
+
293
+ /**
294
+ * Rebuild all tiles
295
+ */
296
+ rebuild() {
297
+ this.destroyTiles();
298
+
299
+ this.initializeTiles();
300
+ }
301
+
302
+ /**
303
+ * Rebuild tiles that overlap rectangular region of the overall terrain defined by normalized coordinates (UV space)
304
+ * @param {number} u0
305
+ * @param {number} v0
306
+ * @param {number} u1
307
+ * @param {number} v1
308
+ */
309
+ rebuildTilesByUV(
310
+ u0, v0,
311
+ u1, v1
312
+ ) {
313
+
314
+ const size = this.totalSize;
315
+
316
+ const tx0 = u0 * size.x;
317
+ const tx1 = u1 * size.x;
318
+
319
+ const ty0 = v0 * size.y;
320
+ const ty1 = v1 * size.y;
321
+
322
+ const dirty_tiles = this.getRawTilesOverlappingRectangle(tx0 - 1, ty0 - 1, tx1 + 1, ty1 + 1);
323
+
324
+ const dirty_count = dirty_tiles.length;
325
+
326
+ for (let i = 0; i < dirty_count; i++) {
327
+ const tile = dirty_tiles[i];
328
+ tile.isBuilt = false;
329
+ }
330
+ }
331
+
332
+
333
+ /**
334
+ *
335
+ * @param {number} x0
336
+ * @param {number} y0
337
+ * @param {number} x1
338
+ * @param {number} y1
339
+ * @returns {TerrainTile[]}
340
+ */
341
+ getRawTilesOverlappingRectangle(x0, y0, x1, y1) {
342
+ /**
343
+ *
344
+ * @type {TerrainTile[]}
345
+ */
346
+ const result = [];
347
+
348
+ const terrainTiles = this.tiles;
349
+
350
+ const n = terrainTiles.length;
351
+
352
+ for (let i = 0; i < n; i++) {
353
+ const tile = terrainTiles[i];
354
+
355
+ const tx0 = tile.position.x;
356
+ const ty0 = tile.position.y;
357
+
358
+ const tx1 = tx0 + tile.size.x;
359
+ const ty1 = ty0 + tile.size.y;
360
+ if (
361
+ aabb2_intersects_aabb2(
362
+ x0, y0, x1, y1,
363
+ tx0, ty0, tx1, ty1
364
+ )
365
+ ) {
366
+ result.push(tile);
367
+ }
368
+ }
369
+
370
+ return result;
371
+ }
372
+
373
+ initializeTiles() {
374
+ const total_size = this.totalSize;
375
+
376
+ const tile_size_x = this.tileEdgeX;
377
+ const tile_size_y = this.tileEdgeY;
378
+
379
+ const tiles = this.tiles;
380
+
381
+ if (tiles.length > 0) {
382
+ throw new Error(`There are already ${tiles.length} initialized tiles, those must be destroyed before initialization can happen`);
383
+ }
384
+
385
+ //populate tiles
386
+ const tile_resolution_y = this.gridHeight;
387
+ const tile_resolution_x = this.gridWidth;
388
+
389
+ for (let y = 0; y < tile_resolution_y; y++) {
390
+
391
+ const tY = y < tile_resolution_y - 1 ? tile_size_y : (total_size.y - tile_size_y * y);
392
+
393
+ for (let x = 0; x < tile_resolution_x; x++) {
394
+
395
+ const tX = x < tile_resolution_x - 1 ? tile_size_x : (total_size.x - tile_size_x * x);
396
+
397
+ const tile = new TerrainTile();
398
+ const index = y * tile_resolution_x + x;
399
+ tiles[index] = tile;
400
+
401
+ tile.gridPosition.set(x, y);
402
+
403
+ tile.size.set(tX, tY);
404
+ tile.position.set(tile_size_x * x, tile_size_y * y);
405
+ tile.scale.copy(this.scale);
406
+ tile.resolution.copy(this.resolution);
407
+
408
+ tile.setInitialHeightBounds(this.heightRange.min, this.heightRange.max);
409
+ tile.computeBoundingBox();
410
+
411
+ tile.external_bvh.link(this.bvh, index);
412
+ }
413
+ }
414
+
415
+ }
416
+
417
+ /**
418
+ *
419
+ * @param {number} x Tile X coordinate
420
+ * @param {number} y Tile Y coordinate
421
+ * @returns {number}
422
+ */
423
+ computeTileIndex(x, y) {
424
+ assert.isNonNegativeInteger(x, 'x');
425
+ assert.isNonNegativeInteger(y, 'y');
426
+
427
+ const w = this.gridWidth;
428
+
429
+ assert.ok(x < w, `x(=${x}) must be less than than width(=${w})`);
430
+ assert.ok(y < this.gridHeight, `y(=${y}) must be less than than height(=${this.gridHeight})`);
431
+
432
+ return y * w + x;
433
+ }
434
+
435
+ /**
436
+ * Tile edge along X, in grid cells. Derived rather than stored so that it always reflects the
437
+ * current {@link TerrainTileManager#resolution}; a terrain rebuilt at a coarser resolution goes
438
+ * back to coarser tiles.
