@woosh/meep-engine 3.28.0 → 3.30.0

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 (685) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  5. package/src/core/binary/BinaryBuffer.js +14 -2
  6. package/src/core/binary/BitSet.d.ts +16 -0
  7. package/src/core/binary/BitSet.d.ts.map +1 -1
  8. package/src/core/binary/BitSet.js +159 -49
  9. package/src/core/binary/allocator/OffsetAllocator.d.ts +48 -0
  10. package/src/core/binary/allocator/OffsetAllocator.d.ts.map +1 -1
  11. package/src/core/binary/allocator/OffsetAllocator.js +208 -9
  12. package/src/core/binary/compression/compress_bytes.d.ts +20 -0
  13. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -0
  14. package/src/core/binary/compression/compress_bytes.js +35 -0
  15. package/src/core/binary/compression/decompress_bytes_into.d.ts +30 -0
  16. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -0
  17. package/src/core/binary/compression/decompress_bytes_into.js +87 -0
  18. package/src/core/binary/compression/deflate_decompress_bound.d.ts +27 -0
  19. package/src/core/binary/compression/deflate_decompress_bound.d.ts.map +1 -0
  20. package/src/core/binary/compression/deflate_decompress_bound.js +32 -0
  21. package/src/core/bvh2/bvh3/BVH.d.ts.map +1 -1
  22. package/src/core/bvh2/bvh3/BVH.js +14 -1
  23. package/src/core/cache/FrequencySketch.d.ts +3 -1
  24. package/src/core/cache/FrequencySketch.d.ts.map +1 -1
  25. package/src/core/cache/FrequencySketch.js +10 -4
  26. package/src/core/cache/wtinylfu/CacheWTinylfu.d.ts.map +1 -1
  27. package/src/core/cache/wtinylfu/CacheWTinylfu.js +24 -2
  28. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts +24 -0
  29. package/src/core/geom/3d/quadric/quadric_attribute_add.d.ts.map +1 -0
  30. package/src/core/geom/3d/quadric/quadric_attribute_add.js +31 -0
  31. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts +46 -0
  32. package/src/core/geom/3d/quadric/quadric_attribute_reduce.d.ts.map +1 -0
  33. package/src/core/geom/3d/quadric/quadric_attribute_reduce.js +104 -0
  34. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts +62 -0
  35. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.d.ts.map +1 -0
  36. package/src/core/geom/3d/quadric/quadric_attribute_set_from_triangle.js +158 -0
  37. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts +21 -0
  38. package/src/core/geom/3d/quadric/quadric_attribute_size.d.ts.map +1 -0
  39. package/src/core/geom/3d/quadric/quadric_attribute_size.js +24 -0
  40. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts +34 -0
  41. package/src/core/geom/3d/quadric/quadric_attribute_solve.d.ts.map +1 -0
  42. package/src/core/geom/3d/quadric/quadric_attribute_solve.js +55 -0
  43. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts +28 -0
  44. package/src/core/geom/3d/quadric/quadric_attribute_sub.d.ts.map +1 -0
  45. package/src/core/geom/3d/quadric/quadric_attribute_sub.js +35 -0
  46. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts +15 -0
  47. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.d.ts.map +1 -1
  48. package/src/core/geom/3d/topology/struct/binary/BinaryDataBlock.js +35 -0
  49. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts +93 -0
  50. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.d.ts.map +1 -0
  51. package/src/core/geom/3d/topology/struct/binary/BtWedgeSet.js +128 -0
  52. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts +20 -0
  53. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
  54. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +69 -4
  55. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts +38 -0
  56. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts.map +1 -0
  57. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.js +113 -0
  58. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +93 -17
  59. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  60. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +930 -69
  61. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts +22 -0
  62. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.d.ts.map +1 -0
  63. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.js +46 -0
  64. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts +19 -0
  65. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.d.ts.map +1 -0
  66. package/src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.js +49 -0
  67. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.d.ts +25 -0
  68. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.d.ts.map +1 -0
  69. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js +228 -0
  70. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.d.ts +13 -0
  71. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.d.ts.map +1 -1
  72. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.js +10 -128
  73. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.d.ts.map +1 -1
  74. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js +11 -1
  75. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts +63 -0
  76. package/src/core/graph/layout/layered/BoxLayoutOptions.d.ts.map +1 -0
  77. package/src/core/graph/layout/layered/BoxLayoutOptions.js +80 -0
  78. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.d.ts +35 -0
  79. package/src/core/graph/layout/layered/LayoutBoxGraph.d.ts.map +1 -0
  80. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/LayoutBoxGraph.js +53 -1
  81. package/src/core/graph/layout/layered/layout_assign_coordinates.d.ts.map +1 -0
  82. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_coordinates.js +72 -68
  83. package/src/core/graph/layout/layered/layout_assign_layers.d.ts.map +1 -0
  84. package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_layers.js +4 -2
  85. package/src/core/graph/layout/layered/layout_break_cycles.d.ts.map +1 -0
  86. package/src/core/graph/layout/layered/layout_insert_lanes.d.ts.map +1 -0
  87. package/src/core/graph/layout/layered/layout_order_layers.d.ts.map +1 -0
  88. package/src/core/graph/layout/layered/layout_orient_links.d.ts.map +1 -0
  89. package/src/core/graph/mn_graph_collapse_weighted_edge.js +6 -6
  90. package/src/core/math/lookup/ParameterLookupTable.d.ts.map +1 -1
