@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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@@ -1,906 +1,906 @@
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 an oriented box vs. a triangle.
9
- *
10
- * Algorithm (Parry's `contact_manifolds_cuboid_triangle.rs` as the
11
- * blueprint):
12
- *
13
- * 1. SAT over 13 candidate axes — 3 box face normals + 1 triangle face
14
- * normal + 9 edge-edge cross products. The triangle's projection
15
- * onto an axis is NOT symmetric around its centroid (unlike the
16
- * box's), so the per-axis MTV is computed via the asymmetric
17
- * `min(push_pos, push_neg)` form rather than the box-box-style
18
- * `(rA + rB) - dist`.
19
- *
20
- * 2. Branch by winning-axis source:
21
- *
22
- * a. Box face axis (sources 0..2) — reference face = box face along
23
- * winning axis, incident polygon = triangle. Project the triangle
24
- * into the reference face's (u, v) basis, clip against the
25
- * rectangle |u| ≤ half_u, |v| ≤ half_v via Sutherland-Hodgman
26
- * with 4 axis-aligned passes. For each surviving (u, v) point,
27
- * recover its world position on the triangle plane.
28
- *
29
- * b. Triangle face axis (source 3) — reference = triangle, incident
30
- * = box face most antiparallel to the contact normal. Project
31
- * the box face's 4 corners into a 2D basis on the triangle
32
- * plane, clip against the triangle's 3 edges (3 general
33
- * half-plane passes). Recover world positions on the box face
34
- * plane.
35
- *
36
- * c. Edge-cross axis (sources 4..12) — single contact at the
37
- * closest pair of points on the relevant box edge and triangle
38
- * edge (via {@link line3_compute_segment_segment_closest_points}).
39
- *
40
- * 3. Reduce surviving contacts to at most {@link MAX_CONTACTS} by
41
- * deepest-first then perimeter expansion.
42
- *
43
- * Contact convention: `out[0..2]` is the world normal pointing from the
44
- * triangle's surface toward the box's centre (the direction the box
45
- * should be pushed to separate from the triangle). The caller in
46
- * `narrowphase_step.js` swaps to the "B → A" convention as needed.
47
- *
48
- * Output layout (mirrors {@link box_box_manifold}):
49
- * out[0..2] : world normal (triangle → box)
50
- * out[3] : contact count
51
- * out[4 + k*7 + 0..2] : world contact on triangle surface
52
- * out[4 + k*7 + 3..5] : world contact on box surface
53
- * out[4 + k*7 + 6] : penetration depth (positive)
54
- *
55
- * @author Alex Goldring
56
- * @copyright Company Named Limited (c) 2026
57
- */
58
-
59
- const MAX_CONTACTS = 4;
60
- const CONTACT_STRIDE = 7;
61
- const PARALLEL_EPS_SQR = 1e-8;
62
-
63
- /**
64
- * Angular near-parallel threshold for the manifold builders' plane-recovery
65
- * denominators. Those denominators are dots of two UNIT vectors (cosines),
66
- * so the guard must be an ANGULAR epsilon: the old squared-length epsilon
67
- * (1e-8) left a window (cos in 1e-8..1e-6) where 1/denom amplified the plane
68
- * recovery by up to 1e8 - absurd "deepest" candidates that won the manifold
69
- * reduction - and below it dropped SAT-PROVEN overlaps outright. At 1e-4 the
70
- * amplification is bounded by 1e4 and the per-candidate depth cap (depth
71
- * cannot exceed the SAT overlap along the winning axis) rejects the
72
- * remainder; near-parallel cases emit the deepest-vertex fallback instead of
73
- * dropping the pair.
74
- * @type {number}
75
- */
76
- const PARALLEL_COS_EPS = 1e-4;
77
-
78
- /**
79
- * Length of `out` required by {@link box_triangle_contact}.
80
- * @type {number}
81
- */
82
- export const BOX_TRIANGLE_OUT_LENGTH = 4 + MAX_CONTACTS * CONTACT_STRIDE;
83
-
84
- // --- scratch storage (allocation-free across calls) ----------------------------
85
-
86
- const scratch_axes = new Float64Array(9);
87
-
88
- // Triangle projected to the box face's uv basis (start with 3 points;
89
- // after axis-aligned clipping can grow to at most 7 points).
90
- const tri_uv_in = new Float64Array(8 * 2);
91
- const tri_uv_out = new Float64Array(8 * 2);
92
-
93
- // Box face corners (for the triangle-axis-winner branch).
94
- const box_face_corners_uv_in = new Float64Array(8 * 2);
95
- const box_face_corners_uv_out = new Float64Array(8 * 2);
96
-
97
- // Surviving contact candidates: stride 7 (3 world-tri + 3 world-box + 1 depth).
98
- const candidates = new Float64Array(8 * 7);
99
-
100
- // Closest-points scratch for the edge-cross-winner branch.
101
- const closest_pair_st = new Float64Array(2);
102
-
103
- // --- helpers -----------------------------------------------------------------
104
-
105
- /**
106
- * Sutherland-Hodgman clip of `points_in` against the general half-plane
107
- * `(p - (line_ox, line_oy)) · (line_nx, line_ny) ≤ 0`. 2D stride 2;
108
- * result to `points_out`. Returns surviving vertex count.
109
- */
110
- /*
111
- * NOT core/geom/2d/polygon/polygon2_clip_halfplane, deliberately. Same Sutherland-Hodgman algorithm, but
112
- * the core version carries a POINT_EPS = 1e-9 inside/outside slack where this one tests exactly `<= 0`.
113
- * On a point lying exactly on the clip plane -- which is the common case here, since box faces and
114
- * triangle edges are routinely coincident -- the two disagree about whether the vertex survives, which
115
- * changes the emitted manifold and therefore the solver's contact set. Adopting the core version means
116
- * accepting that change; forking core into two epsilon variants means a tolerance sentinel. Left as is;
117
- * revisit with the box-triangle suite as the gate.
118
- */
119
- function clip_against_half_plane_uv(points_in, point_count, points_out, line_ox, line_oy, line_nx, line_ny) {
120
- let out_count = 0;
121
- for (let i = 0; i < point_count; i++) {
122
- const j = (i + 1) % point_count;
123
- const ax = points_in[i * 2], ay = points_in[i * 2 + 1];
124
- const bx = points_in[j * 2], by = points_in[j * 2 + 1];
125
- const a_val = (ax - line_ox) * line_nx + (ay - line_oy) * line_ny;
126
- const b_val = (bx - line_ox) * line_nx + (by - line_oy) * line_ny;
127
- const a_inside = a_val <= 0;
128
- const b_inside = b_val <= 0;
129
-
130
- if (a_inside) {
131
- points_out[out_count * 2] = ax;
132
- points_out[out_count * 2 + 1] = ay;
133
- out_count++;
134
- }
135
- if (a_inside !== b_inside) {
136
- const denom = a_val - b_val;
137
- const t = denom !== 0 ? a_val / denom : 0;
138
- points_out[out_count * 2] = ax + (bx - ax) * t;
139
- points_out[out_count * 2 + 1] = ay + (by - ay) * t;
140
- out_count++;
141
- }
142
- }
143
- return out_count;
144
- }
145
-
146
- /**
147
- * In-place reduction of `candidates` (stride 7: x, y, z on triangle,
148
- * x, y, z on box, depth) to at most {@link MAX_CONTACTS} entries.
149
- * Strategy: keep the deepest, then iteratively pick the candidate
150
- * whose minimum distance to the already-kept set (in 3D space) is
151
- * largest — approximates max-perimeter / max-area selection.
152
- */
153
- // Contact reduction (deepest + farthest-point spread) is shared via
154
- // reduce_manifold_contacts (stride 7 here).
155
- function reduce_contacts(n) {
156
- return reduce_manifold_contacts(candidates, n, CONTACT_STRIDE, MAX_CONTACTS, CONTACT_STRIDE - 1);
157
- }
158
-
159
- // --- main --------------------------------------------------------------------
160
-
161
- // --- hoisted SAT axis test (D3) ----------------------------------------------
162
- //
163
- // `test_axis` used to be a per-call closure — allocated for every
164
- // box-triangle candidate because it captures and MUTATES the running
165
- // best-axis accumulator. Hoisted to module scope; the per-call inputs are
166
- // staged in the g_bt_* slots (written once per call, read by all 13 axis
167
- // tests). Same arithmetic, same order — bit-identical results.
168
-
169
- let g_bt_bcx = 0, g_bt_bcy = 0, g_bt_bcz = 0;
170
- let g_bt_bhx = 0, g_bt_bhy = 0, g_bt_bhz = 0;
171
- let g_bt_ax = 0, g_bt_ay = 0, g_bt_az = 0;
172
- let g_bt_bx = 0, g_bt_by = 0, g_bt_bz = 0;
173
- let g_bt_cx = 0, g_bt_cy = 0, g_bt_cz = 0;
174
- let g_bt_d_t2b_x = 0, g_bt_d_t2b_y = 0, g_bt_d_t2b_z = 0;
175
- let g_bt_best_overlap = Infinity;
176
- let g_bt_best_nx = 0, g_bt_best_ny = 0, g_bt_best_nz = 0;
177
- let g_bt_best_source = -1;
178
- let g_bt_best_box_edge_idx = -1;
179
- let g_bt_best_tri_edge_idx = -1;
180
-
181
- /**
182
- * Test a candidate separating axis `(lx, ly, lz)` (need not be unit-length).
183
- * Returns true if a separating axis is found (overlap < 0); otherwise
184
- * updates the g_bt_best_* slots if this axis has the smallest overlap so far.
185
- *
186
- * Source:
187
- * 0..2 : box face normal (axis index 0..2)
188
- * 3 : triangle face normal
189
- * 4..12 : edge-cross (box_edge_idx * 3 + tri_edge_idx, offset +4)
190
- */
191
- function test_axis(lx, ly, lz, source, box_e_idx, tri_e_idx) {
192
- const len_sqr = lx * lx + ly * ly + lz * lz;
193
- if (len_sqr <= PARALLEL_EPS_SQR) return false;
194
- const inv_len = 1 / Math.sqrt(len_sqr);
195
- const ux = lx * inv_len, uy = ly * inv_len, uz = lz * inv_len;
196
-
197
- // Box projection.
198
- const box_centre_proj = ux * g_bt_bcx + uy * g_bt_bcy + uz * g_bt_bcz;
199
- const r_box = box3_projected_half_extent(scratch_axes, 0, g_bt_bhx, g_bt_bhy, g_bt_bhz, ux, uy, uz);
200
- const bmin = box_centre_proj - r_box;
201
- const bmax = box_centre_proj + r_box;
202
-
203
- // Triangle projection — NOT symmetric around centroid, so we take
204
- // the per-vertex extreme values.
205
- const da = ux * g_bt_ax + uy * g_bt_ay + uz * g_bt_az;
206
- const db = ux * g_bt_bx + uy * g_bt_by + uz * g_bt_bz;
207
- const dc = ux * g_bt_cx + uy * g_bt_cy + uz * g_bt_cz;
208
- const tmin = da < db ? (da < dc ? da : dc) : (db < dc ? db : dc);
209
- const tmax = da > db ? (da > dc ? da : dc) : (db > dc ? db : dc);
210
-
211
- // Separation test.
212
- if (bmax < tmin || tmax < bmin) return true;
213
-
214
- // Compute MTV magnitude as the smaller of the two "push directions".
215
- // push_pos: how far we'd push the triangle in +u to escape.
216
- // push_neg: how far in -u.
217
- // For asymmetric intervals these are not equal in general.
218
- const push_pos = bmax - tmin;
219
- const push_neg = tmax - bmin;
220
- const overlap = push_pos < push_neg ? push_pos : push_neg;
221
-
222
- if (overlap < g_bt_best_overlap) {
223
- g_bt_best_overlap = overlap;
224
- // Canonical normal direction: triangle -> box. Use the
225
- // box-centre-vs-triangle-centroid sign as the tiebreaker so
226
- // the SAT axis is canonically oriented before we negate.
227
- const center_dot = g_bt_d_t2b_x * ux + g_bt_d_t2b_y * uy + g_bt_d_t2b_z * uz;
228
- const sign = center_dot >= 0 ? 1 : -1;
229
- g_bt_best_nx = ux * sign;
230
- g_bt_best_ny = uy * sign;
231
- g_bt_best_nz = uz * sign;
232
- g_bt_best_source = source;
233
- g_bt_best_box_edge_idx = box_e_idx;
234
- g_bt_best_tri_edge_idx = tri_e_idx;
235
- }
236
- return false;
237
- }
238
-
239
- /**
240
- * @param {number[]|Float64Array} out length >= {@link BOX_TRIANGLE_OUT_LENGTH}
241
- * @param {number} bcx box centre x (world)
242
- * @param {number} bcy
243
- * @param {number} bcz
244
- * @param {number} bqx box quaternion x
245
- * @param {number} bqy
246
- * @param {number} bqz
247
- * @param {number} bqw
248
- * @param {number} bhx box half-extent x (body frame)
249
- * @param {number} bhy
250
- * @param {number} bhz
251
- * @param {number} ax triangle vertex A x (world)
252
- * @param {number} ay
253
- * @param {number} az
254
- * @param {number} bx triangle vertex B x (world)
255
- * @param {number} by
256
- * @param {number} bz
257
- * @param {number} cx triangle vertex C x (world)
258
- * @param {number} cy
259
- * @param {number} cz
260
- * @returns {boolean} true if box and triangle overlap
261
- */
262
- export function box_triangle_contact(
263
- out,
264
- bcx, bcy, bcz, bqx, bqy, bqz, bqw, bhx, bhy, bhz,
265
- ax, ay, az, bx, by, bz, cx, cy, cz
266
- ) {
267
- quat3_to_matrix3(scratch_axes, 0, bqx, bqy, bqz, bqw);
268
- const axes = scratch_axes;
269
-
270
- // Triangle edges in world.
