@woosh/meep-engine 3.29.0 → 3.31.0

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 (1766) 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 +3 -1
  4. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  5. package/src/core/binary/BinaryBuffer.js +56 -16
  6. package/src/core/binary/BitImage2.d.ts.map +1 -1
  7. package/src/core/binary/BitImage2.js +2 -6
  8. package/src/core/binary/BitSet.js +5 -5
  9. package/src/core/binary/compression/chunks_to_stream.d.ts +24 -0
  10. package/src/core/binary/compression/chunks_to_stream.d.ts.map +1 -0
  11. package/src/core/binary/compression/chunks_to_stream.js +35 -0
  12. package/src/core/binary/compression/compress_bytes.d.ts +3 -4
  13. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -1
  14. package/src/core/binary/compression/compress_bytes.js +6 -17
  15. package/src/core/binary/compression/decompress_bytes.d.ts +1 -2
  16. package/src/core/binary/compression/decompress_bytes.d.ts.map +1 -1
  17. package/src/core/binary/compression/decompress_bytes.js +4 -15
  18. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -1
  19. package/src/core/binary/compression/decompress_bytes_into.js +2 -13
  20. package/src/core/binary/ctz32.d.ts +12 -4
  21. package/src/core/binary/ctz32.d.ts.map +1 -1
  22. package/src/core/binary/ctz32.js +23 -41
  23. package/src/core/binary/lsb_32.d.ts +10 -2
  24. package/src/core/binary/lsb_32.d.ts.map +1 -1
  25. package/src/core/binary/lsb_32.js +17 -12
  26. package/src/core/binary/lz4/lz4_compress_block_hc.js +2 -2
  27. package/src/core/binary/type/DataTypeIndices.d.ts +39 -0
  28. package/src/core/binary/type/DataTypeIndices.d.ts.map +1 -1
  29. package/src/core/binary/type/DataTypeIndices.js +38 -1
  30. package/src/core/binary/type/Type.d.ts.map +1 -1
  31. package/src/core/binary/type/Type.js +6 -1
  32. package/src/core/bvh2/bvh3/BVH.d.ts.map +1 -1
  33. package/src/core/bvh2/bvh3/BVH.js +14 -1
  34. package/src/core/bvh2/bvh3/ebvh_optimize_treelet.js +3 -3
  35. package/src/core/bvh8/bvh8_geometry_validate.d.ts.map +1 -1
  36. package/src/core/bvh8/bvh8_geometry_validate.js +2 -88
  37. package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts +25 -0
  38. package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts.map +1 -0
  39. package/src/core/bvh8/bvh8_geometry_validate_bounds.js +105 -0
  40. package/src/core/bvh8/bvh8_geometry_validate_indirect.d.ts.map +1 -1
  41. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +2 -91
  42. package/src/core/cache/FrequencySketch.d.ts +3 -1
  43. package/src/core/cache/FrequencySketch.d.ts.map +1 -1
  44. package/src/core/cache/FrequencySketch.js +10 -4
  45. package/src/core/cache/wtinylfu/CacheWTinylfu.d.ts.map +1 -1
  46. package/src/core/cache/wtinylfu/CacheWTinylfu.js +24 -2
  47. package/src/core/clipboard/obtainClipBoard.d.ts +4 -0
  48. package/src/core/clipboard/obtainClipBoard.d.ts.map +1 -1
  49. package/src/core/clipboard/obtainClipBoard.js +29 -8
  50. package/src/core/clipboard/safeClipboardReadText.d.ts.map +1 -1
  51. package/src/core/clipboard/safeClipboardReadText.js +73 -38
  52. package/src/core/clipboard/safeClipboardWriteText.d.ts.map +1 -1
  53. package/src/core/clipboard/safeClipboardWriteText.js +11 -9
  54. package/src/core/collection/array/iterator/ArrayIteratorRandom.d.ts.map +1 -1
  55. package/src/core/collection/array/iterator/ArrayIteratorRandom.js +6 -0
  56. package/src/core/collection/heap/IndexedFloatMinHeap.d.ts +6 -0
  57. package/src/core/collection/heap/IndexedFloatMinHeap.d.ts.map +1 -1
  58. package/src/core/collection/heap/IndexedFloatMinHeap.js +14 -0
  59. package/src/core/collection/list/FilteredListProjection.d.ts.map +1 -1
  60. package/src/core/collection/list/FilteredListProjection.js +7 -54
  61. package/src/core/collection/list/List.d.ts +4 -0
  62. package/src/core/collection/list/List.d.ts.map +1 -1
