@woosh/meep-engine 3.1.0 → 3.3.0

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 (1869) 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/avif/encoder_worker.js +5 -18
  134. package/src/core/binary/BitImage2.js +246 -246
  135. package/src/core/binary/align_32.js +21 -21
  136. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  137. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  138. package/src/core/binary/hash/XXH128Hash.js +55 -55
  139. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  140. package/src/core/binary/hash/xxh3_128.js +341 -341
  141. package/src/core/binary/hash/xxh3_64.js +241 -241
  142. package/src/core/binary/hash/xxh3_common.js +476 -476
  143. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  144. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  145. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  146. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  147. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  148. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  149. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  150. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  151. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  152. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  153. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  154. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  155. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  156. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  157. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  158. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  159. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  160. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  161. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  162. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  163. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  164. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  165. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  166. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  167. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  168. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  171. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  176. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  177. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  178. package/src/core/bvh8/BVH8.js +436 -436
  179. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  180. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  181. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  182. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  183. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  184. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  185. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  186. package/src/core/bvh8/build/byte.js +9 -9
  187. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  188. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  189. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  190. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  191. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  192. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  193. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  194. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  195. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  196. package/src/core/bvh8/bvh8_quality.js +72 -72
  197. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  198. package/src/core/clipboard/obtainClipBoard.js +29 -29
  199. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  200. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  201. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  202. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  203. package/src/core/collection/union-find/union_find.js +79 -79
  204. package/src/core/color/PQ/PQ_constants.d.ts +43 -0
  205. package/src/core/color/PQ/PQ_constants.d.ts.map +1 -0
  206. package/src/core/color/PQ/PQ_constants.js +50 -0
  207. package/src/core/color/PQ/PQ_to_linear.d.ts +24 -0
  208. package/src/core/color/PQ/PQ_to_linear.d.ts.map +1 -0
  209. package/src/core/color/PQ/PQ_to_linear.js +35 -0
  210. package/src/core/color/PQ/linear_to_PQ.d.ts +27 -0
  211. package/src/core/color/PQ/linear_to_PQ.d.ts.map +1 -0
  212. package/src/core/color/PQ/linear_to_PQ.js +32 -0
  213. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  214. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  215. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  216. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  217. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  218. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  219. package/src/core/color/lab/xyz_to_lab.js +62 -62
  220. package/src/core/color/operations/color_darken.js +24 -24
  221. package/src/core/color/operations/color_desaturate.js +24 -24
  222. package/src/core/color/operations/color_lighten.js +24 -24
  223. package/src/core/color/operations/color_saturate.js +24 -24
  224. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  225. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  226. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  227. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  228. package/src/core/dom/isImageBitmap.js +12 -12
  229. package/src/core/function/frameThrottle.js +23 -23
  230. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  231. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  232. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  233. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  234. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  235. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  236. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  237. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  238. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  239. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  240. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  241. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  242. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  245. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  246. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  249. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
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  256. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  257. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  258. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  259. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  260. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  261. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  262. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  263. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  264. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  265. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  266. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  267. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  268. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  269. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  270. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  271. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  272. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  273. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  274. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  275. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  276. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  277. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  278. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
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  1781. package/src/shade/renderer/shadow/map/PointLightShadowmap.js +105 -105
  1782. package/src/shade/renderer/shadow/map/SpotLightShadowmap.js +63 -63
  1783. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +89 -89
  1784. package/src/shade/renderer/shadow/map/shadowmap_update_score.js +232 -232
  1785. package/src/shade/renderer/texture/GPUTextureAllocator.js +85 -85
  1786. package/src/shade/renderer/texture/texture_pool_ops.js +171 -171
  1787. package/src/shade/renderer/texture/virtual/PageTableQuadAllocator.js +253 -253
  1788. package/src/shade/renderer/texture/virtual/README.md +276 -276
  1789. package/src/shade/renderer/texture/virtual/VTPageTable.js +330 -330
  1790. package/src/shade/renderer/texture/virtual/VTPhysicalCache.js +349 -349
  1791. package/src/shade/renderer/texture/virtual/VT_CONSTANTS.js +154 -154
  1792. package/src/shade/renderer/texture/virtual/VT_STACK_INFO_STRUCT.js +20 -20
  1793. package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +1276 -1276
  1794. package/src/shade/renderer/texture/virtual/VirtualTextureStack.js +106 -106
  1795. package/src/shade/renderer/texture/virtual/build_chunk_vt_lookup.js +150 -150
  1796. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +232 -232
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  1800. package/src/shade/renderer/texture/virtual/source/VTSourceTiled.js +132 -132
  1801. package/src/shade/renderer/water/GPUWaterRenderer.js +167 -167
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  1803. package/src/shade/renderer/water/water_height_texture_from_sampler.js +56 -56
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  1805. package/src/shade/wgsl/validate_wgsl_source.js +316 -316
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  1807. package/src/view/controller/controls/Vector2Control.js +83 -83
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  1812. package/src/view/graphics/WebGLContextFailureView.js +76 -76
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  1814. package/src/view/layout/SplitView.js +365 -365
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  1816. package/src/view/minimap/MinimapCanvasView.js +411 -411
  1817. package/src/view/minimap/MinimapImageCache.js +88 -88
  1818. package/src/view/minimap/MinimapMarkerCollection.d.ts +0 -1
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  1820. package/src/view/minimap/MinimapMarkerCollection.js +180 -180
  1821. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  1822. package/src/view/minimap/minimap_focus_area.js +97 -97
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  1824. package/src/core/geom/3d/topology/struct/binary/io/moved_tests.txt +0 -37
  1825. package/src/engine/ecs/attachment/Attachment.d.ts +0 -40
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  1840. package/src/engine/ecs/sockets/AttachmentSocket.d.ts +0 -32
  1841. package/src/engine/ecs/sockets/AttachmentSocket.d.ts.map +0 -1
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  1849. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts +0 -29
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  1852. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts +0 -6
  1853. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts.map +0 -1
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  1863. package/src/shade/renderer/scene/optimization/geometry/internal/bt_find_edge_between.js +0 -35
  1864. package/src/shade/renderer/scene/serialization/linear_to_pq.d.ts +0 -2
  1865. package/src/shade/renderer/scene/serialization/linear_to_pq.d.ts.map +0 -1
  1866. package/src/shade/renderer/scene/serialization/linear_to_pq.js +0 -14
  1867. package/src/shade/renderer/scene/serialization/pq_to_linear.d.ts +0 -9
  1868. package/src/shade/renderer/scene/serialization/pq_to_linear.d.ts.map +0 -1
  1869. package/src/shade/renderer/scene/serialization/pq_to_linear.js +0 -30
@@ -1,490 +1,490 @@
1
- import { assert } from "../../../../../../assert.js";
2
- import { clamp01 } from "../../../../../../math/clamp01.js";
3
- import { inverseLerp } from "../../../../../../math/inverseLerp.js";
4
- import {
5
- line3_compute_segment_point_distance_eikonal
6
- } from "../../../../line/line3_compute_segment_point_distance_eikonal.js";
7
- import { NULL_POINTER } from "../BinaryTopology.js";
8
- import { BitSet } from "../../../../../../binary/BitSet.js";
9
- import { bt_face_get_incenter } from "../query/bt_face_get_incenter.js";
10
- import { bt_face_island_flood_fill } from "../query/bt_face_island_flood_fill.js";
11
- import { bt_collect_boundary_segments } from "../query/bt_collect_boundary_segments.js";
12
- import { segment3_point_distance_to_segments } from "../../../../line/segment3_point_distance_to_segments.js";
13
- import { bt_mesh_build_boundary_euclidean_distance_field } from "../query/bt_mesh_build_boundary_euclidean_distance_field.js";
14
- import { bt_mesh_cleanup_faceless_references } from "./bt_mesh_cleanup_faceless_references.js";
15
- import { bt_edge_split } from "./edge/bt_edge_split.js";
16
- import { bt_face_kill } from "./face/bt_face_kill.js";
17
- import { bt_face_poke } from "./face/bt_face_poke.js";
18
-
19
- /**
20
- * Shrinks an island of faces by a given distance.
