@woosh/meep-engine 3.23.0 → 3.25.0

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 (812) hide show
  1. package/editor/entity_world_bounds.d.ts +9 -3
  2. package/editor/entity_world_bounds.d.ts.map +1 -1
  3. package/editor/entity_world_bounds.js +61 -4
  4. package/package.json +1 -1
  5. package/src/core/binary/allocator/OffsetAllocator.d.ts +40 -2
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  7. package/src/core/binary/allocator/OffsetAllocator.js +124 -29
  8. package/src/core/collection/map/u32_index.d.ts +83 -0
  9. package/src/core/collection/map/u32_index.d.ts.map +1 -0
  10. package/src/core/collection/map/u32_index.js +247 -0
  11. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.d.ts +2 -2
  12. package/src/engine/asset/loaders/GLTFSceneBundleAssetLoader.js +2 -2
  13. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts +1 -2
  14. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.d.ts.map +1 -1
  15. package/src/engine/asset/loaders/USDSceneBundleAssetLoader.js +4 -12
  16. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +55 -0
  17. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -0
  18. package/src/engine/ecs/gpu/GPUStateAuthority.js +72 -0
  19. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts +40 -0
  20. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.d.ts.map +1 -0
  21. package/src/engine/ecs/gpu/GPUStateAuthorityFlags.js +79 -0
  22. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts +18 -0
  23. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.d.ts.map +1 -0
  24. package/src/engine/ecs/gpu/gpu_authority_assert_cpu.js +27 -0
  25. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts +23 -0
  26. package/src/engine/ecs/gpu/gpu_authority_declare.d.ts.map +1 -0
  27. package/src/engine/ecs/gpu/gpu_authority_declare.js +39 -0
  28. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +15 -0
  29. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -0
  30. package/src/engine/ecs/gpu/gpu_authority_grant.js +38 -0
  31. package/src/engine/ecs/gpu/gpu_authority_has.d.ts +18 -0
  32. package/src/engine/ecs/gpu/gpu_authority_has.d.ts.map +1 -0
  33. package/src/engine/ecs/gpu/gpu_authority_has.js +28 -0
  34. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts +24 -0
  35. package/src/engine/ecs/gpu/gpu_authority_revoke.d.ts.map +1 -0
  36. package/src/engine/ecs/gpu/gpu_authority_revoke.js +49 -0
  37. package/src/engine/ecs/ik/IKProblem.d.ts +14 -0
  38. package/src/engine/ecs/ik/IKProblem.d.ts.map +1 -1
  39. package/src/engine/ecs/ik/IKProblem.js +16 -0
  40. package/src/engine/ecs/ik/InverseKinematicsSystem.d.ts.map +1 -1
  41. package/src/engine/ecs/ik/InverseKinematicsSystem.js +19 -0
  42. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +2 -2
  43. package/src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js +2 -2
  44. package/src/engine/ecs/ik/ik_bone_chain.d.ts +11 -2
  45. package/src/engine/ecs/ik/ik_bone_chain.d.ts.map +1 -1
  46. package/src/engine/ecs/ik/ik_bone_chain.js +47 -2
  47. package/src/engine/ecs/ik/ik_write_local_rotation.d.ts.map +1 -1
  48. package/src/engine/ecs/ik/ik_write_local_rotation.js +6 -0
  49. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  50. package/src/engine/ecs/speaker/VoiceSystem.js +6 -0
  51. package/src/engine/ecs/transform/T64WorldCache.d.ts +50 -0
  52. package/src/engine/ecs/transform/T64WorldCache.d.ts.map +1 -0
  53. package/src/engine/ecs/transform/T64WorldCache.js +139 -0
  54. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +31 -0
  55. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -0
  56. package/src/engine/ecs/transform/t64_evaluate_world.js +126 -0
  57. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts +8 -0
  58. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  59. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +59 -30
  60. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.d.ts.map +1 -1
  61. package/src/engine/graphics/ecs/highlight/system/ShadedGeometryHighlightSystem.js +4 -11
  62. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts +14 -0
  63. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.d.ts.map +1 -0
  64. package/src/engine/graphics/ecs/mesh-v2/SHADED_GEOMETRY_EVENT_CHANGE.js +13 -0
  65. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +2 -14
  66. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  67. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +11 -21
  68. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  69. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +7 -0
  70. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts +5 -6
  71. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.d.ts.map +1 -1
  72. package/src/engine/graphics/ecs/mesh-v2/aggregate/SGMeshHighlightSystem.js +13 -11
  73. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts +14 -0
  74. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.d.ts.map +1 -0
  75. package/src/engine/graphics/ecs/mesh-v2/shaded_geometry_announce_change.js +21 -0
  76. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +1 -1
  77. package/src/engine/graphics/ecs/particles/ParticleEffect.js +1 -1
  78. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +1 -1
  79. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +1 -1
  80. package/src/engine/graphics3/AnimationGraphSystem.js +3 -3
  81. package/src/engine/graphics3/AnimationSystem.js +2 -2
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  83. package/src/engine/graphics3/DebugDrawSystem.js +2 -4
  84. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +34 -27
  85. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/GPUParticleEmitterSystem.js +185 -85
  87. package/src/engine/graphics3/HighlightOutlineSystem.d.ts +4 -3
  88. package/src/engine/graphics3/HighlightOutlineSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/HighlightOutlineSystem.js +7 -9
  90. package/src/engine/graphics3/LightSystem.d.ts +7 -5
  91. package/src/engine/graphics3/LightSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/LightSystem.js +36 -22
  93. package/src/engine/graphics3/MeshSystem.d.ts +43 -39
  94. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/MeshSystem.js +324 -331
  96. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/PathDisplaySystem.js +2 -4
  98. package/src/engine/graphics3/PickingQuery.d.ts +15 -21
  99. package/src/engine/graphics3/PickingQuery.d.ts.map +1 -1
  100. package/src/engine/graphics3/PickingQuery.js +21 -25
  101. package/src/engine/graphics3/PickingSystem.d.ts +60 -31
