@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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@@ -1,681 +1,681 @@
1
- import { line3_compute_segment_segment_closest_points } from "../../../core/geom/3d/line/line3_compute_segment_segment_closest_points.js";
2
- import { quat3_to_matrix3 } from "../../../core/geom/3d/quaternion/quat3_to_matrix3.js";
3
- import { polygon2_clip_axis_halfplane } from "../../../core/geom/2d/polygon/polygon2_clip_axis_halfplane.js";
4
- import { reduce_manifold_contacts } from "./reduce_manifold_contacts.js";
5
- import { box3_projected_half_extent } from "../../../core/geom/3d/box/box3_projected_half_extent.js";
6
-
7
- /**
8
- * Multi-point manifold construction for two oriented bounding boxes.
9
- *
10
- * Algorithm:
11
- * 1. SAT over the canonical 15 axes (3 face normals of A, 3 of B, 9 edge-pair
12
- * crosses) to find the smallest-overlap axis and remember whether it came
13
- * from a face normal of A, a face normal of B, or an edge-pair cross.
14
- * 2. Face axis ⇒ identify a reference face (on the box that owned the axis)
15
- * and an incident face (on the opposite box, the face whose outward
16
- * normal is most antiparallel to the contact normal). Project the four
17
- * incident corners into the reference face's 2-D coordinate frame and
18
- * clip the resulting quad against the reference face rectangle via
19
- * Sutherland-Hodgman. Each surviving vertex with positive penetration
20
- * becomes a contact point.
21
- * 3. Edge-cross axis ⇒ a single contact at the body-centre midpoint
22
- * (v1 fallback; closest-edge-points refinement is a follow-up).
23
- * 4. If more than {@link MAX_CONTACTS} survive, reduce by picking the
24
- * deepest first, then three more that maximise the perimeter of the
25
- * resulting quad.
26
- *
27
- * Contact convention (matches the manifold cache): the normal points from
28
- * box B toward box A; positive depth means penetration.
29
- *
30
- * Output layout:
31
- * out[0..2] : world normal
32
- * out[3] : contact count (0 .. {@link MAX_CONTACTS})
33
- * out[4 + k*7 + 0..2] : world contact on A's surface
34
- * out[4 + k*7 + 3..5] : world contact on B's surface
35
- * out[4 + k*7 + 6] : penetration depth (positive)
36
- *
37
- * @author Alex Goldring
38
- * @copyright Company Named Limited (c) 2026
39
- */
40
-
41
- const MAX_CONTACTS = 4;
42
- const CONTACT_STRIDE = 7;
43
- const PARALLEL_EPS_SQR = 1e-8;
44
-
45
- /**
46
- * Reference-axis tie-break deadband. SAT picks the minimum-overlap axis, but
47
- * for aligned boxes two axes (A's face normal and B's face normal along the
48
- * contact direction) have *equal* overlap, so floating-point noise from a
49
- * sub-degree wobble flips which one wins frame to frame. That flips the
50
- * reference/incident assignment, which reorders the contact points, which
51
- * flips the solver's Gauss-Seidel sweep order — injecting an alternating
52
- * bias that makes symmetric stacks creep and never sleep.
53
- *
54
- * The deadband makes a later axis replace the current best only if it
55
- * reduces the overlap by more than `best · TIE_REL + TIE_ABS`. Axes are
56
- * tested A-faces, then B-faces, then edge-crosses, so ties resolve to the
57
- * earlier axis (A's face, then a face over an edge) — a stable, consistent
58
- * choice. Genuine minima (overlap smaller by more than the band) still win,
59
- * so SAT correctness for non-aligned boxes is unchanged; only the
60
- * noise-driven flip on near-perfect alignment is suppressed. Box2D's
61
- * `b2CollidePolygons` uses the same relative+absolute hysteresis.
62
- * @type {number}
63
- */
64
- const TIE_REL = 0.02;
65
- const TIE_ABS = 1e-5;
66
-
67
- /**
68
- * Length of `out` required by {@link box_box_manifold}.
69
- * @type {number}
70
- */
71
- export const BOX_BOX_OUT_LENGTH = 4 + MAX_CONTACTS * CONTACT_STRIDE;
72
-
73
- // --- shared scratch storage -------------------------------------------------
74
-
75
- const scratch_axes_a = new Float64Array(9);
76
- const scratch_axes_b = new Float64Array(9);
77
-
78
- // 4 incident face corners in world space.
79
- const incident_world = new Float64Array(12);
80
-
81
- // 2-D projection of incident corners onto reference-face uv plane.
82
- const incident_uv = new Float64Array(8 * 2);
83
- const clipped_uv_in = new Float64Array(8 * 2);
84
- const clipped_uv_out = new Float64Array(8 * 2);
85
-
86
- // Surviving 3-D contact points along with their (signed) depth.
87
- // Stride 4 per candidate: x, y, z, depth.
88
- const candidates = new Float64Array(8 * 4);
89
-
90
- // Output of line3_compute_segment_segment_closest_points for the edge-cross
91
- // SAT-winner path: (s, t) parameters along the two edges.
92
- const scratch_edge_st = new Float64Array(2);
93
-
94
- // --- main -------------------------------------------------------------------
95
-
96
- // --- hoisted SAT axis test (D3) ----------------------------------------------
97
- //
98
- // `test_axis` used to be a per-call closure inside box_box_manifold —
99
- // allocated for every box-box pair because it captures and MUTATES the
100
- // running best-axis accumulator. Hoisted to module scope with the per-pair
101
- // inputs staged in the g_bb_* slots below (written once per pair, read by
102
- // all 15 axis tests). Same arithmetic, same order — bit-identical results.
103
-
104
- let g_bb_ahx = 0, g_bb_ahy = 0, g_bb_ahz = 0;
105
- let g_bb_bhx = 0, g_bb_bhy = 0, g_bb_bhz = 0;
106
- let g_bb_dx = 0, g_bb_dy = 0, g_bb_dz = 0;
107
- let g_bb_best_overlap = Infinity;
108
- let g_bb_best_nx = 0, g_bb_best_ny = 0, g_bb_best_nz = 0;
109
- let g_bb_best_source = -1;
110
-
111
- /**
112
- * SAT interval test of one candidate axis. Returns `true` when the axis
113
- * SEPARATES the boxes (caller bails). Tracks the minimum-overlap axis in
114
- * the g_bb_best_* slots, with the tie-break deadband documented at
115
- * {@link TIE_REL}.
116
- */
117
- function test_axis(lx, ly, lz, source) {
118
- const len_sqr = lx * lx + ly * ly + lz * lz;
119
-
120
- if (len_sqr < PARALLEL_EPS_SQR){
121
- return false;
122
- }
123
-
124
- const inv_len = 1 / Math.sqrt(len_sqr);
125
-
126
- const ux = lx * inv_len;
127
- const uy = ly * inv_len;
128
- const uz = lz * inv_len;
129
-
130
- const rA = box3_projected_half_extent(scratch_axes_a, 0, g_bb_ahx, g_bb_ahy, g_bb_ahz, ux, uy, uz);
131
- const rB = box3_projected_half_extent(scratch_axes_b, 0, g_bb_bhx, g_bb_bhy, g_bb_bhz, ux, uy, uz);
132
-
133
- const proj = g_bb_dx * ux + g_bb_dy * uy + g_bb_dz * uz;
134
- const dist = proj < 0 ? -proj : proj;
135
- const overlap = (rA + rB) - dist;
136
-
137
- if (overlap < 0){
138
- return true;
139
- }
140
-
141
- // Deadband: the first axis always wins; a later axis replaces it only
142
- // if it reduces the overlap past the hysteresis band. This biases ties
143
- // toward earlier-tested axes (A faces > B faces > edges) so aligned
144
- // boxes pick a stable reference instead of flip-flopping on noise.
145
- if (g_bb_best_source === -1 || overlap < g_bb_best_overlap - (g_bb_best_overlap * TIE_REL + TIE_ABS)) {
146
- g_bb_best_overlap = overlap;
147
- const sign = proj > 0 ? -1 : 1; // normal points B->A
148
- g_bb_best_nx = ux * sign;
149
- g_bb_best_ny = uy * sign;
150
- g_bb_best_nz = uz * sign;
151
- g_bb_best_source = source;
152
- }
153
- return false;
154
- }
155
-
156
- /**
157
- *
158
- * @param {number[]|Float64Array} out length >= BOX_BOX_OUT_LENGTH
159
- * @param {number} ax centre x of A
160
- * @param {number} ay
161
- * @param {number} az
162
- * @param {number} aqx A rotation quaternion x
163
- * @param {number} aqy
164
- * @param {number} aqz
165
- * @param {number} aqw
166
- * @param {number} ahx A half-extent x in body frame
167
- * @param {number} ahy
168
- * @param {number} ahz
169
- * @param {number} bx centre x of B
170
- * @param {number} by
171
- * @param {number} bz
172
- * @param {number} bqx
173
- * @param {number} bqy
174
- * @param {number} bqz
175
- * @param {number} bqw
176
- * @param {number} bhx
177
- * @param {number} bhy
178
- * @param {number} bhz
179
- * @returns {boolean} true if overlap
180
- */
181
- export function box_box_manifold(
182
- out,
183
- ax, ay, az, aqx, aqy, aqz, aqw, ahx, ahy, ahz,
184
- bx, by, bz, bqx, bqy, bqz, bqw, bhx, bhy, bhz
185
- ) {
186
- quat3_to_matrix3(scratch_axes_a, 0, aqx, aqy, aqz, aqw);
187
- quat3_to_matrix3(scratch_axes_b, 0, bqx, bqy, bqz, bqw);
188
-
189
- const ta = scratch_axes_a;
190
- const tb = scratch_axes_b;
191
-
192
- const dx = bx - ax;
193
- const dy = by - ay;
194
- const dz = bz - az;
195
-
196
- // Stage the per-pair inputs + reset the best-axis accumulator for the
197
- // hoisted test_axis (see the D3 note above it).
