@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
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  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
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  1790. package/src/shade/renderer/texture/virtual/VTPhysicalCache.js +349 -349
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@@ -1,520 +1,628 @@
1
- /**
2
- * Exact obstacle carving at the triangle-soup level, with a faithful agent-radius offset.
3
- *
4
- * Each overhead obstacle's footprint is DILATED by the agent radius (Minkowski sum with a disc: edges
5
- * pushed out by r, convex corners replaced by a rounded arc), and that dilated polygon is subtracted
6
- * from the walkable triangles. The resulting hole boundary is therefore the true offset of the
7
- * obstacle - straight along edges, a clean arc at corners - rather than a wavy/mitred contour produced
8
- * by sampling-then-eroding. (Run AFTER the outer boundary has been eroded by r, so the obstacle holes
9
- * are not eroded a second time.)
10
- *
11
- * Overhead obstacles are the DOWNWARD-facing source faces; a face carves a walkable triangle only where
12
- * it sits above it, within `agent_height`.
13
- *
14
- * The subtraction uses the disjoint half-plane decomposition of a convex-polygon difference:
15
- * T \ F = U_i ( T inside(e_0..e_{i-1}) outside(e_i) )
16
- * each term convex, the terms disjoint, the union exactly T minus the convex (dilated) footprint F.
17
- * Each term is cut against the LINE of e_i rather than the edge itself, so its cut edge overshoots that
18
- * edge's endpoints; splitting it back at them (see {@link push_outside_piece}) keeps the pieces
19
- * conforming, so the seams fuse into shared edges instead of leaving T-junctions.
20
- *
21
- * Everything is data-oriented: clipping happens in the 2D plane perpendicular to `up`, with polygons
22
- * held as flat `Float64Array`s of (u,v) pairs and a small set of reused scratch buffers. World XYZ is
23
- * recovered for each surviving vertex by barycentric reconstruction on its (planar) source triangle, so
24
- * kept pieces stay exactly on the original - possibly tilted - walkable plane. Degenerate triangles are
25
- * dropped, and triangles that no footprint overlaps are copied straight through without allocation.
26
- *
27
- * The footprints are indexed in a BVH (keyed by their (u,v) extent and carve height band), so each soup
28
- * triangle only tests the obstacles that can actually overlap it - O(m log k) rather than O(m k) for m
29
- * soup triangles and k obstacles.
30
- */
31
-
32
- import { BVH } from "../../../../core/bvh2/bvh3/BVH.js";
33
- import { bvh_query_user_data_intersects_aabb } from "../../../../core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js";
34
- import { v3_dot } from "../../../../core/geom/vec3/v3_dot.js";
35
- import { v3_orthonormal_matrix_from_normal } from "../../../../core/geom/vec3/v3_orthonormal_matrix_from_normal.js";
36
- import { convex_hull_monotone_2d } from "../../../../core/geom/2d/convex-hull/convex_hull_monotone_2d.js";
37
- import { compute_polygon_area_2d } from "../../../../core/geom/2d/compute_polygon_area_2d.js";
38
- import { polygon2_clip_halfplane } from "../../../../core/geom/2d/polygon/polygon2_clip_halfplane.js";
39
-
40
- const POINT_EPS = 1e-9;
41
- const AREA_EPS = 1e-9;
42
- const HEIGHT_EPS = 1e-3;
43
- const CORNER_SEGMENT_ANGLE = Math.PI / 6; // ~30 deg per rounded-corner segment
44
-
45
- // Vertex coincidence key. Quantize each projected coordinate to QUANTIZE (1mm) and pack the two integer
46
- // coordinates into one safe-integer key: cheaper than a string and with no per-probe allocation. Each
47
- // axis occupies a biased 26-bit field, so the key stays unique while |u|,|v| < 2^25 / QUANTIZE
48
- // (~33,000 units). A 16-bit-per-axis pack would only reach ~3.3 units and silently collide - navmesh
49
- // coordinates routinely exceed that (e.g. geometry built 10,000 units from the origin). Coincident
50
- // vertices are the same source vertex projected identically, so they match at any quantization; the
51
- // precision only needs to keep genuinely distinct obstacle corners apart (the smallest is ~0.3 units).
52
- const QUANTIZE = 1e3;
53
- const KEY_BIAS = 1 << 25; // 33,554,432
54
- const KEY_STRIDE = 1 << 26; // 67,108,864
55
-
56
- // Reused clip scratch (stride 2: u,v). Grown on demand so a single allocation serves the whole soup.
57
- let _cur = new Float64Array(64);
58
- let _tmp = new Float64Array(64);
59
- let _side = new Float64Array(64);
60
-
61
- /**
62
- * Ensure `buf` can hold `vertex_count` (u,v) pairs, returning a large-enough buffer (the same one when
63
- * it already fits). Contents are not preserved - callers grow before writing.
64
- *
65
- * @param {Float64Array} buf
66
- * @param {number} vertex_count
67
- * @returns {Float64Array}
68
- */
69
- function ensure_capacity(buf, vertex_count) {
70
- const needed = vertex_count * 2;
71
- if (buf.length >= needed) return buf;
72
- let size = buf.length;
73
- while (size < needed) size *= 2;
74
- return new Float64Array(size);
75
- }
76
-
77
- /**
78
- * Outward Minkowski-with-disc offset of a convex CCW polygon by `r`: each edge is pushed out by `r` and
79
- * each convex corner is replaced by a rounded arc. Input/output are flat (u,v) pairs.
80
- *
81
- * @param {Float64Array} pts convex CCW polygon (stride 2)
82
- * @param {number} n vertex count
83
- * @param {number} r offset radius (> 0)
84
- * @returns {Float64Array} the offset polygon (CCW, stride 2)
85
- */
86
- function offset_convex_ccw(pts, n, r) {
87
- // outward edge normals (right of each CCW edge)
88
- const enx = new Float64Array(n);
89
- const enz = new Float64Array(n);
90
- for (let i = 0; i < n; i++) {
91
- const j = (i + 1) % n;
92
- let dx = pts[j * 2] - pts[i * 2];
93
- let dz = pts[j * 2 + 1] - pts[i * 2 + 1];
94
- const len = Math.hypot(dx, dz) || 1;
95
- dx /= len; dz /= len;
96
- enx[i] = dz; // (dir.v, -dir.u) = right/outward of a CCW edge
97
- enz[i] = -dx;
98
- }
99
-
100
- const out = [];
101
- for (let i = 0; i < n; i++) {
102
- const prev_edge = (i - 1 + n) % n; // edge ending at vertex i
103
- const next_edge = i; // edge starting at vertex i
104
- const vu = pts[i * 2], vv = pts[i * 2 + 1];
105
-
106
- const a1 = Math.atan2(enz[prev_edge], enx[prev_edge]);
107
- const a2 = Math.atan2(enz[next_edge], enx[next_edge]);
108
- let da = a2 - a1;
109
- while (da < 0) da += 2 * Math.PI;
110
- while (da > 2 * Math.PI) da -= 2 * Math.PI;
111
-
112
- const steps = Math.max(1, Math.ceil(da / CORNER_SEGMENT_ANGLE));
113
- for (let s = 0; s <= steps; s++) {
114
- const a = a1 + da * (s / steps);
115
- out.push(vu + r * Math.cos(a), vv + r * Math.sin(a));
116
- }
117
- }
118
-
119
- return Float64Array.from(out);
120
- }
121
-
122
- /**
123
- * Append the piece that survives outside one footprint edge, made SEAM-CONFORMING with the pieces on
124
- * the other side of that edge.
125
- *
126
- * Each piece is cut against the LINE of a footprint edge, so its cut edge runs the full width of the
127
- * piece - past the edge's own endpoints. The other side of that line is subdivided AT those endpoints:
128
- * the obstacle hole ends where the corner arc begins, and the next piece takes over from there. One
129
- * edge meeting two is a T-junction, so the faces never fuse into a shared edge and the seam survives
130
- * into the navmesh as a crack. It bites hardest at a footprint corner that lands a hair inside a source
131
- * triangle: the piece above the edge is then cut short at the triangle's own boundary, microns from the
132
- * corner where the pieces below it start - close enough that the T-junction resolver dismisses the
133
- * corner as that edge's endpoint, far enough that vertex welding leaves the two distinct.