21
- * Conceptually, this moves the outline of the island inwards.
22
- * Assumes the input mesh is triangulated, see {@link bt_mesh_triangulate}.
23
- *
24
- * It is assumed that the island does not share any edges/vertices with any other part of the mesh. If this assumption is violated - expect undefined behavior.
25
- * An island is not restricted to all faces being co-planar, it may curve.
26
- * The erosion distance may be smaller than the smallest triangle height in the island, or it may be significantly larger - there is no restriction.
27
- *
28
- * @param {BinaryTopology} mesh
29
- * @param {number[]} faces seed faces of the island to erode
30
- * @param {number} erode_distance distance to move the outline inwards by
31
- */
32
- export function bt_mesh_face_island_erode(
33
- mesh,
34
- faces,
35
- erode_distance
36
- ) {
37
-
38
- if (faces.length === 0 || erode_distance <= 0) {
39
- // no work to do
40
- return;
41
- }
42
-
43
- // Reused island working sets. collect_island_sets clears and refills these in place, so the same
44
- // four Set objects serve the whole erosion (which re-derives them many times) without allocating.
45
- const island_vertices = new Set();
46
- const island_edges = new Set();
47
- const boundary_vertices = new Set();
48
- const boundary_edges = new Set();
49
-
50
- /**
51
- * Refill the four island working sets for `island_faces`: every vertex and edge the island touches,
52
- * plus the subset of each that lies on the boundary (an edge whose radial cycle is a single loop).
53
- * Clears the sets first so their backing storage is reused across calls.
54
- *
55
- * @param {number[]} island_faces allocated face IDs making up the island
56
- */
57
- function collect_island_sets(island_faces) {
58
- island_vertices.clear();
59
- island_edges.clear();
60
- boundary_vertices.clear();
61
- boundary_edges.clear();
62
-
63
- for (let i = 0; i < island_faces.length; i++) {
64
- const f = island_faces[i];
65
- const l_first = mesh.face_read_loop(f);
66
- if (l_first === NULL_POINTER) continue;
67
-
68
- let l_curr = l_first;
69
- do {
70
- island_vertices.add(mesh.loop_read_vertex(l_curr));
71
- island_edges.add(mesh.loop_read_edge(l_curr));
72
- l_curr = mesh.loop_read_next(l_curr);
73
- } while (l_curr !== l_first);
74
- }
75
-
76
- for (const e of island_edges) {
77
- const l = mesh.edge_read_loop(e);
78
- if (mesh.loop_read_radial_next(l) === l) {
79
- boundary_vertices.add(mesh.edge_read_vertex1(e));
80
- boundary_vertices.add(mesh.edge_read_vertex2(e));
81
- boundary_edges.add(e);
82
- }
83
- }
84
- }
85
-
86
- // Reused buffers for re-deriving the island's faces after edge splits.
87
- const flood_visited = new BitSet();
88
- const island_faces_scratch = [];
89
-
90
- /**
91
- * Re-derive the (now larger) face list of this island after edge splits, by flood-filling
92
- * edge-adjacency from the original seed faces. {@link bt_edge_split} reuses the original face IDs
93
- * for one half of each split, so the seeds stay allocated and edge-connected to the new fragments.
94
- * Returns a reused buffer - the caller must not retain it across calls.
95
- *
96
- * @param {number[]} seed_faces original island face IDs
97
- * @returns {number[]} the island's current faces (reused buffer)
98
- */
99
- function recompute_island_faces(seed_faces) {
100
- flood_visited.reset();
101
- island_faces_scratch.length = 0;
102
- bt_face_island_flood_fill(mesh, seed_faces, island_faces_scratch, flood_visited);
103
- return island_faces_scratch;
104
- }
105
-
106
- let island_faces = faces;
107
- collect_island_sets(island_faces);
108
-
109
- if (boundary_vertices.size === 0) {
110
- // no boundary vertices found
111
- // should never happen if the mesh is valid
112
- return;
113
- }
114
-
115
- // ---------------------------------------------------------
116
- // CONNECTIVITY PRE-PASS (fix for erosion fragmentation)
117
- // ---------------------------------------------------------
118
- // The distance field is sampled only at vertices and interpolated linearly along edges. An
119
- // *interior* edge whose BOTH endpoints lie on the boundary therefore reads as ~0 along its entire
120
- // length, even where its middle sits deep inside the island (the shared diagonal of a coarse quad,
121
- // or the seam between two large coplanar tiles). Erosion then culls a band straddling that edge and
122
- // severs one connected island into disconnected pieces.
123
- //
124
- // Fix: insert an interior vertex at the midpoint of every such edge. The new vertex is genuinely
125
- // interior, so it gets the correct (large) clearance and the contour keeps the deep interior alive,
126
- // preserving connectivity. A single pass suffices: splitting a boundary-boundary interior edge
127
- // yields only boundary-interior edges, creating no new offenders.