198
- g_bb_ahx = ahx; g_bb_ahy = ahy; g_bb_ahz = ahz;
199
- g_bb_bhx = bhx; g_bb_bhy = bhy; g_bb_bhz = bhz;
200
- g_bb_dx = dx; g_bb_dy = dy; g_bb_dz = dz;
201
- g_bb_best_overlap = Infinity;
202
- g_bb_best_nx = 0; g_bb_best_ny = 0; g_bb_best_nz = 0;
203
- g_bb_best_source = -1;
204
-
205
- if (test_axis(ta[0], ta[1], ta[2], 0)) return false;
206
- if (test_axis(ta[3], ta[4], ta[5], 1)) return false;
207
- if (test_axis(ta[6], ta[7], ta[8], 2)) return false;
208
- if (test_axis(tb[0], tb[1], tb[2], 3)) return false;
209
- if (test_axis(tb[3], tb[4], tb[5], 4)) return false;
210
- if (test_axis(tb[6], tb[7], tb[8], 5)) return false;
211
-
212
- for (let i = 0; i < 3; i++) {
213
- const i3 = i * 3;
214
- const aix = ta[i3], aiy = ta[i3 + 1], aiz = ta[i3 + 2];
215
-
216
- for (let j = 0; j < 3; j++) {
217
- const j3 = j * 3;
218
- const bjx = tb[j3], bjy = tb[j3 + 1], bjz = tb[j3 + 2];
219
-
220
- const cx = aiy * bjz - aiz * bjy;
221
- const cy = aiz * bjx - aix * bjz;
222
- const cz = aix * bjy - aiy * bjx;
223
-
224
- if (test_axis(cx, cy, cz, 6 + i3 + j)) return false;
225
- }
226
- }
227
-
228
- // We have a contact. Output the normal.
229
- const best_overlap = g_bb_best_overlap;
230
- const best_source = g_bb_best_source;
231
- const nx = g_bb_best_nx, ny = g_bb_best_ny, nz = g_bb_best_nz;
232
- out[0] = nx;
233
- out[1] = ny;
234
- out[2] = nz;
235
-
236
- // ---- Edge-cross axis: closest-pair on the two involved edges ----
237
- //
238
- // When SAT identifies an edge-edge separating axis (source 6..14 =
239
- // 6 + i*3 + j, where `i` is box A's local edge-axis index and
240
- // `j` is box B's), the contact happens where one specific edge of
241
- // A crosses (or is closest to) one specific edge of B. The earlier
242
- // body-centre-midpoint fallback was sufficient for "we know they
243
- // collide" but produced lever arms that confused the solver — for
244
- // skewed-box stacks this led to slow drift.
245
- //
246
- // Procedure:
247
- // 1. Decode (i, j) from `best_source`.
248
- // 2. Among box A's 4 parallel edges along axis i, pick the one
249
- // whose corner is most in the −n direction (closest to B).
250
- // 3. Same for box B with +n direction.
251
- // 4. `line3_compute_segment_segment_closest_points` returns (s, t)
252
- // parameters; reconstruct the world contact on each edge.
253
- if (best_source >= 6) {
254
- const ax_src = best_source - 6;
255
- const i_a = (ax_src / 3) | 0;
256
- const j_b = ax_src - i_a * 3;
257
-
258
- // Edge directions in world.
259
- const edge_a_dx = ta[i_a * 3];
260
- const edge_a_dy = ta[i_a * 3 + 1];
261
- const edge_a_dz = ta[i_a * 3 + 2];
262
- const edge_b_dx = tb[j_b * 3];
263
- const edge_b_dy = tb[j_b * 3 + 1];
264
- const edge_b_dz = tb[j_b * 3 + 2];
265
-
266
- // Edge half-extents (along the chosen axis).
267
- const edge_a_half = i_a === 0 ? ahx : (i_a === 1 ? ahy : ahz);
268
- const edge_b_half = j_b === 0 ? bhx : (j_b === 1 ? bhy : bhz);
269
-
270
- // Perpendicular axes (the other two) and their half-extents.
271
- let u_a_idx, v_a_idx;
272
- if (i_a === 0) {
273
- u_a_idx = 1;
274
- v_a_idx = 2;
275
- } else if (i_a === 1) {
276
- u_a_idx = 2;
277
- v_a_idx = 0;
278
- } else {
279
- u_a_idx = 0;
280
- v_a_idx = 1;
281
- }
282
- const u_a_x = ta[u_a_idx * 3], u_a_y = ta[u_a_idx * 3 + 1], u_a_z = ta[u_a_idx * 3 + 2];
283
- const v_a_x = ta[v_a_idx * 3], v_a_y = ta[v_a_idx * 3 + 1], v_a_z = ta[v_a_idx * 3 + 2];
284
- const half_u_a = u_a_idx === 0 ? ahx : (u_a_idx === 1 ? ahy : ahz);
285
- const half_v_a = v_a_idx === 0 ? ahx : (v_a_idx === 1 ? ahy : ahz);
286
-
287
- let u_b_idx, v_b_idx;
288
- if (j_b === 0) {
289
- u_b_idx = 1;
290
- v_b_idx = 2;
291
- } else if (j_b === 1) {
292
- u_b_idx = 2;
293
- v_b_idx = 0;
294
- } else {
295
- u_b_idx = 0;
296
- v_b_idx = 1;
297
- }
298
- const u_b_x = tb[u_b_idx * 3], u_b_y = tb[u_b_idx * 3 + 1], u_b_z = tb[u_b_idx * 3 + 2];
299
- const v_b_x = tb[v_b_idx * 3], v_b_y = tb[v_b_idx * 3 + 1], v_b_z = tb[v_b_idx * 3 + 2];
300
- const half_u_b = u_b_idx === 0 ? bhx : (u_b_idx === 1 ? bhy : bhz);
301
- const half_v_b = v_b_idx === 0 ? bhx : (v_b_idx === 1 ? bhy : bhz);
302
-
303
- // The contact normal `n` (= best_n) points B → A. From A's
304
- // perspective B is in the −n direction; pick the A-corner most
305
- // in that direction. From B's perspective A is in +n; pick the
306
- // B-corner most in +n.
307
- const minus_n_dot_u_a = -(nx * u_a_x + ny * u_a_y + nz * u_a_z);
308
- const minus_n_dot_v_a = -(nx * v_a_x + ny * v_a_y + nz * v_a_z);
309
- const u_sign_a = minus_n_dot_u_a >= 0 ? 1 : -1;
310
- const v_sign_a = minus_n_dot_v_a >= 0 ? 1 : -1;
311
-
312
- const plus_n_dot_u_b = nx * u_b_x + ny * u_b_y + nz * u_b_z;
313
- const plus_n_dot_v_b = nx * v_b_x + ny * v_b_y + nz * v_b_z;
314
- const u_sign_b = plus_n_dot_u_b >= 0 ? 1 : -1;
315
- const v_sign_b = plus_n_dot_v_b >= 0 ? 1 : -1;
316
-
317
- // Box-A edge centre = A_centre + u_sign_a * half_u_a * u_a
318
- // + v_sign_a * half_v_a * v_a.
319
- const corner_a_cx = ax + u_a_x * u_sign_a * half_u_a + v_a_x * v_sign_a * half_v_a;
320
- const corner_a_cy = ay + u_a_y * u_sign_a * half_u_a + v_a_y * v_sign_a * half_v_a;
321
- const corner_a_cz = az + u_a_z * u_sign_a * half_u_a + v_a_z * v_sign_a * half_v_a;
322
- const edge_a_p1_x = corner_a_cx - edge_a_dx * edge_a_half;
323
- const edge_a_p1_y = corner_a_cy - edge_a_dy * edge_a_half;
324
- const edge_a_p1_z = corner_a_cz - edge_a_dz * edge_a_half;
325
- const edge_a_p2_x = corner_a_cx + edge_a_dx * edge_a_half;
326
- const edge_a_p2_y = corner_a_cy + edge_a_dy * edge_a_half;
327
- const edge_a_p2_z = corner_a_cz + edge_a_dz * edge_a_half;
328
-
329
- const corner_b_cx = bx + u_b_x * u_sign_b * half_u_b + v_b_x * v_sign_b * half_v_b;
330
- const corner_b_cy = by + u_b_y * u_sign_b * half_u_b + v_b_y * v_sign_b * half_v_b;
331
- const corner_b_cz = bz + u_b_z * u_sign_b * half_u_b + v_b_z * v_sign_b * half_v_b;
332
- const edge_b_p1_x = corner_b_cx - edge_b_dx * edge_b_half;
333
- const edge_b_p1_y = corner_b_cy - edge_b_dy * edge_b_half;
334
- const edge_b_p1_z = corner_b_cz - edge_b_dz * edge_b_half;
335
- const edge_b_p2_x = corner_b_cx + edge_b_dx * edge_b_half;
336
- const edge_b_p2_y = corner_b_cy + edge_b_dy * edge_b_half;
337
- const edge_b_p2_z = corner_b_cz + edge_b_dz * edge_b_half;
338
-
339
- line3_compute_segment_segment_closest_points(
340
- scratch_edge_st,
341
- edge_a_p1_x, edge_a_p1_y, edge_a_p1_z, edge_a_p2_x, edge_a_p2_y, edge_a_p2_z,
342
- edge_b_p1_x, edge_b_p1_y, edge_b_p1_z, edge_b_p2_x, edge_b_p2_y, edge_b_p2_z
343
- );
344
-
345
- const s = scratch_edge_st[0];
346
- const t = scratch_edge_st[1];
347
-
348
- const contact_a_x = edge_a_p1_x + s * (edge_a_p2_x - edge_a_p1_x);
349
- const contact_a_y = edge_a_p1_y + s * (edge_a_p2_y - edge_a_p1_y);
350
- const contact_a_z = edge_a_p1_z + s * (edge_a_p2_z - edge_a_p1_z);
351
-
352
- const contact_b_x = edge_b_p1_x + t * (edge_b_p2_x - edge_b_p1_x);
353
- const contact_b_y = edge_b_p1_y + t * (edge_b_p2_y - edge_b_p1_y);
354
- const contact_b_z = edge_b_p1_z + t * (edge_b_p2_z - edge_b_p1_z);
355
-
356
- out[3] = 1;
357
- out[4] = contact_a_x;
358
- out[5] = contact_a_y;
359
- out[6] = contact_a_z;
360
- out[7] = contact_b_x;
361
- out[8] = contact_b_y;
362
- out[9] = contact_b_z;
363
- out[10] = best_overlap;
364
-
365
- return true;
366
- }
367
-
368
- // ---- Face axis: face clipping ----
369
- // Determine reference and incident.
