@woosh/meep-engine 3.17.1 → 3.17.2

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package/package.json CHANGED
@@ -6,7 +6,7 @@
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  "description": "Advanced 3D game engine",
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  "type": "module",
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  "author": "Alexander Goldring",
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- "version": "3.17.1",
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+ "version": "3.17.2",
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  "exports": {
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  "./build/*": "./build/*",
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  "./src/*": "./src/*",
@@ -1,29 +0,0 @@
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- /**
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- * Computes per-source occlusion + transmission by shooting rays from the listener toward points spread
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- * over the source's sphere and counting how many are blocked by the {@link AcousticOccluderIndex}.
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- *
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- * - Volumetric (not boolean): occlusion is the FRACTION of blocked rays, so partially-hidden sources
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- * attenuate smoothly instead of popping on/off.
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- * - Transmission: blocked rays accumulate their occluder's per-band transmission; the average is the
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- * energy that leaks through.
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- * - Temporal: the fibonacci sample set is randomly re-oriented each tick (seeded), and the result is
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- * folded into an {@link AcousticSourceState} via EMA — so a low per-tick ray count integrates over
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- * frames and the output stays frame-stable.
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- *
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- * Pure: geometry in, numbers out. No WebAudio, no ECS, no allocation.
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- */
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- export class OcclusionSolver {
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- /**
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- * @param {Vector3} listener listener world position
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- * @param {Vector3} source source world position
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- * @param {number} sourceRadius apparent radius of the source (0 = point source → boolean occlusion)
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- * @param {AcousticOccluderIndex} index
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- * @param {number} rayCount rays shot this tick (≥ 1)
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- * @param {number} smoothing EMA factor in (0, 1] — 1 = no smoothing
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- * @param {function():number} random seeded RNG; decorrelates the sample set per call
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- * @param {AcousticSourceState} state per-source temporal accumulation (mutated)
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- * @param {AcousticSolution} out occlusion + transmission written here (medium untouched)
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- */
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- solve(listener: Vector3, source: Vector3, sourceRadius: number, index: AcousticOccluderIndex, rayCount: number, smoothing: number, random: () => number, state: AcousticSourceState, out: AcousticSolution): void;
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- }
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- //# sourceMappingURL=OcclusionSolver.d.ts.map
@@ -1 +0,0 @@
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- {"version":3,"file":"OcclusionSolver.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/sound/simulation/core/OcclusionSolver.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;GAaG;AACH;IACI;;;;;;;;;;OAUG;IACH,wDARW,MAAM,0CAEN,MAAM,aACN,MAAM,gBACK,MAAM,2DA4F3B;CACJ"}