@woosh/meep-engine 3.27.0 → 3.29.0

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 (648) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/core/binary/BitSet.d.ts +16 -0
  4. package/src/core/binary/BitSet.d.ts.map +1 -1
  5. package/src/core/binary/BitSet.js +159 -49
  6. package/src/core/binary/allocator/OffsetAllocator.d.ts +48 -0
  7. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  8. package/src/core/binary/allocator/OffsetAllocator.js +208 -9
  9. package/src/core/binary/compression/compress_bytes.d.ts +20 -0
  10. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -0
  11. package/src/core/binary/compression/compress_bytes.js +35 -0
  12. package/src/core/binary/compression/decompress_bytes_into.d.ts +30 -0
  13. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -0
  14. package/src/core/binary/compression/decompress_bytes_into.js +87 -0
  15. package/src/core/binary/compression/deflate_decompress_bound.d.ts +27 -0
  16. package/src/core/binary/compression/deflate_decompress_bound.d.ts.map +1 -0
  17. package/src/core/binary/compression/deflate_decompress_bound.js +32 -0
  18. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts +15 -0
  19. package/src/core/geom/3d/mat4/m4_linear_determinant.d.ts.map +1 -0
  20. package/src/core/geom/3d/mat4/m4_linear_determinant.js +24 -0
  21. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts +4 -2
  22. package/src/core/geom/3d/mat4/m4_normal_matrix3.d.ts.map +1 -1
  23. package/src/core/geom/3d/mat4/m4_normal_matrix3.js +21 -11
  24. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts +24 -0
  25. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts.map +1 -0
  26. package/src/core/geom/3d/quadric/quadric_attribute_add.js +31 -0
  27. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts +46 -0
  28. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts.map +1 -0
  29. package/src/core/geom/3d/quadric/quadric_attribute_reduce.js +104 -0
  30. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts +62 -0
  31. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts.map +1 -0
  32. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.js +158 -0
  33. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts +21 -0
  34. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts.map +1 -0
  35. package/src/core/geom/3d/quadric/quadric_attribute_size.js +24 -0
  36. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts +34 -0
  37. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts.map +1 -0
  38. package/src/core/geom/3d/quadric/quadric_attribute_solve.js +55 -0
  39. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts +28 -0
  40. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts.map +1 -0
  41. package/src/core/geom/3d/quadric/quadric_attribute_sub.js +35 -0
  42. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts +15 -0
  43. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts.map +1 -1
  44. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.js +35 -0
  45. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts +93 -0
  46. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts.map +1 -0
  47. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.js +128 -0
  48. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts +38 -0
  49. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts.map +1 -0
  50. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.js +113 -0
  51. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +47 -1
  52. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  53. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +677 -8
  54. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts +22 -0
  55. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts.map +1 -0
  56. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.js +46 -0
  57. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts +19 -0
  58. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts.map +1 -0
  59. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.js +49 -0
  60. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts +63 -0
  61. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts.map +1 -0
  62. package/src/core/graph/layout/layered/BoxLayoutOptions.js +80 -0
  63. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.d.ts +35 -0
  64. package/src/core/graph/layout/layered/LayoutBoxGraph.d.ts.map +1 -0
  65. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.js +53 -1
  66. package/src/core/graph/layout/layered/layout_assign_coordinates.d.ts.map +1 -0
  67. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_coordinates.js +72 -68
  68. package/src/core/graph/layout/layered/layout_assign_layers.d.ts.map +1 -0
  69. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_layers.js +4 -2
  70. package/src/core/graph/layout/layered/layout_break_cycles.d.ts.map +1 -0
  71. package/src/core/graph/layout/layered/layout_insert_lanes.d.ts.map +1 -0
  72. package/src/core/graph/layout/layered/layout_order_layers.d.ts.map +1 -0
  73. package/src/core/graph/layout/layered/layout_orient_links.d.ts.map +1 -0
  74. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +7 -51
  75. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -1
  76. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +8 -69
  77. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +1 -1
  78. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +6 -6
  79. package/src/core/model/node-graph/visual/layout/route_grid_build.js +1 -1
  80. package/src/engine/Engine.d.ts.map +1 -1
  81. package/src/engine/Engine.js +38 -1
  82. package/src/engine/graphics3/DebugDrawSystem.d.ts +7 -5
  83. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  84. package/src/engine/graphics3/DebugDrawSystem.js +206 -203
  85. package/src/engine/graphics3/DecalSystem.d.ts +4 -5
  86. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
  87. package/src/engine/graphics3/DecalSystem.js +5 -5
  88. package/src/engine/graphics3/FogOfWarSystem.d.ts +7 -12
  89. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -1
  90. package/src/engine/graphics3/FogOfWarSystem.js +8 -12
  91. package/src/engine/graphics3/GraphicsEngine.d.ts +5 -1
  92. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  93. package/src/engine/graphics3/GraphicsEngine.js +834 -830
  94. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -230
  95. package/src/shade/RENDERER_CONTRACT.md +31 -17
  96. package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +1 -1
  97. package/src/shade/playground/caldera/README.md +529 -0
  98. package/src/shade/playground/caldera/caldera_format.d.ts +151 -0
  99. package/src/shade/playground/caldera/caldera_format.d.ts.map +1 -0
  100. package/src/shade/playground/caldera/caldera_format.js +241 -0