370
- const ref_is_A = best_source < 3;
371
- // Reference axis index in the owning box (0..2).
372
- const ref_axis_idx = ref_is_A ? best_source : best_source - 3;
373
-
374
- // Reference box pose.
375
- const ref_axes = ref_is_A ? ta : tb;
376
- const inc_axes = ref_is_A ? tb : ta;
377
- const ref_h_x = ref_is_A ? ahx : bhx;
378
- const ref_h_y = ref_is_A ? ahy : bhy;
379
- const ref_h_z = ref_is_A ? ahz : bhz;
380
- const inc_h_x = ref_is_A ? bhx : ahx;
381
- const inc_h_y = ref_is_A ? bhy : ahy;
382
- const inc_h_z = ref_is_A ? bhz : ahz;
383
- const ref_cx = ref_is_A ? ax : bx;
384
- const ref_cy = ref_is_A ? ay : by;
385
- const ref_cz = ref_is_A ? az : bz;
386
- const inc_cx = ref_is_A ? bx : ax;
387
- const inc_cy = ref_is_A ? by : ay;
388
- const inc_cz = ref_is_A ? bz : az;
389
-
390
- // Reference face outward normal in world: the face of the ref box facing
391
- // the incident box. The contact normal points B→A; the ref face's
392
- // outward normal must point toward the incident box (= -n if ref is A,
393
- // = +n if ref is B).
394
- const ref_out_nx = ref_is_A ? -nx : nx;
395
- const ref_out_ny = ref_is_A ? -ny : ny;
396
- const ref_out_nz = ref_is_A ? -nz : nz;
397
-
398
- // Ref face's three axis-in-world directions: the axis-direction matching
399
- // ref_axis_idx is the OUTWARD normal; the other two are the face tangents.
400
- // Sign of the reference-face axis aligned with ref_out:
401
- const ref_axis_world_x = ref_axes[ref_axis_idx * 3];
402
- const ref_axis_world_y = ref_axes[ref_axis_idx * 3 + 1];
403
- const ref_axis_world_z = ref_axes[ref_axis_idx * 3 + 2];
404
- const ref_axis_dot = ref_axis_world_x * ref_out_nx
405
- + ref_axis_world_y * ref_out_ny
406
- + ref_axis_world_z * ref_out_nz;
407
- const ref_axis_sign = ref_axis_dot >= 0 ? 1 : -1;
408
-
409
- // Face plane: passes through `ref_cx + ref_axis * ref_axis_sign * ref_h_<axis>`,
410
- // with outward normal = `ref_axis_world * ref_axis_sign`.
411
- const ref_h_along_axis = ref_axis_idx === 0 ? ref_h_x : (ref_axis_idx === 1 ? ref_h_y : ref_h_z);
412
- const ref_face_origin_x = ref_cx + ref_axis_world_x * ref_axis_sign * ref_h_along_axis;
413
- const ref_face_origin_y = ref_cy + ref_axis_world_y * ref_axis_sign * ref_h_along_axis;
414
- const ref_face_origin_z = ref_cz + ref_axis_world_z * ref_axis_sign * ref_h_along_axis;
415
-
416
- // Reference face's two tangent axes (u, v) in world, with the corresponding half-extents.
417
- let u_axis_idx, v_axis_idx;
418
- if (ref_axis_idx === 0) {
419
- u_axis_idx = 1;
420
- v_axis_idx = 2;
421
- } else if (ref_axis_idx === 1) {
422
- u_axis_idx = 2;
423
- v_axis_idx = 0;
424
- } else {
425
- u_axis_idx = 0;
426
- v_axis_idx = 1;
427
- }
428
-
429
- const ux = ref_axes[u_axis_idx * 3], uy = ref_axes[u_axis_idx * 3 + 1], uz = ref_axes[u_axis_idx * 3 + 2];
430
- const vx = ref_axes[v_axis_idx * 3], vy = ref_axes[v_axis_idx * 3 + 1], vz = ref_axes[v_axis_idx * 3 + 2];
431
- const half_u = u_axis_idx === 0 ? ref_h_x : (u_axis_idx === 1 ? ref_h_y : ref_h_z);
432
- const half_v = v_axis_idx === 0 ? ref_h_x : (v_axis_idx === 1 ? ref_h_y : ref_h_z);
433
-
434
- // ---- Pick incident face on the OTHER box ----
435
- // Its outward normal should be MOST antiparallel to the ref face outward normal
436
- // (i.e., the face of the incident box that is "looking back" at the ref face).
437
- let inc_axis_idx = 0, inc_axis_sign = 1;
438
- let max_anti = -Infinity;
439
- for (let i = 0; i < 3; i++) {
440
- const iax = inc_axes[i * 3], iay = inc_axes[i * 3 + 1], iaz = inc_axes[i * 3 + 2];
441
- const d_pos = iax * ref_out_nx + iay * ref_out_ny + iaz * ref_out_nz;
442
- // We want dot ≈ -1, so most negative dot is the most anti-parallel
443
- if (-d_pos > max_anti) {
444
- max_anti = -d_pos;
445
- inc_axis_idx = i;
446
- inc_axis_sign = -1;
447
- }
448
- if (d_pos > max_anti) {
449
- max_anti = d_pos;
450
- inc_axis_idx = i;
451
- inc_axis_sign = 1;
452
- }
453
- }
454
- // Now the incident face outward normal must be antiparallel to ref_out_n.
455
- // We chose inc_axis_sign as the sign of dot(inc_axis_dir, ref_out_n). The
456
- // incident face's outward direction is the OPPOSITE sign (facing back at ref).
457
- const inc_outward_sign = -inc_axis_sign;
458
-
459
- const inc_h_along_axis = inc_axis_idx === 0 ? inc_h_x : (inc_axis_idx === 1 ? inc_h_y : inc_h_z);
460
- // Incident face centre in world.
461
- const inc_face_cx = inc_cx + inc_axes[inc_axis_idx * 3] * inc_outward_sign * inc_h_along_axis;
462
- const inc_face_cy = inc_cy + inc_axes[inc_axis_idx * 3 + 1] * inc_outward_sign * inc_h_along_axis;
463
- const inc_face_cz = inc_cz + inc_axes[inc_axis_idx * 3 + 2] * inc_outward_sign * inc_h_along_axis;
464
-
465
- // Incident face's two tangent axes in world, with their half-extents.
466
- let i_u_idx, i_v_idx;
467
- if (inc_axis_idx === 0) {
468
- i_u_idx = 1;
469
- i_v_idx = 2;
470
- } else if (inc_axis_idx === 1) {
471
- i_u_idx = 2;
472
- i_v_idx = 0;
473
- } else {
474
- i_u_idx = 0;
475
- i_v_idx = 1;
476
- }
477
- const iux = inc_axes[i_u_idx * 3], iuy = inc_axes[i_u_idx * 3 + 1], iuz = inc_axes[i_u_idx * 3 + 2];
478
- const ivx = inc_axes[i_v_idx * 3], ivy = inc_axes[i_v_idx * 3 + 1], ivz = inc_axes[i_v_idx * 3 + 2];
479
- const i_half_u = i_u_idx === 0 ? inc_h_x : (i_u_idx === 1 ? inc_h_y : inc_h_z);
480
- const i_half_v = i_v_idx === 0 ? inc_h_x : (i_v_idx === 1 ? inc_h_y : inc_h_z);
481
-
482
- // Build incident face's 4 world corners (ordered CCW around the face).
483
- const signs_u = [1, 1, -1, -1];
484
- const signs_v = [-1, 1, 1, -1];
485
- for (let i = 0; i < 4; i++) {
486
- const su = signs_u[i] * i_half_u;
487
- const sv = signs_v[i] * i_half_v;
488
- incident_world[i * 3] = inc_face_cx + iux * su + ivx * sv;
489
- incident_world[i * 3 + 1] = inc_face_cy + iuy * su + ivy * sv;
490
- incident_world[i * 3 + 2] = inc_face_cz + iuz * su + ivz * sv;
491
- }
492
-
493
- // Project incident corners into ref-face uv coordinates.
494
- // For each corner C: uv = ((C - ref_face_origin) · u_axis, ... · v_axis).