271
- const ab_x = bx - ax, ab_y = by - ay, ab_z = bz - az;
272
- const bc_x = cx - bx, bc_y = cy - by, bc_z = cz - bz;
273
- const ca_x = ax - cx, ca_y = ay - cy, ca_z = az - cz;
274
-
275
- // Triangle face normal in world via (B-A) × (C-A).
276
- const e2x = cx - ax, e2y = cy - ay, e2z = cz - az;
277
- const tnx_raw = ab_y * e2z - ab_z * e2y;
278
- const tny_raw = ab_z * e2x - ab_x * e2z;
279
- const tnz_raw = ab_x * e2y - ab_y * e2x;
280
- const tn_mag_sqr = tnx_raw * tnx_raw + tny_raw * tny_raw + tnz_raw * tnz_raw;
281
- if (tn_mag_sqr <= PARALLEL_EPS_SQR) {
282
- // Degenerate triangle (zero area). No sensible contact.
283
- out[3] = 0;
284
- return false;
285
- }
286
- const tn_inv = 1 / Math.sqrt(tn_mag_sqr);
287
- const tnx = tnx_raw * tn_inv;
288
- const tny = tny_raw * tn_inv;
289
- const tnz = tnz_raw * tn_inv;
290
-
291
- // Triangle centroid for sign-canonicalisation of the contact normal.
292
- const tcx = (ax + bx + cx) / 3;
293
- const tcy = (ay + by + cy) / 3;
294
- const tcz = (az + bz + cz) / 3;
295
- // Vector from triangle centroid toward box centre — used to flip the
296
- // SAT axis so the stored normal consistently points triangle → box.
297
- const d_t2b_x = bcx - tcx;
298
- const d_t2b_y = bcy - tcy;
299
- const d_t2b_z = bcz - tcz;
300
-
301
- // Stage the per-call inputs + reset the best-axis accumulator for the
302
- // hoisted test_axis (see the D3 note above it).
303
- g_bt_bcx = bcx; g_bt_bcy = bcy; g_bt_bcz = bcz;
304
- g_bt_bhx = bhx; g_bt_bhy = bhy; g_bt_bhz = bhz;
305
- g_bt_ax = ax; g_bt_ay = ay; g_bt_az = az;
306
- g_bt_bx = bx; g_bt_by = by; g_bt_bz = bz;
307
- g_bt_cx = cx; g_bt_cy = cy; g_bt_cz = cz;
308
- g_bt_d_t2b_x = d_t2b_x; g_bt_d_t2b_y = d_t2b_y; g_bt_d_t2b_z = d_t2b_z;
309
- g_bt_best_overlap = Infinity;
310
- g_bt_best_nx = 0; g_bt_best_ny = 0; g_bt_best_nz = 0;
311
- g_bt_best_source = -1;
312
- g_bt_best_box_edge_idx = -1;
313
- g_bt_best_tri_edge_idx = -1;
314
-
315
- // 1. Box face normals (3 axes).
316
- if (test_axis(axes[0], axes[1], axes[2], 0, -1, -1)) { out[3] = 0; return false; }
317
- if (test_axis(axes[3], axes[4], axes[5], 1, -1, -1)) { out[3] = 0; return false; }
318
- if (test_axis(axes[6], axes[7], axes[8], 2, -1, -1)) { out[3] = 0; return false; }
319
-
320
- // 2. Triangle face normal (1 axis).
321
- if (test_axis(tnx, tny, tnz, 3, -1, -1)) { out[3] = 0; return false; }
322
-
323
- // 3. Edge-edge cross products (9 axes).
324
- for (let i = 0; i < 3; i++) {
325
- const aix = axes[i * 3], aiy = axes[i * 3 + 1], aiz = axes[i * 3 + 2];
326
- for (let j = 0; j < 3; j++) {
327
- let ex, ey, ez;
328
- if (j === 0) { ex = ab_x; ey = ab_y; ez = ab_z; }
329
- else if (j === 1) { ex = bc_x; ey = bc_y; ez = bc_z; }
330
- else { ex = ca_x; ey = ca_y; ez = ca_z; }
331
- const cx_ax = aiy * ez - aiz * ey;
332
- const cy_ax = aiz * ex - aix * ez;
333
- const cz_ax = aix * ey - aiy * ex;
334
- if (test_axis(cx_ax, cy_ax, cz_ax, 4 + i * 3 + j, i, j)) { out[3] = 0; return false; }
335
- }
336
- }
337
-
338
- // We have overlap. Output the contact normal (triangle → box).
339
- const best_overlap = g_bt_best_overlap;
340
- const best_source = g_bt_best_source;
341
- const best_box_edge_idx = g_bt_best_box_edge_idx;
342
- const best_tri_edge_idx = g_bt_best_tri_edge_idx;
343
- const nx = g_bt_best_nx, ny = g_bt_best_ny, nz = g_bt_best_nz;
344
- out[0] = nx; out[1] = ny; out[2] = nz;
345
-
346
- // --- Contact manifold construction ---
347
-
348
- if (best_source < 3) {
349
- // Box face axis winner: reference = box face, incident = triangle.
350
- return emit_box_face_manifold(out, best_source, axes, bcx, bcy, bcz, bhx, bhy, bhz,
351
- ax, ay, az, bx, by, bz, cx, cy, cz, tnx, tny, tnz, nx, ny, nz, best_overlap);
352
- } else if (best_source === 3) {
353
- // Triangle face axis winner: reference = triangle, incident = box face.
354
- return emit_triangle_face_manifold(out, axes, bcx, bcy, bcz, bhx, bhy, bhz,
355
- ax, ay, az, bx, by, bz, cx, cy, cz, tnx, tny, tnz, nx, ny, nz, best_overlap);
356
- } else {
357
- // Edge-cross winner: single contact at closest pair on the two edges.
358
- return emit_edge_cross_contact(out, axes, bcx, bcy, bcz, bhx, bhy, bhz,
359
- ax, ay, az, bx, by, bz, cx, cy, cz,
360
- best_box_edge_idx, best_tri_edge_idx,
361
- nx, ny, nz, best_overlap);
362
- }
363
- }
364
-
365
- // --- Manifold builders ------------------------------------------------------
366
-
367
- /**
368
- * Box-face SAT winner: clip the triangle against the box's reference face
369
- * rectangle, then for each surviving (u, v) recover the world contact on
370
- * the triangle plane.
371
- */
372
- function emit_box_face_manifold(
373
- out, ref_axis_idx, axes,
374
- bcx, bcy, bcz, bhx, bhy, bhz,
375
- ax, ay, az, bx, by, bz, cx, cy, cz,
376
- tnx, tny, tnz,
377
- nx, ny, nz,
378
- best_overlap
379
- ) {
380
- // The contact normal `n` points triangle → box. The box's outward
381
- // face normal at the reference face points box → triangle = -n.
382
- const face_out_nx = -nx;
383
- const face_out_ny = -ny;
384
- const face_out_nz = -nz;
385
-
386
- // Sign of the reference axis aligned with the outward normal.
387
- const ref_axis_x = axes[ref_axis_idx * 3];
388
- const ref_axis_y = axes[ref_axis_idx * 3 + 1];
389
- const ref_axis_z = axes[ref_axis_idx * 3 + 2];
390
- const ref_axis_dot = ref_axis_x * face_out_nx + ref_axis_y * face_out_ny + ref_axis_z * face_out_nz;
391
- const ref_axis_sign = ref_axis_dot >= 0 ? 1 : -1;
392
- const ref_h_along = ref_axis_idx === 0 ? bhx : (ref_axis_idx === 1 ? bhy : bhz);
393
-
394
- // Reference face origin (centre of the face on the +/- side of the box).
395
- const ref_face_ox = bcx + ref_axis_x * ref_axis_sign * ref_h_along;
396
- const ref_face_oy = bcy + ref_axis_y * ref_axis_sign * ref_h_along;
397
- const ref_face_oz = bcz + ref_axis_z * ref_axis_sign * ref_h_along;
398
-
399
- // Reference face's two tangent axes (u, v) and their half-extents.
400
- let u_axis_idx, v_axis_idx;
401
- if (ref_axis_idx === 0) { u_axis_idx = 1; v_axis_idx = 2; }
402
- else if (ref_axis_idx === 1) { u_axis_idx = 2; v_axis_idx = 0; }
403
- else { u_axis_idx = 0; v_axis_idx = 1; }
404
- const ux = axes[u_axis_idx * 3], uy = axes[u_axis_idx * 3 + 1], uz = axes[u_axis_idx * 3 + 2];
405
- const vx = axes[v_axis_idx * 3], vy = axes[v_axis_idx * 3 + 1], vz = axes[v_axis_idx * 3 + 2];
406
- const half_u = u_axis_idx === 0 ? bhx : (u_axis_idx === 1 ? bhy : bhz);
407
- const half_v = v_axis_idx === 0 ? bhx : (v_axis_idx === 1 ? bhy : bhz);
408
-
409
- // Project the triangle's 3 vertices into the (u, v) basis on the
410
- // reference plane.
411
- const da_x = ax - ref_face_ox, da_y = ay - ref_face_oy, da_z = az - ref_face_oz;
412
- const db_x = bx - ref_face_ox, db_y = by - ref_face_oy, db_z = bz - ref_face_oz;
413
- const dc_x = cx - ref_face_ox, dc_y = cy - ref_face_oy, dc_z = cz - ref_face_oz;
414
- tri_uv_in[0] = da_x * ux + da_y * uy + da_z * uz;
415
- tri_uv_in[1] = da_x * vx + da_y * vy + da_z * vz;
416
- tri_uv_in[2] = db_x * ux + db_y * uy + db_z * uz;
417
- tri_uv_in[3] = db_x * vx + db_y * vy + db_z * vz;
418
- tri_uv_in[4] = dc_x * ux + dc_y * uy + dc_z * uz;
419
- tri_uv_in[5] = dc_x * vx + dc_y * vy + dc_z * vz;
420
-
421
- // Clip against rectangle |u| ≤ half_u, |v| ≤ half_v via 4 passes.
422
- let n = 3;
423
- n = polygon2_clip_axis_halfplane(tri_uv_in, n, tri_uv_out, 0, half_u, true);
424
- if (n === 0) { out[3] = 0; return false; }
425
- n = polygon2_clip_axis_halfplane(tri_uv_out, n, tri_uv_in, 0, -half_u, false);
426
- if (n === 0) { out[3] = 0; return false; }
427
- n = polygon2_clip_axis_halfplane(tri_uv_in, n, tri_uv_out, 1, half_v, true);
428
- if (n === 0) { out[3] = 0; return false; }
429
- n = polygon2_clip_axis_halfplane(tri_uv_out, n, tri_uv_in, 1, -half_v, false);
430
- if (n === 0) { out[3] = 0; return false; }
431
-
432
- // The clipped polygon is in tri_uv_in. For each surviving (u, v):
433
- // X = ref_face_origin + u * u_axis + v * v_axis (point on ref plane)
434
- // Find t such that (X + t * face_out_n) is on the triangle plane:
435
- // (X + t * face_out_n - A) · tn = 0
436
- // t = ((A - X) · tn) / (face_out_n · tn)
437
- // World point on triangle plane = X + t * face_out_n.
438
- // Depth = -t (positive when triangle penetrates the box).
439
- // The recovery below divides by this cosine; a depth recovered through a
440
- // near-zero denominator is a projection artefact, never real penetration:
441
- // along the WINNING SAT axis no contact can be deeper than the SAT
442
- // overlap itself, so candidates past that cap are rejected, and a
443
- // near-parallel plane (or an emptied candidate set) falls back to the
444
- // deepest triangle vertex with the exact SAT depth - a SAT-proven
445
- // overlap must never be dropped.
446
- const depth_cap = best_overlap * 1.0001 + 1e-9;
447
- const denom = face_out_nx * tnx + face_out_ny * tny + face_out_nz * tnz;
448
- if (Math.abs(denom) < PARALLEL_COS_EPS) {
449
- return emit_box_face_deepest_vertex(out,
450
- ref_face_ox, ref_face_oy, ref_face_oz,
451
- face_out_nx, face_out_ny, face_out_nz,
452
- ux, uy, uz, vx, vy, vz, half_u, half_v,
453
- ax, ay, az, bx, by, bz, cx, cy, cz,
454
- best_overlap);
455
- }
456
- const clipped_uv = tri_uv_in;
457
-
458
- let cand_count = 0;
459
- for (let i = 0; i < n; i++) {
460
- const u = clipped_uv[i * 2];
461
- const v = clipped_uv[i * 2 + 1];
462
- const xpx = ref_face_ox + u * ux + v * vx;
463
- const xpy = ref_face_oy + u * uy + v * vy;
464
- const xpz = ref_face_oz + u * uz + v * vz;
465
-
466
- const t = ((ax - xpx) * tnx + (ay - xpy) * tny + (az - xpz) * tnz) / denom;
467
- const world_tri_x = xpx + face_out_nx * t;
468
- const world_tri_y = xpy + face_out_ny * t;
469
- const world_tri_z = xpz + face_out_nz * t;
470
- const depth = -t;
471
- if (depth <= 0 || depth > depth_cap) continue;
472
-
473
- const off = cand_count * 7;
474
- candidates[off] = world_tri_x;
475
- candidates[off + 1] = world_tri_y;
476
- candidates[off + 2] = world_tri_z;
477
- // Box-side contact = same (u, v) on ref plane.