  101. package/src/shade/playground/caldera/index.html +126 -0
  102. package/src/shade/playground/caldera/main.d.ts.map +1 -0
  103. package/src/shade/playground/caldera/main.js +1565 -0
  104. package/src/shade/playground/mesh_row_ceiling/README.md +85 -0
  105. package/src/shade/playground/mesh_row_ceiling/index.html +31 -0
  106. package/src/shade/playground/mesh_row_ceiling/main.d.ts +2 -0
  107. package/src/shade/playground/mesh_row_ceiling/main.d.ts.map +1 -0
  108. package/src/shade/playground/mesh_row_ceiling/main.js +389 -0
  109. package/src/shade/playground/vgeo_runtime/README.md +32 -16
  110. package/src/shade/playground/vgeo_runtime/main.js +21 -7
  111. package/src/shade/playground/{vgeo_viewer → vgeo_runtime}/sample_asset.d.ts +3 -3
  112. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts.map +1 -0
  113. package/src/shade/playground/{vgeo_viewer → vgeo_runtime}/sample_asset.js +12 -11
  114. package/src/shade/playground/vgeo_scene/README.md +487 -0
  115. package/src/shade/playground/vgeo_scene/index.html +144 -0
  116. package/src/shade/playground/vgeo_scene/main.d.ts +2 -0
  117. package/src/shade/playground/vgeo_scene/main.d.ts.map +1 -0
  118. package/src/shade/playground/vgeo_scene/main.js +2217 -0
  119. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  120. package/src/shade/renderer/GraphicsContext.js +6 -0
  121. package/src/shade/renderer/Renderer.d.ts +6 -1
  122. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  123. package/src/shade/renderer/Renderer.js +28 -2
  124. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  125. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +100 -8
  126. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +70 -35
  127. package/src/shade/renderer/extension/RenderExtension.d.ts +15 -18
  128. package/src/shade/renderer/extension/RenderExtension.d.ts.map +1 -1
  129. package/src/shade/renderer/extension/RenderExtension.js +15 -19
  130. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts +5 -5
  131. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts.map +1 -1
  132. package/src/shade/renderer/extension/RenderExtensionRegistry.js +29 -166
  133. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  134. package/src/shade/renderer/geometry/GPUGeometryManager.js +73 -16
  135. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  136. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +18 -3
  137. package/src/shade/renderer/geometry/meshlet/COMPACTION_PLAN_2026_09_16.md +663 -0
  138. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts +100 -5
  139. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
  140. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +688 -81
  141. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  142. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +3 -29
  143. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts +22 -0
  144. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.d.ts.map +1 -0
  145. package/src/shade/renderer/geometry/meshlet/encoding/ENCODED_ATTRIBUTE_DEFAULT_VALUES.js +49 -0
  146. package/src/shade/renderer/geometry/virtual/ATTRIBUTE_PLAN_2026_09_18.md +540 -0
  147. package/src/shade/renderer/geometry/virtual/VGEO_FORMAT.md +159 -66
  148. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_DESIGN.md +40 -21
  149. package/src/shade/renderer/geometry/virtual/VIRTUAL_GEOMETRY_PLAN.md +15 -14
  150. package/src/shade/renderer/geometry/virtual/WEDGE_PLAN_2026_09_18.md +358 -0
  151. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts +58 -8
  152. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.d.ts.map +1 -1
  153. package/src/shade/renderer/geometry/virtual/build/VGeoBuildOptions.js +64 -10
  154. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.d.ts.map +1 -1
  155. package/src/shade/renderer/geometry/virtual/build/gltf/gltf_open_document.js +5 -9
  156. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.d.ts +40 -0
  157. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.d.ts.map +1 -0
  158. package/src/shade/renderer/geometry/virtual/build/level/VGeoContribution.js +24 -0
  159. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.d.ts +91 -0
  160. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.d.ts.map +1 -0
  161. package/src/shade/renderer/geometry/virtual/build/level/VGeoFrontier.js +91 -0
  162. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.d.ts +24 -0
  163. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.d.ts.map +1 -0
  164. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupRepack.js +25 -0
  165. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.d.ts +77 -0
  166. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.d.ts.map +1 -0
  167. package/src/shade/renderer/geometry/virtual/build/level/VGeoGroupStep.js +84 -0
  168. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevel.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/virtual/build/{VGeoLevelOptions.d.ts → level/VGeoLevelOptions.d.ts} +19 -6
  170. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelOptions.d.ts.map +1 -0
  171. package/src/shade/renderer/geometry/virtual/build/{VGeoLevelOptions.js → level/VGeoLevelOptions.js} +20 -7
  172. package/src/shade/renderer/geometry/virtual/build/level/VGeoLevelSummary.d.ts.map +1 -0
  173. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.d.ts +19 -0
  174. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.d.ts.map +1 -0
  175. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster.js +58 -0
  176. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.d.ts +18 -0
  177. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.d.ts.map +1 -0
  178. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_cluster_graph.js +116 -0
  179. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.d.ts +18 -0
  180. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_group_step.js +545 -0
  182. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.d.ts +16 -0
  183. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_leaf_frontier.js +110 -0
  185. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts +11 -0
  186. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.d.ts.map +1 -0
  187. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_levels.js +308 -0
  188. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_root_group.d.ts → level/vgeo_build_root_group.d.ts} +1 -1
  189. package/src/shade/renderer/geometry/virtual/build/level/vgeo_build_root_group.d.ts.map +1 -0
  190. package/src/shade/renderer/geometry/virtual/build/{vgeo_build_root_group.js → level/vgeo_build_root_group.js} +1 -1
  191. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.d.ts +26 -0
  192. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.d.ts.map +1 -0