  91. package/src/core/math/lookup/ParameterLookupTable.js +10 -5
  92. package/src/core/math/noise/sdnoise.d.ts.map +1 -1
  93. package/src/core/math/noise/sdnoise.js +16 -10
  94. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts +7 -51
  95. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.d.ts.map +1 -1
  96. package/src/core/model/node-graph/visual/layout/NodeGraphLayoutOptions.js +8 -69
  97. package/src/core/model/node-graph/visual/layout/layout_build_problem.js +1 -1
  98. package/src/core/model/node-graph/visual/layout/layout_node_graph.js +6 -6
  99. package/src/core/model/node-graph/visual/layout/route_grid_build.js +1 -1
  100. package/src/core/model/object/ImmutableObjectPool.d.ts.map +1 -1
  101. package/src/core/model/object/ImmutableObjectPool.js +17 -7
  102. package/src/core/process/executor/ConcurrentExecutor.d.ts +1 -5
  103. package/src/core/process/executor/ConcurrentExecutor.d.ts.map +1 -1
  104. package/src/core/process/executor/ConcurrentExecutor.js +95 -1
  105. package/src/core/process/task/task_find_dependency_cycle.d.ts +17 -0
  106. package/src/core/process/task/task_find_dependency_cycle.d.ts.map +1 -0
  107. package/src/core/process/task/task_find_dependency_cycle.js +81 -0
  108. package/src/core/wfc/WFCCellChoice.d.ts +17 -0
  109. package/src/core/wfc/WFCCellChoice.d.ts.map +1 -0
  110. package/src/core/wfc/WFCCellChoice.js +36 -0
  111. package/src/core/wfc/WFCLattice.d.ts +105 -0
  112. package/src/core/wfc/WFCLattice.d.ts.map +1 -0
  113. package/src/core/wfc/WFCLattice.js +235 -0
  114. package/src/core/wfc/WFCRuleTable.d.ts +172 -0
  115. package/src/core/wfc/WFCRuleTable.d.ts.map +1 -0
  116. package/src/core/wfc/WFCRuleTable.js +334 -0
  117. package/src/core/wfc/WFCState.d.ts +273 -0
  118. package/src/core/wfc/WFCState.d.ts.map +1 -0
  119. package/src/core/wfc/WFCState.js +552 -0
  120. package/src/core/wfc/WFCStatus.d.ts +11 -0
  121. package/src/core/wfc/WFCStatus.d.ts.map +1 -0
  122. package/src/core/wfc/WFCStatus.js +28 -0
  123. package/src/core/wfc/WFCTileWeights.d.ts +48 -0
  124. package/src/core/wfc/WFCTileWeights.d.ts.map +1 -0
  125. package/src/core/wfc/WFCTileWeights.js +86 -0
  126. package/src/core/wfc/WFC_UNRESOLVED.d.ts +12 -0
  127. package/src/core/wfc/WFC_UNRESOLVED.d.ts.map +1 -0
  128. package/src/core/wfc/WFC_UNRESOLVED.js +11 -0
  129. package/src/core/wfc/wfc_estimate_bytes.d.ts +24 -0
  130. package/src/core/wfc/wfc_estimate_bytes.d.ts.map +1 -0
  131. package/src/core/wfc/wfc_estimate_bytes.js +47 -0
  132. package/src/core/wfc/wfc_rule_table_tile_components.d.ts +27 -0
  133. package/src/core/wfc/wfc_rule_table_tile_components.d.ts.map +1 -0
  134. package/src/core/wfc/wfc_rule_table_tile_components.js +80 -0
  135. package/src/core/wfc/wfc_solve.d.ts +21 -0
  136. package/src/core/wfc/wfc_solve.d.ts.map +1 -0
  137. package/src/core/wfc/wfc_solve.js +154 -0
  138. package/src/core/wfc/wfc_state_apply_boundary.d.ts +18 -0
  139. package/src/core/wfc/wfc_state_apply_boundary.d.ts.map +1 -0
  140. package/src/core/wfc/wfc_state_apply_boundary.js +61 -0
  141. package/src/core/wfc/wfc_state_assign.d.ts +11 -0
  142. package/src/core/wfc/wfc_state_assign.d.ts.map +1 -0
  143. package/src/core/wfc/wfc_state_assign.js +36 -0
  144. package/src/core/wfc/wfc_state_ban_bits.d.ts +17 -0
  145. package/src/core/wfc/wfc_state_ban_bits.d.ts.map +1 -0
  146. package/src/core/wfc/wfc_state_ban_bits.js +81 -0
  147. package/src/core/wfc/wfc_state_collapse.d.ts +12 -0
  148. package/src/core/wfc/wfc_state_collapse.d.ts.map +1 -0
  149. package/src/core/wfc/wfc_state_collapse.js +73 -0
  150. package/src/core/wfc/wfc_state_flush_dirty.d.ts +12 -0
  151. package/src/core/wfc/wfc_state_flush_dirty.d.ts.map +1 -0
  152. package/src/core/wfc/wfc_state_flush_dirty.js +39 -0
  153. package/src/core/wfc/wfc_state_propagate.d.ts +14 -0
  154. package/src/core/wfc/wfc_state_propagate.d.ts.map +1 -0
  155. package/src/core/wfc/wfc_state_propagate.js +155 -0
  156. package/src/core/wfc/wfc_state_read.d.ts +11 -0
  157. package/src/core/wfc/wfc_state_read.d.ts.map +1 -0
  158. package/src/core/wfc/wfc_state_read.js +38 -0
  159. package/src/core/wfc/wfc_state_restrict.d.ts +18 -0
  160. package/src/core/wfc/wfc_state_restrict.d.ts.map +1 -0
  161. package/src/core/wfc/wfc_state_restrict.js +39 -0
  162. package/src/core/wfc/wfc_state_set_eligible.d.ts +24 -0
  163. package/src/core/wfc/wfc_state_set_eligible.d.ts.map +1 -0
  164. package/src/core/wfc/wfc_state_set_eligible.js +49 -0
  165. package/src/core/wfc/wfc_state_undo_to.d.ts +13 -0
  166. package/src/core/wfc/wfc_state_undo_to.d.ts.map +1 -0
  167. package/src/core/wfc/wfc_state_undo_to.js +84 -0
  168. package/src/core/wfc/wfc_words_per_cell.d.ts +11 -0
  169. package/src/core/wfc/wfc_words_per_cell.d.ts.map +1 -0
  170. package/src/core/wfc/wfc_words_per_cell.js +16 -0
  171. package/src/engine/ecs/EntityComponentDataset.d.ts +8 -0
  172. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  173. package/src/engine/ecs/EntityComponentDataset.js +37 -14
  174. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts +8 -1
  175. package/src/engine/ecs/fow/FogOfWarRevealerSystem.d.ts.map +1 -1
  176. package/src/engine/ecs/fow/FogOfWarRevealerSystem.js +37 -2
  177. package/src/engine/ecs/guid/UUID.d.ts.map +1 -1
  178. package/src/engine/ecs/guid/UUID.js +45 -17
  179. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.d.ts.map +1 -1
  180. package/src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js +3 -1
  181. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.d.ts.map +1 -1
  182. package/src/engine/ecs/terrain/ecs/cling/ClingToTerrainSystem.js +366 -360
  183. package/src/engine/graphics/texture/sampler/resize/sampler2d_scale_down_linear.d.ts.map +1 -1
  184. package/src/engine/graphics/texture/sampler/resize/sampler2d_scale_down_linear.js +24 -10
  185. package/src/engine/graphics3/DebugDrawSystem.d.ts +7 -5
  186. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -1
  187. package/src/engine/graphics3/DebugDrawSystem.js +206 -203
  188. package/src/engine/graphics3/DecalSystem.d.ts +4 -5
  189. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
  190. package/src/engine/graphics3/DecalSystem.js +5 -5