495
- for (let i = 0; i < 4; i++) {
496
- const ex = incident_world[i * 3] - ref_face_origin_x;
497
- const ey = incident_world[i * 3 + 1] - ref_face_origin_y;
498
- const ez = incident_world[i * 3 + 2] - ref_face_origin_z;
499
- incident_uv[i * 2] = ex * ux + ey * uy + ez * uz;
500
- incident_uv[i * 2 + 1] = ex * vx + ey * vy + ez * vz;
501
- }
502
-
503
- // Sutherland-Hodgman clip against the rectangle |u|<=half_u, |v|<=half_v.
504
- // Apply 4 successive single-axis clips.
505
- let n = 4;
506
- // Copy into clipped_uv_in first.
507
- for (let i = 0; i < n * 2; i++) {
508
- clipped_uv_in[i] = incident_uv[i];
509
- }
510
-
511
- n = polygon2_clip_axis_halfplane(clipped_uv_in, n, clipped_uv_out, 0, half_u, true);
512
-
513
- if (n === 0) {
514
- return out_empty(out);
515
- }
516
-
517
- n = polygon2_clip_axis_halfplane(clipped_uv_out, n, clipped_uv_in, 0, -half_u, false);
518
-
519
- if (n === 0) {
520
- return out_empty(out);
521
- }
522
-
523
- n = polygon2_clip_axis_halfplane(clipped_uv_in, n, clipped_uv_out, 1, half_v, true);
524
-
525
- if (n === 0) {
526
- return out_empty(out);
527
- }
528
-
529
- n = polygon2_clip_axis_halfplane(clipped_uv_out, n, clipped_uv_in, 1, -half_v, false);
530
-
531
- if (n === 0) {
532
- return out_empty(out);
533
- }
534
-
535
- // Each surviving uv-point is on the ref face rectangle. We need to:
536
- // 1. Map uv back to world → that's the contact point on the *incident* face
537
- // (still on the inc face plane at that uv).
538
- // 2. Compute depth = penetration along contact normal n (B→A).
539
- // 3. The contact on the *reference* face is the projection of the inc-face
540
- // point onto the reference plane along the contact normal.
541
-
542
- // To re-derive the world position from a uv coord: we need to keep both the
543
- // uv coord and the corresponding world point. But we just clipped uv-only,
544
- // so the world position is the projection back. The depth resolves it:
545
- //
546
- // ref plane: normal = ref_outward, origin at ref_face_origin
547
- // incident point world = ref_face_origin + u*u_axis + v*v_axis + (signed projection along ref_out)
548
- //
549
- // The component along ref_out for the original incident corner is what we lost
550
- // by going to uv. We recompute it from the original incident face plane (which
551
- // is at a fixed offset from ref): the inc corner's signed distance from the ref
552
- // plane is `(corner - ref_face_origin) · ref_out_n`.
553
- //
554
- // After clipping in uv, we can't directly recover that distance without
555
- // re-projecting onto the inc face plane. We do that here.
556
-
557
- const ref_out_x = ref_axis_world_x * ref_axis_sign;
558
- const ref_out_y = ref_axis_world_y * ref_axis_sign;
559
- const ref_out_z = ref_axis_world_z * ref_axis_sign;
560
-
561
- // Inc face plane (in world): point inc_face_c, normal inc_outward
562
- // = inc_axes[inc_axis_idx*3..+2] * inc_outward_sign.
563
- const inc_out_x = inc_axes[inc_axis_idx * 3] * inc_outward_sign;
564
- const inc_out_y = inc_axes[inc_axis_idx * 3 + 1] * inc_outward_sign;
565
- const inc_out_z = inc_axes[inc_axis_idx * 3 + 2] * inc_outward_sign;
566
-
567
- // For a clipped uv point P_uv, the corresponding world point P_world on the
568
- // incident face plane satisfies:
569
- // P_world = ref_face_origin + u*u_axis + v*v_axis + t * ref_out for some t
570
- // (P_world - inc_face_c) · inc_out = 0
571
- // Substitute and solve for t. Let:
572
- // X = ref_face_origin + u*u_axis + v*v_axis (a point on the line)
573
- // t such that (X + t*ref_out - inc_face_c) · inc_out = 0
574
- // t * (ref_out · inc_out) = (inc_face_c - X) · inc_out
575
- const ref_dot_inc = ref_out_x * inc_out_x + ref_out_y * inc_out_y + ref_out_z * inc_out_z;
576
- // Faces are nearly parallel → ref_dot_inc ≈ -1 (anti-parallel). Robust.
577
-
578
- // Build candidates: for each clipped uv point.
579
- let cand_count = 0;
580
- const clipped_uv = clipped_uv_in;
581
- for (let i = 0; i < n; i++) {
582
- const u = clipped_uv[i * 2];
583
- const v = clipped_uv[i * 2 + 1];
584
-
585
- const x_x = ref_face_origin_x + u * ux + v * vx;
586
- const x_y = ref_face_origin_y + u * uy + v * vy;
587
- const x_z = ref_face_origin_z + u * uz + v * vz;
588
-
589
- let world_inc_x, world_inc_y, world_inc_z;
590
- if (ref_dot_inc !== 0) {
591
- const num_x = inc_face_cx - x_x;
592
- const num_y = inc_face_cy - x_y;
593
- const num_z = inc_face_cz - x_z;
594
- const t = (num_x * inc_out_x + num_y * inc_out_y + num_z * inc_out_z) / ref_dot_inc;
595
- world_inc_x = x_x + ref_out_x * t;
596
- world_inc_y = x_y + ref_out_y * t;
597
- world_inc_z = x_z + ref_out_z * t;
598
- } else {
599
- // Faces orthogonal — degenerate, fall back to uv point on ref plane.
600
- world_inc_x = x_x;
601
- world_inc_y = x_y;
602
- world_inc_z = x_z;
603
- }
604
-
605
- // Penetration: signed distance of inc-face contact from the ref plane,
606
- // measured into the ref box (= along -ref_out). Positive means penetrating.
607
- const sep_x = world_inc_x - ref_face_origin_x;
608
- const sep_y = world_inc_y - ref_face_origin_y;
609
- const sep_z = world_inc_z - ref_face_origin_z;
610
- const sep_along_ref_out = sep_x * ref_out_x + sep_y * ref_out_y + sep_z * ref_out_z;
611
- const depth = -sep_along_ref_out;
612
- if (depth < 0) continue;
613
-
614
- candidates[cand_count * 4] = world_inc_x;
615
- candidates[cand_count * 4 + 1] = world_inc_y;
616
- candidates[cand_count * 4 + 2] = world_inc_z;
617
- candidates[cand_count * 4 + 3] = depth;
618
- cand_count++;
619
- }
620
-
621
- if (cand_count === 0) {
622
- return out_empty(out);
623
- }
624
-
625
- // ---- Reduce to ≤ MAX_CONTACTS by best-deepest + perimeter ----
626
- const kept = reduce_manifold_contacts(candidates, cand_count, 4, MAX_CONTACTS, 3);
627
-
628
- // ---- Emit: contact-on-incident is the candidate's world point;
629
- // contact-on-reference is the same point projected onto the ref plane.
630
- out[3] = kept;
631
- for (let k = 0; k < kept; k++) {
632
- const px = candidates[k * 4];
633
- const py = candidates[k * 4 + 1];
634
- const pz = candidates[k * 4 + 2];
635
- const depth = candidates[k * 4 + 3];
636
-
637
- // ref-side contact = project onto ref plane along ref_out.
638
- const dist_to_plane = (px - ref_face_origin_x) * ref_out_x
639
- + (py - ref_face_origin_y) * ref_out_y
640
- + (pz - ref_face_origin_z) * ref_out_z;
641
- const rpx = px - ref_out_x * dist_to_plane;
642
- const rpy = py - ref_out_y * dist_to_plane;
643
- const rpz = pz - ref_out_z * dist_to_plane;
644
-
645
- let wax, way, waz, wbx_, wby_, wbz_;
646
- if (ref_is_A) {
647
- wax = rpx;
648
- way = rpy;
649
- waz = rpz;
650
- wbx_ = px;
651
- wby_ = py;
652
- wbz_ = pz;
653
- } else {
654
- wax = px;
655
- way = py;
656
- waz = pz;
657
- wbx_ = rpx;
658
- wby_ = rpy;
659
- wbz_ = rpz;
660
- }
661
-
662
- const base = 4 + k * CONTACT_STRIDE;
663
- out[base] = wax;
664
- out[base + 1] = way;
665
- out[base + 2] = waz;
666
- out[base + 3] = wbx_;
667
- out[base + 4] = wby_;
668
- out[base + 5] = wbz_;
669
- out[base + 6] = depth;
670
- }
671
-
672
- return true;
673
- }
674
-
675
- function out_empty(out) {
676
- out[3] = 0;
677
- return true; // overlap exists per SAT, just no clipped manifold
678
- }
679
-
680
- // Contact reduction (deepest + farthest-point spread) is shared with
681
- // convex_convex_manifold via reduce_manifold_contacts (stride 4).
1
+ import { line3_compute_segment_segment_closest_points } from "../../../core/geom/3d/line/line3_compute_segment_segment_closest_points.js";
2
+ import { quat3_to_matrix3 } from "../../../core/geom/3d/quaternion/quat3_to_matrix3.js";
3
+ import { polygon2_clip_axis_halfplane } from "../../../core/geom/2d/polygon/polygon2_clip_axis_halfplane.js";
4
+ import { reduce_manifold_contacts } from "./reduce_manifold_contacts.js";
5
+ import { box3_projected_half_extent } from "../../../core/geom/3d/box/box3_projected_half_extent.js";
6
+
7
+ /**
8
+ * Multi-point manifold construction for two oriented bounding boxes.