478
- candidates[off + 3] = xpx;
479
- candidates[off + 4] = xpy;
480
- candidates[off + 5] = xpz;
481
- candidates[off + 6] = depth;
482
- cand_count++;
483
- }
484
-
485
- if (cand_count === 0) {
486
- return emit_box_face_deepest_vertex(out,
487
- ref_face_ox, ref_face_oy, ref_face_oz,
488
- face_out_nx, face_out_ny, face_out_nz,
489
- ux, uy, uz, vx, vy, vz, half_u, half_v,
490
- ax, ay, az, bx, by, bz, cx, cy, cz,
491
- best_overlap);
492
- }
493
- const kept = reduce_contacts(cand_count);
494
- out[3] = kept;
495
- for (let k = 0; k < kept; k++) {
496
- const src = k * 7;
497
- const base = 4 + k * CONTACT_STRIDE;
498
- out[base] = candidates[src];
499
- out[base + 1] = candidates[src + 1];
500
- out[base + 2] = candidates[src + 2];
501
- out[base + 3] = candidates[src + 3];
502
- out[base + 4] = candidates[src + 4];
503
- out[base + 5] = candidates[src + 5];
504
- out[base + 6] = candidates[src + 6];
505
- }
506
- return true;
507
- }
508
-
509
- /**
510
- * Box-face fallback for configurations the plane recovery cannot serve (the
511
- * triangle plane near-parallel to the projection direction, or every clipped
512
- * candidate rejected): one contact at the triangle vertex deepest below the
513
- * reference face, with the exact SAT overlap as depth. The box witness is
514
- * the vertex projected onto the face and clamped into the face rectangle.
515
- */
516
- function emit_box_face_deepest_vertex(
517
- out,
518
- ref_face_ox, ref_face_oy, ref_face_oz,
519
- face_out_nx, face_out_ny, face_out_nz,
520
- ux, uy, uz, vx, vy, vz, half_u, half_v,
521
- ax, ay, az, bx, by, bz, cx, cy, cz,
522
- best_overlap
523
- ) {
524
- let px = ax, py = ay, pz = az;
525
- let best_d = (ref_face_ox - ax) * face_out_nx + (ref_face_oy - ay) * face_out_ny + (ref_face_oz - az) * face_out_nz;
526
- const d_b = (ref_face_ox - bx) * face_out_nx + (ref_face_oy - by) * face_out_ny + (ref_face_oz - bz) * face_out_nz;
527
- if (d_b > best_d) { best_d = d_b; px = bx; py = by; pz = bz; }
528
- const d_c = (ref_face_ox - cx) * face_out_nx + (ref_face_oy - cy) * face_out_ny + (ref_face_oz - cz) * face_out_nz;
529
- if (d_c > best_d) { best_d = d_c; px = cx; py = cy; pz = cz; }
530
-
531
- // Project onto the face plane, clamped into the face rectangle.
532
- let u = (px - ref_face_ox) * ux + (py - ref_face_oy) * uy + (pz - ref_face_oz) * uz;
533
- let v = (px - ref_face_ox) * vx + (py - ref_face_oy) * vy + (pz - ref_face_oz) * vz;
534
- u = u < -half_u ? -half_u : (u > half_u ? half_u : u);
535
- v = v < -half_v ? -half_v : (v > half_v ? half_v : v);
536
-
537
- out[3] = 1;
538
- out[4] = px;
539
- out[5] = py;
540
- out[6] = pz;
541
- out[7] = ref_face_ox + u * ux + v * vx;
542
- out[8] = ref_face_oy + u * uy + v * vy;
543
- out[9] = ref_face_oz + u * uz + v * vz;
544
- out[10] = best_overlap;
545
- return true;
546
- }
547
-
548
- /**
549
- * Triangle-face SAT winner: reference = triangle, incident = the box face
550
- * most antiparallel to the contact normal. Clip the box face quad against
551
- * the triangle's 3 edges, then recover world contacts on the box face plane.
552
- */
553
- function emit_triangle_face_manifold(
554
- out, axes,
555
- bcx, bcy, bcz, bhx, bhy, bhz,
556
- ax, ay, az, bx, by, bz, cx, cy, cz,
557
- tnx, tny, tnz,
558
- nx, ny, nz,
559
- best_overlap
560
- ) {
561
- // Reference = triangle. Its outward face normal points from the triangle
562
- // surface toward the box — i.e. the contact normal `n` (triangle → box),
563
- // which the SAT already sign-canonicalised. The incident box face is then
564
- // the one whose outward normal is most antiparallel to this (the box face
565
- // actually facing the triangle), and the per-point depth below measures the
566
- // penetration of THAT face — not the box's far face.
567
- //
568
- // (The earlier `-n` here pointed the reference normal into the terrain, so
569
- // the incident picker selected the box's FAR face and the plane-to-plane
570
- // depth ballooned to ~the box's thickness for any tilted box — catapulting
571
- // rocking boxes off heightmaps. See box_triangle_contact.spec.js
572
- // "tilted box, shallow corner".)
573
- const ref_out_x = nx;
574
- const ref_out_y = ny;
575
- const ref_out_z = nz;
576
-
577
- // Pick the incident box face: the one whose outward axis is most
578
- // antiparallel to ref_out.
579
- let inc_axis_idx = 0;
580
- let inc_axis_sign = 1;
581
- let max_anti = -Infinity;
582
- for (let i = 0; i < 3; i++) {
583
- const iax = axes[i * 3], iay = axes[i * 3 + 1], iaz = axes[i * 3 + 2];
584
- const d_pos = iax * ref_out_x + iay * ref_out_y + iaz * ref_out_z;
585
- if (-d_pos > max_anti) { max_anti = -d_pos; inc_axis_idx = i; inc_axis_sign = -1; }
586
- if ( d_pos > max_anti) { max_anti = d_pos; inc_axis_idx = i; inc_axis_sign = 1; }
587
- }
588
- const inc_outward_sign = -inc_axis_sign;
589
- const inc_h_along = inc_axis_idx === 0 ? bhx : (inc_axis_idx === 1 ? bhy : bhz);
590
- const inc_face_cx = bcx + axes[inc_axis_idx * 3] * inc_outward_sign * inc_h_along;
591
- const inc_face_cy = bcy + axes[inc_axis_idx * 3 + 1] * inc_outward_sign * inc_h_along;
592
- const inc_face_cz = bcz + axes[inc_axis_idx * 3 + 2] * inc_outward_sign * inc_h_along;
593
-
594
- // Box face's two tangent axes in world.
595
- let i_u_idx, i_v_idx;
596
- if (inc_axis_idx === 0) { i_u_idx = 1; i_v_idx = 2; }
597
- else if (inc_axis_idx === 1) { i_u_idx = 2; i_v_idx = 0; }
598
- else { i_u_idx = 0; i_v_idx = 1; }
599
- const iux = axes[i_u_idx * 3], iuy = axes[i_u_idx * 3 + 1], iuz = axes[i_u_idx * 3 + 2];
600
- const ivx = axes[i_v_idx * 3], ivy = axes[i_v_idx * 3 + 1], ivz = axes[i_v_idx * 3 + 2];
601
- const i_half_u = i_u_idx === 0 ? bhx : (i_u_idx === 1 ? bhy : bhz);
602
- const i_half_v = i_v_idx === 0 ? bhx : (i_v_idx === 1 ? bhy : bhz);
603
-
604
- // Build a 2D basis on the triangle plane. Use AB direction as `u`,
605
- // and `n_uv = tn × u` as `v` so the basis is orthonormal.
606
- const ab_x_w = bx - ax, ab_y_w = by - ay, ab_z_w = bz - az;
607
- const ab_len_sqr = ab_x_w * ab_x_w + ab_y_w * ab_y_w + ab_z_w * ab_z_w;
608
- if (ab_len_sqr <= PARALLEL_EPS_SQR) { out[3] = 0; return false; }
609
- const ab_inv = 1 / Math.sqrt(ab_len_sqr);
610
- const tux = ab_x_w * ab_inv, tuy = ab_y_w * ab_inv, tuz = ab_z_w * ab_inv;
611
- // v = tn × u (using the geometric face normal as the "up").
612
- const tvx = tny * tuz - tnz * tuy;
613
- const tvy = tnz * tux - tnx * tuz;
614
- const tvz = tnx * tuy - tny * tux;
615
-
616
- // Project triangle vertices to (u, v). A is the origin of the
617
- // 2D basis — A_uv = (0, 0); B is along the u axis by construction
618
- // so B_uv = (|AB|, 0); C is computed normally.
619
- const ac_x_w = cx - ax, ac_y_w = cy - ay, ac_z_w = cz - az;
620
- const b_u = ab_x_w * tux + ab_y_w * tuy + ab_z_w * tuz; // = |AB|
621
- const c_u = ac_x_w * tux + ac_y_w * tuy + ac_z_w * tuz;
622
- const c_v = ac_x_w * tvx + ac_y_w * tvy + ac_z_w * tvz;
623
-
624
- // Triangle's 3 edges as 2D half-planes in (u, v). For each edge, the
625
- // outward normal must point AWAY from the opposite vertex.
626
- // Edge AB: from A=(0,0) to B=(b_u, 0). Direction = (1, 0). Outward
627
- // normal perpendicular = (0, 1) or (0, -1). Choose sign so it
628
- // points away from C (= sign(-c_v) gives 1 if c_v < 0).
629
- const ab_n_v = c_v >= 0 ? -1 : 1;
630
- // Edge BC: from B=(b_u, 0) to C=(c_u, c_v). Direction = (c_u - b_u, c_v).
631
- // Outward perpendicular: rotate by ±90° (depending on triangle winding).
632
- // Outward direction must point away from A=(0,0).
633
- const bc_dir_u = c_u - b_u, bc_dir_v = c_v - 0;
634
- // Two perpendiculars: (-bc_dir_v, bc_dir_u) and (bc_dir_v, -bc_dir_u).
635
- // Pick the one with positive dot vs (A - midpoint of BC) negated.
636
- const bc_mid_u = (b_u + c_u) * 0.5;
637
- const bc_mid_v = c_v * 0.5;
638
- const to_a_u_from_bc = 0 - bc_mid_u;
639
- const to_a_v_from_bc = 0 - bc_mid_v;
640
- // We want outward = -direction_to_A.
641
- let bc_n_u = -bc_dir_v, bc_n_v = bc_dir_u;
642
- if (bc_n_u * to_a_u_from_bc + bc_n_v * to_a_v_from_bc > 0) {
643
- bc_n_u = -bc_n_u; bc_n_v = -bc_n_v;
644
- }
645
- // Normalise so the clip threshold is "distance ≤ 0" in 2D.
646
- const bc_n_len = Math.sqrt(bc_n_u * bc_n_u + bc_n_v * bc_n_v);
647
- if (bc_n_len > 0) { bc_n_u /= bc_n_len; bc_n_v /= bc_n_len; }
648
- // Edge CA: from C to A. Direction = (-c_u, -c_v). Outward must point
649
- // away from B.
650
- const ca_dir_u = 0 - c_u, ca_dir_v = 0 - c_v;
651
- const ca_mid_u = c_u * 0.5;
652
- const ca_mid_v = c_v * 0.5;
653
- const to_b_u_from_ca = b_u - ca_mid_u;
654
- const to_b_v_from_ca = 0 - ca_mid_v;
655
- let ca_n_u = -ca_dir_v, ca_n_v = ca_dir_u;
656
- if (ca_n_u * to_b_u_from_ca + ca_n_v * to_b_v_from_ca > 0) {
657
- ca_n_u = -ca_n_u; ca_n_v = -ca_n_v;
658
- }
659
- const ca_n_len = Math.sqrt(ca_n_u * ca_n_u + ca_n_v * ca_n_v);
660
- if (ca_n_len > 0) { ca_n_u /= ca_n_len; ca_n_v /= ca_n_len; }
661
-
662
- // Build the box-face polygon (4 corners) and project to (u, v) on
663
- // the triangle plane.
664
- const signs_u = [ 1, 1, -1, -1];
665
- const signs_v = [-1, 1, 1, -1];
666
- for (let i = 0; i < 4; i++) {
667
- const su = signs_u[i] * i_half_u;
668
- const sv = signs_v[i] * i_half_v;
669
- const wx = inc_face_cx + iux * su + ivx * sv;
670
- const wy = inc_face_cy + iuy * su + ivy * sv;
671
- const wz = inc_face_cz + iuz * su + ivz * sv;
672
- const dx = wx - ax, dy = wy - ay, dz = wz - az;
673
- box_face_corners_uv_in[i * 2] = dx * tux + dy * tuy + dz * tuz;
674
- box_face_corners_uv_in[i * 2 + 1] = dx * tvx + dy * tvy + dz * tvz;
675
- }
676
-
677
- // Clip the quad against the 3 triangle-edge half-planes.
678
- let np = 4;
679
- // Edge AB: half-plane (p.v - 0) * ab_n_v <= 0 → coord_idx = 1, bound = 0, keep_below if ab_n_v=+1.