  191. package/src/engine/graphics3/FogOfWarSystem.d.ts +7 -12
  192. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -1
  193. package/src/engine/graphics3/FogOfWarSystem.js +8 -12
  194. package/src/engine/graphics3/prefab/prefab_instantiate.js +230 -230
  195. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts.map +1 -1
  196. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.js +24 -5
  197. package/src/engine/interpolation/Interpoland.d.ts +7 -1
  198. package/src/engine/interpolation/Interpoland.d.ts.map +1 -1
  199. package/src/engine/interpolation/Interpoland.js +8 -1
  200. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  201. package/src/engine/interpolation/InterpolationSystem.js +3 -0
  202. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts +5 -3
  203. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  204. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +14 -3
  205. package/src/engine/interpolation/pose_interpoland.d.ts.map +1 -1
  206. package/src/engine/interpolation/pose_interpoland.js +2 -0
  207. package/src/engine/network/orchestrator/NetworkPeer.d.ts.map +1 -1
  208. package/src/engine/network/orchestrator/NetworkPeer.js +15 -10
  209. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  210. package/src/engine/physics/cloth/ecs/ClothWorld.js +17 -0
  211. package/src/engine/physics/mls-mpm/MLS_MPM.d.ts.map +1 -1
  212. package/src/engine/physics/mls-mpm/MLS_MPM.js +14 -0
  213. package/src/engine/sound/sopra/definition/clip/AbstractAudioClip.d.ts +2 -1
  214. package/src/engine/sound/sopra/definition/clip/AbstractAudioClip.d.ts.map +1 -1
  215. package/src/engine/sound/sopra/definition/clip/AbstractAudioClip.js +1 -1
  216. package/src/engine/sound/sopra/definition/clip/BlendContainerAudioClip.d.ts +1 -0
  217. package/src/engine/sound/sopra/definition/clip/BlendContainerAudioClip.d.ts.map +1 -1
  218. package/src/engine/sound/sopra/definition/clip/RandomContainerAudioClip.d.ts +1 -0
  219. package/src/engine/sound/sopra/definition/clip/RandomContainerAudioClip.d.ts.map +1 -1
  220. package/src/engine/sound/sopra/definition/clip/SampleAudioClip.d.ts +2 -1
  221. package/src/engine/sound/sopra/definition/clip/SampleAudioClip.d.ts.map +1 -1
  222. package/src/engine/sound/sopra/definition/clip/SampleAudioClip.js +12 -3
  223. package/src/engine/sound/sopra/definition/clip/SequenceContainerAudioClip.d.ts +1 -0
  224. package/src/engine/sound/sopra/definition/clip/SequenceContainerAudioClip.d.ts.map +1 -1
  225. package/src/engine/sound/sopra/definition/clip/SwitchContainerAudioClip.d.ts +1 -0
  226. package/src/engine/sound/sopra/definition/clip/SwitchContainerAudioClip.d.ts.map +1 -1
  227. package/src/engine/sound/sopra/runtime/EventInstance.d.ts.map +1 -1
  228. package/src/engine/sound/sopra/runtime/EventInstance.js +4 -1
  229. package/src/format/image/avif/av1/decode/decode_coefficients.d.ts.map +1 -1
  230. package/src/format/image/avif/av1/decode/decode_coefficients.js +248 -259
  231. package/src/format/image/avif/av1/decode/read_golomb.d.ts +21 -0
  232. package/src/format/image/avif/av1/decode/read_golomb.d.ts.map +1 -0
  233. package/src/format/image/avif/av1/decode/read_golomb.js +49 -0
  234. package/src/format/image/avif/av1/filter/loop_restoration.js +461 -451
  235. package/src/format/image/avif/av1/util/round2.d.ts +19 -2
  236. package/src/format/image/avif/av1/util/round2.d.ts.map +1 -1
  237. package/src/format/image/avif/av1/util/round2.js +51 -27
  238. package/src/format/image/avif/heif/parse_avif_file.js +24 -0
  239. package/src/shade/RENDERER_CONTRACT.md +12 -7
  240. package/src/shade/playground/caldera/README.md +529 -0
  241. package/src/shade/playground/caldera/caldera_format.d.ts +151 -0
  242. package/src/shade/playground/caldera/caldera_format.d.ts.map +1 -0
  243. package/src/shade/playground/caldera/caldera_format.js +241 -0
  244. package/src/shade/playground/caldera/index.html +126 -0
  245. package/src/shade/playground/caldera/main.d.ts.map +1 -0
  246. package/src/shade/playground/caldera/main.js +1565 -0
  247. package/src/shade/playground/mesh_row_ceiling/README.md +85 -0
  248. package/src/shade/playground/mesh_row_ceiling/index.html +31 -0
  249. package/src/shade/playground/mesh_row_ceiling/main.d.ts +2 -0
  250. package/src/shade/playground/mesh_row_ceiling/main.d.ts.map +1 -0
  251. package/src/shade/playground/mesh_row_ceiling/main.js +389 -0
  252. package/src/shade/playground/vgeo_runtime/README.md +5 -3
  253. package/src/shade/playground/vgeo_runtime/main.js +3 -2
  254. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts +3 -3
  255. package/src/shade/playground/vgeo_runtime/sample_asset.d.ts.map +1 -1
  256. package/src/shade/playground/vgeo_runtime/sample_asset.js +3 -3
  257. package/src/shade/playground/vgeo_scene/README.md +103 -24
  258. package/src/shade/playground/vgeo_scene/main.js +525 -24
  259. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  260. package/src/shade/renderer/GraphicsContext.js +6 -0
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  675. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_coordinates.d.ts +0 -0
  676. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_assign_layers.d.ts +0 -0
  677. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_break_cycles.d.ts +0 -0
  678. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_break_cycles.js +0 -0
  679. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_insert_lanes.d.ts +0 -0
  680. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_insert_lanes.js +0 -0
  681. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_order_layers.d.ts +0 -0
  682. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_order_layers.js +0 -0
  683. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_orient_links.d.ts +0 -0
  684. /package/src/core/{model/node-graph/visual/layout → graph/layout/layered}/layout_orient_links.js +0 -0
  685. /package/src/shade/playground/{vgeo_viewer → caldera}/main.d.ts +0 -0
@@ -0,0 +1,22 @@
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+ /**
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+ * How many wedges a mesh still has — how many vertices it would ship.