  63. package/src/core/collection/list/List.js +10 -52
  64. package/src/core/collection/list/SortedListProjection.d.ts +7 -0
  65. package/src/core/collection/list/SortedListProjection.d.ts.map +1 -1
  66. package/src/core/collection/list/SortedListProjection.js +12 -0
  67. package/src/core/collection/list/list_apply_ordered_diff.d.ts +37 -0
  68. package/src/core/collection/list/list_apply_ordered_diff.d.ts.map +1 -0
  69. package/src/core/collection/list/list_apply_ordered_diff.js +87 -0
  70. package/src/core/collection/map/BiMap.d.ts.map +1 -1
  71. package/src/core/collection/map/BiMap.js +19 -6
  72. package/src/core/collection/map/HashMap.d.ts.map +1 -1
  73. package/src/core/collection/map/HashMap.js +38 -11
  74. package/src/core/collection/queue/Deque.d.ts +2 -2
  75. package/src/core/collection/queue/Deque.d.ts.map +1 -1
  76. package/src/core/collection/queue/Deque.js +12 -1
  77. package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
  78. package/src/core/collection/table/RowFirstTable.js +15 -2
  79. package/src/core/collection/table/serializeRowFirstTable.d.ts.map +1 -1
  80. package/src/core/collection/table/serializeRowFirstTable.js +2 -3
  81. package/src/core/color/operations/color_lerp.d.ts.map +1 -1
  82. package/src/core/color/operations/color_lerp.js +77 -55
  83. package/src/core/color/sRGB/linear_to_sRGB.d.ts.map +1 -1
  84. package/src/core/color/sRGB/linear_to_sRGB.js +3 -1
  85. package/src/core/debug/matchers/AllOf.d.ts +2 -1
  86. package/src/core/debug/matchers/AllOf.d.ts.map +1 -1
  87. package/src/core/debug/matchers/AllOf.js +1 -1
  88. package/src/core/debug/matchers/AnyOf.d.ts +2 -1
  89. package/src/core/debug/matchers/AnyOf.d.ts.map +1 -1
  90. package/src/core/debug/matchers/AnyOf.js +1 -1
  91. package/src/core/debug/matchers/CombinableMatcher.d.ts +2 -1
  92. package/src/core/debug/matchers/CombinableMatcher.d.ts.map +1 -1
  93. package/src/core/debug/matchers/CombinableMatcher.js +1 -1
  94. package/src/core/debug/matchers/DescribeAs.d.ts +2 -1
  95. package/src/core/debug/matchers/DescribeAs.d.ts.map +1 -1
  96. package/src/core/debug/matchers/DescribeAs.js +2 -1
  97. package/src/core/debug/matchers/IsAnything.d.ts +2 -1
  98. package/src/core/debug/matchers/IsAnything.d.ts.map +1 -1
  99. package/src/core/debug/matchers/IsAnything.js +2 -1
  100. package/src/core/debug/matchers/IsEqual.d.ts +2 -1
  101. package/src/core/debug/matchers/IsEqual.d.ts.map +1 -1
  102. package/src/core/debug/matchers/IsEqual.js +2 -1
  103. package/src/core/debug/matchers/IsFinite.d.ts +2 -1
  104. package/src/core/debug/matchers/IsFinite.d.ts.map +1 -1
  105. package/src/core/debug/matchers/IsFinite.js +2 -1
  106. package/src/core/debug/matchers/IsIn.d.ts +2 -1
  107. package/src/core/debug/matchers/IsIn.d.ts.map +1 -1
  108. package/src/core/debug/matchers/IsIn.js +2 -1
  109. package/src/core/debug/matchers/IsInteger.d.ts +2 -1
  110. package/src/core/debug/matchers/IsInteger.d.ts.map +1 -1
  111. package/src/core/debug/matchers/IsInteger.js +2 -1
  112. package/src/core/debug/matchers/IsIterableContaining.d.ts +2 -1
  113. package/src/core/debug/matchers/IsIterableContaining.d.ts.map +1 -1
  114. package/src/core/debug/matchers/IsIterableContaining.js +1 -1
  115. package/src/core/debug/matchers/IsNot.d.ts +2 -1
  116. package/src/core/debug/matchers/IsNot.d.ts.map +1 -1
  117. package/src/core/debug/matchers/IsNot.js +2 -1
  118. package/src/core/debug/matchers/IsNull.d.ts +2 -1
  119. package/src/core/debug/matchers/IsNull.d.ts.map +1 -1
  120. package/src/core/debug/matchers/IsNull.js +2 -1
  121. package/src/core/debug/matchers/IsUndefined.d.ts +2 -1
  122. package/src/core/debug/matchers/IsUndefined.d.ts.map +1 -1
  123. package/src/core/debug/matchers/IsUndefined.js +2 -1
  124. package/src/core/events/signal/Signal.d.ts +15 -0