9
+ *
10
+ * Algorithm:
11
+ * 1. SAT over the canonical 15 axes (3 face normals of A, 3 of B, 9 edge-pair
12
+ * crosses) to find the smallest-overlap axis and remember whether it came
13
+ * from a face normal of A, a face normal of B, or an edge-pair cross.
14
+ * 2. Face axis ⇒ identify a reference face (on the box that owned the axis)
15
+ * and an incident face (on the opposite box, the face whose outward
16
+ * normal is most antiparallel to the contact normal). Project the four
17
+ * incident corners into the reference face's 2-D coordinate frame and
18
+ * clip the resulting quad against the reference face rectangle via
19
+ * Sutherland-Hodgman. Each surviving vertex with positive penetration
20
+ * becomes a contact point.
21
+ * 3. Edge-cross axis ⇒ a single contact at the body-centre midpoint
22
+ * (v1 fallback; closest-edge-points refinement is a follow-up).
23
+ * 4. If more than {@link MAX_CONTACTS} survive, reduce by picking the
24
+ * deepest first, then three more that maximise the perimeter of the
25
+ * resulting quad.
26
+ *
27
+ * Contact convention (matches the manifold cache): the normal points from
28
+ * box B toward box A; positive depth means penetration.
29
+ *
30
+ * Output layout:
31
+ * out[0..2] : world normal
32
+ * out[3] : contact count (0 .. {@link MAX_CONTACTS})
33
+ * out[4 + k*7 + 0..2] : world contact on A's surface
34
+ * out[4 + k*7 + 3..5] : world contact on B's surface
35
+ * out[4 + k*7 + 6] : penetration depth (positive)
36
+ *
37
+ * @author Alex Goldring
38
+ * @copyright Company Named Limited (c) 2026
39
+ */
40
+
41
+ const MAX_CONTACTS = 4;
42
+ const CONTACT_STRIDE = 7;
43
+ const PARALLEL_EPS_SQR = 1e-8;
44
+
45
+ /**
46
+ * Reference-axis tie-break deadband. SAT picks the minimum-overlap axis, but
47
+ * for aligned boxes two axes (A's face normal and B's face normal along the
48
+ * contact direction) have *equal* overlap, so floating-point noise from a
49
+ * sub-degree wobble flips which one wins frame to frame. That flips the
50
+ * reference/incident assignment, which reorders the contact points, which
51
+ * flips the solver's Gauss-Seidel sweep order — injecting an alternating
52
+ * bias that makes symmetric stacks creep and never sleep.
53
+ *
54
+ * The deadband makes a later axis replace the current best only if it
55
+ * reduces the overlap by more than `best · TIE_REL + TIE_ABS`. Axes are
56
+ * tested A-faces, then B-faces, then edge-crosses, so ties resolve to the
57
+ * earlier axis (A's face, then a face over an edge) — a stable, consistent
58
+ * choice. Genuine minima (overlap smaller by more than the band) still win,
59
+ * so SAT correctness for non-aligned boxes is unchanged; only the
60
+ * noise-driven flip on near-perfect alignment is suppressed. Box2D's
61
+ * `b2CollidePolygons` uses the same relative+absolute hysteresis.
62
+ * @type {number}
63
+ */
64
+ const TIE_REL = 0.02;
65
+ const TIE_ABS = 1e-5;
66
+
67
+ /**
68
+ * Length of `out` required by {@link box_box_manifold}.
69
+ * @type {number}
70
+ */
71
+ export const BOX_BOX_OUT_LENGTH = 4 + MAX_CONTACTS * CONTACT_STRIDE;
72
+
73
+ // --- shared scratch storage -------------------------------------------------
74
+
75
+ const scratch_axes_a = new Float64Array(9);
76
+ const scratch_axes_b = new Float64Array(9);
77
+
78
+ // 4 incident face corners in world space.
79
+ const incident_world = new Float64Array(12);
80
+
81
+ // 2-D projection of incident corners onto reference-face uv plane.
82
+ const incident_uv = new Float64Array(8 * 2);
83
+ const clipped_uv_in = new Float64Array(8 * 2);
84
+ const clipped_uv_out = new Float64Array(8 * 2);
85
+
86
+ // Surviving 3-D contact points along with their (signed) depth.
87
+ // Stride 4 per candidate: x, y, z, depth.
88
+ const candidates = new Float64Array(8 * 4);
89
+
90
+ // Output of line3_compute_segment_segment_closest_points for the edge-cross
91
+ // SAT-winner path: (s, t) parameters along the two edges.
92
+ const scratch_edge_st = new Float64Array(2);
93
+
94
+ // --- main -------------------------------------------------------------------
95
+
96
+ // --- hoisted SAT axis test (D3) ----------------------------------------------
97
+ //
98
+ // `test_axis` used to be a per-call closure inside box_box_manifold —
99
+ // allocated for every box-box pair because it captures and MUTATES the
100
+ // running best-axis accumulator. Hoisted to module scope with the per-pair
101
+ // inputs staged in the g_bb_* slots below (written once per pair, read by
102
+ // all 15 axis tests). Same arithmetic, same order — bit-identical results.
103
+
104
+ let g_bb_ahx = 0, g_bb_ahy = 0, g_bb_ahz = 0;
105
+ let g_bb_bhx = 0, g_bb_bhy = 0, g_bb_bhz = 0;
106
+ let g_bb_dx = 0, g_bb_dy = 0, g_bb_dz = 0;
107
+ let g_bb_best_overlap = Infinity;
108
+ let g_bb_best_nx = 0, g_bb_best_ny = 0, g_bb_best_nz = 0;
109
+ let g_bb_best_source = -1;
110
+
111
+ /**
112
+ * SAT interval test of one candidate axis. Returns `true` when the axis
113
+ * SEPARATES the boxes (caller bails). Tracks the minimum-overlap axis in
114
+ * the g_bb_best_* slots, with the tie-break deadband documented at
115
+ * {@link TIE_REL}.
116
+ */
117
+ function test_axis(lx, ly, lz, source) {
118
+ const len_sqr = lx * lx + ly * ly + lz * lz;
119
+
120
+ if (len_sqr < PARALLEL_EPS_SQR){
121
+ return false;
122
+ }
123
+
124
+ const inv_len = 1 / Math.sqrt(len_sqr);
125
+
126
+ const ux = lx * inv_len;
127
+ const uy = ly * inv_len;
128
+ const uz = lz * inv_len;
129
+
130
+ const rA = box3_projected_half_extent(scratch_axes_a, 0, g_bb_ahx, g_bb_ahy, g_bb_ahz, ux, uy, uz);
131
+ const rB = box3_projected_half_extent(scratch_axes_b, 0, g_bb_bhx, g_bb_bhy, g_bb_bhz, ux, uy, uz);
132
+
133
+ const proj = g_bb_dx * ux + g_bb_dy * uy + g_bb_dz * uz;
134
+ const dist = proj < 0 ? -proj : proj;
135
+ const overlap = (rA + rB) - dist;
136
+
137
+ if (overlap < 0){
138
+ return true;
139
+ }
140
+
141
+ // Deadband: the first axis always wins; a later axis replaces it only
142
+ // if it reduces the overlap past the hysteresis band. This biases ties
143
+ // toward earlier-tested axes (A faces > B faces > edges) so aligned
144
+ // boxes pick a stable reference instead of flip-flopping on noise.
145
+ if (g_bb_best_source === -1 || overlap < g_bb_best_overlap - (g_bb_best_overlap * TIE_REL + TIE_ABS)) {
146
+ g_bb_best_overlap = overlap;
147
+ const sign = proj > 0 ? -1 : 1; // normal points B->A
148
+ g_bb_best_nx = ux * sign;
149
+ g_bb_best_ny = uy * sign;
150
+ g_bb_best_nz = uz * sign;
151
+ g_bb_best_source = source;
152
+ }
153
+ return false;
154
+ }
155
+
156
+ /**
157
+ *
158
+ * @param {number[]|Float64Array} out length >= BOX_BOX_OUT_LENGTH
159
+ * @param {number} ax centre x of A
160
+ * @param {number} ay
161
+ * @param {number} az
162
+ * @param {number} aqx A rotation quaternion x
163
+ * @param {number} aqy
164
+ * @param {number} aqz
165
+ * @param {number} aqw
166
+ * @param {number} ahx A half-extent x in body frame
167
+ * @param {number} ahy
168
+ * @param {number} ahz
169
+ * @param {number} bx centre x of B
170
+ * @param {number} by
171
+ * @param {number} bz
172
+ * @param {number} bqx
173
+ * @param {number} bqy
174
+ * @param {number} bqz
175
+ * @param {number} bqw
176
+ * @param {number} bhx
177
+ * @param {number} bhy
178
+ * @param {number} bhz
179
+ * @returns {boolean} true if overlap
180
+ */
181
+ export function box_box_manifold(
182
+ out,
183
+ ax, ay, az, aqx, aqy, aqz, aqw, ahx, ahy, ahz,
184
+ bx, by, bz, bqx, bqy, bqz, bqw, bhx, bhy, bhz
185
+ ) {
186
+ quat3_to_matrix3(scratch_axes_a, 0, aqx, aqy, aqz, aqw);
187
+ quat3_to_matrix3(scratch_axes_b, 0, bqx, bqy, bqz, bqw);
188
+
189
+ const ta = scratch_axes_a;
190
+ const tb = scratch_axes_b;
191
+
192
+ const dx = bx - ax;
193
+ const dy = by - ay;
194
+ const dz = bz - az;
195
+
196
+ // Stage the per-pair inputs + reset the best-axis accumulator for the
197
+ // hoisted test_axis (see the D3 note above it).