439
+ *
440
+ * PRECONDITION, shared by {@link TerrainTileManager#gridWidth},
441
+ * {@link TerrainTileManager#gridHeight} and {@link TerrainTileManager#getRawTileByPosition}:
442
+ * these describe the grid the *current configuration* asks for, which is the grid held in
443
+ * {@link TerrainTileManager#tiles} only for as long as that configuration is unchanged. Writing
444
+ * `totalSize`, `maxTileSize`, `resolution` or `maxTileVertexCount` after tiles exist leaves the
445
+ * two disagreeing, and a tile lookup then reads the wrong index. Follow any such write with
446
+ * {@link TerrainTileManager#rebuild}.
447
+ *
448
+ * @returns {number}
449
+ */
450
+ get tileEdgeX() {
451
+ return tile_edge(this.maxTileSize.x, this.resolution.getValue(), this.maxTileVertexCount);
452
+ }
453
+
454
+ /**
455
+ * Tile edge along Y, in grid cells.
456
+ * @returns {number}
457
+ */
458
+ get tileEdgeY() {
459
+ return tile_edge(this.maxTileSize.y, this.resolution.getValue(), this.maxTileVertexCount);
460
+ }
461
+
462
+ /**
463
+ * Number of tiles along X. A terrain whose size is not a whole multiple of
464
+ * the tile size ends in a partial tile, and that tile is real, so this
465
+ * rounds up. Every consumer must agree on this or edge tiles fall outside
466
+ * whatever grid the consumer imagined.
467
+ * @returns {number}
468
+ */
469
+ get gridWidth() {
470
+ return Math.ceil(this.totalSize.x / this.tileEdgeX);
471
+ }
472
+
473
+ /**
474
+ * Number of tiles along Y.
475
+ * @returns {number}
476
+ */
477
+ get gridHeight() {
478
+ return Math.ceil(this.totalSize.y / this.tileEdgeY);
479
+ }
480
+
481
+ /**
482
+ *
483
+ * @param {number} x
484
+ * @param {number} y
485
+ * @returns {TerrainTile|undefined}
486
+ */
487
+ getRaw(x, y) {
488
+ if (
489
+ x < 0
490
+ || x >= this.gridWidth
491
+ || y < 0
492
+ ) {
493
+ return undefined;
494
+ }
495
+
496
+ const tileIndex = this.computeTileIndex(x, y);
497
+
498
+ assert.ok(tileIndex >= 0, `tileIndex(=${tileIndex}) must be >= 0`);
499
+ assert.ok(tileIndex <= this.tiles.length, `tileIndex(=${tileIndex}) must be <= tileCount(=${this.tiles.length})`);
500
+
501
+ return this.tiles[tileIndex];
502
+ }
503
+
504
+ /**
505
+ *
506
+ * @param {number} x Grid X coordinate
507
+ * @param {number} y Grid Y coordinate
508
+ * @returns {TerrainTile}
509
+ */
510
+ getRawTileByPosition(x, y) {
511
+ assert.isNumber(x, 'x');
512
+ assert.notNaN(x, 'x');
513
+
514
+ assert.isNumber(y, 'y');
515
+ assert.notNaN(y, 'y');
516
+
517
+ const tileX = Math.floor(x / this.tileEdgeX);
518
+ const tileY = Math.floor(y / this.tileEdgeY);
519
+
520
+ return this.getRaw(tileX, tileY);
521
+ }
522
+
523
+ /**
524
+ * Given world coordinates in top-down plane, where X runs along X axis and Y runs along Z axis, returns terrain tile that overlaps that 2d region
525
+ * @param {number} x
526
+ * @param {number} y
527
+ * @return {TerrainTile|undefined}
528
+ */
529
+ getTileByWorldPosition2D(x, y) {
530
+ const v3 = Float32Array.of(x, 0, y);
531
+
532
+ const world_inverse = m4_allocate();
533
+
534
+ m4_invert(world_inverse, this.transform);
535
+
536
+
537
+ v3_matrix4_multiply(v3, 0, v3, 0, world_inverse);
538
+
539
+ // v3 was built as (x, 0, z): index 1 is the vertical axis, which is not
540
+ // a grid row. The top-down plane is X/Z.