  102. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/PickingSystem.js +413 -273
  104. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +22 -12
  105. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  106. package/src/engine/graphics3/ShadedGeometrySystem.js +309 -174
  107. package/src/engine/graphics3/TerrainSystem.d.ts +19 -11
  108. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -1
  109. package/src/engine/graphics3/TerrainSystem.js +102 -53
  110. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -1
  111. package/src/engine/graphics3/TooltipComponentSystem.js +2 -14
  112. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  113. package/src/engine/graphics3/Trail3DSystem.js +2 -4
  114. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +4 -4
  115. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  116. package/src/engine/graphics3/animation/ClipListPlayer.js +2 -2
  117. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +9 -11
  118. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  119. package/src/engine/graphics3/highlight/pack_highlight_table.js +11 -18
  120. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +4 -3
  121. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  122. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +75 -74
  123. package/src/engine/graphics3/prefab/Prefab.d.ts +130 -0
  124. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -0
  125. package/src/engine/graphics3/prefab/Prefab.js +162 -0
  126. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +72 -0
  127. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -0
  128. package/src/engine/graphics3/prefab/PrefabInstance.js +80 -0
  129. package/src/engine/graphics3/prefab/prefab_compile.d.ts +23 -0
  130. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -0
  131. package/src/engine/graphics3/prefab/prefab_compile.js +334 -0
  132. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +46 -0
  133. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -0
  134. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -0
  135. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts +70 -0
  136. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.d.ts.map +1 -0
  137. package/src/engine/graphics3/prefab/prefab_normalize_skin_frames.js +210 -0
  138. package/src/engine/graphics3/prefab/prefab_place.d.ts +60 -0
  139. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -0
  140. package/src/engine/graphics3/prefab/prefab_place.js +130 -0
  141. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts +60 -0
  142. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.d.ts.map +1 -0
  143. package/src/engine/graphics3/prefab/prefab_skin_clip_scale_conflicts.js +128 -0
  144. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts +40 -0
  145. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -0
  146. package/src/engine/graphics3/prefab/prefab_skin_frame.js +116 -0
  147. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts +16 -14
  148. package/src/engine/graphics3/preview/make_model_preview_scene.d.ts.map +1 -1
  149. package/src/engine/graphics3/preview/make_model_preview_scene.js +126 -154
  150. package/src/engine/graphics3/preview/make_model_thumbnail.js +1 -1
  151. package/src/engine/graphics3/register_instance_animation.d.ts +6 -6
  152. package/src/engine/graphics3/register_instance_animation.d.ts.map +1 -1
  153. package/src/engine/graphics3/register_instance_animation.js +4 -4
  154. package/src/engine/graphics3/shade_bundle_bounds.d.ts +2 -6
  155. package/src/engine/graphics3/shade_bundle_bounds.d.ts.map +1 -1
  156. package/src/engine/graphics3/shade_bundle_bounds.js +47 -55
  157. package/src/engine/graphics3/shader_picking_gather.d.ts +40 -0
  158. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -0
  159. package/src/engine/graphics3/shader_picking_gather.js +120 -0
  160. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts +11 -18
  161. package/src/engine/graphics3/terrain/pack_terrain_row_table.d.ts.map +1 -1
  162. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +48 -53
  163. package/src/engine/physics/cloth/MEASUREMENTS.md +1050 -0
  164. package/src/engine/physics/cloth/PLAN.md +411 -49
  165. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +17 -2
  166. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  167. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +284 -256
  168. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts +52 -0
  169. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.d.ts.map +1 -0
  170. package/src/engine/physics/cloth/ecs/ClothColliderSerializationAdapter.js +70 -0
  171. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts +12 -3
  172. package/src/engine/physics/cloth/ecs/ClothDynamics.d.ts.map +1 -1
  173. package/src/engine/physics/cloth/ecs/ClothDynamics.js +340 -331
  174. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +49 -37
  175. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  176. package/src/engine/physics/cloth/ecs/ClothInstance.js +50 -37
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +7 -8
  178. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  179. package/src/engine/physics/cloth/ecs/ClothRig.js +7 -8
  180. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts +84 -0
  181. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.d.ts.map +1 -0
  182. package/src/engine/physics/cloth/ecs/ClothSerializationAdapter.js +141 -0
  183. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +51 -81
  184. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  185. package/src/engine/physics/cloth/ecs/ClothSystem.js +81 -870
  186. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts +48 -0
  187. package/src/engine/physics/cloth/ecs/ClothWorkerCore.d.ts.map +1 -0
  188. package/src/engine/physics/cloth/ecs/ClothWorkerCore.js +107 -0
  189. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +286 -0
  190. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -0
  191. package/src/engine/physics/cloth/ecs/ClothWorld.js +1104 -0
  192. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +182 -0
  193. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -0
  194. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +562 -0
  195. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts +2 -0
  196. package/src/engine/physics/cloth/ecs/cloth.worker.d.ts.map +1 -0
  197. package/src/engine/physics/cloth/ecs/cloth.worker.js +12 -0