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+ *
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+ * Not `vertices.count()`, and the difference is the whole of what a wedge is for: a vertex whose
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+ * corners shade two ways is two vertices to anything that carries a value per vertex, which is every
6
+ * meshlet, every vertex buffer and every renderer ever written. A caller sizing against that limit
7
+ * has to ask this rather than the pool.
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+ *
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+ * Counted off the per-vertex lists rather than from {@link BtWedgeSet#count}, because that one
10
+ * includes every id ever handed out and a collapse merges them away. Vertices the pool has released
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+ * are skipped, so a sweep that removed faceless vertices without touching the wedge set is accounted
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+ * for.
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+ *
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+ * @param {BinaryTopology} mesh
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+ * @param {BtWedgeSet} wedges
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+ * @returns {number}
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+ *
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+ * @author Alex Goldring
19
+ * @copyright Company Named Limited (c) 2026
20
+ */
21
+ export function bt_wedges_live_count(mesh: BinaryTopology, wedges: BtWedgeSet): number;
22
+ //# sourceMappingURL=bt_wedges_live_count.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bt_wedges_live_count.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/io/bt_wedges_live_count.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;GAmBG;AACH,gFALa,MAAM,CA4BlB"}
@@ -0,0 +1,46 @@
1
+ import { NULL_POINTER } from "../BinaryTopology.js";
2
+
3
+ /**
4
+ * How many wedges a mesh still has — how many vertices it would ship.
5
+ *
6
+ * Not `vertices.count()`, and the difference is the whole of what a wedge is for: a vertex whose
7
+ * corners shade two ways is two vertices to anything that carries a value per vertex, which is every
8
+ * meshlet, every vertex buffer and every renderer ever written. A caller sizing against that limit
9
+ * has to ask this rather than the pool.
10
+ *
11
+ * Counted off the per-vertex lists rather than from {@link BtWedgeSet#count}, because that one
12
+ * includes every id ever handed out and a collapse merges them away. Vertices the pool has released
13
+ * are skipped, so a sweep that removed faceless vertices without touching the wedge set is accounted
14
+ * for.
15
+ *
16
+ * @param {BinaryTopology} mesh
17
+ * @param {BtWedgeSet} wedges
18
+ * @returns {number}
19
+ *
20
+ * @author Alex Goldring
21
+ * @copyright Company Named Limited (c) 2026
22
+ */
23
+ export function bt_wedges_live_count(mesh, wedges) {
24
+ const vertex_pool = mesh.vertices;
25
+
26
+ const first_of_vertex = wedges.first_of_vertex;
27
+ const next_of_wedge = wedges.next_of_wedge;
28
+
29
+ let count = 0;
30
+
31
+ for (let vertex = 0; vertex < vertex_pool.size; vertex++) {
32
+ if (!vertex_pool.is_allocated(vertex)) {
33
+ continue;
34
+ }
35
+
36
+ for (
37
+ let wedge = first_of_vertex[vertex];
38
+ wedge !== NULL_POINTER;
39
+ wedge = next_of_wedge[wedge]
40
+ ) {
41
+ count++;
42
+ }
43
+ }
44
+
45
+ return count;
46
+ }
@@ -0,0 +1,19 @@
1
+ /**
2
+ * The wedge set of a mesh with no appearance seams: one wedge per vertex, and its id *is* the
3
+ * vertex id.
4
+ *
5
+ * The degenerate case, and worth having a name because it is what everything that does not carry
6
+ * appearance wants. A caller whose per-vertex arrays are indexed by vertex id can hand this to
7
+ * {@link bt_mesh_simplify_with_quadrics} and keep indexing them by vertex id, because here the two
8
+ * are the same number. Nothing requires wedge ids to be dense — only to be distinct — which is what
9
+ * lets that be true.
10
+ *
11
+ * @param {BinaryTopology} mesh
12
+ * @returns {BtWedgeSet}
13
+ *
14
+ * @author Alex Goldring
15
+ * @copyright Company Named Limited (c) 2026
16
+ */
17
+ export function bt_wedges_per_vertex(mesh: BinaryTopology): BtWedgeSet;
18
+ import { BtWedgeSet } from "../BtWedgeSet.js";
19
+ //# sourceMappingURL=bt_wedges_per_vertex.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bt_wedges_per_vertex.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/io/bt_wedges_per_vertex.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;GAeG;AACH,4DALa,UAAU,CAkCtB;2BA/C0B,kBAAkB"}
@@ -0,0 +1,49 @@
1
+ import { NULL_POINTER } from "../BinaryTopology.js";
2
+ import { BtWedgeSet } from "../BtWedgeSet.js";
3
+
4
+ /**
5
+ * The wedge set of a mesh with no appearance seams: one wedge per vertex, and its id *is* the
6
+ * vertex id.
7
+ *
8
+ * The degenerate case, and worth having a name because it is what everything that does not carry
9
+ * appearance wants. A caller whose per-vertex arrays are indexed by vertex id can hand this to
10
+ * {@link bt_mesh_simplify_with_quadrics} and keep indexing them by vertex id, because here the two
11
+ * are the same number. Nothing requires wedge ids to be dense — only to be distinct — which is what
12
+ * lets that be true.