541
+ //
542
+ // getRawTileByPosition takes *grid* coordinates, and `transform` does
543
+ // not carry the grid scale -- tiles apply it themselves (see
544
+ // assignTileScale). Divide it out here, matching Terrain's own
545
+ // mapPointWorld2Grid.
546
+ return this.getRawTileByPosition(v3[0] / this.scale.x, v3[2] / this.scale.y);
547
+ }
548
+
549
+ /**
550
+ * Builds and returns the tile from world coordinates
551
+ * @param {number} x
552
+ * @param {number} y
553
+ * @returns {Promise<TerrainTile>}
554
+ */
555
+ obtainTileAtWorldPosition2D(x, y) {
556
+ assert.isNumber(x, 'x')
557
+ assert.notNaN(x, 'x')
558
+
559
+ assert.isNumber(y, 'y')
560
+ assert.notNaN(y, 'y')
561
+
562
+ const tile = this.getTileByWorldPosition2D(x, y);
563
+
564
+ return this.obtain(tile.gridPosition.x, tile.gridPosition.y);
565
+ }
566
+
567
+ /**
568
+ *
569
+ * @param {number} x coordinate
570
+ * @param {number} y coordinate
571
+ * @returns {Promise<TerrainTile>}
572
+ * @throws if no tile exists at given coordinates
573
+ */
574
+ obtain(x, y) {
575
+ const tile = this.getRaw(x, y);
576
+
577
+ if (tile === undefined) {
578
+ throw new Error(`No tile found at x=${x},y=${y}`);
579
+ }
580
+
581
+ tile.referenceCount++;
582
+
583
+ if (tile.isBuilt) {
584
+ return Promise.resolve(tile);
585
+
586
+ } else {
587
+
588
+ if (!tile.isBuildInProgress) {
589
+ return new Promise((resolve, reject) => this.build(x, y, resolve, reject));
590
+ } else {
591
+ return new Promise((resolve, reject) => {
592
+ tile.onBuilt.addOne(resolve);
593
+ tile.onDestroyed.addOne(reject);
594
+ });
595
+ }
596
+
597
+ }
598
+
599
+ }
600
+
601
+ /**
602
+ *
603
+ * @param {TerrainTile} tile
604
+ */
605
+ release(tile) {
606
+ if (tile.referenceCount <= 0) {
607
+ console.warn('Tile already has no references');
608
+ }
609
+
610
+ tile.referenceCount--;
611
+
612
+ if (tile.referenceCount <= 0) {
613
+ //potential garbage
614
+ tile.dispose();
615
+ }
616
+
617
+ }
618
+
619
+ dispose() {
620
+ const tiles = this.tiles;
621
+
622
+ const n = tiles.length;
623
+
624
+ for (let i = 0; i < n; i++) {
625
+ const t = tiles[i];
626
+ t.dispose();
627
+ }
628
+ }
629
+
630
+ /**
631
+ * Fix normals along the seams of the tile
632
+ *
633
+ * @param {number} x
634
+ * @param {number} y
635
+ * @param {TerrainTile} tile
636
+ */
637
+ stitchTile(x, y, tile) {
638
+
639
+ const n = this.collectTileNeighbours(x, y);
640
+
641
+ tile.stitchNormals(
642
+ n.top, n.bottom, n.left, n.right,
643
+ n.topLeft, n.topRight, n.bottomLeft, n.bottomRight
644
+ );
645
+ }
646
+
647
+ /**
648
+ * The eight tiles surrounding a grid cell, each undefined where the cell sits
649
+ * on the edge of the grid.