134
- *
135
- * Splitting the cut edge at the footprint edge's own endpoints - inserted with their exact coordinates,
136
- * so both sides of the seam name the same vertex - removes the T-junction at the source.
137
- *
138
- * @param {Float64Array} pts piece vertices (stride 2)
139
- * @param {number} n piece vertex count
140
- * @param {number} ex
141
- * @param {number} ez the footprint edge's start
142
- * @param {number} dx
143
- * @param {number} dz the footprint edge's extent (end = start + extent)
144
- * @param {Float64Array[]} out_pieces destination list
145
- */
146
- function push_outside_piece(pts, n, ex, ez, dx, dz, out_pieces) {
147
- // Distance to the cut line is measured in the clipper's own unnormalized (cross-product) units, so
148
- // "on the line" here means exactly what the clip took it to mean.
149
- const off_line = (k) => Math.abs(dx * (pts[k * 2 + 1] - ez) - dz * (pts[k * 2] - ex)) > POINT_EPS;
150
-
151
- // the piece edge lying along the cut line - the seam
152
- let seam = -1;
153
- for (let k = 0; k < n; k++) {
154
- if (!off_line(k) && !off_line((k + 1) % n)) { seam = k; break; }
155
- }
156
-
157
- if (seam < 0) {
158
- // the clip did not cut this piece (it already lay wholly outside), so there is no seam to conform
159
- out_pieces.push(pts.slice(0, n * 2));
160
- return;
161
- }
162
-
163
- // The fan triangulation downstream runs from vertex 0, and a seam vertex inserted below is collinear
164
- // with the seam's ends - so with vertex 0 on the seam line its fan triangle is degenerate and gets
165
- // dropped, restoring the T-junction. Emit the piece starting from a vertex off the line instead; the
166
- // caller only pushes pieces of non-zero area, so one exists.
167
- let start = 0;
168
- for (let k = 0; k < n; k++) {
169
- if (off_line(k)) { start = k; break; }
170
- }
171
-
172
- // which of the footprint edge's endpoints fall strictly inside the seam
173
- const a_u = pts[seam * 2], a_v = pts[seam * 2 + 1];
174
- const b = (seam + 1) % n;
175
- const eu = pts[b * 2] - a_u, ev = pts[b * 2 + 1] - a_v;
176
- const seam_sq = eu * eu + ev * ev;
177
-
178
- // `along` projects onto the seam scaled by its length, so both endpoint tests compare squared
179
- // distances against POINT_EPS without a square root
180
- const along_start = (ex - a_u) * eu + (ez - a_v) * ev;
181
- const along_end = along_start + dx * eu + dz * ev;
182
- const inside = (along) => along > 0 && along < seam_sq
183
- && along * along > POINT_EPS * POINT_EPS * seam_sq
184
- && (seam_sq - along) * (seam_sq - along) > POINT_EPS * POINT_EPS * seam_sq;
185
-
186
- const take_start = inside(along_start);
187
- const take_end = inside(along_end);
188
-
189
- // seam and footprint edge are the same line, so which endpoint comes first along the seam is just
190
- // whether the two run the same way
191
- const forward = dx * eu + dz * ev > 0;
192
- const first_u = forward ? ex : ex + dx, first_v = forward ? ez : ez + dz;
193
- const last_u = forward ? ex + dx : ex, last_v = forward ? ez + dz : ez;
194
- const take_first = forward ? take_start : take_end;
195
- const take_last = forward ? take_end : take_start;
196
-
197
- const out = new Float64Array((n + (take_first ? 1 : 0) + (take_last ? 1 : 0)) * 2);
198
- let w = 0;
199
- for (let k = 0; k < n; k++) {
200
- const v = (start + k) % n;
201
- out[w++] = pts[v * 2];
202
- out[w++] = pts[v * 2 + 1];
203
-
204
- if (v !== seam) continue;
205
-
206
- if (take_first) { out[w++] = first_u; out[w++] = first_v; }
207
- if (take_last) { out[w++] = last_u; out[w++] = last_v; }
208
- }
209
-
210
- out_pieces.push(out);
211
- }
212
-
213
- /**
214
- * Subtract convex footprint `fp` from a single convex polygon, appending the convex, disjoint pieces of
215
- * (polygon \ fp) to `out_pieces` as right-sized `Float64Array`s. `fp` must be CCW (interior on the left
216
- * of each edge). The polygon's interior remainder (the part inside `fp`) is discarded.
217
- *
218
- * @param {Float64Array} poly polygon vertices (stride 2)
219
- * @param {number} poly_n polygon vertex count
220
- * @param {Float64Array} fp footprint vertices (stride 2, CCW)
221
- * @param {number} fp_n footprint vertex count
222
- * @param {Float64Array[]} out_pieces destination list; surviving outside pieces are pushed
223
- */
224
- function subtract_footprint(poly, poly_n, fp, fp_n, out_pieces) {
225
- // current = the running intersection with the inside half-planes processed so far
226
- _cur = ensure_capacity(_cur, poly_n + fp_n);
227
- _tmp = ensure_capacity(_tmp, poly_n + fp_n);
228
- _side = ensure_capacity(_side, poly_n + fp_n);
229
-
230
- let cur = _cur;
231
- let tmp = _tmp;
232
- for (let i = 0; i < poly_n * 2; i++) cur[i] = poly[i];
233
- let cur_n = poly_n;
234
-
235
- for (let i = 0; i < fp_n; i++) {
236
- if (cur_n < 3) return; // fully consumed - nothing outside remains
237
-
238
- const j = (i + 1) % fp_n;
239
- const ex = fp[i * 2], ez = fp[i * 2 + 1];
240
- const dx = fp[j * 2] - ex;
241
- const dz = fp[j * 2 + 1] - ez;
242
- if (Math.abs(dx) < POINT_EPS && Math.abs(dz) < POINT_EPS) continue; // degenerate edge
243
-
244
- // piece outside this edge (and inside all earlier edges) leaves the footprint here -> it survives
245
- const side_n = polygon2_clip_halfplane(cur, cur_n, _side, ex, ez, dx, dz, false);
246
- if (side_n >= 3 && Math.abs(compute_polygon_area_2d(_side, side_n)) > AREA_EPS) {
247
- push_outside_piece(_side, side_n, ex, ez, dx, dz, out_pieces);
248
- }
249
-
250
- // keep marching with the part still inside this edge
251
- cur_n = polygon2_clip_halfplane(cur, cur_n, tmp, ex, ez, dx, dz, true);
252
- const swap = cur; cur = tmp; tmp = swap;
253
- }
254
- }
255
-
256
- /**
257
- * @param {number[]} soup flat XYZ triangle soup (9 floats per triangle)
258
- * @param {number} triangle_count
259
- * @param {BinaryTopology} source source mesh (face normals must be populated)
260
- * @param {number} agent_height
261
- * @param {number} agent_radius dilation applied to each footprint
262
- * @param {Vector3} up
263
- * @returns {number[]} new soup with (dilated) obstacle footprints removed
264
- */
265
- export function clip_soup_against_overhangs(soup, triangle_count, source, agent_height, agent_radius, up) {
266
- let upx = up.x, upy = up.y, upz = up.z;
267
- const ul = Math.hypot(upx, upy, upz);
268
- if (ul === 0) return soup.slice(0, triangle_count * 9);
269
- upx /= ul; upy /= ul; upz /= ul;
270
-
271
- // orthonormal basis: rows 0,1 span the plane perpendicular to up (our u,v axes), row 2 is up itself
272
- const basis = new Float64Array(9);
273
- v3_orthonormal_matrix_from_normal(basis, 0, upx, upy, upz);
274
- const u_x = basis[0], u_y = basis[1], u_z = basis[2];
275
- const v_x = basis[3], v_y = basis[4], v_z = basis[5];
276
-
277
- // collect downward-facing (overhead) source triangles as flat (u,v) triples plus their mean height
278
- const overhead_uv = []; // stride 6: u0,v0,u1,v1,u2,v2
279
- const overhead_h = [];
280
- const fn = new Float32Array(3);
281
- const fc = new Float32Array(3);
282
- const face_count = source.faces.size;
283
- for (let f = 0; f < face_count; f++) {
284
- if (!source.faces.is_allocated(f)) continue;
285
- source.face_read_normal(fn, 0, f);
286
- if (fn[0] * upx + fn[1] * upy + fn[2] * upz >= -HEIGHT_EPS) continue; // not downward-facing
287
-
288
- let l = source.face_read_loop(f);
289
- let hsum = 0;
290
- for (let k = 0; k < 3; k++) {
291
- source.vertex_read_coordinate(fc, 0, source.loop_read_vertex(l));
292
- const x = fc[0], y = fc[1], z = fc[2];
293
- overhead_uv.push(v3_dot(x, y, z, u_x, u_y, u_z), v3_dot(x, y, z, v_x, v_y, v_z));
294
- hsum += v3_dot(x, y, z, upx, upy, upz);
295
- l = source.loop_read_next(l);
296
- }
297
- overhead_h.push(hsum / 3);
298
- }
299
-
300
- const overhead_count = overhead_h.length;
301
- if (overhead_count === 0) return soup.slice(0, triangle_count * 9);
302
-
303
- // Group overhead triangles that share a (coincident) vertex into one obstacle. Each obstacle's
304
- // footprint is the convex hull of its vertices, dilated by the agent radius. Treating the obstacle
305
- // as one polygon (rather than per-triangle) avoids self-touching/pinched union boundaries.