680
- np = clip_against_half_plane_uv(box_face_corners_uv_in, np, box_face_corners_uv_out, 0, 0, 0, ab_n_v);
681
- if (np === 0) { out[3] = 0; return false; }
682
- np = clip_against_half_plane_uv(box_face_corners_uv_out, np, box_face_corners_uv_in, b_u, 0, bc_n_u, bc_n_v);
683
- if (np === 0) { out[3] = 0; return false; }
684
- np = clip_against_half_plane_uv(box_face_corners_uv_in, np, box_face_corners_uv_out, c_u, c_v, ca_n_u, ca_n_v);
685
- if (np === 0) { out[3] = 0; return false; }
686
-
687
- // Survivors are in box_face_corners_uv_out. For each:
688
- // X = A + u * tu + v * tv (point on triangle plane)
689
- // Find t such that X + t * ref_out is on box face plane:
690
- // (X + t * ref_out - inc_face_c) · inc_out = 0
691
- // Where inc_out = inc_axes[inc_axis_idx] * inc_outward_sign.
692
- const inc_out_x = axes[inc_axis_idx * 3] * inc_outward_sign;
693
- const inc_out_y = axes[inc_axis_idx * 3 + 1] * inc_outward_sign;
694
- const inc_out_z = axes[inc_axis_idx * 3 + 2] * inc_outward_sign;
695
- // Same recovery-degeneracy protocol as emit_box_face_manifold: angular
696
- // epsilon on the cosine, per-candidate depth cap at the SAT overlap, and
697
- // a deepest-corner fallback so a SAT-proven overlap is never dropped.
698
- const depth_cap = best_overlap * 1.0001 + 1e-9;
699
- const denom = ref_out_x * inc_out_x + ref_out_y * inc_out_y + ref_out_z * inc_out_z;
700
- if (Math.abs(denom) < PARALLEL_COS_EPS) {
701
- return emit_triangle_face_deepest_corner(out,
702
- inc_face_cx, inc_face_cy, inc_face_cz,
703
- iux, iuy, iuz, ivx, ivy, ivz, i_half_u, i_half_v,
704
- ax, ay, az,
705
- ref_out_x, ref_out_y, ref_out_z,
706
- best_overlap);
707
- }
708
- const clipped_uv = box_face_corners_uv_out;
709
-
710
- let cand_count = 0;
711
- for (let i = 0; i < np; i++) {
712
- const u = clipped_uv[i * 2];
713
- const v = clipped_uv[i * 2 + 1];
714
- const xpx = ax + u * tux + v * tvx;
715
- const xpy = ay + u * tuy + v * tvy;
716
- const xpz = az + u * tuz + v * tvz;
717
-
718
- const num_x = inc_face_cx - xpx;
719
- const num_y = inc_face_cy - xpy;
720
- const num_z = inc_face_cz - xpz;
721
- const t = (num_x * inc_out_x + num_y * inc_out_y + num_z * inc_out_z) / denom;
722
- const world_box_x = xpx + ref_out_x * t;
723
- const world_box_y = xpy + ref_out_y * t;
724
- const world_box_z = xpz + ref_out_z * t;
725
- // Depth: how far the box face has penetrated past the triangle
726
- // plane, measured along ref_out. depth = -t.
727
- const depth = -t;
728
- if (depth <= 0 || depth > depth_cap) continue;
729
-
730
- const off = cand_count * 7;
731
- // Triangle-side contact: the clipped (u, v) point on the
732
- // triangle plane.
733
- candidates[off] = xpx;
734
- candidates[off + 1] = xpy;
735
- candidates[off + 2] = xpz;
736
- candidates[off + 3] = world_box_x;
737
- candidates[off + 4] = world_box_y;
738
- candidates[off + 5] = world_box_z;
739
- candidates[off + 6] = depth;
740
- cand_count++;
741
- }
742
-
743
- if (cand_count === 0) {
744
- return emit_triangle_face_deepest_corner(out,
745
- inc_face_cx, inc_face_cy, inc_face_cz,
746
- iux, iuy, iuz, ivx, ivy, ivz, i_half_u, i_half_v,
747
- ax, ay, az,
748
- ref_out_x, ref_out_y, ref_out_z,
749
- best_overlap);
750
- }
751
- const kept = reduce_contacts(cand_count);
752
- out[3] = kept;
753
- for (let k = 0; k < kept; k++) {
754
- const src = k * 7;
755
- const base = 4 + k * CONTACT_STRIDE;
756
- out[base] = candidates[src];
757
- out[base + 1] = candidates[src + 1];
758
- out[base + 2] = candidates[src + 2];
759
- out[base + 3] = candidates[src + 3];
760
- out[base + 4] = candidates[src + 4];
761
- out[base + 5] = candidates[src + 5];
762
- out[base + 6] = candidates[src + 6];
763
- }
764
- return true;
765
- }
766
-
767
- /**
768
- * Edge-cross SAT winner: emit a single contact at the closest pair of
769
- * points on (a parallel-translated) box edge × the triangle edge.
770
- *
771
- * The box has 12 edges, but along the winning box-axis direction `i`
772
- * there are 4 parallel edges (the four lines on the box surface
773
- * parallel to box-axis i). The "right" edge for the contact is the
774
- * one whose endpoints span the triangle edge — practically, pick the
775
- * box edge most aligned with the SAT separation: the one whose centre
776
- * (when translated perpendicular to the SAT axis) is closest to the
777
- * triangle edge.
778
- *
779
- * Procedure:
780
- * 1. Construct the box edge as the line through box centre +
781
- * (the +/- of the other two box half-extents pushing to the
782
- * "near" corner determined by the SAT-axis sign).
783
- * 2. Construct the triangle edge as the segment.
784
- * 3. Closest-pair via `line3_compute_segment_segment_closest_points`.
785
- * 4. Contact = midpoint, depth = best_overlap.
786
- */
787
- /**
788
- * Triangle-face fallback for configurations the plane recovery cannot serve:
789
- * one contact at the incident box-face corner deepest below the triangle
790
- * plane, with the exact SAT overlap as depth. The triangle witness is the
791
- * corner pushed back onto the triangle plane along the contact normal.
792
- */
793
- function emit_triangle_face_deepest_corner(
794
- out,
795
- inc_face_cx, inc_face_cy, inc_face_cz,
796
- iux, iuy, iuz, ivx, ivy, ivz, i_half_u, i_half_v,
797
- ax, ay, az,
798
- ref_out_x, ref_out_y, ref_out_z,
799
- best_overlap
800
- ) {
801
- let best_d = -Infinity;
802
- let px = inc_face_cx, py = inc_face_cy, pz = inc_face_cz;
803
- for (let i = 0; i < 4; i++) {
804
- const su = (i === 0 || i === 1 ? 1 : -1) * i_half_u;
805
- const sv = (i === 1 || i === 2 ? 1 : -1) * i_half_v;
806
- const wx = inc_face_cx + iux * su + ivx * sv;
807
- const wy = inc_face_cy + iuy * su + ivy * sv;
808
- const wz = inc_face_cz + iuz * su + ivz * sv;
809
- // Depth of this corner below the triangle plane along ref_out.
810
- const d = -((wx - ax) * ref_out_x + (wy - ay) * ref_out_y + (wz - az) * ref_out_z);
811
- if (d > best_d) { best_d = d; px = wx; py = wy; pz = wz; }
812
- }
813
-
814
- out[3] = 1;
815
- // Triangle witness: the corner pushed back onto the triangle plane.
816
- out[4] = px + ref_out_x * best_d;
817
- out[5] = py + ref_out_y * best_d;
818
- out[6] = pz + ref_out_z * best_d;
819
- // Box witness: the deepest corner itself.
820
- out[7] = px;
821
- out[8] = py;
822
- out[9] = pz;
823
- out[10] = best_overlap;
824
- return true;
825
- }
826
-
827
- function emit_edge_cross_contact(
828
- out, axes,
829
- bcx, bcy, bcz, bhx, bhy, bhz,
830
- ax, ay, az, bx, by, bz, cx, cy, cz,
831
- box_edge_idx, tri_edge_idx,
832
- nx, ny, nz,
833
- overlap
834
- ) {
835
- // Box edge direction: axis index `box_edge_idx`.
836
- const edx = axes[box_edge_idx * 3];
837
- const edy = axes[box_edge_idx * 3 + 1];
838
- const edz = axes[box_edge_idx * 3 + 2];
839
- const edge_half = box_edge_idx === 0 ? bhx : (box_edge_idx === 1 ? bhy : bhz);
840
-
841
- // The OTHER two box axes determine which of the four parallel edges
842
- // we pick. Use the sign of the contact normal projected onto each
843
- // perpendicular axis to choose the edge closest to the contact.
844
- let u_idx, v_idx;
845
- if (box_edge_idx === 0) { u_idx = 1; v_idx = 2; }
846
- else if (box_edge_idx === 1) { u_idx = 2; v_idx = 0; }
847
- else { u_idx = 0; v_idx = 1; }
848
- const u_ax_x = axes[u_idx * 3], u_ax_y = axes[u_idx * 3 + 1], u_ax_z = axes[u_idx * 3 + 2];
849
- const v_ax_x = axes[v_idx * 3], v_ax_y = axes[v_idx * 3 + 1], v_ax_z = axes[v_idx * 3 + 2];
850
- const half_u = u_idx === 0 ? bhx : (u_idx === 1 ? bhy : bhz);
851
- const half_v = v_idx === 0 ? bhx : (v_idx === 1 ? bhy : bhz);
852
-
853
- // The contact normal `n` points triangle → box. The box edge
854
- // closest to the triangle is the one whose corner (in u, v) is in
855
- // the -n direction. Decompose -n into the u and v components.
856
- const minus_n_dot_u = -(nx * u_ax_x + ny * u_ax_y + nz * u_ax_z);
857
- const minus_n_dot_v = -(nx * v_ax_x + ny * v_ax_y + nz * v_ax_z);
858
- const u_sign = minus_n_dot_u >= 0 ? 1 : -1;
859
- const v_sign = minus_n_dot_v >= 0 ? 1 : -1;
860
-
861
- // Box edge endpoints in world: from corner_lo to corner_hi along
862
- // the chosen box axis.
863
- const corner_cx = bcx + u_ax_x * u_sign * half_u + v_ax_x * v_sign * half_v;
864
- const corner_cy = bcy + u_ax_y * u_sign * half_u + v_ax_y * v_sign * half_v;
865
- const corner_cz = bcz + u_ax_z * u_sign * half_u + v_ax_z * v_sign * half_v;
866
- const box_p1x = corner_cx - edx * edge_half, box_p1y = corner_cy - edy * edge_half, box_p1z = corner_cz - edz * edge_half;
867
- const box_p2x = corner_cx + edx * edge_half, box_p2y = corner_cy + edy * edge_half, box_p2z = corner_cz + edz * edge_half;
868
-
869
- // Triangle edge endpoints.
870
- let tri_p1x, tri_p1y, tri_p1z, tri_p2x, tri_p2y, tri_p2z;
871
- if (tri_edge_idx === 0) {
872
- tri_p1x = ax; tri_p1y = ay; tri_p1z = az;
873
- tri_p2x = bx; tri_p2y = by; tri_p2z = bz;
874
- } else if (tri_edge_idx === 1) {
875
- tri_p1x = bx; tri_p1y = by; tri_p1z = bz;
876
- tri_p2x = cx; tri_p2y = cy; tri_p2z = cz;
877
- } else {
878
- tri_p1x = cx; tri_p1y = cy; tri_p1z = cz;
879
- tri_p2x = ax; tri_p2y = ay; tri_p2z = az;
880
- }
881
-
882
- // Closest points on the two segments.
883
- line3_compute_segment_segment_closest_points(
884
- closest_pair_st,
885
- box_p1x, box_p1y, box_p1z, box_p2x, box_p2y, box_p2z,
886
- tri_p1x, tri_p1y, tri_p1z, tri_p2x, tri_p2y, tri_p2z
887
- );
888
- const s = closest_pair_st[0], t = closest_pair_st[1];
889
- const closest_box_x = box_p1x + s * (box_p2x - box_p1x);
890
- const closest_box_y = box_p1y + s * (box_p2y - box_p1y);
891
- const closest_box_z = box_p1z + s * (box_p2z - box_p1z);
892
- const closest_tri_x = tri_p1x + t * (tri_p2x - tri_p1x);
893
- const closest_tri_y = tri_p1y + t * (tri_p2y - tri_p1y);
894
- const closest_tri_z = tri_p1z + t * (tri_p2z - tri_p1z);
895
-
896
- out[3] = 1;
897
- const base = 4;
898
- out[base] = closest_tri_x;
899
- out[base + 1] = closest_tri_y;
900
- out[base + 2] = closest_tri_z;
901
- out[base + 3] = closest_box_x;
902
- out[base + 4] = closest_box_y;
903
- out[base + 5] = closest_box_z;
904
- out[base + 6] = overlap;
905
- return true;
906
- }
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 an oriented box vs. a triangle.
9
+ *
10
+ * Algorithm (Parry's `contact_manifolds_cuboid_triangle.rs` as the
11
+ * blueprint):
12
+ *
13
+ * 1. SAT over 13 candidate axes — 3 box face normals + 1 triangle face
14
+ * normal + 9 edge-edge cross products. The triangle's projection
15
+ * onto an axis is NOT symmetric around its centroid (unlike the
16
+ * box's), so the per-axis MTV is computed via the asymmetric
17
+ * `min(push_pos, push_neg)` form rather than the box-box-style
18
+ * `(rA + rB) - dist`.
19
+ *
20
+ * 2. Branch by winning-axis source:
21
+ *
22
+ * a. Box face axis (sources 0..2) — reference face = box face along
23
+ * winning axis, incident polygon = triangle. Project the triangle
24
+ * into the reference face's (u, v) basis, clip against the
25
+ * rectangle |u| ≤ half_u, |v| ≤ half_v via Sutherland-Hodgman
26
+ * with 4 axis-aligned passes. For each surviving (u, v) point,
27
+ * recover its world position on the triangle plane.