128
- {
129
- const split_targets = [];
130
-
131
- for (const e of island_edges) {
132
- if (boundary_edges.has(e)) {
133
- // a true boundary edge defines the outline - never split it
134
- continue;
135
- }
136
-
137
- const v1 = mesh.edge_read_vertex1(e);
138
- const v2 = mesh.edge_read_vertex2(e);
139
-
140
- if (boundary_vertices.has(v1) && boundary_vertices.has(v2)) {
141
- split_targets.push(e);
142
- }
143
- }
144
-
145
- if (split_targets.length > 0) {
146
- for (let i = 0; i < split_targets.length; i++) {
147
- bt_edge_split(mesh, split_targets[i], 0.5);
148
- }
149
-
150
- island_faces = recompute_island_faces(faces);
151
- collect_island_sets(island_faces);
152
-
153
- if (boundary_vertices.size === 0) {
154
- return;
155
- }
156
- }
157
- }
158
-
159
- // Distance field: EXACT straight-line distance from each island vertex to the nearest boundary
160
- // edge. Agent clearance is a Euclidean (line-of-sight) distance to the nearest wall, NOT a geodesic
161
- // distance measured along the surface, so the eikonal field would be both semantically wrong here
162
- // and sensitive to the triangulation (a lumpy, non-uniform inset). See
163
- // bt_mesh_build_boundary_euclidean_distance_field.
164
- /**
165
- * Vertex -> distance from boundary.
166
- * @type {Map<number, number>}
167
- */
168
- const vertex_boundary_distances = new Map();
169
-
170
- // Flat boundary segment buffer (6 numbers per segment), reused across every field rebuild.
171
- const boundary_segments = [];
172
-
173
- // (Re)compute the exact distance field for the current island vertices and boundary.
174
- function compute_field() {
175
- bt_collect_boundary_segments(mesh, boundary_edges, boundary_segments);
176
- bt_mesh_build_boundary_euclidean_distance_field(
177
- vertex_boundary_distances,
178
- mesh,
179
- island_vertices,
180
- boundary_segments
181
- );
182
- }
183
-
184
- compute_field();
185
-
186
- // CUT-BAND REFINEMENT. The inset contour is reconstructed piecewise-linearly from the faces the
187
- // erosion threshold passes through, so on a coarse/skewed triangulation the cut chord deviates from
188
- // the true offset (a strip-built platform eroded unevenly, 0.4 on one side and 0.6 on another). For
189
- // each straddling face, place the two cut points and test whether the chord really lies at the
190
- // erode distance; only refine (split the longest edge) when it deviates. Already-accurate cuts
191
- // (e.g. a plain quad's straight sides) are left coarse, so detail is added only where needed.
192
- {
193
- const fine = Math.max(erode_distance * 0.5, 0.1);
194
- const fine_sq = fine * fine;
195
- const tol = Math.max(erode_distance * 0.15, 0.04);
196
- let rounds = 0;
197
-
198
- const ca = new Float32Array(3), cb = new Float32Array(3), cc = new Float32Array(3);
199
-
200
- // the two points where the threshold crosses the current face's edges
201
- const cut_a = new Float32Array(3), cut_b = new Float32Array(3);
202
-
203
- /** Does this point sit further than `tol` from the true erosion offset? */
204
- function deviates(x, y, z) {
205
- return Math.abs(segment3_point_distance_to_segments(boundary_segments, x, y, z) - erode_distance) > tol;
206
- }
207
-
208
- // reused across rounds: edges whose longest side should be split this round
209
- const refine_targets = new Set();
210
-
211
- while (rounds < 48) {
212
- rounds++;
213
-
214
- refine_targets.clear();
215
-
216
- for (let i = 0; i < island_faces.length; i++) {
217
- const f = island_faces[i];
218
- if (!mesh.faces.is_allocated(f)) continue;
219
-
220
- const la = mesh.face_read_loop(f);
221
- const lb = mesh.loop_read_next(la);
222
- const lc = mesh.loop_read_next(lb);
223
- const v1 = mesh.loop_read_vertex(la);
224
- const v2 = mesh.loop_read_vertex(lb);
225
- const v3 = mesh.loop_read_vertex(lc);
226
-
227
- const d1 = vertex_boundary_distances.get(v1);
228
- const d2 = vertex_boundary_distances.get(v2);
229
- const d3 = vertex_boundary_distances.get(v3);
230
-
231
- const dmin = Math.min(d1, d2, d3);
232
- const dmax = Math.max(d1, d2, d3);
233
-
234
- // does the erode threshold pass through this face?
235
- if (!(dmin < erode_distance && dmax > erode_distance)) continue;
236
-
237
- mesh.vertex_read_coordinate(ca, 0, v1);
238
- mesh.vertex_read_coordinate(cb, 0, v2);
239
- mesh.vertex_read_coordinate(cc, 0, v3);
240
-
241
- const e_ab = (ca[0] - cb[0]) ** 2 + (ca[1] - cb[1]) ** 2 + (ca[2] - cb[2]) ** 2;
242
- const e_bc = (cb[0] - cc[0]) ** 2 + (cb[1] - cc[1]) ** 2 + (cb[2] - cc[2]) ** 2;
243
- const e_ca = (cc[0] - ca[0]) ** 2 + (cc[1] - ca[1]) ** 2 + (cc[2] - ca[2]) ** 2;
244
- const longest = Math.max(e_ab, e_bc, e_ca);
245
-
246
- if (longest <= fine_sq) continue;
247
-
248
- // the two cut points where the threshold crosses this face's edges
249
- let crossings = 0;
250
- // edge (v1,v2)
251
- if ((d1 < erode_distance) !== (d2 < erode_distance)) {
252
- const t = (erode_distance - d1) / (d2 - d1);
253
- const c = crossings === 0 ? cut_a : cut_b;
254
- c[0] = ca[0] + t * (cb[0] - ca[0]); c[1] = ca[1] + t * (cb[1] - ca[1]); c[2] = ca[2] + t * (cb[2] - ca[2]); crossings++;
255
- }
256
- // edge (v2,v3)
257
- if ((d2 < erode_distance) !== (d3 < erode_distance)) {
258
- const t = (erode_distance - d2) / (d3 - d2);
259
- const c = crossings === 0 ? cut_a : cut_b;
260
- c[0] = cb[0] + t * (cc[0] - cb[0]); c[1] = cb[1] + t * (cc[1] - cb[1]); c[2] = cb[2] + t * (cc[2] - cb[2]); crossings++;
261
- }
262
- // edge (v3,v1)
263
- if ((d3 < erode_distance) !== (d1 < erode_distance)) {
264
- const t = (erode_distance - d3) / (d1 - d3);
265
- const c = crossings === 0 ? cut_a : cut_b;
266
- c[0] = cc[0] + t * (ca[0] - cc[0]); c[1] = cc[1] + t * (ca[1] - cc[1]); c[2] = cc[2] + t * (ca[2] - cc[2]); crossings++;
267
- }
268
-
269
- // A triangle's vertices give an even number of sign changes around its cycle, so the
270
- // threshold crosses either no edges or exactly two - never one or three.