306
- const parent = new Int32Array(overhead_count);
307
- for (let i = 0; i < overhead_count; i++) parent[i] = i;
308
- const find = (a) => { while (parent[a] !== a) { parent[a] = parent[parent[a]]; a = parent[a]; } return a; };
309
-
310
- const key_to_tri = new Map();
311
- for (let i = 0; i < overhead_count; i++) {
312
- for (let k = 0; k < 3; k++) {
313
- const ku = Math.round(overhead_uv[i * 6 + k * 2] * QUANTIZE);
314
- const kv = Math.round(overhead_uv[i * 6 + k * 2 + 1] * QUANTIZE);
315
- const key = (ku + KEY_BIAS) * KEY_STRIDE + (kv + KEY_BIAS);
316
- const seen = key_to_tri.get(key);
317
- if (seen !== undefined) parent[find(i)] = find(seen); else key_to_tri.set(key, i);
318
- }
319
- }
320
-
321
- /** @type {Map<number, {pts: number[], hsum: number, n: number}>} */
322
- const groups = new Map();
323
- for (let i = 0; i < overhead_count; i++) {
324
- const root = find(i);
325
- let g = groups.get(root);
326
- if (g === undefined) { g = { pts: [], hsum: 0, n: 0 }; groups.set(root, g); }
327
- for (let k = 0; k < 6; k++) g.pts.push(overhead_uv[i * 6 + k]);
328
- g.hsum += overhead_h[i];
329
- g.n++;
330
- }
331
-
332
- // each footprint: a CCW (dilated) convex polygon in (u,v) plus the obstacle's mean height
333
- /** @type {Float64Array[]} */
334
- const footprint_poly = [];
335
- const footprint_h = [];
336
- for (const g of groups.values()) {
337
- const hull = convex_hull_monotone_2d(g.pts, g.pts.length / 2);
338
- if (hull.length < 3) continue;
339
-
340
- let poly = new Float64Array(hull.length * 2);
341
- for (let i = 0; i < hull.length; i++) {
342
- poly[i * 2] = g.pts[hull[i] * 2];
343
- poly[i * 2 + 1] = g.pts[hull[i] * 2 + 1];
344
- }
345
- // ensure CCW (interior to the left of each edge) for the subtraction
346
- if (compute_polygon_area_2d(poly, hull.length) < 0) {
347
- const rev = new Float64Array(poly.length);
348
- for (let i = 0; i < hull.length; i++) {
349
- rev[i * 2] = poly[(hull.length - 1 - i) * 2];
350
- rev[i * 2 + 1] = poly[(hull.length - 1 - i) * 2 + 1];
351
- }
352
- poly = rev;
353
- }
354
- if (agent_radius > 0) poly = offset_convex_ccw(poly, poly.length / 2, agent_radius);
355
-
356
- footprint_poly.push(poly);
357
- footprint_h.push(g.hsum / g.n);
358
- }
359
-
360
- const footprint_count = footprint_poly.length;
361
- if (footprint_count === 0) return soup.slice(0, triangle_count * 9);
362
-
363
- // Broad-phase index: one leaf per footprint, in (u, v, height) space. The first two axes are the
364
- // dilated footprint's (u,v) extent; the third is the band of soup heights it can carve - a triangle
365
- // at mean height `th` is carved by an obstacle at height `h` iff 0 < h - th <= agent_height. A soup
366
- // triangle then queries this BVH with its own (u,v) extent at `th` to get just the candidate
367
- // obstacles, instead of scanning all of them.
368
- const footprint_bvh = new BVH();
369
- footprint_bvh.release_all();
370
- for (let fi = 0; fi < footprint_count; fi++) {
371
- const poly = footprint_poly[fi];
372
- let min_u = Infinity, min_v = Infinity, max_u = -Infinity, max_v = -Infinity;
373
- for (let i = 0; i < poly.length; i += 2) {
374
- const u = poly[i], v = poly[i + 1];
375
- if (u < min_u) min_u = u;
376
- if (u > max_u) max_u = u;
377
- if (v < min_v) min_v = v;
378
- if (v > max_v) max_v = v;
379
- }
380
- const h = footprint_h[fi];
381
- const node = footprint_bvh.allocate_node();
382
- footprint_bvh.node_set_user_data(node, fi);
383
- footprint_bvh.node_set_aabb_primitive(
384
- node,
385
- min_u, min_v, h - agent_height - HEIGHT_EPS,
386
- max_u, max_v, h - HEIGHT_EPS
387
- );
388
- footprint_bvh.insert_leaf(node);
389
- }
390
-
391
- const out = [];
392
-
393
- // per-triangle reusable storage
394
- const tri_uv = new Float64Array(6); // u0,v0,u1,v1,u2,v2 of the source triangle
395
- const px = new Float64Array(3), py = new Float64Array(3), pz = new Float64Array(3);
396
- const query_aabb = new Float64Array(6);
397
- const query_hits = new Int32Array(footprint_count);
398
- /** @type {Float64Array[]} */
399
- let pieces = [];
400
- /** @type {Float64Array[]} */
401
- let next_pieces = [];
402
-
403
- for (let t = 0; t < triangle_count; t++) {
404
- const o = t * 9;
405
-
406
- let th = 0;
407
- for (let k = 0; k < 3; k++) {
408
- const x = soup[o + k * 3], y = soup[o + k * 3 + 1], z = soup[o + k * 3 + 2];
409
- px[k] = x; py[k] = y; pz[k] = z;
410
- tri_uv[k * 2] = v3_dot(x, y, z, u_x, u_y, u_z);
411
- tri_uv[k * 2 + 1] = v3_dot(x, y, z, v_x, v_y, v_z);
412
- th += v3_dot(x, y, z, upx, upy, upz);
413
- }
414
- th /= 3;
415
-
416
- // barycentric denominator (twice the signed uv area of the triangle)
417
- const e1u = tri_uv[2] - tri_uv[0], e1v = tri_uv[3] - tri_uv[1];
418
- const e2u = tri_uv[4] - tri_uv[0], e2v = tri_uv[5] - tri_uv[1];
419
- const det = e1u * e2v - e2u * e1v;
420
-
421
- if (Math.abs(det) <= AREA_EPS) {
422
- // degenerate in (u,v) (a near-vertical triangle): cannot carve meaningfully, pass through
423
- for (let i = 0; i < 9; i++) out.push(soup[o + i]);
424
- continue;
425
- }
426
-
427
- // broad-phase: only the obstacles whose (u,v) extent and height band overlap this triangle
428
- let min_u = tri_uv[0], max_u = tri_uv[0], min_v = tri_uv[1], max_v = tri_uv[1];
429
- for (let k = 1; k < 3; k++) {
430
- const u = tri_uv[k * 2], v = tri_uv[k * 2 + 1];
431
- if (u < min_u) min_u = u;
432
- if (u > max_u) max_u = u;
433
- if (v < min_v) min_v = v;
434
- if (v > max_v) max_v = v;
435
- }
436
- query_aabb[0] = min_u; query_aabb[1] = min_v; query_aabb[2] = th;
437
- query_aabb[3] = max_u; query_aabb[4] = max_v; query_aabb[5] = th;
438
-
439
- const hit_count = bvh_query_user_data_intersects_aabb(query_hits, 0, footprint_bvh, query_aabb);
440
- if (hit_count === 0) {
441
- // no obstacle overlaps here - copy straight through
442
- for (let i = 0; i < 9; i++) out.push(soup[o + i]);
443
- continue;
444
- }
445
-
446
- // start with the whole triangle as one piece, then subtract each overlapping footprint
447
- pieces.length = 0;
448
- pieces.push(Float64Array.of(tri_uv[0], tri_uv[1], tri_uv[2], tri_uv[3], tri_uv[4], tri_uv[5]));
449
-
450
- for (let qi = 0; qi < hit_count; qi++) {
451
- const fi = query_hits[qi];
452
- const dh = footprint_h[fi] - th;
453
- if (dh <= HEIGHT_EPS || dh > agent_height + HEIGHT_EPS) continue; // exact band test