28
+ *
29
+ * b. Triangle face axis (source 3) — reference = triangle, incident
30
+ * = box face most antiparallel to the contact normal. Project
31
+ * the box face's 4 corners into a 2D basis on the triangle
32
+ * plane, clip against the triangle's 3 edges (3 general
33
+ * half-plane passes). Recover world positions on the box face
34
+ * plane.
35
+ *
36
+ * c. Edge-cross axis (sources 4..12) — single contact at the
37
+ * closest pair of points on the relevant box edge and triangle
38
+ * edge (via {@link line3_compute_segment_segment_closest_points}).
39
+ *
40
+ * 3. Reduce surviving contacts to at most {@link MAX_CONTACTS} by
41
+ * deepest-first then perimeter expansion.
42
+ *
43
+ * Contact convention: `out[0..2]` is the world normal pointing from the
44
+ * triangle's surface toward the box's centre (the direction the box
45
+ * should be pushed to separate from the triangle). The caller in
46
+ * `narrowphase_step.js` swaps to the "B → A" convention as needed.
47
+ *
48
+ * Output layout (mirrors {@link box_box_manifold}):
49
+ * out[0..2] : world normal (triangle → box)
50
+ * out[3] : contact count
51
+ * out[4 + k*7 + 0..2] : world contact on triangle surface
52
+ * out[4 + k*7 + 3..5] : world contact on box surface
53
+ * out[4 + k*7 + 6] : penetration depth (positive)
54
+ *
55
+ * @author Alex Goldring
56
+ * @copyright Company Named Limited (c) 2026
57
+ */
58
+
59
+ const MAX_CONTACTS = 4;
60
+ const CONTACT_STRIDE = 7;
61
+ const PARALLEL_EPS_SQR = 1e-8;
62
+
63
+ /**
64
+ * Angular near-parallel threshold for the manifold builders' plane-recovery
65
+ * denominators. Those denominators are dots of two UNIT vectors (cosines),
66
+ * so the guard must be an ANGULAR epsilon: the old squared-length epsilon
67
+ * (1e-8) left a window (cos in 1e-8..1e-6) where 1/denom amplified the plane
68
+ * recovery by up to 1e8 - absurd "deepest" candidates that won the manifold
69
+ * reduction - and below it dropped SAT-PROVEN overlaps outright. At 1e-4 the
70
+ * amplification is bounded by 1e4 and the per-candidate depth cap (depth
71
+ * cannot exceed the SAT overlap along the winning axis) rejects the
72
+ * remainder; near-parallel cases emit the deepest-vertex fallback instead of
73
+ * dropping the pair.
74
+ * @type {number}
75
+ */
76
+ const PARALLEL_COS_EPS = 1e-4;
77
+
78
+ /**
79
+ * Length of `out` required by {@link box_triangle_contact}.
80
+ * @type {number}
81
+ */
82
+ export const BOX_TRIANGLE_OUT_LENGTH = 4 + MAX_CONTACTS * CONTACT_STRIDE;
83
+
84
+ // --- scratch storage (allocation-free across calls) ----------------------------
85
+
86
+ const scratch_axes = new Float64Array(9);
87
+
88
+ // Triangle projected to the box face's uv basis (start with 3 points;
89
+ // after axis-aligned clipping can grow to at most 7 points).
90
+ const tri_uv_in = new Float64Array(8 * 2);
91
+ const tri_uv_out = new Float64Array(8 * 2);
92
+
93
+ // Box face corners (for the triangle-axis-winner branch).
94
+ const box_face_corners_uv_in = new Float64Array(8 * 2);
95
+ const box_face_corners_uv_out = new Float64Array(8 * 2);
96
+
97
+ // Surviving contact candidates: stride 7 (3 world-tri + 3 world-box + 1 depth).
98
+ const candidates = new Float64Array(8 * 7);
99
+
100
+ // Closest-points scratch for the edge-cross-winner branch.
101
+ const closest_pair_st = new Float64Array(2);
102
+
103
+ // --- helpers -----------------------------------------------------------------
104
+
105
+ /**
106
+ * Sutherland-Hodgman clip of `points_in` against the general half-plane
107
+ * `(p - (line_ox, line_oy)) · (line_nx, line_ny) ≤ 0`. 2D stride 2;
108
+ * result to `points_out`. Returns surviving vertex count.
109
+ */
110
+ /*
111
+ * NOT core/geom/2d/polygon/polygon2_clip_halfplane, deliberately. Same Sutherland-Hodgman algorithm, but
112
+ * the core version carries a POINT_EPS = 1e-9 inside/outside slack where this one tests exactly `<= 0`.
113
+ * On a point lying exactly on the clip plane -- which is the common case here, since box faces and
114
+ * triangle edges are routinely coincident -- the two disagree about whether the vertex survives, which
115
+ * changes the emitted manifold and therefore the solver's contact set. Adopting the core version means
116
+ * accepting that change; forking core into two epsilon variants means a tolerance sentinel. Left as is;
117
+ * revisit with the box-triangle suite as the gate.
118
+ */
119
+ function clip_against_half_plane_uv(points_in, point_count, points_out, line_ox, line_oy, line_nx, line_ny) {
120
+ let out_count = 0;
121
+ for (let i = 0; i < point_count; i++) {
122
+ const j = (i + 1) % point_count;
123
+ const ax = points_in[i * 2], ay = points_in[i * 2 + 1];
124
+ const bx = points_in[j * 2], by = points_in[j * 2 + 1];
125
+ const a_val = (ax - line_ox) * line_nx + (ay - line_oy) * line_ny;
126
+ const b_val = (bx - line_ox) * line_nx + (by - line_oy) * line_ny;
127
+ const a_inside = a_val <= 0;
128
+ const b_inside = b_val <= 0;
129
+
130
+ if (a_inside) {
131
+ points_out[out_count * 2] = ax;
132
+ points_out[out_count * 2 + 1] = ay;
133
+ out_count++;
134
+ }
135
+ if (a_inside !== b_inside) {
136
+ const denom = a_val - b_val;
137
+ const t = denom !== 0 ? a_val / denom : 0;
138
+ points_out[out_count * 2] = ax + (bx - ax) * t;
139
+ points_out[out_count * 2 + 1] = ay + (by - ay) * t;
140
+ out_count++;
141
+ }
142
+ }
143
+ return out_count;
144
+ }
145
+
146
+ /**
147
+ * In-place reduction of `candidates` (stride 7: x, y, z on triangle,
148
+ * x, y, z on box, depth) to at most {@link MAX_CONTACTS} entries.
149
+ * Strategy: keep the deepest, then iteratively pick the candidate
150
+ * whose minimum distance to the already-kept set (in 3D space) is
151
+ * largest — approximates max-perimeter / max-area selection.
152
+ */
153
+ // Contact reduction (deepest + farthest-point spread) is shared via
154
+ // reduce_manifold_contacts (stride 7 here).
155
+ function reduce_contacts(n) {
156
+ return reduce_manifold_contacts(candidates, n, CONTACT_STRIDE, MAX_CONTACTS, CONTACT_STRIDE - 1);
157
+ }
158
+
159
+ // --- main --------------------------------------------------------------------
160
+
161
+ // --- hoisted SAT axis test (D3) ----------------------------------------------
162
+ //
163
+ // `test_axis` used to be a per-call closure — allocated for every
164
+ // box-triangle candidate because it captures and MUTATES the running
165
+ // best-axis accumulator. Hoisted to module scope; the per-call inputs are
166
+ // staged in the g_bt_* slots (written once per call, read by all 13 axis
167
+ // tests). Same arithmetic, same order — bit-identical results.
168
+
169
+ let g_bt_bcx = 0, g_bt_bcy = 0, g_bt_bcz = 0;
170
+ let g_bt_bhx = 0, g_bt_bhy = 0, g_bt_bhz = 0;
171
+ let g_bt_ax = 0, g_bt_ay = 0, g_bt_az = 0;
172
+ let g_bt_bx = 0, g_bt_by = 0, g_bt_bz = 0;
173
+ let g_bt_cx = 0, g_bt_cy = 0, g_bt_cz = 0;
174
+ let g_bt_d_t2b_x = 0, g_bt_d_t2b_y = 0, g_bt_d_t2b_z = 0;
175
+ let g_bt_best_overlap = Infinity;
176
+ let g_bt_best_nx = 0, g_bt_best_ny = 0, g_bt_best_nz = 0;
177
+ let g_bt_best_source = -1;
178
+ let g_bt_best_box_edge_idx = -1;
179
+ let g_bt_best_tri_edge_idx = -1;
180
+
181
+ /**
182
+ * Test a candidate separating axis `(lx, ly, lz)` (need not be unit-length).
183
+ * Returns true if a separating axis is found (overlap < 0); otherwise
184
+ * updates the g_bt_best_* slots if this axis has the smallest overlap so far.
185
+ *
186
+ * Source:
187
+ * 0..2 : box face normal (axis index 0..2)
188
+ * 3 : triangle face normal
189
+ * 4..12 : edge-cross (box_edge_idx * 3 + tri_edge_idx, offset +4)
190
+ */
191
+ function test_axis(lx, ly, lz, source, box_e_idx, tri_e_idx) {
192
+ const len_sqr = lx * lx + ly * ly + lz * lz;
193
+ if (len_sqr <= PARALLEL_EPS_SQR) return false;
194
+ const inv_len = 1 / Math.sqrt(len_sqr);
195
+ const ux = lx * inv_len, uy = ly * inv_len, uz = lz * inv_len;
196
+
197
+ // Box projection.
198
+ const box_centre_proj = ux * g_bt_bcx + uy * g_bt_bcy + uz * g_bt_bcz;
199
+ const r_box = box3_projected_half_extent(scratch_axes, 0, g_bt_bhx, g_bt_bhy, g_bt_bhz, ux, uy, uz);
200
+ const bmin = box_centre_proj - r_box;
201
+ const bmax = box_centre_proj + r_box;
202
+
203
+ // Triangle projection — NOT symmetric around centroid, so we take
204
+ // the per-vertex extreme values.
205
+ const da = ux * g_bt_ax + uy * g_bt_ay + uz * g_bt_az;
206
+ const db = ux * g_bt_bx + uy * g_bt_by + uz * g_bt_bz;
207
+ const dc = ux * g_bt_cx + uy * g_bt_cy + uz * g_bt_cz;
208
+ const tmin = da < db ? (da < dc ? da : dc) : (db < dc ? db : dc);
209
+ const tmax = da > db ? (da > dc ? da : dc) : (db > dc ? db : dc);
210
+
211
+ // Separation test.
212
+ if (bmax < tmin || tmax < bmin) return true;
213
+
214
+ // Compute MTV magnitude as the smaller of the two "push directions".
215
+ // push_pos: how far we'd push the triangle in +u to escape.
216
+ // push_neg: how far in -u.
217
+ // For asymmetric intervals these are not equal in general.
218
+ const push_pos = bmax - tmin;
219
+ const push_neg = tmax - bmin;
220
+ const overlap = push_pos < push_neg ? push_pos : push_neg;
221
+
222
+ if (overlap < g_bt_best_overlap) {
223
+ g_bt_best_overlap = overlap;
224
+ // Canonical normal direction: triangle -> box. Use the
225
+ // box-centre-vs-triangle-centroid sign as the tiebreaker so
226
+ // the SAT axis is canonically oriented before we negate.
227
+ const center_dot = g_bt_d_t2b_x * ux + g_bt_d_t2b_y * uy + g_bt_d_t2b_z * uz;
228
+ const sign = center_dot >= 0 ? 1 : -1;
229
+ g_bt_best_nx = ux * sign;
230
+ g_bt_best_ny = uy * sign;
231
+ g_bt_best_nz = uz * sign;
232
+ g_bt_best_source = source;
233
+ g_bt_best_box_edge_idx = box_e_idx;
234
+ g_bt_best_tri_edge_idx = tri_e_idx;
235
+ }
236
+ return false;
237
+ }
238
+
239
+ /**
240
+ * @param {number[]|Float64Array} out length >= {@link BOX_TRIANGLE_OUT_LENGTH}
241
+ * @param {number} bcx box centre x (world)
242
+ * @param {number} bcy
243
+ * @param {number} bcz
244
+ * @param {number} bqx box quaternion x
245
+ * @param {number} bqy
246
+ * @param {number} bqz
247
+ * @param {number} bqw
248
+ * @param {number} bhx box half-extent x (body frame)
249
+ * @param {number} bhy
250
+ * @param {number} bhz
251
+ * @param {number} ax triangle vertex A x (world)
252
+ * @param {number} ay
253
+ * @param {number} az
254
+ * @param {number} bx triangle vertex B x (world)
255
+ * @param {number} by
256
+ * @param {number} bz
257
+ * @param {number} cx triangle vertex C x (world)
258
+ * @param {number} cy
259
+ * @param {number} cz
260
+ * @returns {boolean} true if box and triangle overlap
261
+ */
262
+ export function box_triangle_contact(
263
+ out,
264
+ bcx, bcy, bcz, bqx, bqy, bqz, bqw, bhx, bhy, bhz,
265
+ ax, ay, az, bx, by, bz, cx, cy, cz
266
+ ) {
267
+ quat3_to_matrix3(scratch_axes, 0, bqx, bqy, bqz, bqw);
268
+ const axes = scratch_axes;
269
+
270
+ // Triangle edges in world.