13
+ *
14
+ * @param {BinaryTopology} mesh
15
+ * @returns {BtWedgeSet}
16
+ *
17
+ * @author Alex Goldring
18
+ * @copyright Company Named Limited (c) 2026
19
+ */
20
+ export function bt_wedges_per_vertex(mesh) {
21
+ const vertex_pool = mesh.vertices;
22
+ const loop_pool = mesh.loops;
23
+
24
+ const result = new BtWedgeSet();
25
+
26
+ result.count = vertex_pool.size;
27
+
28
+ result.parent = new Uint32Array(vertex_pool.size);
29
+ result.next_of_wedge = new Uint32Array(vertex_pool.size).fill(NULL_POINTER);
30
+ result.first_of_vertex = new Uint32Array(vertex_pool.size).fill(NULL_POINTER);
31
+
32
+ for (let vertex = 0; vertex < vertex_pool.size; vertex++) {
33
+ result.parent[vertex] = vertex;
34
+
35
+ if (vertex_pool.is_allocated(vertex)) {
36
+ result.first_of_vertex[vertex] = vertex;
37
+ }
38
+ }
39
+
40
+ result.of_loop = new Uint32Array(loop_pool.size).fill(NULL_POINTER);
41
+
42
+ for (let loop = 0; loop < loop_pool.size; loop++) {
43
+ if (loop_pool.is_allocated(loop)) {
44
+ result.of_loop[loop] = mesh.loop_read_vertex(loop);
45
+ }
46
+ }
47
+
48
+ return result;
49
+ }
@@ -0,0 +1,25 @@
1
+ /**
2
+ * How far from `from` toward `to` may a collapse of `survivor`-`victim` place the surviving vertex
3
+ * and still turn no surviving triangle over?
4
+ *
5
+ * Both fans are walked, because both endpoints move: the victim onto the placement by definition,
6
+ * and the survivor too wherever the caller puts it somewhere other than where it already sits. The
7
+ * union of the two is the set of faces the collapse reshapes, which is what makes the answer
8
+ * symmetric in the two endpoints -- a caller that has not yet settled which of them survives can
9
+ * rely on that.
10
+ *
11
+ * @param {BinaryTopology} mesh
12
+ * @param {number} survivor the endpoint that stays allocated
13
+ * @param {number} victim the endpoint that is removed
14
+ * @param {Float32Array|number[]} from the placement to measure from, at `t = 0`
15
+ * @param {Float32Array|number[]} to the placement wanted, at `t = 1`
16
+ * @param {number} [from_offset]
17
+ * @param {number} [to_offset]
18
+ * @returns {number} where the first surviving triangle reaches **zero** area, so the placements that
19
+ * fold nothing are `t` in `[0, limit)` -- open at the top, since zero area is refused along with
20
+ * a flip, and a caller therefore takes a fraction of this rather than this. `1` when nothing on
21
+ * the segment folds, and `-1` when `from` itself does, which is the one answer no amount of
22
+ * sliding recovers from.
23
+ */
24
+ export function bt_edge_collapse_fold_limit(mesh: BinaryTopology, survivor: number, victim: number, from: Float32Array | number[], to: Float32Array | number[], from_offset?: number, to_offset?: number): number;
25
+ //# sourceMappingURL=bt_edge_collapse_fold_limit.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bt_edge_collapse_fold_limit.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js"],"names":[],"mappings":"AA4LA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,4EAZW,MAAM,UACN,MAAM,QACN,YAAY,GAAC,MAAM,EAAE,MACrB,YAAY,GAAC,MAAM,EAAE,gBACrB,MAAM,cACN,MAAM,GACJ,MAAM,CAsBlB"}
@@ -0,0 +1,228 @@
1
+ import { NULL_POINTER } from "../BinaryTopology.js";
2
+
3
+ /**
4
+ * How far along a segment an edge collapse may place its surviving vertex before one of the
5
+ * triangles it keeps turns over.
6
+ *
7
+ * **It is one walk and not a search, because the fold test is linear in the placement.** A surviving
8
+ * triangle keeps two of its corners, `b` and `c`, exactly where they were, so with the third at `p`
9
+ * its area vector is
10
+ *
11
+ * N(p) = (b - p) x (c - p) = b x c + p x (b - c)
12
+ *
13
+ * which is affine in `p`. "Still facing the way it did", `N(before) . N(p) > 0`, is therefore a
14
+ * linear inequality; the placements that fold nothing are an intersection of open half-spaces, which
15
+ * is convex; and along a segment `p(t) = from + t (to - from)` the test collapses to an affine
16
+ * function of the single parameter `t`. Two evaluations give the exact crossing rather than
17
+ * approaching it -- with `d0` at `from` and `d1` at `to`, the triangle reaches zero area at
18
+ * `t = d0 / (d0 - d1)` -- and the smallest crossing over both fans is the answer.
19
+ *
20
+ * The walk is {@link bt_edge_collapse_would_fold}'s, which is the same question asked at one point
21
+ * instead of two, and that function is now this one.
22
+ *
23
+ * **What it is for.** A quadric names the placement that best fits the surface and cannot see a fold
24
+ * at all: on a flat region every placement in the plane scores zero, so nothing in the price stops a
25
+ * one-ring that is not star-shaped about the target from turning inside out. A caller that tests its
26
+ * preferred placement and abandons the collapse when it folds has treated a bad *placement* as an
27
+ * impossible *operation*, and those are different things -- measured over one Zorah primitive, 15%
28
+ * of all candidate collapses were discarded that way, and the simplifier then reported itself
29
+ * finished with a mesh it could still have halved. Sliding back toward a placement the surface
30
+ * already passes through is what turns that refusal into an answer, and this is what says how far
31
+ * back to slide.
32
+ *
33
+ * @author Alex Goldring
34
+ * @copyright Company Named Limited (c) 2026
35
+ */
36
+
37
+ const scratch_moved = new Float32Array(3);
38
+ const scratch_b = new Float32Array(3);
39
+ const scratch_c = new Float32Array(3);
40
+ const scratch_before = new Float32Array(3);
41
+ const scratch_at_from = new Float32Array(3);
42
+ const scratch_at_to = new Float32Array(3);
43
+
44
+ /**
45
+ * Unnormalised triangle normal `(b - a) x (c - a)`, written into `out`.