650
+ *
651
+ * Partial edge tiles are real tiles, so the neighbour grid must round up
652
+ * exactly as tile creation and getRaw do. Flooring it -- as this did until
653
+ * recently -- leaves the last row and column believing they have no
654
+ * neighbour on the outward side, so their seams are never stitched.
655
+ *
656
+ * @param {number} x Tile X coordinate
657
+ * @param {number} y Tile Y coordinate
658
+ * @returns {Object<string,TerrainTile|undefined>}
659
+ */
660
+ collectTileNeighbours(x, y) {
661
+ const gridWidth = this.gridWidth;
662
+ const gridHeight = this.gridHeight;
663
+
664
+ const result = {
665
+ top: undefined,
666
+ bottom: undefined,
667
+ left: undefined,
668
+ right: undefined,
669
+ topLeft: undefined,
670
+ topRight: undefined,
671
+ bottomLeft: undefined,
672
+ bottomRight: undefined
673
+ };
674
+
675
+ if (y > 0) {
676
+ result.top = this.getRaw(x, y - 1);
677
+
678
+ if (x > 0) {
679
+ result.topLeft = this.getRaw(x - 1, y - 1);
680
+ }
681
+
682
+ if (x < gridWidth - 1) {
683
+ result.topRight = this.getRaw(x + 1, y - 1);
684
+ }
685
+ }
686
+
687
+ if (y < gridHeight - 1) {
688
+ result.bottom = this.getRaw(x, y + 1);
689
+
690
+ if (x > 0) {
691
+ result.bottomLeft = this.getRaw(x - 1, y + 1);
692
+ }
693
+
694
+ if (x < gridWidth - 1) {
695
+ result.bottomRight = this.getRaw(x + 1, y + 1);
696
+ }
697
+ }
698
+
699
+ if (x > 0) {
700
+ result.left = this.getRaw(x - 1, y);
701
+ }
702
+
703
+ if (x < gridWidth - 1) {
704
+ result.right = this.getRaw(x + 1, y);
705
+ }
706
+
707
+ return result;
708
+ }
709
+
710
+ /**
711
+ *
712
+ * @param {SurfacePoint3} result
713
+ * @param {number} originX
714
+ * @param {number} originY
715
+ * @param {number} originZ
716
+ * @param {number} directionX
717
+ * @param {number} directionY
718
+ * @param {number} directionZ
719
+ * @returns {boolean}
720
+ */
721
+ raycastFirstSync(
722
+ result,
723
+ originX,
724
+ originY,
725
+ originZ,
726
+ directionX,
727
+ directionY,
728
+ directionZ
729
+ ) {
730
+
731
+ const hit_count = bvh_query_leaves_ray(
732
+ scratch_array, 0,
733
+ this.bvh,
734
+ this.bvh.root,
735
+ originX, originY, originZ,
736
+ directionX, directionY, directionZ
737
+ );
738
+
739
+ let closest_hit_distance = Number.POSITIVE_INFINITY;
740
+ let hit_found = false;
741
+
742
+ for (let i = 0; i < hit_count; i++) {
743
+ const node_id = scratch_array[i];
744
+
745
+ const tile_index = this.bvh.node_get_user_data(node_id);
746
+
747
+ const tile = this.tiles[tile_index];
748
+
749
+ if (!tile.isBuilt) {
750
+ continue;
751
+ }
752
+
753
+ const tile_hit_found = tile.raycastFirstSync(
754
+ scratch_contact,
755
+ originX, originY, originZ,
756
+ directionX, directionY, directionZ
757
+ );
758
+
759
+ if (!tile_hit_found) {
760
+ continue;
761
+ }
762
+
763
+ hit_found = true;
764
+
765
+ const distance_sqr = scratch_contact.position._distanceSqrTo(originX, originY, originZ);
766
+
767
+ if (distance_sqr < closest_hit_distance) {
768
+ closest_hit_distance = distance_sqr;
769
+ result.copy(scratch_contact);
770
+ }
771
+ }
772
+
773
+ return hit_found;
774
+ }
775
+
776
+ /**
777
+ * TODO untested
778
+ * @param {SurfacePoint3} contact
779
+ * @param {number} x
780
+ * @param {number} y
781