  193. package/src/shade/renderer/geometry/virtual/build/level/vgeo_compute_group_boundary.js +123 -0
  194. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.d.ts +26 -0
  195. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.d.ts.map +1 -0
  196. package/src/shade/renderer/geometry/virtual/build/level/vgeo_error_bands.js +78 -0
  197. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.d.ts +24 -0
  198. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.d.ts.map +1 -0
  199. package/src/shade/renderer/geometry/virtual/build/level/vgeo_partition_into_groups.js +337 -0
  200. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.d.ts +29 -0
  201. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.d.ts.map +1 -0
  202. package/src/shade/renderer/geometry/virtual/build/level/vgeo_run_round.js +147 -0
  203. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.d.ts +37 -0
  204. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.d.ts.map +1 -0
  205. package/src/shade/renderer/geometry/virtual/build/level/vgeo_stitch_frontier.js +243 -0
  206. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.d.ts +29 -0
  207. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.d.ts.map +1 -0
  208. package/src/shade/renderer/geometry/virtual/build/level/vgeo_try_repack.js +117 -0
  209. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts +46 -0
  210. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts.map +1 -0
  211. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.js +45 -0
  212. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.d.ts +64 -0
  213. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.d.ts.map +1 -0
  214. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_DEFAULT_ATTRIBUTE_WEIGHT_RATIOS.js +68 -0
  215. package/src/shade/renderer/geometry/virtual/build/{VirtualGeometryMesh.d.ts → mesh/VirtualGeometryMesh.d.ts} +13 -8
  216. package/src/shade/renderer/geometry/virtual/build/mesh/VirtualGeometryMesh.d.ts.map +1 -0
  217. package/src/shade/renderer/geometry/virtual/build/{VirtualGeometryMesh.js → mesh/VirtualGeometryMesh.js} +40 -18
  218. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.d.ts +58 -0
  219. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.d.ts.map +1 -0
  220. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_layout.js +79 -0
  221. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.d.ts +39 -0
  222. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.d.ts.map +1 -0
  223. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_read.js +68 -0
  224. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.d.ts +53 -0
  225. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.d.ts.map +1 -0
  226. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_attribute_vector_write.js +243 -0
  227. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts +45 -0
  228. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.d.ts.map +1 -0
  229. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_normals.js +300 -0
  230. package/src/shade/renderer/geometry/virtual/build/{vgeo_compute_vertex_tangents.d.ts → mesh/vgeo_compute_vertex_tangents.d.ts} +12 -8
  231. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.d.ts.map +1 -0
  232. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_compute_vertex_tangents.js +151 -0
  233. package/src/shade/renderer/geometry/virtual/build/{vgeo_normalize_source.d.ts → mesh/vgeo_normalize_source.d.ts} +8 -1
  234. package/src/shade/renderer/geometry/virtual/build/mesh/vgeo_normalize_source.d.ts.map +1 -0
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  241. package/src/shade/renderer/geometry/virtual/build/{vgeo_assemble_pages.js → page/vgeo_assemble_pages.js} +9 -9
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  246. package/src/shade/renderer/geometry/virtual/build/{vgeo_page_node_count.js → page/vgeo_page_node_count.js} +2 -2
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  249. package/src/shade/renderer/geometry/virtual/build/{VGeoFaceGraph.js → partition/VGeoFaceGraph.js} +28 -21
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  257. package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set.js → partition/vgeo_split_face_set.js} +13 -56
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  633. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_orient_links.js +0 -0
  634. /package/src/shade/playground/{vgeo_viewer → caldera}/main.d.ts +0 -0
  635. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevel.d.ts → level/VGeoLevel.d.ts} +0 -0
  636. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevel.js → level/VGeoLevel.js} +0 -0
  637. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelSummary.d.ts → level/VGeoLevelSummary.d.ts} +0 -0
  638. /package/src/shade/renderer/geometry/virtual/build/{VGeoLevelSummary.js → level/VGeoLevelSummary.js} +0 -0
  639. /package/src/shade/renderer/geometry/virtual/build/{vgeo_page_node_count.d.ts → page/vgeo_page_node_count.d.ts} +0 -0
  640. /package/src/shade/renderer/geometry/virtual/build/{vgeo_graph_components.d.ts → partition/vgeo_graph_components.d.ts} +0 -0
  641. /package/src/shade/renderer/geometry/virtual/build/{vgeo_graph_components.js → partition/vgeo_graph_components.js} +0 -0
  642. /package/src/shade/renderer/geometry/virtual/build/{vgeo_partition_graph.d.ts → partition/vgeo_partition_graph.d.ts} +0 -0
  643. /package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set.d.ts → partition/vgeo_split_face_set.d.ts} +0 -0
  644. /package/src/shade/renderer/geometry/virtual/build/{vgeo_split_face_set_packed.d.ts → partition/vgeo_split_face_set_packed.d.ts} +0 -0
  645. /package/src/shade/renderer/geometry/virtual/build/{vgeo_bounding_sphere.d.ts → sphere/vgeo_bounding_sphere.d.ts} +0 -0
  646. /package/src/shade/renderer/geometry/virtual/build/{vgeo_containing_sphere.d.ts → sphere/vgeo_containing_sphere.d.ts} +0 -0
  647. /package/src/shade/renderer/geometry/virtual/build/{vgeo_sphere_inflate_to_contain.d.ts → sphere/vgeo_sphere_inflate_to_contain.d.ts} +0 -0
  648. /package/src/shade/renderer/geometry/virtual/build/{vgeo_narrow_indices.d.ts → submesh/vgeo_narrow_indices.d.ts} +0 -0
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_build_page_nodes.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_build_page_nodes.js"],"names":[],"mappings":"AAsDA;;;;;;;;;GASG;AACH,kEAFa,uBAAuB,EAAE,CA8FrC;wCAvJuC,0CAA0C"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_build_root_group.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_build_root_group.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AACH,8EANW,MAAM,GACJ,oBAAoB,CAYhC;qCAzBoC,uCAAuC"}
@@ -1,29 +0,0 @@
1
- /**
2
- * Area-weighted vertex normals of a mesh, written into its normal channel.