  198. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  199. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +2 -1
  200. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +58 -0
  201. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  202. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +341 -271
  203. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +20 -2
  204. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +39 -15
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +19 -23
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +201 -199
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +8 -0
  211. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts +29 -0
  212. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.d.ts.map +1 -0
  213. package/src/engine/physics/cloth/ecs/cloth_worker_protocol.js +78 -0
  214. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts +18 -34
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +58 -115
  217. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts +17 -0
  218. package/src/engine/physics/cloth/ecs/makeClothWorker.d.ts.map +1 -0
  219. package/src/engine/physics/cloth/ecs/makeClothWorker.js +18 -0
  220. package/src/engine/physics/cloth/playground/README.md +84 -13
  221. package/src/engine/physics/cloth/playground/garment_build.d.ts +0 -1
  222. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/playground/garment_build.js +64 -58
  224. package/src/engine/physics/cloth/playground/garment_main.js +59 -33
  225. package/src/engine/physics/cloth/playground/wind.html +166 -0
  226. package/src/engine/physics/cloth/playground/wind_build.d.ts +81 -0
  227. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -0
  228. package/src/engine/physics/cloth/playground/wind_build.js +141 -0
  229. package/src/engine/physics/cloth/playground/wind_main.d.ts +2 -0
  230. package/src/engine/physics/cloth/playground/wind_main.d.ts.map +1 -0
  231. package/src/engine/physics/cloth/playground/wind_main.js +681 -0
  232. package/src/engine/physics/cloth/solver/ClothState.d.ts +134 -79
  233. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/solver/ClothState.js +273 -12
  235. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +33 -0
  236. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +34 -0
  238. package/src/engine/physics/cloth/solver/cloth_step.d.ts +21 -2
  239. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  240. package/src/engine/physics/cloth/solver/cloth_step.js +173 -4
  241. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +40 -0
  242. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -0
  243. package/src/engine/physics/cloth/solver/cloth_step_instance.js +284 -0
  244. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts +107 -0
  245. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.d.ts.map +1 -0
  246. package/src/engine/physics/cloth/solver/cloth_wind_accelerate.js +263 -0
  247. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +88 -0
  248. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -0
  249. package/src/engine/physics/cloth/wind/AbstractClothWind.js +100 -0
  250. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +85 -0
  251. package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +1 -0
  252. package/src/engine/physics/cloth/wind/ClothAmbientWind.js +182 -0
  253. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +79 -0
  254. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -0
  255. package/src/engine/physics/cloth/wind/ClothFluidWind.js +210 -0
  256. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +101 -0
  257. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -0
  258. package/src/engine/physics/cloth/wind/cloth_sample_air.js +290 -0
  259. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  260. package/src/shade/RENDERER_CONTRACT.md +85 -53
  261. package/src/shade/device/ShadeGPUCommandContext.d.ts +23 -0
  262. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  263. package/src/shade/device/ShadeGPUCommandContext.js +36 -0
  264. package/src/shade/device/mock/texture_copy.d.ts.map +1 -1
  265. package/src/shade/device/mock/texture_copy.js +28 -0
  266. package/src/shade/playground/add_random_meshes.d.ts +4 -4
  267. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  268. package/src/shade/playground/add_random_meshes.js +20 -16
  269. package/src/shade/playground/avboit/main.d.ts +1 -0
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  732. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +35 -0
  733. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -0
  734. package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +91 -0
  735. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.d.ts.map +1 -1
  736. package/src/shade/renderer/shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js +5 -0
  737. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.d.ts.map +1 -1
  738. package/src/shade/renderer/shader/chunk/light/POINT_LIGHT_STRUCT.js +5 -0
  739. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.d.ts.map +1 -1
  740. package/src/shade/renderer/shader/chunk/light/SPOT_LIGHT_STRUCT.js +5 -0
  741. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts +39 -0
  742. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  743. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +112 -64
  744. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts +7 -0
  745. package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
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  749. package/src/shade/renderer/shadow/map/TetrahedronPointLightShadowmap.js +1 -1
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  764. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +3 -1
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@@ -1,331 +1,340 @@
1
- import { assert } from "../../../../core/assert.js";
2
- import { combine_hash } from "../../../../core/collection/array/combine_hash.js";
3
- import { computeHashFloat } from "../../../../core/primitives/numbers/computeHashFloat.js";
4
- import { ClothDynamicsFlags } from "./ClothDynamicsFlags.js";
5
-
6
- /**
7
- * # How a cloth behaves — the whole parameter set
8
- *
9
- * Ten fields, and the library in `cloth_dynamics_library.js` is a set of points
10
- * in them that are known to be good. There is no second "advanced" block, no
11
- * field that silently rewrites another, and no animation curve over depth: the
12
- * per-particle profile that other cloth packages author with curves falls out
13
- * of the baked geodesic distance instead (§3.4).