454
-
455
- const fp = footprint_poly[fi];
456
- const fp_n = fp.length / 2;
457
-
458
- next_pieces.length = 0;
459
- for (let pi = 0; pi < pieces.length; pi++) {
460
- subtract_footprint(pieces[pi], pieces[pi].length / 2, fp, fp_n, next_pieces);
461
- }
462
-
463
- const swap = pieces; pieces = next_pieces; next_pieces = swap;
464
- if (pieces.length === 0) break;
465
- }
466
-
467
- const inv_det = 1 / det;
468
- for (let pi = 0; pi < pieces.length; pi++) {
469
- const poly = pieces[pi];
470
- const poly_n = poly.length / 2;
471
-
472
- // fan-triangulate the surviving piece and reconstruct world XYZ per vertex
473
- for (let i = 1; i + 1 < poly_n; i++) {
474
- const u0 = poly[0], v0 = poly[1];
475
- const u1 = poly[i * 2], v1 = poly[i * 2 + 1];
476
- const u2 = poly[(i + 1) * 2], v2 = poly[(i + 1) * 2 + 1];
477
-
478
- const area2 = Math.abs((u1 - u0) * (v2 - v0) - (u2 - u0) * (v1 - v0));
479
- if (area2 < 2 * AREA_EPS) continue;
480
-
481
- emit_xyz(out, u0, v0, tri_uv, px, py, pz, e1u, e1v, e2u, e2v, inv_det);
482
- emit_xyz(out, u1, v1, tri_uv, px, py, pz, e1u, e1v, e2u, e2v, inv_det);
483
- emit_xyz(out, u2, v2, tri_uv, px, py, pz, e1u, e1v, e2u, e2v, inv_det);
484
- }
485
- }
486
- }
487
-
488
- return out;
489
- }
490
-
491
- /**
492
- * Reconstruct the world XYZ of a (u,v) point lying in a source triangle (barycentric on the triangle's
493
- * planar uv coordinates) and append it to `out`.
494
- *
495
- * @param {number[]} out destination soup
496
- * @param {number} u
497
- * @param {number} v the point in (u,v)
498
- * @param {Float64Array} tri_uv the triangle's uv corners (stride 2, vertex 0 is the origin)
499
- * @param {Float64Array} px
500
- * @param {Float64Array} py
501
- * @param {Float64Array} pz the triangle's world corners
502
- * @param {number} e1u
503
- * @param {number} e1v edge (v1 - v0) in uv
504
- * @param {number} e2u
505
- * @param {number} e2v edge (v2 - v0) in uv
506
- * @param {number} inv_det reciprocal of the uv area determinant
507
- */
508
- function emit_xyz(out, u, v, tri_uv, px, py, pz, e1u, e1v, e2u, e2v, inv_det) {
509
- const du = u - tri_uv[0];
510
- const dv = v - tri_uv[1];
511
- const w1 = (du * e2v - e2u * dv) * inv_det;
512
- const w2 = (e1u * dv - du * e1v) * inv_det;
513
- const w0 = 1 - w1 - w2;
514
-
515
- out.push(
516
- w0 * px[0] + w1 * px[1] + w2 * px[2],
517
- w0 * py[0] + w1 * py[1] + w2 * py[2],
518
- w0 * pz[0] + w1 * pz[1] + w2 * pz[2]
519
- );
520
- }
1
+ /**
2
+ * Exact obstacle carving at the triangle-soup level, with a faithful agent-radius offset.
3
+ *
4
+ * Each overhead obstacle's footprint is DILATED by the agent radius (Minkowski sum with a disc: edges
5
+ * pushed out by r, convex corners replaced by a rounded arc), and that dilated polygon is subtracted
6
+ * from the walkable triangles. The resulting hole boundary is therefore the true offset of the
7
+ * obstacle - straight along edges, a clean arc at corners - rather than a wavy/mitred contour produced
8
+ * by sampling-then-eroding. (Run AFTER the outer boundary has been eroded by r, so the obstacle holes
9
+ * are not eroded a second time.)
10
+ *
11
+ * Overhead obstacles are the DOWNWARD-facing source faces; a face carves a walkable triangle only where
12
+ * it sits above it, within `agent_height`.
13
+ *
14
+ * An obstacle is a group of overhead faces that share a vertex. A group is carved as its convex hull
15
+ * when its triangles TILE that hull, and triangle by triangle when they do not - a concave or holed
16
+ * obstacle (an L, a doorway frame), or two obstacles that merely touch. Both routes carve the same
17
+ * ground wherever the hull is valid, because dilation by a disc distributes over union; the hull is
18
+ * kept only because it is the cheaper of the two.
19
+ *
20
+ * The subtraction uses the disjoint half-plane decomposition of a convex-polygon difference:
21
+ * T \ F = U_i ( T inside(e_0..e_{i-1}) outside(e_i) )
22
+ * each term convex, the terms disjoint, the union exactly T minus the convex (dilated) footprint F.
23
+ * Each term is cut against the LINE of e_i rather than the edge itself, so its cut edge overshoots that
24
+ * edge's endpoints; splitting it back at them (see {@link push_outside_piece}) keeps the pieces
25
+ * conforming, so the seams fuse into shared edges instead of leaving T-junctions.
26
+ *
27
+ * Everything is data-oriented: clipping happens in the 2D plane perpendicular to `up`, with polygons
28
+ * held as flat `Float64Array`s of (u,v) pairs and a small set of reused scratch buffers. World XYZ is
29
+ * recovered for each surviving vertex by barycentric reconstruction on its (planar) source triangle, so
30
+ * kept pieces stay exactly on the original - possibly tilted - walkable plane. Degenerate triangles are
31
+ * dropped, and triangles that no footprint overlaps are copied straight through without allocation.
32
+ *
33
+ * The footprints are indexed in a BVH (keyed by their (u,v) extent and carve height band), so each soup
34
+ * triangle only tests the footprints that can actually overlap it - O(m log k) rather than O(m k) for m
35
+ * soup triangles and k footprints.
36
+ */
37
+
38
+ import { BVH } from "../../../../core/bvh2/bvh3/BVH.js";
39
+ import { bvh_query_user_data_intersects_aabb } from "../../../../core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js";
40
+ import { v3_dot } from "../../../../core/geom/vec3/v3_dot.js";
41
+ import { v3_orthonormal_matrix_from_normal } from "../../../../core/geom/vec3/v3_orthonormal_matrix_from_normal.js";
42
+ import { convex_hull_monotone_2d } from "../../../../core/geom/2d/convex-hull/convex_hull_monotone_2d.js";
43
+ import { compute_polygon_area_2d } from "../../../../core/geom/2d/compute_polygon_area_2d.js";
44
+ import { polygon2_clip_halfplane } from "../../../../core/geom/2d/polygon/polygon2_clip_halfplane.js";
45
+
46
+ const POINT_EPS = 1e-9;
47
+ const AREA_EPS = 1e-9;
48
+ const HEIGHT_EPS = 1e-3;
49
+ const CORNER_SEGMENT_ANGLE = Math.PI / 6; // ~30 deg per rounded-corner segment
50
+ // How closely a group's triangles must add up to the area of their own convex hull before that hull
51
+ // is accepted as the group's footprint (see the footprint build). Relative, so it means the same thing
52
+ // at any obstacle size.