+ * @return {boolean}
782
+ */
783
+ raycastVerticalFirstSync(contact, x, y) {
784
+ // console.log('+ raycastVerticalFirstSync');
785
+ const r = this.raycastFirstSync(contact, x, -10000, y, 0, 1, 0);
786
+ // console.log('- raycastVerticalFirstSync');
787
+ return r;
788
+ }
789
+
790
+ /**
791
+ *
792
+ * @param {number} x
793
+ * @param {number} y
794
+ * @param {(tile: TerrainTile) => void} resolve
795
+ * @param {(reason: *) => void} reject
796
+ */
797
+ build(x, y, resolve, reject) {
798
+
799
+ assert.isFunction(resolve, 'resolve');
800
+ assert.isFunction(reject, 'reject');
801
+
802
+ const tile_index = this.computeTileIndex(x, y);
803
+
804
+ const tile = this.tiles[tile_index];
805
+
806
+ if (tile.isBuildInProgress) {
807
+ throw new Error('Tile is already in process of being built');
808
+ }
809
+
810
+ const start_version = tile.version;
811
+ const start_height_version = this.heightVersion;
812
+
813
+ tile.isBuilt = false;
814
+ tile.isBuildInProgress = true;
815
+
816
+ const tile_resolution = tile.resolution.getValue();
817
+
818
+ this.buildWorker.buildTile(
819
+ tile.position.toJSON(),
820
+ tile.size.toJSON(),
821
+ tile.scale.toJSON(),
822
+ this.totalSize.toJSON(),
823
+ tile_resolution
824
+ ).then((tileData) => {
825
+
826
+ //check that the tile under index is still the same tile
827
+ if (this.tiles[tile_index] !== tile) {
828
+ //the original tile was destroyed
829
+ reject('Original tile was destroyed during build process');
830
+ return;
831
+ }
832
+
833
+ if (tile.version !== start_version) {
834
+ reject(`Tile version changed, likely due to concurrent build request. Expected version ${start_version}, actual version ${tile.version}`);
835
+ return;
836
+ }
837
+
838
+ if (!tile.isBuildInProgress) {
839
+ if (tile.isBuilt) {
840
+ // tile already built
841
+ resolve(tile);
842
+ return;
843
+ } else {
844
+
845
+ reject('Build request has been cancelled');
846
+ return;
847
+ }
848
+ }
849
+
850
+ if (this.heightVersion !== start_height_version) {
851
+ // heights moved on while this tile was in the worker, so the geometry that came
852
+ // back describes a height field that no longer exists. Build it again; the worker
853
+ // now holds the current snapshot, so the next attempt lands on the right heights.
854
+ tile.isBuildInProgress = false;
855
+
856
+ this.build(x, y, resolve, reject);
857
+ return;
858
+ }
859
+
860
+ // const processName = 'building tile x = ' + x + ", y = " + y;
861
+ // console.time(processName);
862
+
863
+ tile.build(tileData);
864
+ tile.heightVersion = start_height_version;
865
+
866
+ assert.equal(tile.resolution.getValue(), tile_resolution, 'tile resolution has changed');
867
+
868
+ this.stitchTile(x, y, tile);
869
+
870
+ //refit the bvh
871
+ tile.external_bvh.write_bounds();
872
+
873
+ tile.isBuilt = true;
874
+ tile.isBuildInProgress = false;
875
+
876
+ //invoke callbacks
877
+ tile.onBuilt.send1(tile);
878
+
879
+ // console.timeEnd(processName);
880
+
881
+ this.on.tileBuilt.send1(tile);
882
+
883
+ resolve(tile);
884
+ }, (reason) => {
885
+
886
+ tile.isBuilt = false;
887
+ tile.isBuildInProgress = false;
888
+
889
+ reject(reason);
890
+
891
+ });
892
+ }
893
+ }
894
+
895
+ export default TerrainTileManager;
896
+