14
- *
15
- * ## The stiffnesses are normalised, and what they map to is measured
16
- *
17
- * `stretch` and `bend` are coordinates in `[0, 1]`, not moduli in N/m, and they
18
- * are log-mapped internally so that `0.7` means something an author can predict
19
- * and `0.9` is not four orders of magnitude away from it. `cloth_dynamics_map.js`
20
- * is that mapping and carries the measurement behind each end of each range.
21
- *
22
- * Two of those mappings are M0 findings rather than taste:
23
- *
24
- * - **`stretch` does not map to a stiffness at all.** A stretch *penalty*
25
- * stiffer than about `8·(m/h²)` makes the step add energy rather than
26
- * dissipate it — measured at +6.8 J on a sheet whose entire gravitational
27
- * potential is 1.2 J — and for a half-gram particle at 60 Hz × 2 substeps
28
- * that boundary sits near 60 N/m, which is a rubber band rather than a
29
- * fabric. So the stretch row is **hard** (§6), and `stretch` maps to the
30
- * strain the fabric is allowed to carry before the strain-limit row stops it.
31
- * `MEASUREMENTS.md` §6.
32
- * - **`bend` maps to a ratio, not to a stiffness.** A bend row is soft, so it
33
- * has to stay inside that same dissipative band, and the band is a multiple
34
- * of the row's own `m/h²` rather than a number of newtons per metre —
35
- * `MEASUREMENTS.md` §4 held a chain at a fixed ratio across five decades of
36
- * particle mass and got the same answer every time. Expressing `bend` as a
37
- * ratio of `m/dt²` therefore keeps the fabric's *look* invariant to how heavy
38
- * the author made it and to how many substeps the budget allows.
39
- *
40
- * ## `damping` is load-bearing
41
- *
42
- * §7 P5's mechanism for jitter at rest is the multiplier decay `α·γ < 1`, and
43
- * that reaches **hard** rows only, because a soft row has no multiplier to
44
- * decay. M0 measured a soft cloth landing in a bounded limit cycle that 2,000
45
- * further steps do not move. `damping` is what reaches it, which makes this
46
- * field part of the correctness argument rather than a taste control. See
47
- * `ClothSystem`'s settle pass.
48
- *
49
- * ## `substeps` and `iterations` are budget, and the library is sized to it
50
- *
51
- * They are here rather than on the system because a chain wants more of both
52
- * than a bedsheet does, so they are part of what "chain" means. They are also
53
- * the levers that bring a garment inside the measured frame budget: 1,024
54
- * particles at 2×4 costs 3.48 ms against a 2 ms target, and halving either one
55
- * lands inside (`MEASUREMENTS.md` §7). Every library entry states the particle
56
- * count it is sized for and which lever it took.
57
- *
58
- * @author Alex Goldring
59
- * @copyright Company Named Limited (c) 2026
60
- */
61
- export class ClothDynamics {
62
-
63
- /**
64
- * How little the fabric extends, `[0, 1]`. `0` is a knit that gives a
65
- * quarter of its length; `1` is a chain. Maps to the strain-limit row's
66
- * allowance, not to a stiffness — see the class docblock.
67
- * @type {number}
68
- */
69
- stretch = 0.7;
70
-
71
- /**
72
- * How strongly the fabric resists folding, `[0, 1]`. Maps to a bend row
73
- * stiffness expressed as a ratio of the row's own `m/dt²`.
74
- * @type {number}
75
- */
76
- bend = 0.2;
77
-
78
- /**
79
- * Velocity retained per step, inverted: `0` is undamped, `1` is heavily
80
- * damped. Load-bearing for §7 P5 on any cloth carrying soft rows.
81
- * @type {number}
82
- */
83
- damping = 0.15;
84
-
85
- /**
86
- * How far the cloth may leave its animated pose, `[0, 1]`. Each particle's
87
- * leash radius is `slack · d_geo,i` — its own baked geodesic distance to
88
- * the fixed set — so a hem gets a long leash and a waistband a short one
89
- * without anybody painting a profile (§3.4). At `0` every particle is
90
- * welded to its animated position.
91
- * @type {number}
92
- */
93
- slack = 0.5;
94
-
95
- /**
96
- * Particle radius, metres. Collision offset and self-collision separation
97
- * from M2 onwards; in M1 it is the length scale the velocity clamp of
98
- * §7 P1 is derived from.
99
- * @type {number}
100
- */
101
- thickness = 0.02;
102
-
103
- /**
104
- * How much of the anchor's own world motion the cloth feels, `[0, 1]`.