198
+ g_bb_ahx = ahx; g_bb_ahy = ahy; g_bb_ahz = ahz;
199
+ g_bb_bhx = bhx; g_bb_bhy = bhy; g_bb_bhz = bhz;
200
+ g_bb_dx = dx; g_bb_dy = dy; g_bb_dz = dz;
201
+ g_bb_best_overlap = Infinity;
202
+ g_bb_best_nx = 0; g_bb_best_ny = 0; g_bb_best_nz = 0;
203
+ g_bb_best_source = -1;
204
+
205
+ if (test_axis(ta[0], ta[1], ta[2], 0)) return false;
206
+ if (test_axis(ta[3], ta[4], ta[5], 1)) return false;
207
+ if (test_axis(ta[6], ta[7], ta[8], 2)) return false;
208
+ if (test_axis(tb[0], tb[1], tb[2], 3)) return false;
209
+ if (test_axis(tb[3], tb[4], tb[5], 4)) return false;
210
+ if (test_axis(tb[6], tb[7], tb[8], 5)) return false;
211
+
212
+ for (let i = 0; i < 3; i++) {
213
+ const i3 = i * 3;
214
+ const aix = ta[i3], aiy = ta[i3 + 1], aiz = ta[i3 + 2];
215
+
216
+ for (let j = 0; j < 3; j++) {
217
+ const j3 = j * 3;
218
+ const bjx = tb[j3], bjy = tb[j3 + 1], bjz = tb[j3 + 2];
219
+
220
+ const cx = aiy * bjz - aiz * bjy;
221
+ const cy = aiz * bjx - aix * bjz;
222
+ const cz = aix * bjy - aiy * bjx;
223
+
224
+ if (test_axis(cx, cy, cz, 6 + i3 + j)) return false;
225
+ }
226
+ }
227
+
228
+ // We have a contact. Output the normal.
229
+ const best_overlap = g_bb_best_overlap;
230
+ const best_source = g_bb_best_source;
231
+ const nx = g_bb_best_nx, ny = g_bb_best_ny, nz = g_bb_best_nz;
232
+ out[0] = nx;
233
+ out[1] = ny;
234
+ out[2] = nz;
235
+
236
+ // ---- Edge-cross axis: closest-pair on the two involved edges ----
237
+ //
238
+ // When SAT identifies an edge-edge separating axis (source 6..14 =
239
+ // 6 + i*3 + j, where `i` is box A's local edge-axis index and
240
+ // `j` is box B's), the contact happens where one specific edge of
241
+ // A crosses (or is closest to) one specific edge of B. The earlier
242
+ // body-centre-midpoint fallback was sufficient for "we know they
243
+ // collide" but produced lever arms that confused the solver — for
244
+ // skewed-box stacks this led to slow drift.
245
+ //
246
+ // Procedure:
247
+ // 1. Decode (i, j) from `best_source`.
248
+ // 2. Among box A's 4 parallel edges along axis i, pick the one
249
+ // whose corner is most in the −n direction (closest to B).
250
+ // 3. Same for box B with +n direction.
251
+ // 4. `line3_compute_segment_segment_closest_points` returns (s, t)
252
+ // parameters; reconstruct the world contact on each edge.
253
+ if (best_source >= 6) {
254
+ const ax_src = best_source - 6;
255
+ const i_a = (ax_src / 3) | 0;
256
+ const j_b = ax_src - i_a * 3;
257
+
258
+ // Edge directions in world.
259
+ const edge_a_dx = ta[i_a * 3];
260
+ const edge_a_dy = ta[i_a * 3 + 1];
261
+ const edge_a_dz = ta[i_a * 3 + 2];
262
+ const edge_b_dx = tb[j_b * 3];
263
+ const edge_b_dy = tb[j_b * 3 + 1];
264
+ const edge_b_dz = tb[j_b * 3 + 2];
265
+
266
+ // Edge half-extents (along the chosen axis).
267
+ const edge_a_half = i_a === 0 ? ahx : (i_a === 1 ? ahy : ahz);
268
+ const edge_b_half = j_b === 0 ? bhx : (j_b === 1 ? bhy : bhz);
269
+
270
+ // Perpendicular axes (the other two) and their half-extents.
271
+ let u_a_idx, v_a_idx;
272
+ if (i_a === 0) {
273
+ u_a_idx = 1;
274
+ v_a_idx = 2;
275
+ } else if (i_a === 1) {
276
+ u_a_idx = 2;
277
+ v_a_idx = 0;
278
+ } else {
279
+ u_a_idx = 0;
280
+ v_a_idx = 1;
281
+ }
282
+ const u_a_x = ta[u_a_idx * 3], u_a_y = ta[u_a_idx * 3 + 1], u_a_z = ta[u_a_idx * 3 + 2];
283
+ const v_a_x = ta[v_a_idx * 3], v_a_y = ta[v_a_idx * 3 + 1], v_a_z = ta[v_a_idx * 3 + 2];
284
+ const half_u_a = u_a_idx === 0 ? ahx : (u_a_idx === 1 ? ahy : ahz);
285
+ const half_v_a = v_a_idx === 0 ? ahx : (v_a_idx === 1 ? ahy : ahz);
286
+
287
+ let u_b_idx, v_b_idx;
288
+ if (j_b === 0) {
289
+ u_b_idx = 1;
290
+ v_b_idx = 2;
291
+ } else if (j_b === 1) {
292
+ u_b_idx = 2;
293
+ v_b_idx = 0;
294
+ } else {
295
+ u_b_idx = 0;
296
+ v_b_idx = 1;
297
+ }
298
+ const u_b_x = tb[u_b_idx * 3], u_b_y = tb[u_b_idx * 3 + 1], u_b_z = tb[u_b_idx * 3 + 2];
299
+ const v_b_x = tb[v_b_idx * 3], v_b_y = tb[v_b_idx * 3 + 1], v_b_z = tb[v_b_idx * 3 + 2];
300
+ const half_u_b = u_b_idx === 0 ? bhx : (u_b_idx === 1 ? bhy : bhz);
301
+ const half_v_b = v_b_idx === 0 ? bhx : (v_b_idx === 1 ? bhy : bhz);
302
+
303
+ // The contact normal `n` (= best_n) points B → A. From A's
304
+ // perspective B is in the −n direction; pick the A-corner most
305
+ // in that direction. From B's perspective A is in +n; pick the
306
+ // B-corner most in +n.
307
+ const minus_n_dot_u_a = -(nx * u_a_x + ny * u_a_y + nz * u_a_z);
308
+ const minus_n_dot_v_a = -(nx * v_a_x + ny * v_a_y + nz * v_a_z);
309
+ const u_sign_a = minus_n_dot_u_a >= 0 ? 1 : -1;
310
+ const v_sign_a = minus_n_dot_v_a >= 0 ? 1 : -1;
311
+
312
+ const plus_n_dot_u_b = nx * u_b_x + ny * u_b_y + nz * u_b_z;
313
+ const plus_n_dot_v_b = nx * v_b_x + ny * v_b_y + nz * v_b_z;
314
+ const u_sign_b = plus_n_dot_u_b >= 0 ? 1 : -1;
315
+ const v_sign_b = plus_n_dot_v_b >= 0 ? 1 : -1;
316
+
317
+ // Box-A edge centre = A_centre + u_sign_a * half_u_a * u_a
318
+ // + v_sign_a * half_v_a * v_a.
319
+ const corner_a_cx = ax + u_a_x * u_sign_a * half_u_a + v_a_x * v_sign_a * half_v_a;
320
+ const corner_a_cy = ay + u_a_y * u_sign_a * half_u_a + v_a_y * v_sign_a * half_v_a;
321
+ const corner_a_cz = az + u_a_z * u_sign_a * half_u_a + v_a_z * v_sign_a * half_v_a;
322
+ const edge_a_p1_x = corner_a_cx - edge_a_dx * edge_a_half;
323
+ const edge_a_p1_y = corner_a_cy - edge_a_dy * edge_a_half;
324
+ const edge_a_p1_z = corner_a_cz - edge_a_dz * edge_a_half;
325
+ const edge_a_p2_x = corner_a_cx + edge_a_dx * edge_a_half;
326
+ const edge_a_p2_y = corner_a_cy + edge_a_dy * edge_a_half;
327
+ const edge_a_p2_z = corner_a_cz + edge_a_dz * edge_a_half;
328
+
329
+ const corner_b_cx = bx + u_b_x * u_sign_b * half_u_b + v_b_x * v_sign_b * half_v_b;
330
+ const corner_b_cy = by + u_b_y * u_sign_b * half_u_b + v_b_y * v_sign_b * half_v_b;
331
+ const corner_b_cz = bz + u_b_z * u_sign_b * half_u_b + v_b_z * v_sign_b * half_v_b;
332
+ const edge_b_p1_x = corner_b_cx - edge_b_dx * edge_b_half;
333
+ const edge_b_p1_y = corner_b_cy - edge_b_dy * edge_b_half;
334
+ const edge_b_p1_z = corner_b_cz - edge_b_dz * edge_b_half;
335
+ const edge_b_p2_x = corner_b_cx + edge_b_dx * edge_b_half;
336
+ const edge_b_p2_y = corner_b_cy + edge_b_dy * edge_b_half;
337
+ const edge_b_p2_z = corner_b_cz + edge_b_dz * edge_b_half;
338
+
339
+ line3_compute_segment_segment_closest_points(
340
+ scratch_edge_st,
341
+ edge_a_p1_x, edge_a_p1_y, edge_a_p1_z, edge_a_p2_x, edge_a_p2_y, edge_a_p2_z,
342
+ edge_b_p1_x, edge_b_p1_y, edge_b_p1_z, edge_b_p2_x, edge_b_p2_y, edge_b_p2_z
343
+ );
344
+
345
+ const s = scratch_edge_st[0];
346
+ const t = scratch_edge_st[1];
347
+
348
+ const contact_a_x = edge_a_p1_x + s * (edge_a_p2_x - edge_a_p1_x);
349
+ const contact_a_y = edge_a_p1_y + s * (edge_a_p2_y - edge_a_p1_y);
350
+ const contact_a_z = edge_a_p1_z + s * (edge_a_p2_z - edge_a_p1_z);
351
+
352
+ const contact_b_x = edge_b_p1_x + t * (edge_b_p2_x - edge_b_p1_x);
353
+ const contact_b_y = edge_b_p1_y + t * (edge_b_p2_y - edge_b_p1_y);
354
+ const contact_b_z = edge_b_p1_z + t * (edge_b_p2_z - edge_b_p1_z);
355
+
356
+ out[3] = 1;
357
+ out[4] = contact_a_x;
358
+ out[5] = contact_a_y;
359
+ out[6] = contact_a_z;
360
+ out[7] = contact_b_x;
361
+ out[8] = contact_b_y;
362
+ out[9] = contact_b_z;
363
+ out[10] = best_overlap;
364
+
365
+ return true;
366
+ }
367
+
368
+ // ---- Face axis: face clipping ----
369
+ // Determine reference and incident.