271
- assert.ok(crossings === 0 || crossings === 2, 'expected 0 or 2 threshold crossings');
272
-
273
- // Accuracy is judged at BOTH ends of the cut chord as well as at its middle. The chord's
274
- // endpoints are the vertices the eroded outline is actually built from, and the distance
275
- // field is only piecewise-linear along an edge (it kinks wherever the nearest boundary
276
- // feature changes), so an endpoint can sit far off the true offset while the midpoint
277
- // still reads correct - one end too deep and the other too shallow cancel out at the
278
- // centre. Judging by the midpoint alone accepted those chords, and the misplaced
279
- // endpoint survived into the navmesh as a visible kink. The midpoint is still checked
280
- // too: a chord across a rounded corner can have both ends on the offset and bulge away
281
- // from it in between.
282
- if (crossings === 2
283
- && !deviates(cut_a[0], cut_a[1], cut_a[2])
284
- && !deviates(cut_b[0], cut_b[1], cut_b[2])
285
- && !deviates((cut_a[0] + cut_b[0]) * 0.5, (cut_a[1] + cut_b[1]) * 0.5, (cut_a[2] + cut_b[2]) * 0.5)) {
286
- // the straight cut here is already accurate - leave this face coarse
287
- continue;
288
- }
289
-
290
- const sl = (longest === e_ab) ? la : (longest === e_bc) ? lb : lc;
291
- refine_targets.add(mesh.loop_read_edge(sl));
292
- }
293
-
294
- if (refine_targets.size === 0) break;
295
-
296
- for (const e of refine_targets) {
297
- if (mesh.edges.is_allocated(e)) bt_edge_split(mesh, e, 0.5);
298
- }
299
-
300
- island_faces = recompute_island_faces(faces);
301
- collect_island_sets(island_faces);
302
-
303
- compute_field();
304
-
305
- if (mesh.faces.size > 200000) break;
306
- }
307
- }
308
-
309
- // ---------------------------------------------------------
310
- // PEAK RESCUE PASS
311
- // Handle cases where a face is "submerged" by its vertex values but geometrically contains a safe
312
- // zone (e.g. a single triangle whose corners are all on the boundary, but whose incenter is not).
313
- // ---------------------------------------------------------
314
-
315
- // Snapshot the face list because we may modify topology (poke) while iterating.
316
- const faces_to_check = [...island_faces];
317
- const centroid = [];
318
- const scratch_v1 = [];
319
- const scratch_v2 = [];
320
-
321
- for (const f of faces_to_check) {
322
- // Collect face vertices and check if they are all "dead".
323
- let l_curr = mesh.face_read_loop(f);
324
- const l_end = l_curr;
325
- let all_dead = true;
326
-
327
- do {
328
- const v = mesh.loop_read_vertex(l_curr);
329
- if ((vertex_boundary_distances.get(v) || 0) >= erode_distance) {
330
- all_dead = false;
331
- }
332
- l_curr = mesh.loop_read_next(l_curr);
333
- } while (l_curr !== l_end);
334
-
335
- if (all_dead) {
336
- // This face is slated for total deletion. Check whether we should rescue it by adding a peak
337
- // vertex at the incenter.
338
-
339
- // 1. Incenter (for a triangle; falls back to centroid for other n-gons).
340
- bt_face_get_incenter(centroid, 0, mesh, f);
341
-
342
- // 2. Incenter distance to boundary (min over this face's own boundary-crossing edges).
343
- let min_dist = Infinity;
344
- l_curr = mesh.face_read_loop(f);
345
- do {
346
- const e = mesh.loop_read_edge(l_curr);
347
-
348
- const v1 = mesh.edge_read_vertex1(e);
349
- const v2 = mesh.edge_read_vertex2(e);
350
-
351
- if (island_vertices.has(v1) && island_vertices.has(v2)) {
352
-
353
- mesh.vertex_read_coordinate(scratch_v1, 0, v1);
354
- mesh.vertex_read_coordinate(scratch_v2, 0, v2);
355
-
356
- const d1 = vertex_boundary_distances.get(v1);
357
- const d2 = vertex_boundary_distances.get(v2);
358
-
359
- if (d1 < erode_distance || d2 < erode_distance) {
360
- // only consider edges that could cross the erosion threshold
361
-
362
- const d = line3_compute_segment_point_distance_eikonal(
363
- d1, d2,
364
- scratch_v1[0], scratch_v1[1], scratch_v1[2],
365
- scratch_v2[0], scratch_v2[1], scratch_v2[2],
366
- centroid[0], centroid[1], centroid[2]
367
- );
368
-
369
- if (d < min_dist) {
370
- min_dist = d;
371
- }
372
- }
373
- }
374
-
375
- l_curr = mesh.loop_read_next(l_curr);
376
- } while (l_curr !== l_end);
377
-
378
- // min_dist === Infinity means this face has no boundary edges (it's internal); leave it to
379
- // the interpolated field. We only rescue faces touching the boundary that collapsed.
380
- if (min_dist !== Infinity && min_dist > erode_distance) {
381
- // RESCUE: the center is safe - poke the face to create a vertex at the incenter.
382
- const new_vert = bt_face_poke(mesh, f, centroid[0], centroid[1], centroid[2]);
383
-
384
- island_vertices.add(new_vert);
385
- vertex_boundary_distances.set(new_vert, min_dist);
386
-
387
- // Register the new edges fanning from the centre into the working edge set.
388
- const e_first = mesh.vertex_read_edge(new_vert);
389
-
390
- let e_scan = e_first;
391
- do {
392
- island_edges.add(e_scan);
393
-
394
- const v1 = mesh.edge_read_vertex1(e_scan);
395
- const is_v1 = v1 === new_vert;
396
-
397
- // sanity: exactly one endpoint is the new vertex
398
- const v2 = mesh.edge_read_vertex2(e_scan);
399
- if (is_v1) {
400
- assert.equal(v1, new_vert, 'edge vertex does not match new vertex');
401
- assert.notEqual(v2, new_vert, 'edge vertex does not match new vertex');
402
- } else {
403
- assert.equal(v2, new_vert, 'edge vertex does not match new vertex');
404
- assert.notEqual(v1, new_vert, 'edge vertex does not match new vertex');
405
- }
406
-
407
- e_scan = is_v1 ? mesh.edge_read_v1_disk_next(e_scan) : mesh.edge_read_v2_disk_next(e_scan);
408
- } while (e_scan !== e_first);
409
- }
410
- }
411
- }
412
-
413
- // Trace the contour: split every island edge that strictly crosses the erosion threshold, exactly at
414
- // the crossing. Parallel arrays (edge id + parameter) avoid one small object per crossing edge.