105
- * `1` is a cape that trails a sprinting character; `0` is a cloth welded
106
- * into the anchor's frame, which feels no locomotion at all. §7 P7.
107
- * @type {number}
108
- */
109
- inertia = 1;
110
-
111
- /**
112
- * Aerodynamic coupling to the air, `[0, 1]`. §10, and read from M6
113
- * onwards; carried here from M1 so that a library entry says what the
114
- * fabric is rather than what the current milestone can honour.
115
- * @type {number}
116
- */
117
- drag = 0.1;
118
-
119
- /**
120
- * Solver substeps per fixed step. More substeps means less of implicit
121
- * Euler's numerical damping and a livelier drape, and a proportionally
122
- * larger frame cost.
123
- * @type {number}
124
- */
125
- substeps = 2;
126
-
127
- /**
128
- * Descent iterations per substep. More iterations converges further
129
- * towards the same answer rather than changing which answer it is (§5.1).
130
- * @type {number}
131
- */
132
- iterations = 4;
133
-
134
- /**
135
- * @see ClothDynamicsFlags
136
- * @type {number}
137
- */
138
- flags = ClothDynamicsFlags.StrainLimit;
139
-
140
- /**
141
- * @param {number|ClothDynamicsFlags} flag
142
- * @returns {boolean}
143
- */
144
- getFlag(flag) {
145
- return (this.flags & flag) === flag;
146
- }
147
-
148
- /**
149
- * Build one from a partial specification; anything left out keeps the
150
- * default above.
151
- *
152
- * @param {object} [spec]
153
- * @param {number} [spec.stretch]
154
- * @param {number} [spec.bend]
155
- * @param {number} [spec.damping]
156
- * @param {number} [spec.slack]
157
- * @param {number} [spec.thickness]
158
- * @param {number} [spec.inertia]
159
- * @param {number} [spec.drag]
160
- * @param {number} [spec.substeps]
161
- * @param {number} [spec.iterations]
162
- * @param {number} [spec.flags]
163
- * @returns {ClothDynamics}
164
- */
165
- static from(spec = {}) {
166
- const r = new ClothDynamics();
167
-
168
- r.#assign(spec);
169
-
170
- return r;
171
- }
172
-
173
- /**
174
- * @param {object} spec
175
- * @private
176
- */
177
- #assign({
178
- stretch = this.stretch,
179
- bend = this.bend,
180
- damping = this.damping,
181
- slack = this.slack,
182
- thickness = this.thickness,
183
- inertia = this.inertia,
184
- drag = this.drag,
185
- substeps = this.substeps,
186
- iterations = this.iterations,
187
- flags = this.flags
188
- }) {
189
- assert.isNumber(stretch, 'stretch');
190
- assert.isNumber(bend, 'bend');
191
- assert.isNumber(damping, 'damping');
192
- assert.isNumber(slack, 'slack');
193
- assert.isNumber(thickness, 'thickness');
194
- assert.isNumber(inertia, 'inertia');
195
- assert.isNumber(drag, 'drag');
196
- assert.isPositiveInteger(substeps, 'substeps');
197
- assert.isPositiveInteger(iterations, 'iterations');
198
- assert.isNonNegativeInteger(flags, 'flags');
199
-
200
- this.stretch = stretch;
201
- this.bend = bend;
202
- this.damping = damping;
203
- this.slack = slack;
204
- this.thickness = thickness;
205
- this.inertia = inertia;
206
- this.drag = drag;
207
- this.substeps = substeps;
208
- this.iterations = iterations;
209
- this.flags = flags;
210
- }
211
-
212
- /**
213
- * A mutable copy. This is how a library entry is edited: the entries are
214
- * frozen and shared, and `clone` is the one step between "assign one" and
215
- * "own one".