370
+ const ref_is_A = best_source < 3;
371
+ // Reference axis index in the owning box (0..2).
372
+ const ref_axis_idx = ref_is_A ? best_source : best_source - 3;
373
+
374
+ // Reference box pose.
375
+ const ref_axes = ref_is_A ? ta : tb;
376
+ const inc_axes = ref_is_A ? tb : ta;
377
+ const ref_h_x = ref_is_A ? ahx : bhx;
378
+ const ref_h_y = ref_is_A ? ahy : bhy;
379
+ const ref_h_z = ref_is_A ? ahz : bhz;
380
+ const inc_h_x = ref_is_A ? bhx : ahx;
381
+ const inc_h_y = ref_is_A ? bhy : ahy;
382
+ const inc_h_z = ref_is_A ? bhz : ahz;
383
+ const ref_cx = ref_is_A ? ax : bx;
384
+ const ref_cy = ref_is_A ? ay : by;
385
+ const ref_cz = ref_is_A ? az : bz;
386
+ const inc_cx = ref_is_A ? bx : ax;
387
+ const inc_cy = ref_is_A ? by : ay;
388
+ const inc_cz = ref_is_A ? bz : az;
389
+
390
+ // Reference face outward normal in world: the face of the ref box facing
391
+ // the incident box. The contact normal points B→A; the ref face's
392
+ // outward normal must point toward the incident box (= -n if ref is A,
393
+ // = +n if ref is B).
394
+ const ref_out_nx = ref_is_A ? -nx : nx;
395
+ const ref_out_ny = ref_is_A ? -ny : ny;
396
+ const ref_out_nz = ref_is_A ? -nz : nz;
397
+
398
+ // Ref face's three axis-in-world directions: the axis-direction matching
399
+ // ref_axis_idx is the OUTWARD normal; the other two are the face tangents.
400
+ // Sign of the reference-face axis aligned with ref_out:
401
+ const ref_axis_world_x = ref_axes[ref_axis_idx * 3];
402
+ const ref_axis_world_y = ref_axes[ref_axis_idx * 3 + 1];
403
+ const ref_axis_world_z = ref_axes[ref_axis_idx * 3 + 2];
404
+ const ref_axis_dot = ref_axis_world_x * ref_out_nx
405
+ + ref_axis_world_y * ref_out_ny
406
+ + ref_axis_world_z * ref_out_nz;
407
+ const ref_axis_sign = ref_axis_dot >= 0 ? 1 : -1;
408
+
409
+ // Face plane: passes through `ref_cx + ref_axis * ref_axis_sign * ref_h_<axis>`,
410
+ // with outward normal = `ref_axis_world * ref_axis_sign`.
411
+ const ref_h_along_axis = ref_axis_idx === 0 ? ref_h_x : (ref_axis_idx === 1 ? ref_h_y : ref_h_z);
412
+ const ref_face_origin_x = ref_cx + ref_axis_world_x * ref_axis_sign * ref_h_along_axis;
413
+ const ref_face_origin_y = ref_cy + ref_axis_world_y * ref_axis_sign * ref_h_along_axis;
414
+ const ref_face_origin_z = ref_cz + ref_axis_world_z * ref_axis_sign * ref_h_along_axis;
415
+
416
+ // Reference face's two tangent axes (u, v) in world, with the corresponding half-extents.
417
+ let u_axis_idx, v_axis_idx;
418
+ if (ref_axis_idx === 0) {
419
+ u_axis_idx = 1;
420
+ v_axis_idx = 2;
421
+ } else if (ref_axis_idx === 1) {
422
+ u_axis_idx = 2;
423
+ v_axis_idx = 0;
424
+ } else {
425
+ u_axis_idx = 0;
426
+ v_axis_idx = 1;
427
+ }
428
+
429
+ const ux = ref_axes[u_axis_idx * 3], uy = ref_axes[u_axis_idx * 3 + 1], uz = ref_axes[u_axis_idx * 3 + 2];
430
+ const vx = ref_axes[v_axis_idx * 3], vy = ref_axes[v_axis_idx * 3 + 1], vz = ref_axes[v_axis_idx * 3 + 2];
431
+ const half_u = u_axis_idx === 0 ? ref_h_x : (u_axis_idx === 1 ? ref_h_y : ref_h_z);
432
+ const half_v = v_axis_idx === 0 ? ref_h_x : (v_axis_idx === 1 ? ref_h_y : ref_h_z);
433
+
434
+ // ---- Pick incident face on the OTHER box ----
435
+ // Its outward normal should be MOST antiparallel to the ref face outward normal
436
+ // (i.e., the face of the incident box that is "looking back" at the ref face).
437
+ let inc_axis_idx = 0, inc_axis_sign = 1;
438
+ let max_anti = -Infinity;
439
+ for (let i = 0; i < 3; i++) {
440
+ const iax = inc_axes[i * 3], iay = inc_axes[i * 3 + 1], iaz = inc_axes[i * 3 + 2];
441
+ const d_pos = iax * ref_out_nx + iay * ref_out_ny + iaz * ref_out_nz;
442
+ // We want dot ≈ -1, so most negative dot is the most anti-parallel
443
+ if (-d_pos > max_anti) {
444
+ max_anti = -d_pos;
445
+ inc_axis_idx = i;
446
+ inc_axis_sign = -1;
447
+ }
448
+ if (d_pos > max_anti) {
449
+ max_anti = d_pos;
450
+ inc_axis_idx = i;
451
+ inc_axis_sign = 1;
452
+ }
453
+ }
454
+ // Now the incident face outward normal must be antiparallel to ref_out_n.
455
+ // We chose inc_axis_sign as the sign of dot(inc_axis_dir, ref_out_n). The
456
+ // incident face's outward direction is the OPPOSITE sign (facing back at ref).
457
+ const inc_outward_sign = -inc_axis_sign;
458
+
459
+ const inc_h_along_axis = inc_axis_idx === 0 ? inc_h_x : (inc_axis_idx === 1 ? inc_h_y : inc_h_z);
460
+ // Incident face centre in world.
461
+ const inc_face_cx = inc_cx + inc_axes[inc_axis_idx * 3] * inc_outward_sign * inc_h_along_axis;
462
+ const inc_face_cy = inc_cy + inc_axes[inc_axis_idx * 3 + 1] * inc_outward_sign * inc_h_along_axis;
463
+ const inc_face_cz = inc_cz + inc_axes[inc_axis_idx * 3 + 2] * inc_outward_sign * inc_h_along_axis;
464
+
465
+ // Incident face's two tangent axes in world, with their half-extents.
466
+ let i_u_idx, i_v_idx;
467
+ if (inc_axis_idx === 0) {
468
+ i_u_idx = 1;
469
+ i_v_idx = 2;
470
+ } else if (inc_axis_idx === 1) {
471
+ i_u_idx = 2;
472
+ i_v_idx = 0;
473
+ } else {
474
+ i_u_idx = 0;
475
+ i_v_idx = 1;
476
+ }
477
+ const iux = inc_axes[i_u_idx * 3], iuy = inc_axes[i_u_idx * 3 + 1], iuz = inc_axes[i_u_idx * 3 + 2];
478
+ const ivx = inc_axes[i_v_idx * 3], ivy = inc_axes[i_v_idx * 3 + 1], ivz = inc_axes[i_v_idx * 3 + 2];
479
+ const i_half_u = i_u_idx === 0 ? inc_h_x : (i_u_idx === 1 ? inc_h_y : inc_h_z);
480
+ const i_half_v = i_v_idx === 0 ? inc_h_x : (i_v_idx === 1 ? inc_h_y : inc_h_z);
481
+
482
+ // Build incident face's 4 world corners (ordered CCW around the face).
483
+ const signs_u = [1, 1, -1, -1];
484
+ const signs_v = [-1, 1, 1, -1];
485
+ for (let i = 0; i < 4; i++) {
486
+ const su = signs_u[i] * i_half_u;
487
+ const sv = signs_v[i] * i_half_v;
488
+ incident_world[i * 3] = inc_face_cx + iux * su + ivx * sv;
489
+ incident_world[i * 3 + 1] = inc_face_cy + iuy * su + ivy * sv;
490
+ incident_world[i * 3 + 2] = inc_face_cz + iuz * su + ivz * sv;
491
+ }
492
+
493
+ // Project incident corners into ref-face uv coordinates.