415
- const split_edges = [];
416
- const split_ts = [];
417
-
418
- for (const e of island_edges) {
419
-
420
- assert.equal(mesh.edges.is_allocated(e), true, 'edge is not allocated');
421
-
422
- const v1 = mesh.edge_read_vertex1(e);
423
- const v2 = mesh.edge_read_vertex2(e);
424
-
425
- const d1 = vertex_boundary_distances.get(v1);
426
- const d2 = vertex_boundary_distances.get(v2);
427
-
428
- // does the edge strictly cross the erosion threshold?
429
- const crosses_erosion_boundary = (d1 < erode_distance && d2 > erode_distance) || (d2 < erode_distance && d1 > erode_distance);
430
-
431
- if (crosses_erosion_boundary) {
432
- const t = clamp01(inverseLerp(d1, d2, erode_distance));
433
- split_edges.push(e);
434
- split_ts.push(t);
435
- }
436
- }
437
-
438
- for (let i = 0; i < split_edges.length; i++) {
439
- // splits the edge as well as the adjacent faces
440
- bt_edge_split(mesh, split_edges[i], split_ts[i]);
441
- }
442
-
443
- // Cull dead geometry: any vertex whose distance is < erode_distance is dead, and every face touching
444
- // a dead vertex must be destroyed.
445
- /**
446
- * @type {Set<number>}
447
- */
448
- const faces_to_kill = new Set();
449
-
450
- const EPSILON = 1e-17;
451
-
452
- for (const [vertex, distance] of vertex_boundary_distances.entries()) {
453
- if (distance >= erode_distance - EPSILON) {
454
- // too far, survives
455
- continue;
456
- }
457
-
458
- const e_first = mesh.vertex_read_edge(vertex);
459
-
460
- if (e_first === NULL_POINTER) {
461
- continue;
462
- }
463
-
464
- let e_curr = e_first;
465
- do {
466
- // traverse radial loops to gather all faces connected to this edge
467
- const l_first = mesh.edge_read_loop(e_curr);
468
- if (l_first !== NULL_POINTER) {
469
- let l_curr = l_first;
470
- do {
471
- faces_to_kill.add(mesh.loop_read_face(l_curr));
472
- l_curr = mesh.loop_read_radial_next(l_curr);
473
- } while (l_curr !== l_first);
474
- }
475
-
476
- // move around the disk cycle
477
- const v1 = mesh.edge_read_vertex1(e_curr);
478
- e_curr = (v1 === vertex) ? mesh.edge_read_v1_disk_next(e_curr) : mesh.edge_read_v2_disk_next(e_curr);
479
- } while (e_curr !== e_first && e_curr !== NULL_POINTER);
480
- }
481
-
482
- for (const f of faces_to_kill) {
483
- bt_face_kill(mesh, f);
484
- }
485
-
486
- // Cleanup floating vertices and edges.
487
- if (faces_to_kill.size > 0) {
488
- bt_mesh_cleanup_faceless_references(mesh);
489
- }
490
- }
1
+ import { assert } from "../../../../../../assert.js";
2
+ import { clamp01 } from "../../../../../../math/clamp01.js";
3
+ import { inverseLerp } from "../../../../../../math/inverseLerp.js";
4
+ import {
5
+ line3_compute_segment_point_distance_eikonal
6
+ } from "../../../../line/line3_compute_segment_point_distance_eikonal.js";
7
+ import { NULL_POINTER } from "../BinaryTopology.js";
8
+ import { BitSet } from "../../../../../../binary/BitSet.js";
9
+ import { bt_face_get_incenter } from "../query/bt_face_get_incenter.js";
10
+ import { bt_face_island_flood_fill } from "../query/bt_face_island_flood_fill.js";
11
+ import { bt_collect_boundary_segments } from "../query/bt_collect_boundary_segments.js";
12
+ import { segment3_point_distance_to_segments } from "../../../../line/segment3_point_distance_to_segments.js";
13
+ import { bt_mesh_build_boundary_euclidean_distance_field } from "../query/bt_mesh_build_boundary_euclidean_distance_field.js";
14
+ import { bt_mesh_cleanup_faceless_references } from "./bt_mesh_cleanup_faceless_references.js";
15
+ import { bt_edge_split } from "./edge/bt_edge_split.js";
16
+ import { bt_face_kill } from "./face/bt_face_kill.js";
17
+ import { bt_face_poke } from "./face/bt_face_poke.js";
18
+
19
+ /**
20
+ * Shrinks an island of faces by a given distance.
21
+ * Conceptually, this moves the outline of the island inwards.
22
+ * Assumes the input mesh is triangulated, see {@link bt_mesh_triangulate}.
23
+ *
24
+ * It is assumed that the island does not share any edges/vertices with any other part of the mesh. If this assumption is violated - expect undefined behavior.
25
+ * An island is not restricted to all faces being co-planar, it may curve.
26
+ * The erosion distance may be smaller than the smallest triangle height in the island, or it may be significantly larger - there is no restriction.
27
+ *
28
+ * @param {BinaryTopology} mesh
29
+ * @param {number[]} faces seed faces of the island to erode
30
+ * @param {number} erode_distance distance to move the outline inwards by
31
+ */
32
+ export function bt_mesh_face_island_erode(
33
+ mesh,
34
+ faces,
35
+ erode_distance
36
+ ) {
37
+
38
+ if (faces.length === 0 || erode_distance <= 0) {
39
+ // no work to do
40
+ return;
41
+ }
42
+
43
+ // Reused island working sets. collect_island_sets clears and refills these in place, so the same
44
+ // four Set objects serve the whole erosion (which re-derives them many times) without allocating.
45
+ const island_vertices = new Set();
46
+ const island_edges = new Set();
47
+ const boundary_vertices = new Set();
48
+ const boundary_edges = new Set();
49
+
50
+ /**
51
+ * Refill the four island working sets for `island_faces`: every vertex and edge the island touches,
52
+ * plus the subset of each that lies on the boundary (an edge whose radial cycle is a single loop).
53
+ * Clears the sets first so their backing storage is reused across calls.
54
+ *
55
+ * @param {number[]} island_faces allocated face IDs making up the island
56
+ */
57
+ function collect_island_sets(island_faces) {
58
+ island_vertices.clear();
59
+ island_edges.clear();
60
+ boundary_vertices.clear();
61
+ boundary_edges.clear();
62
+
63
+ for (let i = 0; i < island_faces.length; i++) {
64
+ const f = island_faces[i];
65
+ const l_first = mesh.face_read_loop(f);
66
+ if (l_first === NULL_POINTER) continue;
67
+
68
+ let l_curr = l_first;
69
+ do {
70
+ island_vertices.add(mesh.loop_read_vertex(l_curr));
71
+ island_edges.add(mesh.loop_read_edge(l_curr));
72
+ l_curr = mesh.loop_read_next(l_curr);
73
+ } while (l_curr !== l_first);
74
+ }
75
+
76
+ for (const e of island_edges) {
77
+ const l = mesh.edge_read_loop(e);
78
+ if (mesh.loop_read_radial_next(l) === l) {
79
+ boundary_vertices.add(mesh.edge_read_vertex1(e));
80
+ boundary_vertices.add(mesh.edge_read_vertex2(e));
81
+ boundary_edges.add(e);
82
+ }
83
+ }
84
+ }
85
+
86
+ // Reused buffers for re-deriving the island's faces after edge splits.