216
- *
217
- * @returns {ClothDynamics}
218
- */
219
- clone() {
220
- const r = new ClothDynamics();
221
-
222
- r.stretch = this.stretch;
223
- r.bend = this.bend;
224
- r.damping = this.damping;
225
- r.slack = this.slack;
226
- r.thickness = this.thickness;
227
- r.inertia = this.inertia;
228
- r.drag = this.drag;
229
- r.substeps = this.substeps;
230
- r.iterations = this.iterations;
231
- r.flags = this.flags;
232
-
233
- return r;
234
- }
235
-
236
- /**
237
- * @param {ClothDynamics} other
238
- * @returns {boolean}
239
- */
240
- copy(other) {
241
- this.stretch = other.stretch;
242
- this.bend = other.bend;
243
- this.damping = other.damping;
244
- this.slack = other.slack;
245
- this.thickness = other.thickness;
246
- this.inertia = other.inertia;
247
- this.drag = other.drag;
248
- this.substeps = other.substeps;
249
- this.iterations = other.iterations;
250
- this.flags = other.flags;
251
-
252
- return this;
253
- }
254
-
255
- /**
256
- * @param {ClothDynamics} other
257
- * @returns {boolean}
258
- */
259
- equals(other) {
260
- if (other === this) {
261
- return true;
262
- }
263
-
264
- if (other === null || other === undefined || other.isClothDynamics !== true) {
265
- return false;
266
- }
267
-
268
- return this.stretch === other.stretch
269
- && this.bend === other.bend
270
- && this.damping === other.damping
271
- && this.slack === other.slack
272
- && this.thickness === other.thickness
273
- && this.inertia === other.inertia
274
- && this.drag === other.drag
275
- && this.substeps === other.substeps
276
- && this.iterations === other.iterations
277
- && this.flags === other.flags;
278
- }
279
-
280
- /**
281
- * @returns {number}
282
- */
283
- hash() {
284
- return combine_hash(
285
- computeHashFloat(this.stretch),
286
- computeHashFloat(this.bend),
287
- computeHashFloat(this.damping),
288
- computeHashFloat(this.slack),
289
- computeHashFloat(this.thickness),
290
- computeHashFloat(this.inertia),
291
- computeHashFloat(this.drag),
292
- this.substeps,
293
- this.iterations,
294
- this.flags
295
- );
296
- }
297
-
298
- toJSON() {
299
- return {
300
- stretch: this.stretch,
301
- bend: this.bend,
302
- damping: this.damping,
303
- slack: this.slack,
304
- thickness: this.thickness,
305
- inertia: this.inertia,
306
- drag: this.drag,
307
- substeps: this.substeps,
308
- iterations: this.iterations,
309
- flags: this.flags
310
- };
311
- }
312
-
313
- /**
314
- * @param {object} json
315
- */
316
- fromJSON(json) {
317
- this.#assign(json);
318
- }
319
-
320
- toString() {
321
- return `ClothDynamics${JSON.stringify(this.toJSON())}`;
322
- }
323
- }
324
-
325
- /**
326
- * @readonly
327
- * @type {boolean}
328
- */
329
- ClothDynamics.prototype.isClothDynamics = true;
330
-
331
- ClothDynamics.typeName = "ClothDynamics";
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { combine_hash } from "../../../../core/collection/array/combine_hash.js";
3
+ import { computeHashFloat } from "../../../../core/primitives/numbers/computeHashFloat.js";
4
+ import { ClothDynamicsFlags } from "./ClothDynamicsFlags.js";
5
+
6
+ /**
7
+ * # How a cloth behaves — the whole parameter set
8
+ *
9
+ * Ten fields, and the library in `cloth_dynamics_library.js` is a set of points
10
+ * in them that are known to be good. There is no second "advanced" block, no
11
+ * field that silently rewrites another, and no animation curve over depth: the
12
+ * per-particle profile that other cloth packages author with curves falls out
13
+ * of the baked geodesic distance instead (§3.4).
14
+ *
15
+ * ## The stiffnesses are normalised, and what they map to is measured
16
+ *
17
+ * `stretch` and `bend` are coordinates in `[0, 1]`, not moduli in N/m, and they
18
+ * are log-mapped internally so that `0.7` means something an author can predict
19
+ * and `0.9` is not four orders of magnitude away from it. `cloth_dynamics_map.js`
20
+ * is that mapping and carries the measurement behind each end of each range.
21
+ *
22
+ * Two of those mappings are M0 findings rather than taste:
23
+ *
24
+ * - **`stretch` does not map to a stiffness at all.** A stretch *penalty*
25
+ * stiffer than about `8·(m/h²)` makes the step add energy rather than
26
+ * dissipate it — measured at +6.8 J on a sheet whose entire gravitational
27
+ * potential is 1.2 J — and for a half-gram particle at 60 Hz × 2 substeps
28
+ * that boundary sits near 60 N/m, which is a rubber band rather than a
29
+ * fabric. So the stretch row is **hard** (§6), and `stretch` maps to the
30
+ * strain the fabric is allowed to carry before the strain-limit row stops it.
31
+ * `MEASUREMENTS.md` §6.
32
+ * - **`bend` maps to a ratio, not to a stiffness.** A bend row is soft, so it
33
+ * has to stay inside that same dissipative band, and the band is a multiple
34
+ * of the row's own `m/h²` rather than a number of newtons per metre —
35
+ * `MEASUREMENTS.md` §4 held a chain at a fixed ratio across five decades of
36
+ * particle mass and got the same answer every time. Expressing `bend` as a
37
+ * ratio of `m/dt²` therefore keeps the fabric's *look* invariant to how heavy
38
+ * the author made it and to how many substeps the budget allows.
39
+ *
40
+ * ## `damping` is load-bearing
41
+ *
42
+ * §7 P5's mechanism for jitter at rest is the multiplier decay `α·γ < 1`, and
43
+ * that reaches **hard** rows only, because a soft row has no multiplier to
44
+ * decay. M0 measured a soft cloth landing in a bounded limit cycle that 2,000
45
+ * further steps do not move. `damping` is what reaches it, which makes this
46
+ * field part of the correctness argument rather than a taste control. See
47
+ * `ClothSystem`'s settle pass.