53
+ //
54
+ // Loose on purpose. The quantity it has to resolve is a real concavity - a notch, a ring's hole, the
55
+ // space between two obstacles that touch - which is a substantial fraction of the hull, never one part
56
+ // in a million of it. Meanwhile the shoelace sums it compares lose absolute precision as the geometry
57
+ // moves away from the origin (~1e-8 at 10,000 units), and a threshold down at that level would start
58
+ // reading noise as concavity. Erring loose only ever sends a group to the hull, which is what it
59
+ // always used; erring tight sends convex groups down the slower per-triangle route for nothing.
60
+ const HULL_TILING_RELATIVE_EPS = 1e-6;
61
+
62
+ // Vertex coincidence key. Quantize each projected coordinate to QUANTIZE (1mm) and pack the two integer
63
+ // coordinates into one safe-integer key: cheaper than a string and with no per-probe allocation. Each
64
+ // axis occupies a biased 26-bit field, so the key stays unique while |u|,|v| < 2^25 / QUANTIZE
65
+ // (~33,000 units). A 16-bit-per-axis pack would only reach ~3.3 units and silently collide - navmesh
66
+ // coordinates routinely exceed that (e.g. geometry built 10,000 units from the origin). Coincident
67
+ // vertices are the same source vertex projected identically, so they match at any quantization; the
68
+ // precision only needs to keep genuinely distinct obstacle corners apart (the smallest is ~0.3 units).
69
+ const QUANTIZE = 1e3;
70
+ const KEY_BIAS = 1 << 25; // 33,554,432
71
+ const KEY_STRIDE = 1 << 26; // 67,108,864
72
+
73
+ // Reused clip scratch (stride 2: u,v). Grown on demand so a single allocation serves the whole soup.
74
+ let _cur = new Float64Array(64);
75
+ let _tmp = new Float64Array(64);
76
+ let _side = new Float64Array(64);
77
+
78
+ /**
79
+ * Ensure `buf` can hold `vertex_count` (u,v) pairs, returning a large-enough buffer (the same one when
80
+ * it already fits). Contents are not preserved - callers grow before writing.
81
+ *
82
+ * @param {Float64Array} buf
83
+ * @param {number} vertex_count
84
+ * @returns {Float64Array}
85
+ */
86
+ function ensure_capacity(buf, vertex_count) {
87
+ const needed = vertex_count * 2;
88
+ if (buf.length >= needed) return buf;
89
+ let size = buf.length;
90
+ while (size < needed) size *= 2;
91
+ return new Float64Array(size);
92
+ }
93
+
94
+ /**
95
+ * Outward Minkowski-with-disc offset of a convex CCW polygon by `r`: each edge is pushed out by `r` and
96
+ * each convex corner is replaced by a rounded arc. Input/output are flat (u,v) pairs.
97
+ *
98
+ * @param {Float64Array} pts convex CCW polygon (stride 2)
99
+ * @param {number} n vertex count
100
+ * @param {number} r offset radius (> 0)
101
+ * @returns {Float64Array} the offset polygon (CCW, stride 2)
102
+ */
103
+ function offset_convex_ccw(pts, n, r) {
104
+ // outward edge normals (right of each CCW edge)
105
+ const enx = new Float64Array(n);
106
+ const enz = new Float64Array(n);
107
+ for (let i = 0; i < n; i++) {
108
+ const j = (i + 1) % n;
109
+ let dx = pts[j * 2] - pts[i * 2];
110
+ let dz = pts[j * 2 + 1] - pts[i * 2 + 1];
111
+ const len = Math.hypot(dx, dz) || 1;
112
+ dx /= len; dz /= len;
113
+ enx[i] = dz; // (dir.v, -dir.u) = right/outward of a CCW edge
114
+ enz[i] = -dx;
115
+ }
116
+
117
+ const out = [];
118
+ for (let i = 0; i < n; i++) {
119
+ const prev_edge = (i - 1 + n) % n; // edge ending at vertex i
120
+ const next_edge = i; // edge starting at vertex i
121
+ const vu = pts[i * 2], vv = pts[i * 2 + 1];
122
+
123
+ const a1 = Math.atan2(enz[prev_edge], enx[prev_edge]);
124
+ const a2 = Math.atan2(enz[next_edge], enx[next_edge]);
125
+ let da = a2 - a1;
126
+ while (da < 0) da += 2 * Math.PI;
127
+ while (da > 2 * Math.PI) da -= 2 * Math.PI;
128
+
129
+ const steps = Math.max(1, Math.ceil(da / CORNER_SEGMENT_ANGLE));
130
+ for (let s = 0; s <= steps; s++) {
131
+ const a = a1 + da * (s / steps);
132
+ out.push(vu + r * Math.cos(a), vv + r * Math.sin(a));
133
+ }
134
+ }
135
+
136
+ return Float64Array.from(out);
137
+ }
138
+
139
+ /**
140
+ * Normalise `pts` to CCW, dilate it by `r`, and append it to the footprint lists.
141
+ *
142
+ * Footprints with no area are dropped: they carve nothing, and the subtraction needs a real polygon.
143
+ * `pts` is taken over rather than copied, so callers pass a buffer they will not reuse.
144
+ *
145
+ * @param {Float64Array} pts convex polygon (stride 2)
146
+ * @param {number} n vertex count
147
+ * @param {number} height the height this footprint carves from
148
+ * @param {number} r dilation radius
149
+ * @param {Float64Array[]} out_poly
150
+ * @param {number[]} out_h
151
+ */
152
+ function push_footprint(pts, n, height, r, out_poly, out_h) {
153
+ const area = compute_polygon_area_2d(pts, n);
154
+
155
+ // A polygon with no area has no reliable winding either, and `offset_convex_ccw` turns a mis-wound
156
+ // one inside out - so these are dropped rather than dilated, even though a positive radius would
157
+ // otherwise give a degenerate footprint a real disc to carve. Only sub-AREA_EPS input reaches this:
158
+ // at 1e-9 that is an obstacle tens of micrometres across, which is not one.
159
+ if (Math.abs(area) <= AREA_EPS) {
160
+ return;
161
+ }
162
+
163
+ let poly = pts;
164
+
165
+ // CCW - interior to the left of each edge - is what the subtraction expects
166
+ if (area < 0) {
167
+ poly = new Float64Array(n * 2);
168
+
169
+ for (let i = 0; i < n; i++) {
170
+ poly[i * 2] = pts[(n - 1 - i) * 2];
171
+ poly[i * 2 + 1] = pts[(n - 1 - i) * 2 + 1];
172
+ }
173
+ }
174
+
175
+ if (r > 0) {
176
+ poly = offset_convex_ccw(poly, n, r);
177
+ }
178
+
179
+ out_poly.push(poly);
180
+ out_h.push(height);
181
+ }
182
+
183
+ /**
184
+ * Append the piece that survives outside one footprint edge, made SEAM-CONFORMING with the pieces on
185
+ * the other side of that edge.
186
+ *
187
+ * Each piece is cut against the LINE of a footprint edge, so its cut edge runs the full width of the
188
+ * piece - past the edge's own endpoints. The other side of that line is subdivided AT those endpoints:
189
+ * the obstacle hole ends where the corner arc begins, and the next piece takes over from there. One
190
+ * edge meeting two is a T-junction, so the faces never fuse into a shared edge and the seam survives
191
+ * into the navmesh as a crack. It bites hardest at a footprint corner that lands a hair inside a source
192
+ * triangle: the piece above the edge is then cut short at the triangle's own boundary, microns from the
193
+ * corner where the pieces below it start - close enough that the T-junction resolver dismisses the
194
+ * corner as that edge's endpoint, far enough that vertex welding leaves the two distinct.