87
+ const flood_visited = new BitSet();
88
+ const island_faces_scratch = [];
89
+
90
+ /**
91
+ * Re-derive the (now larger) face list of this island after edge splits, by flood-filling
92
+ * edge-adjacency from the original seed faces. {@link bt_edge_split} reuses the original face IDs
93
+ * for one half of each split, so the seeds stay allocated and edge-connected to the new fragments.
94
+ * Returns a reused buffer - the caller must not retain it across calls.
95
+ *
96
+ * @param {number[]} seed_faces original island face IDs
97
+ * @returns {number[]} the island's current faces (reused buffer)
98
+ */
99
+ function recompute_island_faces(seed_faces) {
100
+ flood_visited.reset();
101
+ island_faces_scratch.length = 0;
102
+ bt_face_island_flood_fill(mesh, seed_faces, island_faces_scratch, flood_visited);
103
+ return island_faces_scratch;
104
+ }
105
+
106
+ let island_faces = faces;
107
+ collect_island_sets(island_faces);
108
+
109
+ if (boundary_vertices.size === 0) {
110
+ // no boundary vertices found
111
+ // should never happen if the mesh is valid
112
+ return;
113
+ }
114
+
115
+ // ---------------------------------------------------------
116
+ // CONNECTIVITY PRE-PASS (fix for erosion fragmentation)
117
+ // ---------------------------------------------------------
118
+ // The distance field is sampled only at vertices and interpolated linearly along edges. An
119
+ // *interior* edge whose BOTH endpoints lie on the boundary therefore reads as ~0 along its entire
120
+ // length, even where its middle sits deep inside the island (the shared diagonal of a coarse quad,
121
+ // or the seam between two large coplanar tiles). Erosion then culls a band straddling that edge and
122
+ // severs one connected island into disconnected pieces.
123
+ //
124
+ // Fix: insert an interior vertex at the midpoint of every such edge. The new vertex is genuinely
125
+ // interior, so it gets the correct (large) clearance and the contour keeps the deep interior alive,
126
+ // preserving connectivity. A single pass suffices: splitting a boundary-boundary interior edge
127
+ // yields only boundary-interior edges, creating no new offenders.
128
+ {
129
+ const split_targets = [];
130
+
131
+ for (const e of island_edges) {
132
+ if (boundary_edges.has(e)) {
133
+ // a true boundary edge defines the outline - never split it
134
+ continue;
135
+ }
136
+
137
+ const v1 = mesh.edge_read_vertex1(e);
138
+ const v2 = mesh.edge_read_vertex2(e);
139
+
140
+ if (boundary_vertices.has(v1) && boundary_vertices.has(v2)) {
141
+ split_targets.push(e);
142
+ }
143
+ }
144
+
145
+ if (split_targets.length > 0) {
146
+ for (let i = 0; i < split_targets.length; i++) {
147
+ bt_edge_split(mesh, split_targets[i], 0.5);
148
+ }
149
+
150
+ island_faces = recompute_island_faces(faces);
151
+ collect_island_sets(island_faces);
152
+
153
+ if (boundary_vertices.size === 0) {
154
+ return;
155
+ }
156
+ }
157
+ }
158
+
159
+ // Distance field: EXACT straight-line distance from each island vertex to the nearest boundary
160
+ // edge. Agent clearance is a Euclidean (line-of-sight) distance to the nearest wall, NOT a geodesic
161
+ // distance measured along the surface, so the eikonal field would be both semantically wrong here
162
+ // and sensitive to the triangulation (a lumpy, non-uniform inset). See
163
+ // bt_mesh_build_boundary_euclidean_distance_field.
164
+ /**
165
+ * Vertex -> distance from boundary.
166
+ * @type {Map<number, number>}
167
+ */
168
+ const vertex_boundary_distances = new Map();
169
+
170
+ // Flat boundary segment buffer (6 numbers per segment), reused across every field rebuild.
171
+ const boundary_segments = [];
172
+
173
+ // (Re)compute the exact distance field for the current island vertices and boundary.
174
+ function compute_field() {
175
+ bt_collect_boundary_segments(mesh, boundary_edges, boundary_segments);
176
+ bt_mesh_build_boundary_euclidean_distance_field(
177
+ vertex_boundary_distances,
178
+ mesh,
179
+ island_vertices,
180
+ boundary_segments
181
+ );
182
+ }
183
+
184
+ compute_field();
185
+
186
+ // CUT-BAND REFINEMENT. The inset contour is reconstructed piecewise-linearly from the faces the
187
+ // erosion threshold passes through, so on a coarse/skewed triangulation the cut chord deviates from
188
+ // the true offset (a strip-built platform eroded unevenly, 0.4 on one side and 0.6 on another). For
189
+ // each straddling face, place the two cut points and test whether the chord really lies at the
190
+ // erode distance; only refine (split the longest edge) when it deviates. Already-accurate cuts
191
+ // (e.g. a plain quad's straight sides) are left coarse, so detail is added only where needed.
192
+ {
193
+ const fine = Math.max(erode_distance * 0.5, 0.1);
194
+ const fine_sq = fine * fine;
195
+ const tol = Math.max(erode_distance * 0.15, 0.04);
196
+ let rounds = 0;
197
+
198
+ const ca = new Float32Array(3), cb = new Float32Array(3), cc = new Float32Array(3);
199
+
200
+ // the two points where the threshold crosses the current face's edges
201
+ const cut_a = new Float32Array(3), cut_b = new Float32Array(3);
202
+
203
+ /** Does this point sit further than `tol` from the true erosion offset? */
204
+ function deviates(x, y, z) {
205
+ return Math.abs(segment3_point_distance_to_segments(boundary_segments, x, y, z) - erode_distance) > tol;
206
+ }
207
+
208
+ // reused across rounds: edges whose longest side should be split this round
209
+ const refine_targets = new Set();
210
+
211
+ while (rounds < 48) {
212
+ rounds++;
213
+
214
+ refine_targets.clear();
215
+
216
+ for (let i = 0; i < island_faces.length; i++) {
217
+ const f = island_faces[i];
218
+ if (!mesh.faces.is_allocated(f)) continue;
219
+
220
+ const la = mesh.face_read_loop(f);
221
+ const lb = mesh.loop_read_next(la);
222
+ const lc = mesh.loop_read_next(lb);
223
+ const v1 = mesh.loop_read_vertex(la);
224
+ const v2 = mesh.loop_read_vertex(lb);
225
+ const v3 = mesh.loop_read_vertex(lc);
226
+
227
+ const d1 = vertex_boundary_distances.get(v1);
228
+ const d2 = vertex_boundary_distances.get(v2);
229
+ const d3 = vertex_boundary_distances.get(v3);
230
+
231
+ const dmin = Math.min(d1, d2, d3);
232
+ const dmax = Math.max(d1, d2, d3);
233
+
234
+ // does the erode threshold pass through this face?