48
+ *
49
+ * ## `substeps` and `iterations` are budget, and the library is sized to it
50
+ *
51
+ * They are here rather than on the system because a chain wants more of both
52
+ * than a bedsheet does, so they are part of what "chain" means. They are also
53
+ * the levers that bring a garment inside the measured frame budget: 1,024
54
+ * particles at 2×4 costs 3.48 ms against a 2 ms target, and halving either one
55
+ * lands inside (`MEASUREMENTS.md` §7). Every library entry states the particle
56
+ * count it is sized for and which lever it took.
57
+ *
58
+ * @author Alex Goldring
59
+ * @copyright Company Named Limited (c) 2026
60
+ */
61
+ export class ClothDynamics {
62
+
63
+ /**
64
+ * How little the fabric extends, `[0, 1]`. `0` is a knit that gives a
65
+ * quarter of its length; `1` is a chain. Maps to the strain-limit row's
66
+ * allowance, not to a stiffness — see the class docblock.
67
+ * @type {number}
68
+ */
69
+ stretch = 0.7;
70
+
71
+ /**
72
+ * How strongly the fabric resists folding, `[0, 1]`. Maps to a bend row
73
+ * stiffness expressed as a ratio of the row's own `m/dt²`.
74
+ * @type {number}
75
+ */
76
+ bend = 0.2;
77
+
78
+ /**
79
+ * Velocity retained per step, inverted: `0` is undamped, `1` is heavily
80
+ * damped. Load-bearing for §7 P5 on any cloth carrying soft rows.
81
+ * @type {number}
82
+ */
83
+ damping = 0.15;
84
+
85
+ /**
86
+ * How far the cloth may leave its animated pose, `[0, 1]`. Each particle's
87
+ * leash radius is `slack · d_geo,i` — its own baked geodesic distance to
88
+ * the fixed set — so a hem gets a long leash and a waistband a short one
89
+ * without anybody painting a profile (§3.4). At `0` every particle is
90
+ * welded to its animated position.
91
+ * @type {number}
92
+ */
93
+ slack = 0.5;
94
+
95
+ /**
96
+ * Particle radius, metres. Collision offset and self-collision separation
97
+ * from M2 onwards; in M1 it is the length scale the velocity clamp of
98
+ * §7 P1 is derived from.
99
+ * @type {number}
100
+ */
101
+ thickness = 0.02;
102
+
103
+ /**
104
+ * How much of the anchor's own world motion the cloth feels, `[0, 1]`.
105
+ * `1` is a cape that trails a sprinting character; `0` is a cloth welded
106
+ * into the anchor's frame, which feels no locomotion at all. §7 P7.
107
+ * @type {number}
108
+ */
109
+ inertia = 1;
110
+
111
+ /**
112
+ * Aerodynamic coupling to the air, `[0, 1]`. §10.
113
+ *
114
+ * A **relaxation rate** toward whatever the air is doing, linearly mapped
115
+ * onto `[0, CLOTH_DRAG_RATE_MAX]` by `cloth_drag_response` — `0` is a cloth
116
+ * the air cannot reach and `1` is one with no aerodynamic memory at all,
117
+ * taking the air's velocity within a fixed step. The library reads silk at
118
+ * 0.45 (a 37 ms time constant) down to leather and chain at 0.05 (a third of
119
+ * a second).
120
+ *
121
+ * It only does anything where there is air: a `ClothWorld` with no wind
122
+ * source feels none, and what a cloth does in air that is *not* moving is
123
+ * `damping`'s job rather than this one.
124
+ * @type {number}
125
+ */
126
+ drag = 0.1;
127
+
128
+ /**
129
+ * Solver substeps per fixed step. More substeps means less of implicit
130
+ * Euler's numerical damping and a livelier drape, and a proportionally
131
+ * larger frame cost.
132
+ * @type {number}
133
+ */
134
+ substeps = 2;
135
+
136
+ /**
137
+ * Descent iterations per substep. More iterations converges further
138
+ * towards the same answer rather than changing which answer it is (§5.1).
139
+ * @type {number}
140
+ */
141
+ iterations = 4;
142
+
143
+ /**
144
+ * @see ClothDynamicsFlags
145
+ * @type {number}
146
+ */
147
+ flags = ClothDynamicsFlags.StrainLimit;
148
+
149
+ /**
150
+ * @param {number|ClothDynamicsFlags} flag
151
+ * @returns {boolean}
152
+ */
153
+ getFlag(flag) {
154
+ return (this.flags & flag) === flag;
155
+ }
156
+
157
+ /**
158
+ * Build one from a partial specification; anything left out keeps the
159
+ * default above.