195
+ *
196
+ * Splitting the cut edge at the footprint edge's own endpoints - inserted with their exact coordinates,
197
+ * so both sides of the seam name the same vertex - removes the T-junction at the source.
198
+ *
199
+ * @param {Float64Array} pts piece vertices (stride 2)
200
+ * @param {number} n piece vertex count
201
+ * @param {number} ex
202
+ * @param {number} ez the footprint edge's start
203
+ * @param {number} dx
204
+ * @param {number} dz the footprint edge's extent (end = start + extent)
205
+ * @param {Float64Array[]} out_pieces destination list
206
+ */
207
+ function push_outside_piece(pts, n, ex, ez, dx, dz, out_pieces) {
208
+ // Distance to the cut line is measured in the clipper's own unnormalized (cross-product) units, so
209
+ // "on the line" here means exactly what the clip took it to mean.
210
+ const off_line = (k) => Math.abs(dx * (pts[k * 2 + 1] - ez) - dz * (pts[k * 2] - ex)) > POINT_EPS;
211
+
212
+ // the piece edge lying along the cut line - the seam
213
+ let seam = -1;
214
+ for (let k = 0; k < n; k++) {
215
+ if (!off_line(k) && !off_line((k + 1) % n)) { seam = k; break; }
216
+ }
217
+
218
+ if (seam < 0) {
219
+ // the clip did not cut this piece (it already lay wholly outside), so there is no seam to conform
220
+ out_pieces.push(pts.slice(0, n * 2));
221
+ return;
222
+ }
223
+
224
+ // The fan triangulation downstream runs from vertex 0, and a seam vertex inserted below is collinear
225
+ // with the seam's ends - so with vertex 0 on the seam line its fan triangle is degenerate and gets
226
+ // dropped, restoring the T-junction. Emit the piece starting from a vertex off the line instead; the
227
+ // caller only pushes pieces of non-zero area, so one exists.
228
+ let start = 0;
229
+ for (let k = 0; k < n; k++) {
230
+ if (off_line(k)) { start = k; break; }
231
+ }
232
+
233
+ // which of the footprint edge's endpoints fall strictly inside the seam
234
+ const a_u = pts[seam * 2], a_v = pts[seam * 2 + 1];
235
+ const b = (seam + 1) % n;
236
+ const eu = pts[b * 2] - a_u, ev = pts[b * 2 + 1] - a_v;
237
+ const seam_sq = eu * eu + ev * ev;
238
+
239
+ // `along` projects onto the seam scaled by its length, so both endpoint tests compare squared
240
+ // distances against POINT_EPS without a square root
241
+ const along_start = (ex - a_u) * eu + (ez - a_v) * ev;
242
+ const along_end = along_start + dx * eu + dz * ev;
243
+ const inside = (along) => along > 0 && along < seam_sq
244
+ && along * along > POINT_EPS * POINT_EPS * seam_sq
245
+ && (seam_sq - along) * (seam_sq - along) > POINT_EPS * POINT_EPS * seam_sq;
246
+
247
+ const take_start = inside(along_start);
248
+ const take_end = inside(along_end);
249
+
250
+ // seam and footprint edge are the same line, so which endpoint comes first along the seam is just
251
+ // whether the two run the same way
252
+ const forward = dx * eu + dz * ev > 0;
253
+ const first_u = forward ? ex : ex + dx, first_v = forward ? ez : ez + dz;
254
+ const last_u = forward ? ex + dx : ex, last_v = forward ? ez + dz : ez;
255
+ const take_first = forward ? take_start : take_end;
256
+ const take_last = forward ? take_end : take_start;
257
+
258
+ const out = new Float64Array((n + (take_first ? 1 : 0) + (take_last ? 1 : 0)) * 2);
259
+ let w = 0;
260
+ for (let k = 0; k < n; k++) {
261
+ const v = (start + k) % n;
262
+ out[w++] = pts[v * 2];
263
+ out[w++] = pts[v * 2 + 1];
264
+
265
+ if (v !== seam) continue;
266
+
267
+ if (take_first) { out[w++] = first_u; out[w++] = first_v; }
268
+ if (take_last) { out[w++] = last_u; out[w++] = last_v; }
269
+ }
270
+
271
+ out_pieces.push(out);
272
+ }
273
+
274
+ /**
275
+ * Subtract convex footprint `fp` from a single convex polygon, appending the convex, disjoint pieces of
276
+ * (polygon \ fp) to `out_pieces` as right-sized `Float64Array`s. `fp` must be CCW (interior on the left
277
+ * of each edge). The polygon's interior remainder (the part inside `fp`) is discarded.
278
+ *
279
+ * @param {Float64Array} poly polygon vertices (stride 2)
280
+ * @param {number} poly_n polygon vertex count
281
+ * @param {Float64Array} fp footprint vertices (stride 2, CCW)
282
+ * @param {number} fp_n footprint vertex count
283
+ * @param {Float64Array[]} out_pieces destination list; surviving outside pieces are pushed
284
+ */
285
+ function subtract_footprint(poly, poly_n, fp, fp_n, out_pieces) {
286
+ // current = the running intersection with the inside half-planes processed so far
287
+ _cur = ensure_capacity(_cur, poly_n + fp_n);
288
+ _tmp = ensure_capacity(_tmp, poly_n + fp_n);
289
+ _side = ensure_capacity(_side, poly_n + fp_n);
290
+
291
+ let cur = _cur;
292
+ let tmp = _tmp;
293
+ for (let i = 0; i < poly_n * 2; i++) cur[i] = poly[i];
294
+ let cur_n = poly_n;
295
+
296
+ for (let i = 0; i < fp_n; i++) {
297
+ if (cur_n < 3) return; // fully consumed - nothing outside remains
298
+
299
+ const j = (i + 1) % fp_n;
300
+ const ex = fp[i * 2], ez = fp[i * 2 + 1];
301
+ const dx = fp[j * 2] - ex;
302
+ const dz = fp[j * 2 + 1] - ez;
303
+ if (Math.abs(dx) < POINT_EPS && Math.abs(dz) < POINT_EPS) continue; // degenerate edge
304
+
305
+ // piece outside this edge (and inside all earlier edges) leaves the footprint here -> it survives
306
+ const side_n = polygon2_clip_halfplane(cur, cur_n, _side, ex, ez, dx, dz, false);
307
+ if (side_n >= 3 && Math.abs(compute_polygon_area_2d(_side, side_n)) > AREA_EPS) {
308
+ push_outside_piece(_side, side_n, ex, ez, dx, dz, out_pieces);
309
+ }
310
+
311
+ // keep marching with the part still inside this edge
312
+ cur_n = polygon2_clip_halfplane(cur, cur_n, tmp, ex, ez, dx, dz, true);
313
+ const swap = cur; cur = tmp; tmp = swap;
314
+ }
315
+ }
316
+
317
+ /**
318
+ * @param {number[]} soup flat XYZ triangle soup (9 floats per triangle)
319
+ * @param {number} triangle_count
320
+ * @param {BinaryTopology} source source mesh (face normals must be populated)
321
+ * @param {number} agent_height
322
+ * @param {number} agent_radius dilation applied to each footprint
323
+ * @param {Vector3} up
324
+ * @returns {number[]} new soup with (dilated) obstacle footprints removed
325
+ */
326
+ export function clip_soup_against_overhangs(soup, triangle_count, source, agent_height, agent_radius, up) {
327
+ let upx = up.x, upy = up.y, upz = up.z;
328
+ const ul = Math.hypot(upx, upy, upz);
329
+ if (ul === 0) return soup.slice(0, triangle_count * 9);
330
+ upx /= ul; upy /= ul; upz /= ul;
331
+
332
+ // orthonormal basis: rows 0,1 span the plane perpendicular to up (our u,v axes), row 2 is up itself
333
+ const basis = new Float64Array(9);
334
+ v3_orthonormal_matrix_from_normal(basis, 0, upx, upy, upz);
335
+ const u_x = basis[0], u_y = basis[1], u_z = basis[2];
336
+ const v_x = basis[3], v_y = basis[4], v_z = basis[5];
337
+
338
+ // collect downward-facing (overhead) source triangles as flat (u,v) triples plus their mean height
339
+ const overhead_uv = []; // stride 6: u0,v0,u1,v1,u2,v2
340
+ const overhead_h = [];
341
+ const fn = new Float32Array(3);
342
+ const fc = new Float32Array(3);
343
+ const face_count = source.faces.size;
344
+ for (let f = 0; f < face_count; f++) {
345
+ if (!source.faces.is_allocated(f)) continue;
346
+ source.face_read_normal(fn, 0, f);
347
+ if (fn[0] * upx + fn[1] * upy + fn[2] * upz >= -HEIGHT_EPS) continue; // not downward-facing
348
+
349
+ let l = source.face_read_loop(f);
350
+ let hsum = 0;
351
+ for (let k = 0; k < 3; k++) {
352
+ source.vertex_read_coordinate(fc, 0, source.loop_read_vertex(l));
353
+ const x = fc[0], y = fc[1], z = fc[2];
354
+ overhead_uv.push(v3_dot(x, y, z, u_x, u_y, u_z), v3_dot(x, y, z, v_x, v_y, v_z));
355
+ hsum += v3_dot(x, y, z, upx, upy, upz);
356
+ l = source.loop_read_next(l);
357
+ }
358
+ overhead_h.push(hsum / 3);
359
+ }
360
+
361
+ const overhead_count = overhead_h.length;
362
+ if (overhead_count === 0) return soup.slice(0, triangle_count * 9);
363
+
364
+ // Group overhead triangles that share a (coincident) vertex into one obstacle. Each obstacle's
365
+ // footprint is the convex hull of its vertices, dilated by the agent radius. Treating the obstacle
366
+ // as one polygon (rather than per-triangle) avoids self-touching/pinched union boundaries.