3
- *
4
- * The geometry a mesh actually has is the answer for that mesh: carrying a surviving vertex's
5
- * original normal through a dozen collapses shades a coarse level by whichever vertices happened to
6
- * win, which is visibly wrong.
7
- *
8
- * **Except where the vertex was pinned.** A pinned vertex is one the step was forbidden to move, and
9
- * every group that touches it carries it — which is exactly what lets a cut place two levels of
10
- * detail side by side without a crack. That guarantee has to cover what the vertex *carries*, not
11
- * only where it is: recomputed here, a pinned vertex would get the average of the faces on this
12
- * side of the seam only, the group across the seam would get the average of its own, and the two
13
- * would disagree by however much the surface turns. So a pinned vertex keeps what it had, exactly
14
- * as it keeps where it was, and the frame stays continuous across every cut the DAG admits.
15
- *
16
- * The pass itself is {@link bt_mesh_compute_vertex_normals}; all this adds is the pin rule and
17
- * lifting its result out of the topology's own normal slots and into the format's normal attribute,
18
- * which is where the encoder reads from.
19
- *
20
- * @param {VirtualGeometryMesh} mesh whose normal layer is sized by the vertex pool and so carries a
21
- * slot for every live vertex by construction
22
- * @param {Set<number>} pinned vertex ids to leave exactly as they are; empty for a mesh nothing has
23
- * locked yet
24
- *
25
- * @author Alex Goldring
26
- * @copyright Company Named Limited (c) 2026
27
- */
28
- export function vgeo_compute_vertex_normals(mesh: VirtualGeometryMesh, pinned: Set<number>): void;
29
- //# sourceMappingURL=vgeo_compute_vertex_normals.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_compute_vertex_normals.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_compute_vertex_normals.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,+EANW,IAAI,MAAM,CAAC,QAyCrB"}
@@ -1,75 +0,0 @@
1
- import { assert } from "../../../../../core/assert.js";
2
- import {
3
- bt_mesh_compute_vertex_normals
4
- } from "../../../../../core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_normals.js";
5
- import { VGEO_ATTRIBUTE } from "../format/attribute/VGEO_ATTRIBUTE.js";
6
-
7
- /**
8
- * One vertex's normal, on its way out of the topology's slot and into the format's channel.
9
- * @type {Float32Array}
10
- */
11
- const scratch_normal = new Float32Array(3);
12
-
13
- /**
14
- * Area-weighted vertex normals of a mesh, written into its normal channel.
15
- *
16
- * The geometry a mesh actually has is the answer for that mesh: carrying a surviving vertex's
17
- * original normal through a dozen collapses shades a coarse level by whichever vertices happened to
18
- * win, which is visibly wrong.
19
- *
20
- * **Except where the vertex was pinned.** A pinned vertex is one the step was forbidden to move, and
21
- * every group that touches it carries it — which is exactly what lets a cut place two levels of
22
- * detail side by side without a crack. That guarantee has to cover what the vertex *carries*, not
23
- * only where it is: recomputed here, a pinned vertex would get the average of the faces on this
24
- * side of the seam only, the group across the seam would get the average of its own, and the two
25
- * would disagree by however much the surface turns. So a pinned vertex keeps what it had, exactly
26
- * as it keeps where it was, and the frame stays continuous across every cut the DAG admits.
27
- *
28
- * The pass itself is {@link bt_mesh_compute_vertex_normals}; all this adds is the pin rule and
29
- * lifting its result out of the topology's own normal slots and into the format's normal attribute,
30
- * which is where the encoder reads from.
31
- *
32
- * @param {VirtualGeometryMesh} mesh whose normal layer is sized by the vertex pool and so carries a
33
- * slot for every live vertex by construction
34
- * @param {Set<number>} pinned vertex ids to leave exactly as they are; empty for a mesh nothing has
35
- * locked yet
36
- *
37
- * @author Alex Goldring
38
- * @copyright Company Named Limited (c) 2026
39
- */
40
- export function vgeo_compute_vertex_normals(mesh, pinned) {
41
- const normals = mesh.layers[VGEO_ATTRIBUTE.NORMAL];
42
-
43
- assert.notNull(normals, 'mesh normal channel');
44
-
45
- const topology = mesh.topology;
46
-
47
- bt_mesh_compute_vertex_normals(topology);
48
-
49
- const vertex_pool = topology.vertices;
50
-
51
- for (let vertex = 0; vertex < vertex_pool.size; vertex++) {
52
- if (!vertex_pool.is_allocated(vertex)) {
53
- // a released slot's normal is whatever the vertex that used to live there left behind
54
- continue;
55
- }
56
-
57
- if (pinned.has(vertex)) {
58
- continue;
59
- }
60
-
61
- topology.vertex_read_normal(scratch_normal, 0, vertex);
62
-
63
- const x = scratch_normal[0];
64
- const y = scratch_normal[1];
65
- const z = scratch_normal[2];
66
-
67
- if (x === 0 && y === 0 && z === 0) {
68
- // An isolated or fully degenerate vertex has no surface to take a normal from; leave
69
- // whatever it carried rather than inventing a direction.