271
+ const ab_x = bx - ax, ab_y = by - ay, ab_z = bz - az;
272
+ const bc_x = cx - bx, bc_y = cy - by, bc_z = cz - bz;
273
+ const ca_x = ax - cx, ca_y = ay - cy, ca_z = az - cz;
274
+
275
+ // Triangle face normal in world via (B-A) × (C-A).
276
+ const e2x = cx - ax, e2y = cy - ay, e2z = cz - az;
277
+ const tnx_raw = ab_y * e2z - ab_z * e2y;
278
+ const tny_raw = ab_z * e2x - ab_x * e2z;
279
+ const tnz_raw = ab_x * e2y - ab_y * e2x;
280
+ const tn_mag_sqr = tnx_raw * tnx_raw + tny_raw * tny_raw + tnz_raw * tnz_raw;
281
+ if (tn_mag_sqr <= PARALLEL_EPS_SQR) {
282
+ // Degenerate triangle (zero area). No sensible contact.
283
+ out[3] = 0;
284
+ return false;
285
+ }
286
+ const tn_inv = 1 / Math.sqrt(tn_mag_sqr);
287
+ const tnx = tnx_raw * tn_inv;
288
+ const tny = tny_raw * tn_inv;
289
+ const tnz = tnz_raw * tn_inv;
290
+
291
+ // Triangle centroid for sign-canonicalisation of the contact normal.
292
+ const tcx = (ax + bx + cx) / 3;
293
+ const tcy = (ay + by + cy) / 3;
294
+ const tcz = (az + bz + cz) / 3;
295
+ // Vector from triangle centroid toward box centre — used to flip the
296
+ // SAT axis so the stored normal consistently points triangle → box.
297
+ const d_t2b_x = bcx - tcx;
298
+ const d_t2b_y = bcy - tcy;
299
+ const d_t2b_z = bcz - tcz;
300
+
301
+ // Stage the per-call inputs + reset the best-axis accumulator for the
302
+ // hoisted test_axis (see the D3 note above it).
303
+ g_bt_bcx = bcx; g_bt_bcy = bcy; g_bt_bcz = bcz;
304
+ g_bt_bhx = bhx; g_bt_bhy = bhy; g_bt_bhz = bhz;
305
+ g_bt_ax = ax; g_bt_ay = ay; g_bt_az = az;
306
+ g_bt_bx = bx; g_bt_by = by; g_bt_bz = bz;
307
+ g_bt_cx = cx; g_bt_cy = cy; g_bt_cz = cz;
308
+ g_bt_d_t2b_x = d_t2b_x; g_bt_d_t2b_y = d_t2b_y; g_bt_d_t2b_z = d_t2b_z;
309
+ g_bt_best_overlap = Infinity;
310
+ g_bt_best_nx = 0; g_bt_best_ny = 0; g_bt_best_nz = 0;
311
+ g_bt_best_source = -1;
312
+ g_bt_best_box_edge_idx = -1;
313
+ g_bt_best_tri_edge_idx = -1;
314
+
315
+ // 1. Box face normals (3 axes).
316
+ if (test_axis(axes[0], axes[1], axes[2], 0, -1, -1)) { out[3] = 0; return false; }
317
+ if (test_axis(axes[3], axes[4], axes[5], 1, -1, -1)) { out[3] = 0; return false; }
318
+ if (test_axis(axes[6], axes[7], axes[8], 2, -1, -1)) { out[3] = 0; return false; }
319
+
320
+ // 2. Triangle face normal (1 axis).
321
+ if (test_axis(tnx, tny, tnz, 3, -1, -1)) { out[3] = 0; return false; }
322
+
323
+ // 3. Edge-edge cross products (9 axes).
324
+ for (let i = 0; i < 3; i++) {
325
+ const aix = axes[i * 3], aiy = axes[i * 3 + 1], aiz = axes[i * 3 + 2];
326
+ for (let j = 0; j < 3; j++) {
327
+ let ex, ey, ez;
328
+ if (j === 0) { ex = ab_x; ey = ab_y; ez = ab_z; }
329
+ else if (j === 1) { ex = bc_x; ey = bc_y; ez = bc_z; }
330
+ else { ex = ca_x; ey = ca_y; ez = ca_z; }
331
+ const cx_ax = aiy * ez - aiz * ey;
332
+ const cy_ax = aiz * ex - aix * ez;
333
+ const cz_ax = aix * ey - aiy * ex;
334
+ if (test_axis(cx_ax, cy_ax, cz_ax, 4 + i * 3 + j, i, j)) { out[3] = 0; return false; }
335
+ }
336
+ }
337
+
338
+ // We have overlap. Output the contact normal (triangle → box).
339
+ const best_overlap = g_bt_best_overlap;
340
+ const best_source = g_bt_best_source;
341
+ const best_box_edge_idx = g_bt_best_box_edge_idx;
342
+ const best_tri_edge_idx = g_bt_best_tri_edge_idx;
343
+ const nx = g_bt_best_nx, ny = g_bt_best_ny, nz = g_bt_best_nz;
344
+ out[0] = nx; out[1] = ny; out[2] = nz;
345
+
346
+ // --- Contact manifold construction ---
347
+
348
+ if (best_source < 3) {
349
+ // Box face axis winner: reference = box face, incident = triangle.
350
+ return emit_box_face_manifold(out, best_source, axes, bcx, bcy, bcz, bhx, bhy, bhz,
351
+ ax, ay, az, bx, by, bz, cx, cy, cz, tnx, tny, tnz, nx, ny, nz, best_overlap);
352
+ } else if (best_source === 3) {
353
+ // Triangle face axis winner: reference = triangle, incident = box face.
354
+ return emit_triangle_face_manifold(out, axes, bcx, bcy, bcz, bhx, bhy, bhz,
355
+ ax, ay, az, bx, by, bz, cx, cy, cz, tnx, tny, tnz, nx, ny, nz, best_overlap);
356
+ } else {
357
+ // Edge-cross winner: single contact at closest pair on the two edges.
358
+ return emit_edge_cross_contact(out, axes, bcx, bcy, bcz, bhx, bhy, bhz,
359
+ ax, ay, az, bx, by, bz, cx, cy, cz,
360
+ best_box_edge_idx, best_tri_edge_idx,
361
+ nx, ny, nz, best_overlap);
362
+ }
363
+ }
364
+
365
+ // --- Manifold builders ------------------------------------------------------
366
+
367
+ /**
368
+ * Box-face SAT winner: clip the triangle against the box's reference face
369
+ * rectangle, then for each surviving (u, v) recover the world contact on
370
+ * the triangle plane.
371
+ */
372
+ function emit_box_face_manifold(
373
+ out, ref_axis_idx, axes,
374
+ bcx, bcy, bcz, bhx, bhy, bhz,
375
+ ax, ay, az, bx, by, bz, cx, cy, cz,
376
+ tnx, tny, tnz,
377
+ nx, ny, nz,
378
+ best_overlap
379
+ ) {
380
+ // The contact normal `n` points triangle → box. The box's outward
381
+ // face normal at the reference face points box → triangle = -n.
382
+ const face_out_nx = -nx;
383
+ const face_out_ny = -ny;
384
+ const face_out_nz = -nz;
385
+
386
+ // Sign of the reference axis aligned with the outward normal.
387
+ const ref_axis_x = axes[ref_axis_idx * 3];
388
+ const ref_axis_y = axes[ref_axis_idx * 3 + 1];
389
+ const ref_axis_z = axes[ref_axis_idx * 3 + 2];
390
+ const ref_axis_dot = ref_axis_x * face_out_nx + ref_axis_y * face_out_ny + ref_axis_z * face_out_nz;
391
+ const ref_axis_sign = ref_axis_dot >= 0 ? 1 : -1;
392
+ const ref_h_along = ref_axis_idx === 0 ? bhx : (ref_axis_idx === 1 ? bhy : bhz);
393
+
394
+ // Reference face origin (centre of the face on the +/- side of the box).
395
+ const ref_face_ox = bcx + ref_axis_x * ref_axis_sign * ref_h_along;
396
+ const ref_face_oy = bcy + ref_axis_y * ref_axis_sign * ref_h_along;
397
+ const ref_face_oz = bcz + ref_axis_z * ref_axis_sign * ref_h_along;
398
+
399
+ // Reference face's two tangent axes (u, v) and their half-extents.
400
+ let u_axis_idx, v_axis_idx;
401
+ if (ref_axis_idx === 0) { u_axis_idx = 1; v_axis_idx = 2; }
402
+ else if (ref_axis_idx === 1) { u_axis_idx = 2; v_axis_idx = 0; }
403
+ else { u_axis_idx = 0; v_axis_idx = 1; }
404
+ const ux = axes[u_axis_idx * 3], uy = axes[u_axis_idx * 3 + 1], uz = axes[u_axis_idx * 3 + 2];
405
+ const vx = axes[v_axis_idx * 3], vy = axes[v_axis_idx * 3 + 1], vz = axes[v_axis_idx * 3 + 2];
406
+ const half_u = u_axis_idx === 0 ? bhx : (u_axis_idx === 1 ? bhy : bhz);
407
+ const half_v = v_axis_idx === 0 ? bhx : (v_axis_idx === 1 ? bhy : bhz);
408
+
409
+ // Project the triangle's 3 vertices into the (u, v) basis on the
410
+ // reference plane.
411
+ const da_x = ax - ref_face_ox, da_y = ay - ref_face_oy, da_z = az - ref_face_oz;
412
+ const db_x = bx - ref_face_ox, db_y = by - ref_face_oy, db_z = bz - ref_face_oz;
413
+ const dc_x = cx - ref_face_ox, dc_y = cy - ref_face_oy, dc_z = cz - ref_face_oz;
414
+ tri_uv_in[0] = da_x * ux + da_y * uy + da_z * uz;
415
+ tri_uv_in[1] = da_x * vx + da_y * vy + da_z * vz;
416
+ tri_uv_in[2] = db_x * ux + db_y * uy + db_z * uz;
417
+ tri_uv_in[3] = db_x * vx + db_y * vy + db_z * vz;
418
+ tri_uv_in[4] = dc_x * ux + dc_y * uy + dc_z * uz;
419
+ tri_uv_in[5] = dc_x * vx + dc_y * vy + dc_z * vz;
420
+
421
+ // Clip against rectangle |u| ≤ half_u, |v| ≤ half_v via 4 passes.
422
+ let n = 3;
423
+ n = polygon2_clip_axis_halfplane(tri_uv_in, n, tri_uv_out, 0, half_u, true);
424
+ if (n === 0) { out[3] = 0; return false; }
425
+ n = polygon2_clip_axis_halfplane(tri_uv_out, n, tri_uv_in, 0, -half_u, false);
426
+ if (n === 0) { out[3] = 0; return false; }
427
+ n = polygon2_clip_axis_halfplane(tri_uv_in, n, tri_uv_out, 1, half_v, true);
428
+ if (n === 0) { out[3] = 0; return false; }
429
+ n = polygon2_clip_axis_halfplane(tri_uv_out, n, tri_uv_in, 1, -half_v, false);
430
+ if (n === 0) { out[3] = 0; return false; }
431
+
432
+ // The clipped polygon is in tri_uv_in. For each surviving (u, v):
433
+ // X = ref_face_origin + u * u_axis + v * v_axis (point on ref plane)
434
+ // Find t such that (X + t * face_out_n) is on the triangle plane:
435
+ // (X + t * face_out_n - A) · tn = 0
436
+ // t = ((A - X) · tn) / (face_out_n · tn)
437
+ // World point on triangle plane = X + t * face_out_n.
438
+ // Depth = -t (positive when triangle penetrates the box).
439
+ // The recovery below divides by this cosine; a depth recovered through a
440
+ // near-zero denominator is a projection artefact, never real penetration:
441
+ // along the WINNING SAT axis no contact can be deeper than the SAT
442
+ // overlap itself, so candidates past that cap are rejected, and a
443
+ // near-parallel plane (or an emptied candidate set) falls back to the
444
+ // deepest triangle vertex with the exact SAT depth - a SAT-proven
445
+ // overlap must never be dropped.
446
+ const depth_cap = best_overlap * 1.0001 + 1e-9;
447
+ const denom = face_out_nx * tnx + face_out_ny * tny + face_out_nz * tnz;
448
+ if (Math.abs(denom) < PARALLEL_COS_EPS) {
449
+ return emit_box_face_deepest_vertex(out,
450
+ ref_face_ox, ref_face_oy, ref_face_oz,
451
+ face_out_nx, face_out_ny, face_out_nz,
452
+ ux, uy, uz, vx, vy, vz, half_u, half_v,
453
+ ax, ay, az, bx, by, bz, cx, cy, cz,
454
+ best_overlap);
455
+ }
456
+ const clipped_uv = tri_uv_in;
457
+
458
+ let cand_count = 0;
459
+ for (let i = 0; i < n; i++) {
460
+ const u = clipped_uv[i * 2];
461
+ const v = clipped_uv[i * 2 + 1];
462
+ const xpx = ref_face_ox + u * ux + v * vx;
463
+ const xpy = ref_face_oy + u * uy + v * vy;
464
+ const xpz = ref_face_oz + u * uz + v * vz;
465
+
466
+ const t = ((ax - xpx) * tnx + (ay - xpy) * tny + (az - xpz) * tnz) / denom;
467
+ const world_tri_x = xpx + face_out_nx * t;
468
+ const world_tri_y = xpy + face_out_ny * t;
469
+ const world_tri_z = xpz + face_out_nz * t;
470
+ const depth = -t;
471
+ if (depth <= 0 || depth > depth_cap) continue;
472
+
473
+ const off = cand_count * 7;
474
+ candidates[off] = world_tri_x;
475
+ candidates[off + 1] = world_tri_y;
476
+ candidates[off + 2] = world_tri_z;
477
+ // Box-side contact = same (u, v) on ref plane.