46
+ *
47
+ * Deliberately not `v3_compute_triangle_normal`: this needs the raw cross product, because a
48
+ * vanishing magnitude is what says the result is a zero-area sliver and the `dot <= 0` test below is
49
+ * what rejects it. Normalising discards that magnitude, and that function answers `(0, 1, 0)` for a
50
+ * degenerate triangle -- which would let a collapse-to-sliver walk straight past the guard.
51
+ *
52
+ * @param {Float32Array} out
53
+ * @param {number} ax
54
+ * @param {number} ay
55
+ * @param {number} az
56
+ * @param {number} bx
57
+ * @param {number} by
58
+ * @param {number} bz
59
+ * @param {number} cx
60
+ * @param {number} cy
61
+ * @param {number} cz
62
+ */
63
+ function triangle_cross(out, ax, ay, az, bx, by, bz, cx, cy, cz) {
64
+ const ux = bx - ax;
65
+ const uy = by - ay;
66
+ const uz = bz - az;
67
+
68
+ const vx = cx - ax;
69
+ const vy = cy - ay;
70
+ const vz = cz - az;
71
+
72
+ out[0] = uy * vz - uz * vy;
73
+ out[1] = uz * vx - ux * vz;
74
+ out[2] = ux * vy - uy * vx;
75
+ }
76
+
77
+ /**
78
+ * The limit over one endpoint's fan.
79
+ *
80
+ * Faces that also hold `other` are skipped: those are the collapse's own faces and they die with it.
81
+ *
82
+ * @param {BinaryTopology} mesh
83
+ * @param {number} moved the vertex whose position changes
84
+ * @param {number} other the collapse's other endpoint
85
+ * @param {Float32Array|number[]} from
86
+ * @param {number} from_offset
87
+ * @param {Float32Array|number[]} to
88
+ * @param {number} to_offset
89
+ * @returns {number} as {@link bt_edge_collapse_fold_limit}, over this fan alone
90
+ */
91
+ function fan_fold_limit(mesh, moved, other, from, from_offset, to, to_offset) {
92
+ mesh.vertex_read_coordinate(scratch_moved, 0, moved);
93
+
94
+ const face_pool = mesh.faces;
95
+
96
+ let edge = mesh.vertex_read_edge(moved);
97
+
98
+ if (edge === NULL_POINTER) {
99
+ return 1;
100
+ }
101
+
102
+ const start_edge = edge;
103
+
104
+ let limit = 1;
105
+
106
+ do {
107
+ const first_loop = mesh.edge_read_loop(edge);
108
+
109
+ if (first_loop !== NULL_POINTER) {
110
+ let loop = first_loop;
111
+
112
+ do {
113
+ // each face of the fan is reached exactly once, via the loop anchored at `moved`
114
+ if (mesh.loop_read_vertex(loop) === moved) {
115
+ const face = mesh.loop_read_face(loop);
116
+
117
+ if (face !== NULL_POINTER && face_pool.is_allocated(face)) {
118
+ const loop_b = mesh.loop_read_next(loop);
119
+ const loop_c = mesh.loop_read_next(loop_b);
120
+
121
+ // triangles only; a larger polygon has no single normal to compare
122
+ if (mesh.loop_read_next(loop_c) === loop) {
123
+ const b = mesh.loop_read_vertex(loop_b);
124
+ const c = mesh.loop_read_vertex(loop_c);
125
+
126
+ if (b !== other && c !== other) {
127
+ mesh.vertex_read_coordinate(scratch_b, 0, b);
128
+ mesh.vertex_read_coordinate(scratch_c, 0, c);
129
+
130
+ triangle_cross(
131
+ scratch_before,
132
+ scratch_moved[0], scratch_moved[1], scratch_moved[2],
133
+ scratch_b[0], scratch_b[1], scratch_b[2],
134
+ scratch_c[0], scratch_c[1], scratch_c[2]
135
+ );
136
+ triangle_cross(
137
+ scratch_at_from,
138
+ from[from_offset], from[from_offset + 1], from[from_offset + 2],
139
+ scratch_b[0], scratch_b[1], scratch_b[2],
140
+ scratch_c[0], scratch_c[1], scratch_c[2]
141
+ );
142
+ triangle_cross(
143
+ scratch_at_to,
144
+ to[to_offset], to[to_offset + 1], to[to_offset + 2],
145
+ scratch_b[0], scratch_b[1], scratch_b[2],
146
+ scratch_c[0], scratch_c[1], scratch_c[2]
147
+ );
148
+
149
+ const d0 = scratch_before[0] * scratch_at_from[0]
150
+ + scratch_before[1] * scratch_at_from[1]
151
+ + scratch_before[2] * scratch_at_from[2];
152
+
153
+ if (d0 <= 0) {
154
+ // `from` is not a placement at all, so there is no segment left
155
+ // to measure and nothing further to learn from this fan.
156
+ return -1;
157
+ }
158
+
159
+ const d1 = scratch_before[0] * scratch_at_to[0]
160
+ + scratch_before[1] * scratch_at_to[1]
161
+ + scratch_before[2] * scratch_at_to[2];
162
+
163
+ if (d1 <= 0) {
164
+ // Affine in `t` and positive at `0`, so it has exactly one root
165
+ // on the segment and `d0 - d1` cannot vanish.
166
+ const crossing = d0 / (d0 - d1);
167
+
168
+ if (crossing < limit) {
169
+ limit = crossing;
170
+ }
171
+ }
172
+ }
173
+ }
174
+ }
175
+ }
176
+
177
+ loop = mesh.loop_read_radial_next(loop);
178
+ } while (loop !== first_loop && loop !== NULL_POINTER);
179
+ }
180
+
181
+ edge = (mesh.edge_read_vertex1(edge) === moved)
182
+ ? mesh.edge_read_v1_disk_next(edge)
183
+ : mesh.edge_read_v2_disk_next(edge);
184
+ } while (edge !== start_edge && edge !== NULL_POINTER);
185
+
186
+ return limit;
187
+ }
188
+
189
+ /**
190
+ * How far from `from` toward `to` may a collapse of `survivor`-`victim` place the surviving vertex
191
+ * and still turn no surviving triangle over?