70
- continue;
71
- }
72
-
73
- normals.write(vertex, scratch_normal, 0);
74
- }
75
- }
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_compute_vertex_tangents.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_compute_vertex_tangents.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,gFANW,IAAI,MAAM,CAAC,QAmGrB"}
@@ -1,143 +0,0 @@
1
- import { assert } from "../../../../../core/assert.js";
2
- import {
3
- bt_face_read_triangle_vertices
4
- } from "../../../../../core/geom/3d/topology/struct/binary/query/bt_face_read_triangle.js";
5
- import { build_tangent_from_normal } from "../../normals/build_tangent_from_normal.js";
6
- import { geometry_build_tangents } from "../../normals/geometry_build_tangents.js";
7
- import { VGEO_ATTRIBUTE } from "../format/attribute/VGEO_ATTRIBUTE.js";
8
-
9
- /**
10
- * One vertex's tangent, on its way into the format's channel.
11
- * @type {Float32Array}
12
- */
13
- const scratch_tangent = new Float32Array(4);
14
-
15
- /**
16
- * One face's corners.
17
- * @type {Uint32Array}
18
- */
19
- const scratch_triangle = new Uint32Array(3);
20
-
21
- /**
22
- * Vertex tangents of a mesh, written into its tangent channel.
23
- *
24
- * A tangent is a direction *in the texture parameterization*, so where the mesh carries a `UV0` this
25
- * is Lengyel's per-triangle solve accumulated per vertex and orthogonalized against the normal —
26
- * {@link geometry_build_tangents}, the same pass {@link Geometry#computeTangents} runs, so an asset
27
- * that goes through the virtual-geometry builder gets the frame it would have got anywhere else.
28
- * Where the mesh carries no UVs there is no parameterization to be tangent to, and the frame becomes
29
- * an arbitrary but well-conditioned basis around the normal — Frisvad's, via
30
- * {@link build_tangent_from_normal}. That is not a fallback for a broken input: a shading model that
31
- * reads a tangent frame reads one whether or not the surface is textured, and the alternative is
32
- * the format's flat default, which is parallel to the normal over a whole band of any closed
33
- * surface and degenerates the frame there.
34
- *
35
- * `pinned` carries the same meaning and the same reason as it does for
36
- * {@link vgeo_compute_vertex_normals}: a vertex two groups share must carry byte-identical values in
37
- * both, or the seam a cut is allowed to put between them shades as a crease.
38
- *
39
- * The flat arrays this builds are indexed by *vertex id*, holes and all, so a pool with released
40
- * slots needs no compaction and no remap — a released slot is simply a triangle corner nothing
41
- * names.
42
- *
43
- * @param {VirtualGeometryMesh} mesh whose tangent and normal layers are sized by the vertex pool
44
- * @param {Set<number>} pinned vertex ids to leave exactly as they are; empty for a mesh nothing has
45
- * locked yet
46
- *
47
- * @author Alex Goldring
48
- * @copyright Company Named Limited (c) 2026
49
- */
50
- export function vgeo_compute_vertex_tangents(mesh, pinned) {
51
- const tangents = mesh.layers[VGEO_ATTRIBUTE.TANGENT];
52
- const normals = mesh.layers[VGEO_ATTRIBUTE.NORMAL];
53
-
54
- assert.notNull(tangents, 'mesh tangent channel');
55
- assert.notNull(normals, 'mesh normal channel');
56
-
57
- const topology = mesh.topology;
58
-
59
- const vertex_pool = topology.vertices;
60
- const vertex_pool_size = vertex_pool.size;
61
-
62
- const normal_data = new Float32Array(vertex_pool_size * 3);
63
-
64
- for (let vertex = 0; vertex < vertex_pool_size; vertex++) {
65
- if (vertex_pool.is_allocated(vertex)) {
66
- normals.read(normal_data, vertex * 3, vertex);
67
- }
68
- }
69
-
70
- const uv = mesh.layers[VGEO_ATTRIBUTE.UV0];
71
-
72
- if (uv === null) {
73
- for (let vertex = 0; vertex < vertex_pool_size; vertex++) {
74
- if (!vertex_pool.is_allocated(vertex) || pinned.has(vertex)) {
75
- continue;
76
- }
77
-
78
- const address = vertex * 3;
79
-
80
- build_tangent_from_normal(
81
- normal_data[address], normal_data[address + 1], normal_data[address + 2],
82
- 0, scratch_tangent
83
- );
84
-
85
- tangents.write(vertex, scratch_tangent, 0);
86
- }
87
-
88
- return;
89
- }
90
-
91
- const position_data = new Float32Array(vertex_pool_size * 3);
92
- const uv_data = new Float32Array(vertex_pool_size * 2);
93
-
94
- for (let vertex = 0; vertex < vertex_pool_size; vertex++) {
95
- if (!vertex_pool.is_allocated(vertex)) {
96
- continue;
97
- }
98
-
99
- topology.vertex_read_coordinate(position_data, vertex * 3, vertex);
100
- uv.read(uv_data, vertex * 2, vertex);
101
- }
102
-
103
- const face_pool = topology.faces;
104
-
105
- const indices = [];
106
-
107
- for (let face = 0; face < face_pool.size; face++) {
108
- if (!face_pool.is_allocated(face)) {
109
- continue;
110
- }
111
-
112
- const read = bt_face_read_triangle_vertices(scratch_triangle, topology, face);
113
-
114
- assert.equal(read, true, `face ${face} is not an allocated triangle`);
115
-
116
- indices.push(scratch_triangle[0], scratch_triangle[1], scratch_triangle[2]);
117
- }
118
-
119
- const tangent_data = new Float32Array(vertex_pool_size * 4);
120
-
121
- geometry_build_tangents(
122
- indices.length, indices, vertex_pool_size,
123
- uv_data, position_data, normal_data, tangent_data
124
- );
125
-
126
- for (let vertex = 0; vertex < vertex_pool_size; vertex++) {
127
- if (!vertex_pool.is_allocated(vertex) || pinned.has(vertex)) {
128
- continue;
129
- }
130
-
131
- const address = vertex * 4;
132
-
133
- // A tangent that came out non-finite is a frame the shading model cannot use and the
134
- // octahedral encoder cannot represent, and it would reach the asset as a silently wrong
135
- // word. Nothing in the solve should produce one on a mesh normalization has already passed.