478
+ candidates[off + 3] = xpx;
479
+ candidates[off + 4] = xpy;
480
+ candidates[off + 5] = xpz;
481
+ candidates[off + 6] = depth;
482
+ cand_count++;
483
+ }
484
+
485
+ if (cand_count === 0) {
486
+ return emit_box_face_deepest_vertex(out,
487
+ ref_face_ox, ref_face_oy, ref_face_oz,
488
+ face_out_nx, face_out_ny, face_out_nz,
489
+ ux, uy, uz, vx, vy, vz, half_u, half_v,
490
+ ax, ay, az, bx, by, bz, cx, cy, cz,
491
+ best_overlap);
492
+ }
493
+ const kept = reduce_contacts(cand_count);
494
+ out[3] = kept;
495
+ for (let k = 0; k < kept; k++) {
496
+ const src = k * 7;
497
+ const base = 4 + k * CONTACT_STRIDE;
498
+ out[base] = candidates[src];
499
+ out[base + 1] = candidates[src + 1];
500
+ out[base + 2] = candidates[src + 2];
501
+ out[base + 3] = candidates[src + 3];
502
+ out[base + 4] = candidates[src + 4];
503
+ out[base + 5] = candidates[src + 5];
504
+ out[base + 6] = candidates[src + 6];
505
+ }
506
+ return true;
507
+ }
508
+
509
+ /**
510
+ * Box-face fallback for configurations the plane recovery cannot serve (the
511
+ * triangle plane near-parallel to the projection direction, or every clipped
512
+ * candidate rejected): one contact at the triangle vertex deepest below the
513
+ * reference face, with the exact SAT overlap as depth. The box witness is
514
+ * the vertex projected onto the face and clamped into the face rectangle.
515
+ */
516
+ function emit_box_face_deepest_vertex(
517
+ out,
518
+ ref_face_ox, ref_face_oy, ref_face_oz,
519
+ face_out_nx, face_out_ny, face_out_nz,
520
+ ux, uy, uz, vx, vy, vz, half_u, half_v,
521
+ ax, ay, az, bx, by, bz, cx, cy, cz,
522
+ best_overlap
523
+ ) {
524
+ let px = ax, py = ay, pz = az;
525
+ let best_d = (ref_face_ox - ax) * face_out_nx + (ref_face_oy - ay) * face_out_ny + (ref_face_oz - az) * face_out_nz;
526
+ const d_b = (ref_face_ox - bx) * face_out_nx + (ref_face_oy - by) * face_out_ny + (ref_face_oz - bz) * face_out_nz;
527
+ if (d_b > best_d) { best_d = d_b; px = bx; py = by; pz = bz; }
528
+ const d_c = (ref_face_ox - cx) * face_out_nx + (ref_face_oy - cy) * face_out_ny + (ref_face_oz - cz) * face_out_nz;
529
+ if (d_c > best_d) { best_d = d_c; px = cx; py = cy; pz = cz; }
530
+
531
+ // Project onto the face plane, clamped into the face rectangle.
532
+ let u = (px - ref_face_ox) * ux + (py - ref_face_oy) * uy + (pz - ref_face_oz) * uz;
533
+ let v = (px - ref_face_ox) * vx + (py - ref_face_oy) * vy + (pz - ref_face_oz) * vz;
534
+ u = u < -half_u ? -half_u : (u > half_u ? half_u : u);
535
+ v = v < -half_v ? -half_v : (v > half_v ? half_v : v);
536
+
537
+ out[3] = 1;
538
+ out[4] = px;
539
+ out[5] = py;
540
+ out[6] = pz;
541
+ out[7] = ref_face_ox + u * ux + v * vx;
542
+ out[8] = ref_face_oy + u * uy + v * vy;
543
+ out[9] = ref_face_oz + u * uz + v * vz;
544
+ out[10] = best_overlap;
545
+ return true;
546
+ }
547
+
548
+ /**
549
+ * Triangle-face SAT winner: reference = triangle, incident = the box face
550
+ * most antiparallel to the contact normal. Clip the box face quad against
551
+ * the triangle's 3 edges, then recover world contacts on the box face plane.
552
+ */
553
+ function emit_triangle_face_manifold(
554
+ out, axes,
555
+ bcx, bcy, bcz, bhx, bhy, bhz,
556
+ ax, ay, az, bx, by, bz, cx, cy, cz,
557
+ tnx, tny, tnz,
558
+ nx, ny, nz,
559
+ best_overlap
560
+ ) {
561
+ // Reference = triangle. Its outward face normal points from the triangle
562
+ // surface toward the box — i.e. the contact normal `n` (triangle → box),
563
+ // which the SAT already sign-canonicalised. The incident box face is then
564
+ // the one whose outward normal is most antiparallel to this (the box face
565
+ // actually facing the triangle), and the per-point depth below measures the
566
+ // penetration of THAT face — not the box's far face.
567
+ //
568
+ // (The earlier `-n` here pointed the reference normal into the terrain, so
569
+ // the incident picker selected the box's FAR face and the plane-to-plane
570
+ // depth ballooned to ~the box's thickness for any tilted box — catapulting
571
+ // rocking boxes off heightmaps. See box_triangle_contact.spec.js
572
+ // "tilted box, shallow corner".)
573
+ const ref_out_x = nx;
574
+ const ref_out_y = ny;
575
+ const ref_out_z = nz;
576
+
577
+ // Pick the incident box face: the one whose outward axis is most
578
+ // antiparallel to ref_out.
579
+ let inc_axis_idx = 0;
580
+ let inc_axis_sign = 1;
581
+ let max_anti = -Infinity;
582
+ for (let i = 0; i < 3; i++) {
583
+ const iax = axes[i * 3], iay = axes[i * 3 + 1], iaz = axes[i * 3 + 2];
584
+ const d_pos = iax * ref_out_x + iay * ref_out_y + iaz * ref_out_z;
585
+ if (-d_pos > max_anti) { max_anti = -d_pos; inc_axis_idx = i; inc_axis_sign = -1; }
586
+ if ( d_pos > max_anti) { max_anti = d_pos; inc_axis_idx = i; inc_axis_sign = 1; }
587
+ }
588
+ const inc_outward_sign = -inc_axis_sign;
589
+ const inc_h_along = inc_axis_idx === 0 ? bhx : (inc_axis_idx === 1 ? bhy : bhz);
590
+ const inc_face_cx = bcx + axes[inc_axis_idx * 3] * inc_outward_sign * inc_h_along;
591
+ const inc_face_cy = bcy + axes[inc_axis_idx * 3 + 1] * inc_outward_sign * inc_h_along;
592
+ const inc_face_cz = bcz + axes[inc_axis_idx * 3 + 2] * inc_outward_sign * inc_h_along;
593
+
594
+ // Box face's two tangent axes in world.
595
+ let i_u_idx, i_v_idx;
596
+ if (inc_axis_idx === 0) { i_u_idx = 1; i_v_idx = 2; }
597
+ else if (inc_axis_idx === 1) { i_u_idx = 2; i_v_idx = 0; }
598
+ else { i_u_idx = 0; i_v_idx = 1; }
599
+ const iux = axes[i_u_idx * 3], iuy = axes[i_u_idx * 3 + 1], iuz = axes[i_u_idx * 3 + 2];
600
+ const ivx = axes[i_v_idx * 3], ivy = axes[i_v_idx * 3 + 1], ivz = axes[i_v_idx * 3 + 2];
601
+ const i_half_u = i_u_idx === 0 ? bhx : (i_u_idx === 1 ? bhy : bhz);
602
+ const i_half_v = i_v_idx === 0 ? bhx : (i_v_idx === 1 ? bhy : bhz);
603
+
604
+ // Build a 2D basis on the triangle plane. Use AB direction as `u`,
605
+ // and `n_uv = tn × u` as `v` so the basis is orthonormal.
606
+ const ab_x_w = bx - ax, ab_y_w = by - ay, ab_z_w = bz - az;
607
+ const ab_len_sqr = ab_x_w * ab_x_w + ab_y_w * ab_y_w + ab_z_w * ab_z_w;
608
+ if (ab_len_sqr <= PARALLEL_EPS_SQR) { out[3] = 0; return false; }
609
+ const ab_inv = 1 / Math.sqrt(ab_len_sqr);
610
+ const tux = ab_x_w * ab_inv, tuy = ab_y_w * ab_inv, tuz = ab_z_w * ab_inv;
611
+ // v = tn × u (using the geometric face normal as the "up").
612
+ const tvx = tny * tuz - tnz * tuy;
613
+ const tvy = tnz * tux - tnx * tuz;
614
+ const tvz = tnx * tuy - tny * tux;
615
+
616
+ // Project triangle vertices to (u, v). A is the origin of the
617
+ // 2D basis — A_uv = (0, 0); B is along the u axis by construction
618
+ // so B_uv = (|AB|, 0); C is computed normally.
619
+ const ac_x_w = cx - ax, ac_y_w = cy - ay, ac_z_w = cz - az;
620
+ const b_u = ab_x_w * tux + ab_y_w * tuy + ab_z_w * tuz; // = |AB|
621
+ const c_u = ac_x_w * tux + ac_y_w * tuy + ac_z_w * tuz;
622
+ const c_v = ac_x_w * tvx + ac_y_w * tvy + ac_z_w * tvz;
623
+
624
+ // Triangle's 3 edges as 2D half-planes in (u, v). For each edge, the
625
+ // outward normal must point AWAY from the opposite vertex.
626
+ // Edge AB: from A=(0,0) to B=(b_u, 0). Direction = (1, 0). Outward
627
+ // normal perpendicular = (0, 1) or (0, -1). Choose sign so it
628
+ // points away from C (= sign(-c_v) gives 1 if c_v < 0).
629
+ const ab_n_v = c_v >= 0 ? -1 : 1;
630
+ // Edge BC: from B=(b_u, 0) to C=(c_u, c_v). Direction = (c_u - b_u, c_v).
631
+ // Outward perpendicular: rotate by ±90° (depending on triangle winding).
632
+ // Outward direction must point away from A=(0,0).
633
+ const bc_dir_u = c_u - b_u, bc_dir_v = c_v - 0;
634
+ // Two perpendiculars: (-bc_dir_v, bc_dir_u) and (bc_dir_v, -bc_dir_u).
635
+ // Pick the one with positive dot vs (A - midpoint of BC) negated.
636
+ const bc_mid_u = (b_u + c_u) * 0.5;
637
+ const bc_mid_v = c_v * 0.5;
638
+ const to_a_u_from_bc = 0 - bc_mid_u;
639
+ const to_a_v_from_bc = 0 - bc_mid_v;
640
+ // We want outward = -direction_to_A.
641
+ let bc_n_u = -bc_dir_v, bc_n_v = bc_dir_u;
642
+ if (bc_n_u * to_a_u_from_bc + bc_n_v * to_a_v_from_bc > 0) {
643
+ bc_n_u = -bc_n_u; bc_n_v = -bc_n_v;
644
+ }
645
+ // Normalise so the clip threshold is "distance ≤ 0" in 2D.
646
+ const bc_n_len = Math.sqrt(bc_n_u * bc_n_u + bc_n_v * bc_n_v);
647
+ if (bc_n_len > 0) { bc_n_u /= bc_n_len; bc_n_v /= bc_n_len; }
648
+ // Edge CA: from C to A. Direction = (-c_u, -c_v). Outward must point
649
+ // away from B.
650
+ const ca_dir_u = 0 - c_u, ca_dir_v = 0 - c_v;
651
+ const ca_mid_u = c_u * 0.5;
652
+ const ca_mid_v = c_v * 0.5;
653
+ const to_b_u_from_ca = b_u - ca_mid_u;
654
+ const to_b_v_from_ca = 0 - ca_mid_v;
655
+ let ca_n_u = -ca_dir_v, ca_n_v = ca_dir_u;
656
+ if (ca_n_u * to_b_u_from_ca + ca_n_v * to_b_v_from_ca > 0) {
657
+ ca_n_u = -ca_n_u; ca_n_v = -ca_n_v;
658
+ }
659
+ const ca_n_len = Math.sqrt(ca_n_u * ca_n_u + ca_n_v * ca_n_v);
660
+ if (ca_n_len > 0) { ca_n_u /= ca_n_len; ca_n_v /= ca_n_len; }
661
+
662
+ // Build the box-face polygon (4 corners) and project to (u, v) on
663
+ // the triangle plane.
664
+ const signs_u = [ 1, 1, -1, -1];
665
+ const signs_v = [-1, 1, 1, -1];
666
+ for (let i = 0; i < 4; i++) {
667
+ const su = signs_u[i] * i_half_u;
668
+ const sv = signs_v[i] * i_half_v;
669
+ const wx = inc_face_cx + iux * su + ivx * sv;
670
+ const wy = inc_face_cy + iuy * su + ivy * sv;
671
+ const wz = inc_face_cz + iuz * su + ivz * sv;
672
+ const dx = wx - ax, dy = wy - ay, dz = wz - az;
673
+ box_face_corners_uv_in[i * 2] = dx * tux + dy * tuy + dz * tuz;
674
+ box_face_corners_uv_in[i * 2 + 1] = dx * tvx + dy * tvy + dz * tvz;
675
+ }
676
+
677
+ // Clip the quad against the 3 triangle-edge half-planes.