367
+ const parent = new Int32Array(overhead_count);
368
+ for (let i = 0; i < overhead_count; i++) parent[i] = i;
369
+ const find = (a) => { while (parent[a] !== a) { parent[a] = parent[parent[a]]; a = parent[a]; } return a; };
370
+
371
+ const key_to_tri = new Map();
372
+ for (let i = 0; i < overhead_count; i++) {
373
+ for (let k = 0; k < 3; k++) {
374
+ const ku = Math.round(overhead_uv[i * 6 + k * 2] * QUANTIZE);
375
+ const kv = Math.round(overhead_uv[i * 6 + k * 2 + 1] * QUANTIZE);
376
+ const key = (ku + KEY_BIAS) * KEY_STRIDE + (kv + KEY_BIAS);
377
+ const seen = key_to_tri.get(key);
378
+ if (seen !== undefined) parent[find(i)] = find(seen); else key_to_tri.set(key, i);
379
+ }
380
+ }
381
+
382
+ /** @type {Map<number, {pts: number[], members: number[], hsum: number}>} */
383
+ const groups = new Map();
384
+ for (let i = 0; i < overhead_count; i++) {
385
+ const root = find(i);
386
+ let g = groups.get(root);
387
+ if (g === undefined) { g = { pts: [], members: [], hsum: 0 }; groups.set(root, g); }
388
+ for (let k = 0; k < 6; k++) g.pts.push(overhead_uv[i * 6 + k]);
389
+ g.members.push(i);
390
+ g.hsum += overhead_h[i];
391
+ }
392
+
393
+ // Each footprint: a CCW (dilated) convex polygon in (u,v) plus the height it carves from.
394
+ //
395
+ // A group's convex hull is its footprint only when the group's triangles TILE that hull. An L, a
396
+ // ring, or two obstacles that merely touch do not, and their hull spans ground nothing is above -
397
+ // carving it takes away walkable area no obstacle covers. A doorway frame is a ring, and hulling
398
+ // one fills in the doorway. Comparing the hull's area against the triangles' own tells the two
399
+ // cases apart: a tiling leaves no slack, and the hull is then used exactly as before.
400
+ //
401
+ // Matching areas is the safe direction to be wrong in. Any duplicated or overlapping overhead area
402
+ // pushes a group off the hull and onto the per-triangle route, which is correct either way. The one
403
+ // input that defeats it is duplicate area equal to the hull's slack to within the epsilon, and what
404
+ // that costs is the hull carve this has always done.
405
+ //
406
+ // Where they do not tile it, each triangle is carved on its own. That is exact, not merely safer:
407
+ // dilation by a disc distributes over union - (A u B) (+) D = (A (+) D) u (B (+) D) - so
408
+ // subtracting each triangle's own dilated footprint in turn removes precisely the dilated union,
409
+ // which is the true offset of an arbitrarily concave obstacle. The carve loop below subtracts
410
+ // footprints sequentially from a running set of pieces, so the result stays a partition of the
411
+ // soup triangle and the footprints never cut across one another.
412
+ /** @type {Float64Array[]} */
413
+ const footprint_poly = [];
414
+ const footprint_h = [];
415
+ for (const g of groups.values()) {
416
+ const member_count = g.members.length;
417
+ const hull = convex_hull_monotone_2d(g.pts, g.pts.length / 2);
418
+
419
+ if (hull.length >= 3) {
420
+ const hull_poly = new Float64Array(hull.length * 2);
421
+ for (let i = 0; i < hull.length; i++) {
422
+ hull_poly[i * 2] = g.pts[hull[i] * 2];
423
+ hull_poly[i * 2 + 1] = g.pts[hull[i] * 2 + 1];
424
+ }
425
+
426
+ const hull_area = Math.abs(compute_polygon_area_2d(hull_poly, hull.length));
427
+
428
+ let member_area = 0;
429
+ for (let m = 0; m < member_count; m++) {
430
+ const b = g.members[m] * 6;
431
+ member_area += Math.abs(
432
+ (overhead_uv[b + 2] - overhead_uv[b]) * (overhead_uv[b + 5] - overhead_uv[b + 1])
433
+ - (overhead_uv[b + 4] - overhead_uv[b]) * (overhead_uv[b + 3] - overhead_uv[b + 1])
434
+ ) * 0.5;
435
+ }
436
+
437
+ // `member_area` at zero means every triangle in the group is degenerate. The hull is then
438
+ // all there is to go on, and it is what this has always carved - leave that alone.
439
+ const tiles_hull = member_area <= AREA_EPS
440
+ || Math.abs(hull_area - member_area) <= Math.max(AREA_EPS, hull_area * HULL_TILING_RELATIVE_EPS);
441
+
442
+ if (tiles_hull) {
443
+ push_footprint(
444
+ hull_poly, hull.length, g.hsum / member_count,
445
+ agent_radius, footprint_poly, footprint_h
446
+ );
447
+
448
+ continue;
449
+ }
450
+ }
451
+
452
+ for (let m = 0; m < member_count; m++) {
453
+ const i = g.members[m];
454
+ const b = i * 6;
455
+
456
+ push_footprint(
457
+ Float64Array.of(
458
+ overhead_uv[b], overhead_uv[b + 1],
459
+ overhead_uv[b + 2], overhead_uv[b + 3],
460
+ overhead_uv[b + 4], overhead_uv[b + 5]
461
+ ),
462
+ 3, overhead_h[i],
463
+ agent_radius, footprint_poly, footprint_h
464
+ );
465
+ }
466
+ }
467
+
468
+ const footprint_count = footprint_poly.length;
469
+ if (footprint_count === 0) return soup.slice(0, triangle_count * 9);
470
+
471
+ // Broad-phase index: one leaf per footprint, in (u, v, height) space. The first two axes are the
472
+ // dilated footprint's (u,v) extent; the third is the band of soup heights it can carve - a triangle
473
+ // at mean height `th` is carved by an obstacle at height `h` iff 0 < h - th <= agent_height. A soup
474
+ // triangle then queries this BVH with its own (u,v) extent at `th` to get just the candidate
475
+ // obstacles, instead of scanning all of them.