136
- assert.isFinite(tangent_data[address], 'tangent x');
137
- assert.isFinite(tangent_data[address + 1], 'tangent y');
138
- assert.isFinite(tangent_data[address + 2], 'tangent z');
139
- assert.isFinite(tangent_data[address + 3], 'tangent handedness');
140
-
141
- tangents.write(vertex, tangent_data, address);
142
- }
143
- }
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_containing_sphere.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_containing_sphere.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;GAeG;AACH,gDAPW,UAAU,MAAM,CAAC,EAAE,UACnB,YAAY,GACV,YAAY,CA2BxB"}
@@ -1,14 +0,0 @@
1
- /**
2
- * Extract a face set into a standalone mesh, attributes and all.
3
- *
4
- * @param {VirtualGeometryMesh} source
5
- * @param {number[]} face_ids
6
- * @returns {VGeoSubmesh}
7
- *
8
- * @author Alex Goldring
9
- * @copyright Company Named Limited (c) 2026
10
- */
11
- export function vgeo_extract_submesh(source: VirtualGeometryMesh, face_ids: number[]): VGeoSubmesh;
12
- import { VirtualGeometryMesh } from "./VirtualGeometryMesh.js";
13
- import { VGeoSubmesh } from "./VGeoSubmesh.js";
14
- //# sourceMappingURL=vgeo_extract_submesh.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_extract_submesh.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_extract_submesh.js"],"names":[],"mappings":"AAUA;;;;;;;;;GASG;AACH,6CAPW,mBAAmB,YACnB,MAAM,EAAE,GACN,WAAW,CAyBvB;oCAhCmC,0BAA0B;4BADlC,kBAAkB"}
@@ -1,41 +0,0 @@
1
- import { BinaryTopology } from "../../../../../core/geom/3d/topology/struct/binary/BinaryTopology.js";
2
- import {
3
- bt_mesh_from_indexed_geometry
4
- } from "../../../../../core/geom/3d/topology/struct/binary/io/bt_mesh_from_indexed_geometry.js";
5
- import { vgeo_layers_copy_vertex } from "../format/attribute/vgeo_layers_copy_vertex.js";
6
- import { vgeo_layers_like } from "../format/attribute/vgeo_layers_like.js";
7
- import { vgeo_gather_faces } from "./vgeo_gather_faces.js";
8
- import { VGeoSubmesh } from "./VGeoSubmesh.js";
9
- import { VirtualGeometryMesh } from "./VirtualGeometryMesh.js";
10
-
11
- /**
12
- * Extract a face set into a standalone mesh, attributes and all.
13
- *
14
- * @param {VirtualGeometryMesh} source
15
- * @param {number[]} face_ids
16
- * @returns {VGeoSubmesh}
17
- *
18
- * @author Alex Goldring
19
- * @copyright Company Named Limited (c) 2026
20
- */
21
- export function vgeo_extract_submesh(source, face_ids) {
22
- const gathered = vgeo_gather_faces(source, face_ids);
23
-
24
- const topology = new BinaryTopology();
25
-
26
- // Before the vertices, so no record has to be widened. See {@link VirtualGeometryMesh.from_geometry}.
27
- const layers = vgeo_layers_like(topology, source.layers);
28
-
29
- bt_mesh_from_indexed_geometry(topology, gathered.indices, gathered.positions);
30
-
31
- gathered.vertex_ids.forEach((source_vertex, local) => {
32
- vgeo_layers_copy_vertex(topology, source.topology, source_vertex, local);
33
- });
34
-
35
- const result = new VGeoSubmesh();
36
-
37
- result.mesh = new VirtualGeometryMesh(topology, layers);
38
- result.source_vertex_ids = gathered.vertex_ids;
39
-
40
- return result;
41
- }
@@ -1,12 +0,0 @@
1
- /**
2
- * Gather a face set: unique vertices in first-use order, local indices, coordinates copied out.
3
- *
4
- * First-use order is what makes the result depend only on the face list, not on the pool's history.
5
- *
6
- * @param {VirtualGeometryMesh} mesh
7
- * @param {number[]} face_ids allocated triangular faces
8
- * @returns {VGeoGatheredFaces}
9
- */
10
- export function vgeo_gather_faces(mesh: VirtualGeometryMesh, face_ids: number[]): VGeoGatheredFaces;
11
- import { VGeoGatheredFaces } from "./VGeoGatheredFaces.js";
12
- //# sourceMappingURL=vgeo_gather_faces.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_gather_faces.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_gather_faces.js"],"names":[],"mappings":"AAcA;;;;;;;;GAQG;AACH,uEAHW,MAAM,EAAE,GACN,iBAAiB,CAiD7B;kCAlEiC,wBAAwB"}
@@ -1,71 +0,0 @@
1
- import { assert } from "../../../../../core/assert.js";
2
- import {
3
- bt_face_read_triangle_vertices
4
- } from "../../../../../core/geom/3d/topology/struct/binary/query/bt_face_read_triangle.js";
5
- import { VGeoGatheredFaces } from "./VGeoGatheredFaces.js";
6
-
7
- /**
8
- * @author Alex Goldring
9
- * @copyright Company Named Limited (c) 2026
10
- */
11
-
12
- const scratch_triangle = new Uint32Array(3);
13
- const scratch_coordinate = new Float32Array(3);
14
-
15
- /**
16
- * Gather a face set: unique vertices in first-use order, local indices, coordinates copied out.