192
+ *
193
+ * Both fans are walked, because both endpoints move: the victim onto the placement by definition,
194
+ * and the survivor too wherever the caller puts it somewhere other than where it already sits. The
195
+ * union of the two is the set of faces the collapse reshapes, which is what makes the answer
196
+ * symmetric in the two endpoints -- a caller that has not yet settled which of them survives can
197
+ * rely on that.
198
+ *
199
+ * @param {BinaryTopology} mesh
200
+ * @param {number} survivor the endpoint that stays allocated
201
+ * @param {number} victim the endpoint that is removed
202
+ * @param {Float32Array|number[]} from the placement to measure from, at `t = 0`
203
+ * @param {Float32Array|number[]} to the placement wanted, at `t = 1`
204
+ * @param {number} [from_offset]
205
+ * @param {number} [to_offset]
206
+ * @returns {number} where the first surviving triangle reaches **zero** area, so the placements that
207
+ * fold nothing are `t` in `[0, limit)` -- open at the top, since zero area is refused along with
208
+ * a flip, and a caller therefore takes a fraction of this rather than this. `1` when nothing on
209
+ * the segment folds, and `-1` when `from` itself does, which is the one answer no amount of
210
+ * sliding recovers from.
211
+ */
212
+ export function bt_edge_collapse_fold_limit(
213
+ mesh, survivor, victim, from, to, from_offset = 0, to_offset = 0
214
+ ) {
215
+ const on_victim = fan_fold_limit(mesh, victim, survivor, from, from_offset, to, to_offset);
216
+
217
+ if (on_victim < 0) {
218
+ return -1;
219
+ }
220
+
221
+ const on_survivor = fan_fold_limit(mesh, survivor, victim, from, from_offset, to, to_offset);
222
+
223
+ if (on_survivor < 0) {
224
+ return -1;
225
+ }
226
+
227
+ return Math.min(on_victim, on_survivor);
228
+ }
@@ -1,3 +1,10 @@
1
+ /**
2
+ * Triangle-inversion rejection for an edge collapse: would any triangle that survives it come out
3
+ * facing the other way?
4
+ *
5
+ * @author Alex Goldring
6
+ * @copyright Company Named Limited (c) 2026
7
+ */
1
8
  /**
2
9
  * Would collapsing `survivor`-`victim` onto `target` turn any surviving triangle inside out?
3
10
  *
@@ -17,6 +24,12 @@
17
24
  * worse rather than better — a pinned endpoint takes the placement with it, and the surviving
18
25
  * vertex lands on the pin rather than anywhere the geometry chose.
19
26
  *
27
+ * **A `true` here is not a reason to abandon the collapse**, and a caller free to choose the
28
+ * placement should not treat it as one. The set of placements that fold nothing is convex, so a
29
+ * caller holding one placement it likes and one that works can slide between them and find the
30
+ * best point that does — {@link bt_edge_collapse_fold_limit} is that question, this is the same
31
+ * walk asking it at a single point, and this function is a call to that one.
32
+ *
20
33
  * @param {BinaryTopology} mesh
21
34
  * @param {number} survivor the endpoint that stays allocated
22
35
  * @param {number} victim the endpoint that is removed
@@ -1 +1 @@
1
- {"version":3,"file":"bt_edge_collapse_would_fold.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.js"],"names":[],"mappings":"AAuIA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,4EANW,MAAM,UACN,MAAM,UACN,YAAY,GAAC,MAAM,EAAE,kBACrB,MAAM,GACJ,OAAO,CAKnB"}
1
+ {"version":3,"file":"bt_edge_collapse_would_fold.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,4EANW,MAAM,UACN,MAAM,UACN,YAAY,GAAC,MAAM,EAAE,kBACrB,MAAM,GACJ,OAAO,CAMnB"}
@@ -1,4 +1,4 @@
1
- import { NULL_POINTER } from "../BinaryTopology.js";
1
+ import { bt_edge_collapse_fold_limit } from "./bt_edge_collapse_fold_limit.js";
2
2
 
3
3
  /**
4
4
  * Triangle-inversion rejection for an edge collapse: would any triangle that survives it come out
@@ -8,131 +8,6 @@ import { NULL_POINTER } from "../BinaryTopology.js";
8
8
  * @copyright Company Named Limited (c) 2026
9
9
  */
10
10
 
11
- const scratch_moved = new Float32Array(3);
12
- const scratch_b = new Float32Array(3);
13
- const scratch_c = new Float32Array(3);
14
- const scratch_before = new Float32Array(3);
15
- const scratch_after = new Float32Array(3);
16
-
17
- /**
18
- * Unnormalised triangle normal `(b - a) x (c - a)`, written into `out`.
19
- *
20
- * Deliberately not `v3_compute_triangle_normal`: this needs the raw cross product, because a
21
- * vanishing magnitude is what says the result is a zero-area sliver and the `dot <= 0` test below is
22
- * what rejects it. Normalising discards that magnitude, and that function answers `(0, 1, 0)` for a
23
- * degenerate triangle — which would let a collapse-to-sliver walk straight past the guard.
24
- *
25
- * @param {Float32Array} out
26
- * @param {number} ax
27
- * @param {number} ay
28
- * @param {number} az
29
- * @param {number} bx
30
- * @param {number} by
31
- * @param {number} bz
32
- * @param {number} cx
33
- * @param {number} cy
34
- * @param {number} cz
35
- */
36
- function triangle_cross(out, ax, ay, az, bx, by, bz, cx, cy, cz) {
37
- const ux = bx - ax;
38
- const uy = by - ay;
39
- const uz = bz - az;
40
-
41
- const vx = cx - ax;
42
- const vy = cy - ay;
43
- const vz = cz - az;
44
-
45
- out[0] = uy * vz - uz * vy;
46
- out[1] = uz * vx - ux * vz;
47
- out[2] = ux * vy - uy * vx;
48
- }
49
-
50
- /**
51
- * Does moving `moved` to `target` reverse any triangle in its fan?
52
- *
53
- * Faces that also hold `other` are skipped: those are the collapse's own faces and they die with it.