476
+ const footprint_bvh = new BVH();
477
+ footprint_bvh.release_all();
478
+ for (let fi = 0; fi < footprint_count; fi++) {
479
+ const poly = footprint_poly[fi];
480
+ let min_u = Infinity, min_v = Infinity, max_u = -Infinity, max_v = -Infinity;
481
+ for (let i = 0; i < poly.length; i += 2) {
482
+ const u = poly[i], v = poly[i + 1];
483
+ if (u < min_u) min_u = u;
484
+ if (u > max_u) max_u = u;
485
+ if (v < min_v) min_v = v;
486
+ if (v > max_v) max_v = v;
487
+ }
488
+ const h = footprint_h[fi];
489
+ const node = footprint_bvh.allocate_node();
490
+ footprint_bvh.node_set_user_data(node, fi);
491
+ footprint_bvh.node_set_aabb_primitive(
492
+ node,
493
+ min_u, min_v, h - agent_height - HEIGHT_EPS,
494
+ max_u, max_v, h - HEIGHT_EPS
495
+ );
496
+ footprint_bvh.insert_leaf(node);
497
+ }
498
+
499
+ const out = [];
500
+
501
+ // per-triangle reusable storage
502
+ const tri_uv = new Float64Array(6); // u0,v0,u1,v1,u2,v2 of the source triangle
503
+ const px = new Float64Array(3), py = new Float64Array(3), pz = new Float64Array(3);
504
+ const query_aabb = new Float64Array(6);
505
+ const query_hits = new Int32Array(footprint_count);
506
+ /** @type {Float64Array[]} */
507
+ let pieces = [];
508
+ /** @type {Float64Array[]} */
509
+ let next_pieces = [];
510
+
511
+ for (let t = 0; t < triangle_count; t++) {
512
+ const o = t * 9;
513
+
514
+ let th = 0;
515
+ for (let k = 0; k < 3; k++) {
516
+ const x = soup[o + k * 3], y = soup[o + k * 3 + 1], z = soup[o + k * 3 + 2];
517
+ px[k] = x; py[k] = y; pz[k] = z;
518
+ tri_uv[k * 2] = v3_dot(x, y, z, u_x, u_y, u_z);
519
+ tri_uv[k * 2 + 1] = v3_dot(x, y, z, v_x, v_y, v_z);
520
+ th += v3_dot(x, y, z, upx, upy, upz);
521
+ }
522
+ th /= 3;
523
+
524
+ // barycentric denominator (twice the signed uv area of the triangle)
525
+ const e1u = tri_uv[2] - tri_uv[0], e1v = tri_uv[3] - tri_uv[1];
526
+ const e2u = tri_uv[4] - tri_uv[0], e2v = tri_uv[5] - tri_uv[1];
527
+ const det = e1u * e2v - e2u * e1v;
528
+
529
+ if (Math.abs(det) <= AREA_EPS) {
530
+ // degenerate in (u,v) (a near-vertical triangle): cannot carve meaningfully, pass through
531
+ for (let i = 0; i < 9; i++) out.push(soup[o + i]);
532
+ continue;
533
+ }
534
+
535
+ // broad-phase: only the obstacles whose (u,v) extent and height band overlap this triangle
536
+ let min_u = tri_uv[0], max_u = tri_uv[0], min_v = tri_uv[1], max_v = tri_uv[1];
537
+ for (let k = 1; k < 3; k++) {
538
+ const u = tri_uv[k * 2], v = tri_uv[k * 2 + 1];
539
+ if (u < min_u) min_u = u;
540
+ if (u > max_u) max_u = u;
541
+ if (v < min_v) min_v = v;
542
+ if (v > max_v) max_v = v;
543
+ }
544
+ query_aabb[0] = min_u; query_aabb[1] = min_v; query_aabb[2] = th;
545
+ query_aabb[3] = max_u; query_aabb[4] = max_v; query_aabb[5] = th;
546
+
547
+ const hit_count = bvh_query_user_data_intersects_aabb(query_hits, 0, footprint_bvh, query_aabb);
548
+ if (hit_count === 0) {
549
+ // no obstacle overlaps here - copy straight through
550
+ for (let i = 0; i < 9; i++) out.push(soup[o + i]);
551
+ continue;
552
+ }
553
+
554
+ // start with the whole triangle as one piece, then subtract each overlapping footprint
555
+ pieces.length = 0;
556
+ pieces.push(Float64Array.of(tri_uv[0], tri_uv[1], tri_uv[2], tri_uv[3], tri_uv[4], tri_uv[5]));
557
+
558
+ for (let qi = 0; qi < hit_count; qi++) {
559
+ const fi = query_hits[qi];
560
+ const dh = footprint_h[fi] - th;
561
+ if (dh <= HEIGHT_EPS || dh > agent_height + HEIGHT_EPS) continue; // exact band test
562
+
563
+ const fp = footprint_poly[fi];
564
+ const fp_n = fp.length / 2;
565
+
566
+ next_pieces.length = 0;
567
+ for (let pi = 0; pi < pieces.length; pi++) {
568
+ subtract_footprint(pieces[pi], pieces[pi].length / 2, fp, fp_n, next_pieces);
569
+ }
570
+
571
+ const swap = pieces; pieces = next_pieces; next_pieces = swap;
572
+ if (pieces.length === 0) break;
573
+ }
574
+
575
+ const inv_det = 1 / det;
576
+ for (let pi = 0; pi < pieces.length; pi++) {
577
+ const poly = pieces[pi];
578
+ const poly_n = poly.length / 2;
579
+
580
+ // fan-triangulate the surviving piece and reconstruct world XYZ per vertex
581
+ for (let i = 1; i + 1 < poly_n; i++) {
582
+ const u0 = poly[0], v0 = poly[1];
583
+ const u1 = poly[i * 2], v1 = poly[i * 2 + 1];
584
+ const u2 = poly[(i + 1) * 2], v2 = poly[(i + 1) * 2 + 1];
585
+
586
+ const area2 = Math.abs((u1 - u0) * (v2 - v0) - (u2 - u0) * (v1 - v0));
587
+ if (area2 < 2 * AREA_EPS) continue;
588
+
589
+ emit_xyz(out, u0, v0, tri_uv, px, py, pz, e1u, e1v, e2u, e2v, inv_det);
590
+ emit_xyz(out, u1, v1, tri_uv, px, py, pz, e1u, e1v, e2u, e2v, inv_det);
591
+ emit_xyz(out, u2, v2, tri_uv, px, py, pz, e1u, e1v, e2u, e2v, inv_det);
592
+ }
593
+ }
594
+ }
595
+
596
+ return out;
597
+ }
598
+
599
+ /**
600
+ * Reconstruct the world XYZ of a (u,v) point lying in a source triangle (barycentric on the triangle's
601
+ * planar uv coordinates) and append it to `out`.
602
+ *
603
+ * @param {number[]} out destination soup
604
+ * @param {number} u
605
+ * @param {number} v the point in (u,v)
606
+ * @param {Float64Array} tri_uv the triangle's uv corners (stride 2, vertex 0 is the origin)
607
+ * @param {Float64Array} px
608
+ * @param {Float64Array} py
609
+ * @param {Float64Array} pz the triangle's world corners
610
+ * @param {number} e1u
611
+ * @param {number} e1v edge (v1 - v0) in uv
612
+ * @param {number} e2u
613
+ * @param {number} e2v edge (v2 - v0) in uv
614
+ * @param {number} inv_det reciprocal of the uv area determinant
615
+ */
616
+ function emit_xyz(out, u, v, tri_uv, px, py, pz, e1u, e1v, e2u, e2v, inv_det) {
617
+ const du = u - tri_uv[0];
618
+ const dv = v - tri_uv[1];
619
+ const w1 = (du * e2v - e2u * dv) * inv_det;
620
+ const w2 = (e1u * dv - du * e1v) * inv_det;
621
+ const w0 = 1 - w1 - w2;
622
+
623
+ out.push(
624
+ w0 * px[0] + w1 * px[1] + w2 * px[2],
625
+ w0 * py[0] + w1 * py[1] + w2 * py[2],
626
+ w0 * pz[0] + w1 * pz[1] + w2 * pz[2]
627
+ );
628
+ }