17
- *
18
- * First-use order is what makes the result depend only on the face list, not on the pool's history.
19
- *
20
- * @param {VirtualGeometryMesh} mesh
21
- * @param {number[]} face_ids allocated triangular faces
22
- * @returns {VGeoGatheredFaces}
23
- */
24
- export function vgeo_gather_faces(mesh, face_ids) {
25
- const topology = mesh.topology;
26
-
27
- /**
28
- * @type {Map<number, number>}
29
- */
30
- const local_of_source = new Map();
31
-
32
- const vertex_ids = [];
33
- const indices = new Uint32Array(face_ids.length * 3);
34
-
35
- face_ids.forEach((face, face_index) => {
36
- const read = bt_face_read_triangle_vertices(scratch_triangle, topology, face);
37
-
38
- assert.equal(read, true, `face ${face} is not an allocated triangle`);
39
-
40
- for (let i = 0; i < 3; i++) {
41
- const vertex = scratch_triangle[i];
42
-
43
- let local = local_of_source.get(vertex);
44
-
45
- if (local === undefined) {
46
- local = vertex_ids.length;
47
-
48
- local_of_source.set(vertex, local);
49
- vertex_ids.push(vertex);
50
- }
51
-
52
- indices[face_index * 3 + i] = local;
53
- }
54
- });
55
-
56
- const result = new VGeoGatheredFaces();
57
-
58
- result.vertex_ids = Uint32Array.from(vertex_ids);
59
- result.indices = indices;
60
- result.positions = new Float32Array(vertex_ids.length * 3);
61
-
62
- vertex_ids.forEach((vertex, local) => {
63
- topology.vertex_read_coordinate(scratch_coordinate, 0, vertex);
64
-
65
- result.positions[local * 3] = scratch_coordinate[0];
66
- result.positions[local * 3 + 1] = scratch_coordinate[1];
67
- result.positions[local * 3 + 2] = scratch_coordinate[2];
68
- });
69
-
70
- return result;
71
- }
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_graph_components.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_graph_components.js"],"names":[],"mappings":"AA6CA;;;;;;;;;;;GAWG;AACH,sDARW,WAAW,aACX,WAAW,WACX,MAAM,EAAE,cACR,UAAU,SAEV,MAAM,GACJ,MAAM,EAAE,EAAE,CAmEtB"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_narrow_indices.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_narrow_indices.js"],"names":[],"mappings":"AAIA;;;;;;;;GAQG;AACH,kEALa,UAAU,CAiBtB"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_normalize_source.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_normalize_source.js"],"names":[],"mappings":"AA+BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2CG;AACH,6EAPW,MAAM,GAEJ,MAAM,CAyClB"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_page_node_count.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_page_node_count.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;GAeG;AAEH;;;GAGG;AACH,kDAHW,MAAM,GACJ,MAAM,CA8BlB"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_partition_graph.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_partition_graph.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;GAiBG;AAEH;;;;;;;;GAQG;AACH,mDARW,MAAM,mBACN,MAAM,kBACN,WAAW,aACX,WAAW,gBACX,YAAY,QACZ,MAAM,GACJ,WAAW,CA0BvB"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_sphere_inflate_to_contain.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_sphere_inflate_to_contain.js"],"names":[],"mappings":"AA0CA;;;;;;GAMG;AACH,uDAJW,YAAY,UACZ,YAAY,WACZ,UAAU,MAAM,CAAC,EAAE,QAsB7B"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"vgeo_split_face_set.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_split_face_set.js"],"names":[],"mappings":"AAwHA;;;;;;;GAOG;AACH,wEANW,MAAM,EAAE,aACR,MAAM,gBACN,MAAM,GACJ,MAAM,EAAE,EAAE,CA6DtB"}
@@ -1 +0,0 @@
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- {"version":3,"file":"vgeo_split_face_set_packed.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/geometry/virtual/build/vgeo_split_face_set_packed.js"],"names":[],"mappings":"AAwLA;;;;;;;;;;;;GAYG;AACH,+EALW,MAAM,EAAE,aACR,MAAM,gBACN,MAAM,GACJ,MAAM,EAAE,EAAE,CAWtB"}
@@ -1,207 +0,0 @@
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- import { aabb3_from_v3_array } from "../../../../../core/geom/3d/aabb/aabb3_from_v3_array.js";
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- import { v3_morton_encode_bounded } from "../../../../../core/geom/3d/morton/v3_morton_encode_bounded.js";
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- import {
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- bt_face_read_triangle_vertices
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- } from "../../../../../core/geom/3d/topology/struct/binary/query/bt_face_read_triangle.js";
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- import { vgeo_split_face_set } from "./vgeo_split_face_set.js";
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-
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- /**
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- * {@link vgeo_split_face_set}, then merge the under-filled pieces it left behind.
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- *
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- * Only its callers want this: under-filled pieces are merged back together along a Morton curve, so
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- * that a set made of islands does not come back as one cluster per island. That is what a group's
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- * re-split needs — without it a group of loose bolts simplifies and then splits straight back into
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- * as many clusters as it started with, and the DAG never converges. It is emphatically *not* what
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- * the leaf cut wants: the leaf cut runs over the whole mesh, where "nearest on the curve" can be
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- * sixty metres away, and a leaf cluster spanning that carries a bounding sphere to match. A group
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- * has already been chosen for proximity, so packing inside one cannot reach further than the group
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- * does.