235
+ if (!(dmin < erode_distance && dmax > erode_distance)) continue;
236
+
237
+ mesh.vertex_read_coordinate(ca, 0, v1);
238
+ mesh.vertex_read_coordinate(cb, 0, v2);
239
+ mesh.vertex_read_coordinate(cc, 0, v3);
240
+
241
+ const e_ab = (ca[0] - cb[0]) ** 2 + (ca[1] - cb[1]) ** 2 + (ca[2] - cb[2]) ** 2;
242
+ const e_bc = (cb[0] - cc[0]) ** 2 + (cb[1] - cc[1]) ** 2 + (cb[2] - cc[2]) ** 2;
243
+ const e_ca = (cc[0] - ca[0]) ** 2 + (cc[1] - ca[1]) ** 2 + (cc[2] - ca[2]) ** 2;
244
+ const longest = Math.max(e_ab, e_bc, e_ca);
245
+
246
+ if (longest <= fine_sq) continue;
247
+
248
+ // the two cut points where the threshold crosses this face's edges
249
+ let crossings = 0;
250
+ // edge (v1,v2)
251
+ if ((d1 < erode_distance) !== (d2 < erode_distance)) {
252
+ const t = (erode_distance - d1) / (d2 - d1);
253
+ const c = crossings === 0 ? cut_a : cut_b;
254
+ c[0] = ca[0] + t * (cb[0] - ca[0]); c[1] = ca[1] + t * (cb[1] - ca[1]); c[2] = ca[2] + t * (cb[2] - ca[2]); crossings++;
255
+ }
256
+ // edge (v2,v3)
257
+ if ((d2 < erode_distance) !== (d3 < erode_distance)) {
258
+ const t = (erode_distance - d2) / (d3 - d2);
259
+ const c = crossings === 0 ? cut_a : cut_b;
260
+ c[0] = cb[0] + t * (cc[0] - cb[0]); c[1] = cb[1] + t * (cc[1] - cb[1]); c[2] = cb[2] + t * (cc[2] - cb[2]); crossings++;
261
+ }
262
+ // edge (v3,v1)
263
+ if ((d3 < erode_distance) !== (d1 < erode_distance)) {
264
+ const t = (erode_distance - d3) / (d1 - d3);
265
+ const c = crossings === 0 ? cut_a : cut_b;
266
+ c[0] = cc[0] + t * (ca[0] - cc[0]); c[1] = cc[1] + t * (ca[1] - cc[1]); c[2] = cc[2] + t * (ca[2] - cc[2]); crossings++;
267
+ }
268
+
269
+ // A triangle's vertices give an even number of sign changes around its cycle, so the
270
+ // threshold crosses either no edges or exactly two - never one or three.
271
+ assert.ok(crossings === 0 || crossings === 2, 'expected 0 or 2 threshold crossings');
272
+
273
+ // Accuracy is judged at BOTH ends of the cut chord as well as at its middle. The chord's
274
+ // endpoints are the vertices the eroded outline is actually built from, and the distance
275
+ // field is only piecewise-linear along an edge (it kinks wherever the nearest boundary
276
+ // feature changes), so an endpoint can sit far off the true offset while the midpoint
277
+ // still reads correct - one end too deep and the other too shallow cancel out at the
278
+ // centre. Judging by the midpoint alone accepted those chords, and the misplaced
279
+ // endpoint survived into the navmesh as a visible kink. The midpoint is still checked
280
+ // too: a chord across a rounded corner can have both ends on the offset and bulge away
281
+ // from it in between.
282
+ if (crossings === 2
283
+ && !deviates(cut_a[0], cut_a[1], cut_a[2])
284
+ && !deviates(cut_b[0], cut_b[1], cut_b[2])
285
+ && !deviates((cut_a[0] + cut_b[0]) * 0.5, (cut_a[1] + cut_b[1]) * 0.5, (cut_a[2] + cut_b[2]) * 0.5)) {
286
+ // the straight cut here is already accurate - leave this face coarse
287
+ continue;
288
+ }
289
+
290
+ const sl = (longest === e_ab) ? la : (longest === e_bc) ? lb : lc;
291
+ refine_targets.add(mesh.loop_read_edge(sl));
292
+ }
293
+
294
+ if (refine_targets.size === 0) break;
295
+
296
+ for (const e of refine_targets) {
297
+ if (mesh.edges.is_allocated(e)) bt_edge_split(mesh, e, 0.5);
298
+ }
299
+
300
+ island_faces = recompute_island_faces(faces);
301
+ collect_island_sets(island_faces);
302
+
303
+ compute_field();
304
+
305
+ if (mesh.faces.size > 200000) break;
306
+ }
307
+ }
308
+
309
+ // ---------------------------------------------------------
310
+ // PEAK RESCUE PASS
311
+ // Handle cases where a face is "submerged" by its vertex values but geometrically contains a safe
312
+ // zone (e.g. a single triangle whose corners are all on the boundary, but whose incenter is not).
313
+ // ---------------------------------------------------------
314
+
315
+ // Snapshot the face list because we may modify topology (poke) while iterating.
316
+ const faces_to_check = [...island_faces];
317
+ const centroid = [];
318
+ const scratch_v1 = [];
319
+ const scratch_v2 = [];
320
+
321
+ for (const f of faces_to_check) {
322
+ // Collect face vertices and check if they are all "dead".
323
+ let l_curr = mesh.face_read_loop(f);
324
+ const l_end = l_curr;
325
+ let all_dead = true;
326
+
327
+ do {
328
+ const v = mesh.loop_read_vertex(l_curr);
329
+ if ((vertex_boundary_distances.get(v) || 0) >= erode_distance) {
330
+ all_dead = false;
331
+ }
332
+ l_curr = mesh.loop_read_next(l_curr);
333
+ } while (l_curr !== l_end);
334
+
335
+ if (all_dead) {
336
+ // This face is slated for total deletion. Check whether we should rescue it by adding a peak
337
+ // vertex at the incenter.
338
+
339
+ // 1. Incenter (for a triangle; falls back to centroid for other n-gons).