160
+ *
161
+ * @param {object} [spec]
162
+ * @param {number} [spec.stretch]
163
+ * @param {number} [spec.bend]
164
+ * @param {number} [spec.damping]
165
+ * @param {number} [spec.slack]
166
+ * @param {number} [spec.thickness]
167
+ * @param {number} [spec.inertia]
168
+ * @param {number} [spec.drag]
169
+ * @param {number} [spec.substeps]
170
+ * @param {number} [spec.iterations]
171
+ * @param {number} [spec.flags]
172
+ * @returns {ClothDynamics}
173
+ */
174
+ static from(spec = {}) {
175
+ const r = new ClothDynamics();
176
+
177
+ r.#assign(spec);
178
+
179
+ return r;
180
+ }
181
+
182
+ /**
183
+ * @param {object} spec
184
+ * @private
185
+ */
186
+ #assign({
187
+ stretch = this.stretch,
188
+ bend = this.bend,
189
+ damping = this.damping,
190
+ slack = this.slack,
191
+ thickness = this.thickness,
192
+ inertia = this.inertia,
193
+ drag = this.drag,
194
+ substeps = this.substeps,
195
+ iterations = this.iterations,
196
+ flags = this.flags
197
+ }) {
198
+ assert.isNumber(stretch, 'stretch');
199
+ assert.isNumber(bend, 'bend');
200
+ assert.isNumber(damping, 'damping');
201
+ assert.isNumber(slack, 'slack');
202
+ assert.isNumber(thickness, 'thickness');
203
+ assert.isNumber(inertia, 'inertia');
204
+ assert.isNumber(drag, 'drag');
205
+ assert.isPositiveInteger(substeps, 'substeps');
206
+ assert.isPositiveInteger(iterations, 'iterations');
207
+ assert.isNonNegativeInteger(flags, 'flags');
208
+
209
+ this.stretch = stretch;
210
+ this.bend = bend;
211
+ this.damping = damping;
212
+ this.slack = slack;
213
+ this.thickness = thickness;
214
+ this.inertia = inertia;
215
+ this.drag = drag;
216
+ this.substeps = substeps;
217
+ this.iterations = iterations;
218
+ this.flags = flags;
219
+ }
220
+
221
+ /**
222
+ * A mutable copy. This is how a library entry is edited: the entries are
223
+ * frozen and shared, and `clone` is the one step between "assign one" and
224
+ * "own one".
225
+ *
226
+ * @returns {ClothDynamics}
227
+ */
228
+ clone() {
229
+ const r = new ClothDynamics();
230
+
231
+ r.stretch = this.stretch;
232
+ r.bend = this.bend;
233
+ r.damping = this.damping;
234
+ r.slack = this.slack;
235
+ r.thickness = this.thickness;
236
+ r.inertia = this.inertia;
237
+ r.drag = this.drag;
238
+ r.substeps = this.substeps;
239
+ r.iterations = this.iterations;
240
+ r.flags = this.flags;
241
+
242
+ return r;
243
+ }
244
+
245
+ /**
246
+ * @param {ClothDynamics} other
247
+ * @returns {boolean}
248
+ */
249
+ copy(other) {
250
+ this.stretch = other.stretch;
251
+ this.bend = other.bend;
252
+ this.damping = other.damping;
253
+ this.slack = other.slack;
254
+ this.thickness = other.thickness;
255
+ this.inertia = other.inertia;
256
+ this.drag = other.drag;
257
+ this.substeps = other.substeps;
258
+ this.iterations = other.iterations;
259
+ this.flags = other.flags;
260
+
261
+ return this;
262
+ }
263
+
264
+ /**
265
+ * @param {ClothDynamics} other
266
+ * @returns {boolean}
267
+ */
268
+ equals(other) {
269
+ if (other === this) {
270
+ return true;
271
+ }
272
+
273
+ if (other === null || other === undefined || other.isClothDynamics !== true) {
274
+ return false;
275
+ }
276
+
277
+ return this.stretch === other.stretch
278
+ && this.bend === other.bend
279
+ && this.damping === other.damping
280
+ && this.slack === other.slack
281
+ && this.thickness === other.thickness
282
+ && this.inertia === other.inertia
283
+ && this.drag === other.drag
284
+ && this.substeps === other.substeps
285
+ && this.iterations === other.iterations
286
+ && this.flags === other.flags;
287
+ }
288
+
289
+ /**
290
+ * @returns {number}
291
+ */
292
+ hash() {
293
+ return combine_hash(
294
+ computeHashFloat(this.stretch),
295
+ computeHashFloat(this.bend),
296
+ computeHashFloat(this.damping),
297
+ computeHashFloat(this.slack),
298
+ computeHashFloat(this.thickness),
299
+ computeHashFloat(this.inertia),
300
+ computeHashFloat(this.drag),
301
+ this.substeps,
302
+ this.iterations,
303
+ this.flags
304
+ );
305
+ }
306
+
307
+ toJSON() {
308
+ return {
309
+ stretch: this.stretch,
310
+ bend: this.bend,
311
+ damping: this.damping,
312
+ slack: this.slack,
313
+ thickness: this.thickness,
314
+ inertia: this.inertia,
315
+ drag: this.drag,
316
+ substeps: this.substeps,
317
+ iterations: this.iterations,
318
+ flags: this.flags
319
+ };
320
+ }
321
+
322
+ /**
323
+ * @param {object} json
324
+ */
325
+ fromJSON(json) {
326
+ this.#assign(json);
327
+ }
328
+
329
+ toString() {
330
+ return `ClothDynamics${JSON.stringify(this.toJSON())}`;
331
+ }
332
+ }
333
+
334
+ /**
335
+ * @readonly
336
+ * @type {boolean}
337
+ */
338
+ ClothDynamics.prototype.isClothDynamics = true;
339
+
340
+ ClothDynamics.typeName = "ClothDynamics";