54
- *
55
- * @param {BinaryTopology} mesh
56
- * @param {number} moved the vertex whose position changes
57
- * @param {number} other the collapse's other endpoint
58
- * @param {Float32Array|number[]} target
59
- * @param {number} target_offset
60
- * @returns {boolean}
61
- */
62
- function fan_would_fold(mesh, moved, other, target, target_offset) {
63
- mesh.vertex_read_coordinate(scratch_moved, 0, moved);
64
-
65
- const face_pool = mesh.faces;
66
-
67
- let edge = mesh.vertex_read_edge(moved);
68
-
69
- if (edge === NULL_POINTER) {
70
- return false;
71
- }
72
-
73
- const start_edge = edge;
74
-
75
- do {
76
- const first_loop = mesh.edge_read_loop(edge);
77
-
78
- if (first_loop !== NULL_POINTER) {
79
- let loop = first_loop;
80
-
81
- do {
82
- // each face of the fan is reached exactly once, via the loop anchored at `moved`
83
- if (mesh.loop_read_vertex(loop) === moved) {
84
- const face = mesh.loop_read_face(loop);
85
-
86
- if (face !== NULL_POINTER && face_pool.is_allocated(face)) {
87
- const loop_b = mesh.loop_read_next(loop);
88
- const loop_c = mesh.loop_read_next(loop_b);
89
-
90
- // triangles only; a larger polygon has no single normal to compare
91
- if (mesh.loop_read_next(loop_c) === loop) {
92
- const b = mesh.loop_read_vertex(loop_b);
93
- const c = mesh.loop_read_vertex(loop_c);
94
-
95
- if (b !== other && c !== other) {
96
- mesh.vertex_read_coordinate(scratch_b, 0, b);
97
- mesh.vertex_read_coordinate(scratch_c, 0, c);
98
-
99
- triangle_cross(
100
- scratch_before,
101
- scratch_moved[0], scratch_moved[1], scratch_moved[2],
102
- scratch_b[0], scratch_b[1], scratch_b[2],
103
- scratch_c[0], scratch_c[1], scratch_c[2]
104
- );
105
- triangle_cross(
106
- scratch_after,
107
- target[target_offset], target[target_offset + 1], target[target_offset + 2],
108
- scratch_b[0], scratch_b[1], scratch_b[2],
109
- scratch_c[0], scratch_c[1], scratch_c[2]
110
- );
111
-
112
- const dot = scratch_before[0] * scratch_after[0]
113
- + scratch_before[1] * scratch_after[1]
114
- + scratch_before[2] * scratch_after[2];
115
-
116
- if (dot <= 0) {
117
- return true;
118
- }
119
- }
120
- }
121
- }
122
- }
123
-
124
- loop = mesh.loop_read_radial_next(loop);
125
- } while (loop !== first_loop && loop !== NULL_POINTER);
126
- }
127
-
128
- edge = (mesh.edge_read_vertex1(edge) === moved)
129
- ? mesh.edge_read_v1_disk_next(edge)
130
- : mesh.edge_read_v2_disk_next(edge);
131
- } while (edge !== start_edge && edge !== NULL_POINTER);
132
-
133
- return false;
134
- }
135
-
136
11
  /**
137
12
  * Would collapsing `survivor`-`victim` onto `target` turn any surviving triangle inside out?
138
13
  *
@@ -152,6 +27,12 @@ function fan_would_fold(mesh, moved, other, target, target_offset) {
152
27
  * worse rather than better — a pinned endpoint takes the placement with it, and the surviving
153
28
  * vertex lands on the pin rather than anywhere the geometry chose.
154
29
  *
30
+ * **A `true` here is not a reason to abandon the collapse**, and a caller free to choose the
31
+ * placement should not treat it as one. The set of placements that fold nothing is convex, so a
32
+ * caller holding one placement it likes and one that works can slide between them and find the
33
+ * best point that does — {@link bt_edge_collapse_fold_limit} is that question, this is the same
34
+ * walk asking it at a single point, and this function is a call to that one.
35
+ *
155
36
  * @param {BinaryTopology} mesh
156
37
  * @param {number} survivor the endpoint that stays allocated
157
38
  * @param {number} victim the endpoint that is removed
@@ -160,6 +41,7 @@ function fan_would_fold(mesh, moved, other, target, target_offset) {
160
41
  * @returns {boolean}
161
42
  */
162
43
  export function bt_edge_collapse_would_fold(mesh, survivor, victim, target, target_offset = 0) {
163
- return fan_would_fold(mesh, victim, survivor, target, target_offset)
164
- || fan_would_fold(mesh, survivor, victim, target, target_offset);
44
+ return bt_edge_collapse_fold_limit(
45
+ mesh, survivor, victim, target, target, target_offset, target_offset
46
+ ) < 0;
165
47
  }
@@ -1 +1 @@
1
- {"version":3,"file":"bt_mesh_build_face_bvh.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,6EAwDC"}
1
+ {"version":3,"file":"bt_mesh_build_face_bvh.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,6EAkEC"}
@@ -15,12 +15,22 @@ export function bt_mesh_build_face_bvh(bvh, mesh) {
15
15
  // clear out the BVH
16
16
  bvh.release_all();
17
17
 
18
- // NOTE: we assume there are no holes in the allocation, data must be packed
19
18
  const face_count = mesh.faces.size;
20
19
 
21
20
  const vertex_position = new Float32Array(3);
22
21
 
23
22
  for (let face_id = 0; face_id < face_count; face_id++) {
23
+ /**
24
+ * The face pool can have holes: `bt_face_kill` leaves the slot unallocated with its loop
25
+ * pointer at NULL_POINTER, and reading a loop at that address is off the end of the
26
+ * DataView. The navmesh pipeline compacts only inside three conditional branches, so "the
27
+ * caller hands us a packed mesh" was a precondition no caller could honour. The sibling
28
+ * builder, `bt_mesh_build_surface_triangle_bvh`, skips them the same way.
29
+ */
30
+ if (!mesh.faces.is_allocated(face_id)) {
31
+ continue;
32
+ }
33
+
24
34
  let bounds_x0 = Infinity;
25
35
  let bounds_y0 = Infinity;
26
36
  let bounds_z0 = Infinity;