340
+ bt_face_get_incenter(centroid, 0, mesh, f);
341
+
342
+ // 2. Incenter distance to boundary (min over this face's own boundary-crossing edges).
343
+ let min_dist = Infinity;
344
+ l_curr = mesh.face_read_loop(f);
345
+ do {
346
+ const e = mesh.loop_read_edge(l_curr);
347
+
348
+ const v1 = mesh.edge_read_vertex1(e);
349
+ const v2 = mesh.edge_read_vertex2(e);
350
+
351
+ if (island_vertices.has(v1) && island_vertices.has(v2)) {
352
+
353
+ mesh.vertex_read_coordinate(scratch_v1, 0, v1);
354
+ mesh.vertex_read_coordinate(scratch_v2, 0, v2);
355
+
356
+ const d1 = vertex_boundary_distances.get(v1);
357
+ const d2 = vertex_boundary_distances.get(v2);
358
+
359
+ if (d1 < erode_distance || d2 < erode_distance) {
360
+ // only consider edges that could cross the erosion threshold
361
+
362
+ const d = line3_compute_segment_point_distance_eikonal(
363
+ d1, d2,
364
+ scratch_v1[0], scratch_v1[1], scratch_v1[2],
365
+ scratch_v2[0], scratch_v2[1], scratch_v2[2],
366
+ centroid[0], centroid[1], centroid[2]
367
+ );
368
+
369
+ if (d < min_dist) {
370
+ min_dist = d;
371
+ }
372
+ }
373
+ }
374
+
375
+ l_curr = mesh.loop_read_next(l_curr);
376
+ } while (l_curr !== l_end);
377
+
378
+ // min_dist === Infinity means this face has no boundary edges (it's internal); leave it to
379
+ // the interpolated field. We only rescue faces touching the boundary that collapsed.
380
+ if (min_dist !== Infinity && min_dist > erode_distance) {
381
+ // RESCUE: the center is safe - poke the face to create a vertex at the incenter.
382
+ const new_vert = bt_face_poke(mesh, f, centroid[0], centroid[1], centroid[2]);
383
+
384
+ island_vertices.add(new_vert);
385
+ vertex_boundary_distances.set(new_vert, min_dist);
386
+
387
+ // Register the new edges fanning from the centre into the working edge set.
388
+ const e_first = mesh.vertex_read_edge(new_vert);
389
+
390
+ let e_scan = e_first;
391
+ do {
392
+ island_edges.add(e_scan);
393
+
394
+ const v1 = mesh.edge_read_vertex1(e_scan);
395
+ const is_v1 = v1 === new_vert;
396
+
397
+ // sanity: exactly one endpoint is the new vertex
398
+ const v2 = mesh.edge_read_vertex2(e_scan);
399
+ if (is_v1) {
400
+ assert.equal(v1, new_vert, 'edge vertex does not match new vertex');
401
+ assert.notEqual(v2, new_vert, 'edge vertex does not match new vertex');
402
+ } else {
403
+ assert.equal(v2, new_vert, 'edge vertex does not match new vertex');
404
+ assert.notEqual(v1, new_vert, 'edge vertex does not match new vertex');
405
+ }
406
+
407
+ e_scan = is_v1 ? mesh.edge_read_v1_disk_next(e_scan) : mesh.edge_read_v2_disk_next(e_scan);
408
+ } while (e_scan !== e_first);
409
+ }
410
+ }
411
+ }
412
+
413
+ // Trace the contour: split every island edge that strictly crosses the erosion threshold, exactly at
414
+ // the crossing. Parallel arrays (edge id + parameter) avoid one small object per crossing edge.
415
+ const split_edges = [];
416
+ const split_ts = [];
417
+
418
+ for (const e of island_edges) {
419
+
420
+ assert.equal(mesh.edges.is_allocated(e), true, 'edge is not allocated');
421
+
422
+ const v1 = mesh.edge_read_vertex1(e);
423
+ const v2 = mesh.edge_read_vertex2(e);
424
+
425
+ const d1 = vertex_boundary_distances.get(v1);
426
+ const d2 = vertex_boundary_distances.get(v2);
427
+
428
+ // does the edge strictly cross the erosion threshold?
429
+ const crosses_erosion_boundary = (d1 < erode_distance && d2 > erode_distance) || (d2 < erode_distance && d1 > erode_distance);
430
+
431
+ if (crosses_erosion_boundary) {
432
+ const t = clamp01(inverseLerp(d1, d2, erode_distance));
433
+ split_edges.push(e);
434
+ split_ts.push(t);
435
+ }
436
+ }
437
+
438
+ for (let i = 0; i < split_edges.length; i++) {
439
+ // splits the edge as well as the adjacent faces
440
+ bt_edge_split(mesh, split_edges[i], split_ts[i]);
441
+ }
442
+
443
+ // Cull dead geometry: any vertex whose distance is < erode_distance is dead, and every face touching
444
+ // a dead vertex must be destroyed.
445
+ /**
446
+ * @type {Set<number>}
447
+ */
448
+ const faces_to_kill = new Set();
449
+
450
+ const EPSILON = 1e-17;
451
+
452
+ for (const [vertex, distance] of vertex_boundary_distances.entries()) {
453
+ if (distance >= erode_distance - EPSILON) {
454
+ // too far, survives
455
+ continue;
456
+ }
457
+
458
+ const e_first = mesh.vertex_read_edge(vertex);
459
+
460
+ if (e_first === NULL_POINTER) {
461
+ continue;
462
+ }
463
+
464
+ let e_curr = e_first;
465
+ do {
466
+ // traverse radial loops to gather all faces connected to this edge
467
+ const l_first = mesh.edge_read_loop(e_curr);
468
+ if (l_first !== NULL_POINTER) {
469
+ let l_curr = l_first;
470
+ do {
471
+ faces_to_kill.add(mesh.loop_read_face(l_curr));
472
+ l_curr = mesh.loop_read_radial_next(l_curr);
473
+ } while (l_curr !== l_first);
474
+ }
475
+
476
+ // move around the disk cycle
477
+ const v1 = mesh.edge_read_vertex1(e_curr);
478
+ e_curr = (v1 === vertex) ? mesh.edge_read_v1_disk_next(e_curr) : mesh.edge_read_v2_disk_next(e_curr);
479
+ } while (e_curr !== e_first && e_curr !== NULL_POINTER);
480
+ }
481
+
482
+ for (const f of faces_to_kill) {
483
+ bt_face_kill(mesh, f);
484
+ }
485
+
486
+ // Cleanup floating vertices and edges.
487
+ if (faces_to_kill.size > 0) {
488
+ bt_mesh_cleanup_faceless_references(mesh);
489
+ }
490
+ }