494
+ // For each corner C: uv = ((C - ref_face_origin) · u_axis, ... · v_axis).
495
+ for (let i = 0; i < 4; i++) {
496
+ const ex = incident_world[i * 3] - ref_face_origin_x;
497
+ const ey = incident_world[i * 3 + 1] - ref_face_origin_y;
498
+ const ez = incident_world[i * 3 + 2] - ref_face_origin_z;
499
+ incident_uv[i * 2] = ex * ux + ey * uy + ez * uz;
500
+ incident_uv[i * 2 + 1] = ex * vx + ey * vy + ez * vz;
501
+ }
502
+
503
+ // Sutherland-Hodgman clip against the rectangle |u|<=half_u, |v|<=half_v.
504
+ // Apply 4 successive single-axis clips.
505
+ let n = 4;
506
+ // Copy into clipped_uv_in first.
507
+ for (let i = 0; i < n * 2; i++) {
508
+ clipped_uv_in[i] = incident_uv[i];
509
+ }
510
+
511
+ n = polygon2_clip_axis_halfplane(clipped_uv_in, n, clipped_uv_out, 0, half_u, true);
512
+
513
+ if (n === 0) {
514
+ return out_empty(out);
515
+ }
516
+
517
+ n = polygon2_clip_axis_halfplane(clipped_uv_out, n, clipped_uv_in, 0, -half_u, false);
518
+
519
+ if (n === 0) {
520
+ return out_empty(out);
521
+ }
522
+
523
+ n = polygon2_clip_axis_halfplane(clipped_uv_in, n, clipped_uv_out, 1, half_v, true);
524
+
525
+ if (n === 0) {
526
+ return out_empty(out);
527
+ }
528
+
529
+ n = polygon2_clip_axis_halfplane(clipped_uv_out, n, clipped_uv_in, 1, -half_v, false);
530
+
531
+ if (n === 0) {
532
+ return out_empty(out);
533
+ }
534
+
535
+ // Each surviving uv-point is on the ref face rectangle. We need to:
536
+ // 1. Map uv back to world → that's the contact point on the *incident* face
537
+ // (still on the inc face plane at that uv).
538
+ // 2. Compute depth = penetration along contact normal n (B→A).
539
+ // 3. The contact on the *reference* face is the projection of the inc-face
540
+ // point onto the reference plane along the contact normal.
541
+
542
+ // To re-derive the world position from a uv coord: we need to keep both the
543
+ // uv coord and the corresponding world point. But we just clipped uv-only,
544
+ // so the world position is the projection back. The depth resolves it:
545
+ //
546
+ // ref plane: normal = ref_outward, origin at ref_face_origin
547
+ // incident point world = ref_face_origin + u*u_axis + v*v_axis + (signed projection along ref_out)
548
+ //
549
+ // The component along ref_out for the original incident corner is what we lost
550
+ // by going to uv. We recompute it from the original incident face plane (which
551
+ // is at a fixed offset from ref): the inc corner's signed distance from the ref
552
+ // plane is `(corner - ref_face_origin) · ref_out_n`.
553
+ //
554
+ // After clipping in uv, we can't directly recover that distance without
555
+ // re-projecting onto the inc face plane. We do that here.
556
+
557
+ const ref_out_x = ref_axis_world_x * ref_axis_sign;
558
+ const ref_out_y = ref_axis_world_y * ref_axis_sign;
559
+ const ref_out_z = ref_axis_world_z * ref_axis_sign;
560
+
561
+ // Inc face plane (in world): point inc_face_c, normal inc_outward
562
+ // = inc_axes[inc_axis_idx*3..+2] * inc_outward_sign.
563
+ const inc_out_x = inc_axes[inc_axis_idx * 3] * inc_outward_sign;
564
+ const inc_out_y = inc_axes[inc_axis_idx * 3 + 1] * inc_outward_sign;
565
+ const inc_out_z = inc_axes[inc_axis_idx * 3 + 2] * inc_outward_sign;
566
+
567
+ // For a clipped uv point P_uv, the corresponding world point P_world on the
568
+ // incident face plane satisfies:
569
+ // P_world = ref_face_origin + u*u_axis + v*v_axis + t * ref_out for some t
570
+ // (P_world - inc_face_c) · inc_out = 0
571
+ // Substitute and solve for t. Let:
572
+ // X = ref_face_origin + u*u_axis + v*v_axis (a point on the line)
573
+ // t such that (X + t*ref_out - inc_face_c) · inc_out = 0
574
+ // t * (ref_out · inc_out) = (inc_face_c - X) · inc_out
575
+ const ref_dot_inc = ref_out_x * inc_out_x + ref_out_y * inc_out_y + ref_out_z * inc_out_z;
576
+ // Faces are nearly parallel → ref_dot_inc ≈ -1 (anti-parallel). Robust.
577
+
578
+ // Build candidates: for each clipped uv point.
579
+ let cand_count = 0;
580
+ const clipped_uv = clipped_uv_in;
581
+ for (let i = 0; i < n; i++) {
582
+ const u = clipped_uv[i * 2];
583
+ const v = clipped_uv[i * 2 + 1];
584
+
585
+ const x_x = ref_face_origin_x + u * ux + v * vx;
586
+ const x_y = ref_face_origin_y + u * uy + v * vy;
587
+ const x_z = ref_face_origin_z + u * uz + v * vz;
588
+
589
+ let world_inc_x, world_inc_y, world_inc_z;
590
+ if (ref_dot_inc !== 0) {
591
+ const num_x = inc_face_cx - x_x;
592
+ const num_y = inc_face_cy - x_y;
593
+ const num_z = inc_face_cz - x_z;
594
+ const t = (num_x * inc_out_x + num_y * inc_out_y + num_z * inc_out_z) / ref_dot_inc;
595
+ world_inc_x = x_x + ref_out_x * t;
596
+ world_inc_y = x_y + ref_out_y * t;
597
+ world_inc_z = x_z + ref_out_z * t;
598
+ } else {
599
+ // Faces orthogonal — degenerate, fall back to uv point on ref plane.
600
+ world_inc_x = x_x;
601
+ world_inc_y = x_y;
602
+ world_inc_z = x_z;
603
+ }
604
+
605
+ // Penetration: signed distance of inc-face contact from the ref plane,
606
+ // measured into the ref box (= along -ref_out). Positive means penetrating.
607
+ const sep_x = world_inc_x - ref_face_origin_x;
608
+ const sep_y = world_inc_y - ref_face_origin_y;
609
+ const sep_z = world_inc_z - ref_face_origin_z;
610
+ const sep_along_ref_out = sep_x * ref_out_x + sep_y * ref_out_y + sep_z * ref_out_z;
611
+ const depth = -sep_along_ref_out;
612
+ if (depth < 0) continue;
613
+
614
+ candidates[cand_count * 4] = world_inc_x;
615
+ candidates[cand_count * 4 + 1] = world_inc_y;
616
+ candidates[cand_count * 4 + 2] = world_inc_z;
617
+ candidates[cand_count * 4 + 3] = depth;
618
+ cand_count++;
619
+ }
620
+
621
+ if (cand_count === 0) {
622
+ return out_empty(out);
623
+ }
624
+
625
+ // ---- Reduce to ≤ MAX_CONTACTS by best-deepest + perimeter ----
626
+ const kept = reduce_manifold_contacts(candidates, cand_count, 4, MAX_CONTACTS, 3);
627
+
628
+ // ---- Emit: contact-on-incident is the candidate's world point;
629
+ // contact-on-reference is the same point projected onto the ref plane.
630
+ out[3] = kept;
631
+ for (let k = 0; k < kept; k++) {
632
+ const px = candidates[k * 4];
633
+ const py = candidates[k * 4 + 1];
634
+ const pz = candidates[k * 4 + 2];
635
+ const depth = candidates[k * 4 + 3];
636
+
637
+ // ref-side contact = project onto ref plane along ref_out.
638
+ const dist_to_plane = (px - ref_face_origin_x) * ref_out_x
639
+ + (py - ref_face_origin_y) * ref_out_y
640
+ + (pz - ref_face_origin_z) * ref_out_z;
641
+ const rpx = px - ref_out_x * dist_to_plane;
642
+ const rpy = py - ref_out_y * dist_to_plane;
643
+ const rpz = pz - ref_out_z * dist_to_plane;
644
+
645
+ let wax, way, waz, wbx_, wby_, wbz_;
646
+ if (ref_is_A) {
647
+ wax = rpx;
648
+ way = rpy;
649
+ waz = rpz;
650
+ wbx_ = px;
651
+ wby_ = py;
652
+ wbz_ = pz;
653
+ } else {
654
+ wax = px;
655
+ way = py;
656
+ waz = pz;
657
+ wbx_ = rpx;
658
+ wby_ = rpy;
659
+ wbz_ = rpz;
660
+ }
661
+
662
+ const base = 4 + k * CONTACT_STRIDE;
663
+ out[base] = wax;
664
+ out[base + 1] = way;
665
+ out[base + 2] = waz;
666
+ out[base + 3] = wbx_;
667
+ out[base + 4] = wby_;
668
+ out[base + 5] = wbz_;
669
+ out[base + 6] = depth;
670
+ }
671
+
672
+ return true;
673
+ }
674
+
675
+ function out_empty(out) {
676
+ out[3] = 0;
677
+ return true; // overlap exists per SAT, just no clipped manifold
678
+ }
679
+
680
+ // Contact reduction (deepest + farthest-point spread) is shared with
681
+ // convex_convex_manifold via reduce_manifold_contacts (stride 4).