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- *
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- * @author Alex Goldring
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- * @copyright Company Named Limited (c) 2026
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- */
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-
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- const scratch_triangle = new Uint32Array(3);
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- const scratch_coordinate = new Float32Array(3);
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-
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- /**
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- * The mesh vertices a set of dense face-graph vertices touches, deduplicated.
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- *
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- * @param {VGeoFaceGraph} face_graph
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- * @param {number[]} members
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- * @returns {Set<number>}
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- */
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- function unique_vertices(face_graph, members) {
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- const result = new Set();
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-
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- for (const member of members) {
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- bt_face_read_triangle_vertices(
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- scratch_triangle, face_graph.mesh, face_graph.vertex_face_ids[member]
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- );
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-
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- for (let i = 0; i < 3; i++) {
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- result.add(scratch_triangle[i]);
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- }
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- }
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-
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- return result;
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- }
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-
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- /**
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- * Mean position of every corner of every face in a piece.
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- *
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- * @param {Float32Array|number[]} result
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- * @param {number} result_offset
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- * @param {VGeoFaceGraph} face_graph
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- * @param {number[]} members
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- */
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- function piece_centroid(result, result_offset, face_graph, members) {
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- const mesh = face_graph.mesh;
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-
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- let x = 0;
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- let y = 0;
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- let z = 0;
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-
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- const vertex_face_ids = face_graph.vertex_face_ids;
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-
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- for (const member of members) {
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- bt_face_read_triangle_vertices(scratch_triangle, mesh, vertex_face_ids[member]);
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-
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- for (let i = 0; i < 3; i++) {
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- mesh.vertex_read_coordinate(scratch_coordinate, 0, scratch_triangle[i]);
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-
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- x += scratch_coordinate[0];
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- y += scratch_coordinate[1];
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- z += scratch_coordinate[2];
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- }
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- }
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-
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- const corner_count = members.length * 3;
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-
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- result[result_offset] = x / corner_count;
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- result[result_offset + 1] = y / corner_count;
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- result[result_offset + 2] = z / corner_count;
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- }
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-
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- /**
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- * Merge under-filled pieces into shared clusters, walking them in Morton order so that whatever ends
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- * up together was near each other to begin with.
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- *
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- * Next-fit rather than best-fit: the curve already put spatial neighbours side by side, and letting a
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- * piece jump backwards to top up an earlier bin would pull distant geometry into it for the sake of
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- * a few triangles of fill.
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- *
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- * @param {VGeoFaceGraph} face_graph
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- * @param {number[][]} pieces each already within both caps
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- * @param {number} max_faces
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- * @param {number} max_vertices
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- * @returns {number[][]}
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- */
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- function pack_pieces(face_graph, pieces, max_faces, max_vertices) {
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-
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- if (pieces.length < 2) {
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- // nothing to merge, pass through
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- return pieces;
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- }
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-
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- const centroids = new Float32Array(pieces.length * 3);
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-
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- pieces.forEach((piece, index) => piece_centroid(centroids, index * 3, face_graph, piece));
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-
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- const bounds = new Float32Array(6);
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-
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- aabb3_from_v3_array(bounds, centroids, centroids.length);
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-
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- const codes = pieces.map(
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- (piece, index) => v3_morton_encode_bounded(
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- centroids[index * 3],
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- centroids[index * 3 + 1],
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- centroids[index * 3 + 2],
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- bounds
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- )
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- );
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-
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- const order = pieces.map((piece, index) => index);
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-
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- order.sort((a, b) => (codes[a] - codes[b]) || (pieces[a][0] - pieces[b][0]));
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-
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- /**
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- *
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- * @type {number[][]}
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- */
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- const result = [];
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-
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- /**
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- *
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- * @type {number[]|undefined}
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- */
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- let bin = undefined;
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- /**
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- *
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- * @type {Set<number>|undefined}
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- */
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- let bin_vertices = undefined;
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-
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- for (const index of order) {
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- const piece = pieces[index];
147
-
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- if (bin !== undefined && (bin.length + piece.length) <= max_faces) {
149
- const piece_vertices = unique_vertices(face_graph, piece);
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-
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- let added = 0;
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-
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- for (const vertex of piece_vertices) {
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- if (!bin_vertices.has(vertex)) {
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- added++;
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- }
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- }
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-
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- if (bin_vertices.size + added <= max_vertices) {
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- for (const member of piece) {
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- bin.push(member);
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- }
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-
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- for (const vertex of piece_vertices) {
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- bin_vertices.add(vertex);
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- }
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-
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- continue;
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- }
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- }
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-
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- bin = piece.slice();
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- bin_vertices = unique_vertices(face_graph, piece);
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-
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- result.push(bin);
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- }
177
-
178
- for (const packed of result) {
179
- packed.sort((a, b) => a - b);
180
- }
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-
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- return result;
183
- }
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-
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- /**
186
- * Split a face set into clusters within both meshlet caps, then merge the under-filled pieces.
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- *
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- * Only for sets whose spatial extent something else has already bounded — a group being re-split
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- * after simplification. Over an unbounded set this packs together whatever the Morton curve happens
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- * to place side by side, which is not the same question as "what is near what".
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- *
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- * @param {VGeoFaceGraph} face_graph
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- * @param {number[]} members dense face-graph vertices to split
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- * @param {number} max_faces
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- * @param {number} max_vertices
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- * @returns {number[][]} clusters within both caps, ordered by their lowest member
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- */
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- export function vgeo_split_face_set_packed(face_graph, members, max_faces, max_vertices) {
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- const packed = pack_pieces(
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- face_graph, vgeo_split_face_set(face_graph, members, max_faces, max_vertices),
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- max_faces, max_vertices
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- );
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-
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- packed.sort((a, b) => a[0] - b[0]);
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-
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- return packed;
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- }