678
+ let np = 4;
679
+ // Edge AB: half-plane (p.v - 0) * ab_n_v <= 0 → coord_idx = 1, bound = 0, keep_below if ab_n_v=+1.
680
+ np = clip_against_half_plane_uv(box_face_corners_uv_in, np, box_face_corners_uv_out, 0, 0, 0, ab_n_v);
681
+ if (np === 0) { out[3] = 0; return false; }
682
+ np = clip_against_half_plane_uv(box_face_corners_uv_out, np, box_face_corners_uv_in, b_u, 0, bc_n_u, bc_n_v);
683
+ if (np === 0) { out[3] = 0; return false; }
684
+ np = clip_against_half_plane_uv(box_face_corners_uv_in, np, box_face_corners_uv_out, c_u, c_v, ca_n_u, ca_n_v);
685
+ if (np === 0) { out[3] = 0; return false; }
686
+
687
+ // Survivors are in box_face_corners_uv_out. For each:
688
+ // X = A + u * tu + v * tv (point on triangle plane)
689
+ // Find t such that X + t * ref_out is on box face plane:
690
+ // (X + t * ref_out - inc_face_c) · inc_out = 0
691
+ // Where inc_out = inc_axes[inc_axis_idx] * inc_outward_sign.
692
+ const inc_out_x = axes[inc_axis_idx * 3] * inc_outward_sign;
693
+ const inc_out_y = axes[inc_axis_idx * 3 + 1] * inc_outward_sign;
694
+ const inc_out_z = axes[inc_axis_idx * 3 + 2] * inc_outward_sign;
695
+ // Same recovery-degeneracy protocol as emit_box_face_manifold: angular
696
+ // epsilon on the cosine, per-candidate depth cap at the SAT overlap, and
697
+ // a deepest-corner fallback so a SAT-proven overlap is never dropped.
698
+ const depth_cap = best_overlap * 1.0001 + 1e-9;
699
+ const denom = ref_out_x * inc_out_x + ref_out_y * inc_out_y + ref_out_z * inc_out_z;
700
+ if (Math.abs(denom) < PARALLEL_COS_EPS) {
701
+ return emit_triangle_face_deepest_corner(out,
702
+ inc_face_cx, inc_face_cy, inc_face_cz,
703
+ iux, iuy, iuz, ivx, ivy, ivz, i_half_u, i_half_v,
704
+ ax, ay, az,
705
+ ref_out_x, ref_out_y, ref_out_z,
706
+ best_overlap);
707
+ }
708
+ const clipped_uv = box_face_corners_uv_out;
709
+
710
+ let cand_count = 0;
711
+ for (let i = 0; i < np; i++) {
712
+ const u = clipped_uv[i * 2];
713
+ const v = clipped_uv[i * 2 + 1];
714
+ const xpx = ax + u * tux + v * tvx;
715
+ const xpy = ay + u * tuy + v * tvy;
716
+ const xpz = az + u * tuz + v * tvz;
717
+
718
+ const num_x = inc_face_cx - xpx;
719
+ const num_y = inc_face_cy - xpy;
720
+ const num_z = inc_face_cz - xpz;
721
+ const t = (num_x * inc_out_x + num_y * inc_out_y + num_z * inc_out_z) / denom;
722
+ const world_box_x = xpx + ref_out_x * t;
723
+ const world_box_y = xpy + ref_out_y * t;
724
+ const world_box_z = xpz + ref_out_z * t;
725
+ // Depth: how far the box face has penetrated past the triangle
726
+ // plane, measured along ref_out. depth = -t.
727
+ const depth = -t;
728
+ if (depth <= 0 || depth > depth_cap) continue;
729
+
730
+ const off = cand_count * 7;
731
+ // Triangle-side contact: the clipped (u, v) point on the
732
+ // triangle plane.
733
+ candidates[off] = xpx;
734
+ candidates[off + 1] = xpy;
735
+ candidates[off + 2] = xpz;
736
+ candidates[off + 3] = world_box_x;
737
+ candidates[off + 4] = world_box_y;
738
+ candidates[off + 5] = world_box_z;
739
+ candidates[off + 6] = depth;
740
+ cand_count++;
741
+ }
742
+
743
+ if (cand_count === 0) {
744
+ return emit_triangle_face_deepest_corner(out,
745
+ inc_face_cx, inc_face_cy, inc_face_cz,
746
+ iux, iuy, iuz, ivx, ivy, ivz, i_half_u, i_half_v,
747
+ ax, ay, az,
748
+ ref_out_x, ref_out_y, ref_out_z,
749
+ best_overlap);
750
+ }
751
+ const kept = reduce_contacts(cand_count);
752
+ out[3] = kept;
753
+ for (let k = 0; k < kept; k++) {
754
+ const src = k * 7;
755
+ const base = 4 + k * CONTACT_STRIDE;
756
+ out[base] = candidates[src];
757
+ out[base + 1] = candidates[src + 1];
758
+ out[base + 2] = candidates[src + 2];
759
+ out[base + 3] = candidates[src + 3];
760
+ out[base + 4] = candidates[src + 4];
761
+ out[base + 5] = candidates[src + 5];
762
+ out[base + 6] = candidates[src + 6];
763
+ }
764
+ return true;
765
+ }
766
+
767
+ /**
768
+ * Edge-cross SAT winner: emit a single contact at the closest pair of
769
+ * points on (a parallel-translated) box edge × the triangle edge.
770
+ *
771
+ * The box has 12 edges, but along the winning box-axis direction `i`
772
+ * there are 4 parallel edges (the four lines on the box surface
773
+ * parallel to box-axis i). The "right" edge for the contact is the
774
+ * one whose endpoints span the triangle edge — practically, pick the
775
+ * box edge most aligned with the SAT separation: the one whose centre
776
+ * (when translated perpendicular to the SAT axis) is closest to the
777
+ * triangle edge.
778
+ *
779
+ * Procedure:
780
+ * 1. Construct the box edge as the line through box centre +
781
+ * (the +/- of the other two box half-extents pushing to the
782
+ * "near" corner determined by the SAT-axis sign).
783
+ * 2. Construct the triangle edge as the segment.
784
+ * 3. Closest-pair via `line3_compute_segment_segment_closest_points`.
785
+ * 4. Contact = midpoint, depth = best_overlap.
786
+ */
787
+ /**
788
+ * Triangle-face fallback for configurations the plane recovery cannot serve:
789
+ * one contact at the incident box-face corner deepest below the triangle
790
+ * plane, with the exact SAT overlap as depth. The triangle witness is the
791
+ * corner pushed back onto the triangle plane along the contact normal.
792
+ */
793
+ function emit_triangle_face_deepest_corner(
794
+ out,
795
+ inc_face_cx, inc_face_cy, inc_face_cz,
796
+ iux, iuy, iuz, ivx, ivy, ivz, i_half_u, i_half_v,
797
+ ax, ay, az,
798
+ ref_out_x, ref_out_y, ref_out_z,
799
+ best_overlap
800
+ ) {
801
+ let best_d = -Infinity;
802
+ let px = inc_face_cx, py = inc_face_cy, pz = inc_face_cz;
803
+ for (let i = 0; i < 4; i++) {
804
+ const su = (i === 0 || i === 1 ? 1 : -1) * i_half_u;
805
+ const sv = (i === 1 || i === 2 ? 1 : -1) * i_half_v;
806
+ const wx = inc_face_cx + iux * su + ivx * sv;
807
+ const wy = inc_face_cy + iuy * su + ivy * sv;
808
+ const wz = inc_face_cz + iuz * su + ivz * sv;
809
+ // Depth of this corner below the triangle plane along ref_out.
810
+ const d = -((wx - ax) * ref_out_x + (wy - ay) * ref_out_y + (wz - az) * ref_out_z);
811
+ if (d > best_d) { best_d = d; px = wx; py = wy; pz = wz; }
812
+ }
813
+
814
+ out[3] = 1;
815
+ // Triangle witness: the corner pushed back onto the triangle plane.
816
+ out[4] = px + ref_out_x * best_d;
817
+ out[5] = py + ref_out_y * best_d;
818
+ out[6] = pz + ref_out_z * best_d;
819
+ // Box witness: the deepest corner itself.
820
+ out[7] = px;
821
+ out[8] = py;
822
+ out[9] = pz;
823
+ out[10] = best_overlap;
824
+ return true;
825
+ }
826
+
827
+ function emit_edge_cross_contact(
828
+ out, axes,
829
+ bcx, bcy, bcz, bhx, bhy, bhz,
830
+ ax, ay, az, bx, by, bz, cx, cy, cz,
831
+ box_edge_idx, tri_edge_idx,
832
+ nx, ny, nz,
833
+ overlap
834
+ ) {
835
+ // Box edge direction: axis index `box_edge_idx`.
836
+ const edx = axes[box_edge_idx * 3];
837
+ const edy = axes[box_edge_idx * 3 + 1];
838
+ const edz = axes[box_edge_idx * 3 + 2];
839
+ const edge_half = box_edge_idx === 0 ? bhx : (box_edge_idx === 1 ? bhy : bhz);
840
+
841
+ // The OTHER two box axes determine which of the four parallel edges
842
+ // we pick. Use the sign of the contact normal projected onto each
843
+ // perpendicular axis to choose the edge closest to the contact.
844
+ let u_idx, v_idx;
845
+ if (box_edge_idx === 0) { u_idx = 1; v_idx = 2; }
846
+ else if (box_edge_idx === 1) { u_idx = 2; v_idx = 0; }
847
+ else { u_idx = 0; v_idx = 1; }
848
+ const u_ax_x = axes[u_idx * 3], u_ax_y = axes[u_idx * 3 + 1], u_ax_z = axes[u_idx * 3 + 2];
849
+ const v_ax_x = axes[v_idx * 3], v_ax_y = axes[v_idx * 3 + 1], v_ax_z = axes[v_idx * 3 + 2];
850
+ const half_u = u_idx === 0 ? bhx : (u_idx === 1 ? bhy : bhz);
851
+ const half_v = v_idx === 0 ? bhx : (v_idx === 1 ? bhy : bhz);
852
+
853
+ // The contact normal `n` points triangle → box. The box edge
854
+ // closest to the triangle is the one whose corner (in u, v) is in
855
+ // the -n direction. Decompose -n into the u and v components.
856
+ const minus_n_dot_u = -(nx * u_ax_x + ny * u_ax_y + nz * u_ax_z);
857
+ const minus_n_dot_v = -(nx * v_ax_x + ny * v_ax_y + nz * v_ax_z);
858
+ const u_sign = minus_n_dot_u >= 0 ? 1 : -1;
859
+ const v_sign = minus_n_dot_v >= 0 ? 1 : -1;
860
+
861
+ // Box edge endpoints in world: from corner_lo to corner_hi along
862
+ // the chosen box axis.
863
+ const corner_cx = bcx + u_ax_x * u_sign * half_u + v_ax_x * v_sign * half_v;
864
+ const corner_cy = bcy + u_ax_y * u_sign * half_u + v_ax_y * v_sign * half_v;
865
+ const corner_cz = bcz + u_ax_z * u_sign * half_u + v_ax_z * v_sign * half_v;
866
+ const box_p1x = corner_cx - edx * edge_half, box_p1y = corner_cy - edy * edge_half, box_p1z = corner_cz - edz * edge_half;
867
+ const box_p2x = corner_cx + edx * edge_half, box_p2y = corner_cy + edy * edge_half, box_p2z = corner_cz + edz * edge_half;
868
+
869
+ // Triangle edge endpoints.
870
+ let tri_p1x, tri_p1y, tri_p1z, tri_p2x, tri_p2y, tri_p2z;
871
+ if (tri_edge_idx === 0) {
872
+ tri_p1x = ax; tri_p1y = ay; tri_p1z = az;
873
+ tri_p2x = bx; tri_p2y = by; tri_p2z = bz;
874
+ } else if (tri_edge_idx === 1) {
875
+ tri_p1x = bx; tri_p1y = by; tri_p1z = bz;
876
+ tri_p2x = cx; tri_p2y = cy; tri_p2z = cz;
877
+ } else {
878
+ tri_p1x = cx; tri_p1y = cy; tri_p1z = cz;
879
+ tri_p2x = ax; tri_p2y = ay; tri_p2z = az;
880
+ }
881
+
882
+ // Closest points on the two segments.
883
+ line3_compute_segment_segment_closest_points(
884
+ closest_pair_st,
885
+ box_p1x, box_p1y, box_p1z, box_p2x, box_p2y, box_p2z,
886
+ tri_p1x, tri_p1y, tri_p1z, tri_p2x, tri_p2y, tri_p2z
887
+ );
888
+ const s = closest_pair_st[0], t = closest_pair_st[1];
889
+ const closest_box_x = box_p1x + s * (box_p2x - box_p1x);
890
+ const closest_box_y = box_p1y + s * (box_p2y - box_p1y);
891
+ const closest_box_z = box_p1z + s * (box_p2z - box_p1z);
892
+ const closest_tri_x = tri_p1x + t * (tri_p2x - tri_p1x);
893
+ const closest_tri_y = tri_p1y + t * (tri_p2y - tri_p1y);
894
+ const closest_tri_z = tri_p1z + t * (tri_p2z - tri_p1z);
895
+
896
+ out[3] = 1;
897
+ const base = 4;
898
+ out[base] = closest_tri_x;
899
+ out[base + 1] = closest_tri_y;
900
+ out[base + 2] = closest_tri_z;
901
+ out[base + 3] = closest_box_x;
902
+ out[base + 4] = closest_box_y;
903
+ out[base + 5] = closest_box_z;
904
+ out[base + 6] = overlap;
905
+ return true;
906
+ }