  125. package/src/core/events/signal/Signal.d.ts.map +1 -1
  126. package/src/core/events/signal/Signal.js +857 -820
  127. package/src/core/fsm/simple/SimpleStateMachineDescription.d.ts.map +1 -1
  128. package/src/core/fsm/simple/SimpleStateMachineDescription.js +4 -3
  129. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.d.ts.map +1 -1
  130. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.js +6 -1
  131. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts +1 -1
  132. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts.map +1 -1
  133. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.js +6 -7
  134. package/src/core/geom/2d/hash-grid/SpatialHashGrid.d.ts.map +1 -1
  135. package/src/core/geom/2d/hash-grid/SpatialHashGrid.js +23 -6
  136. package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.d.ts.map +1 -1
  137. package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.js +13 -1
  138. package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.d.ts.map +1 -1
  139. package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.js +53 -32
  140. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts +40 -0
  141. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts.map +1 -0
  142. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.js +54 -0
  143. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts +21 -3
  144. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts.map +1 -1
  145. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.js +24 -15
  146. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts +6 -3
  147. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts.map +1 -1
  148. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.js +9 -15
  149. package/src/core/geom/3d/cone/cone_compute_plane_side.d.ts.map +1 -1
  150. package/src/core/geom/3d/cone/cone_compute_plane_side.js +31 -19
  151. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts +11 -1
  152. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts.map +1 -1
  153. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.js +11 -1
  154. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts +11 -1
  155. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts.map +1 -1
  156. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.js +11 -1
  157. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
  158. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +55 -0
  159. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts +14 -0
  160. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts.map +1 -1
  161. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.js +17 -1
  162. package/src/core/geom/3d/gjk/gjk.d.ts +15 -0
  163. package/src/core/geom/3d/gjk/gjk.d.ts.map +1 -1
  164. package/src/core/geom/3d/gjk/gjk.js +15 -0
  165. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  166. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +18 -0
  167. package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts +32 -3
  168. package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts.map +1 -1
  169. package/src/core/geom/3d/hash-grid/PointHashGrid3.js +36 -3
  170. package/src/core/geom/3d/morton/v3_morton_encode_lut.d.ts.map +1 -1
  171. package/src/core/geom/3d/morton/v3_morton_encode_lut.js +11 -4
  172. package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts +16 -4
  173. package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts.map +1 -1
  174. package/src/core/geom/3d/morton/v3_morton_encode_normalized.js +21 -8
  175. package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.d.ts.map +1 -1
  176. package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.js +17 -3
  177. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts +10 -0
  178. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts.map +1 -1
  179. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.js +46 -49
  180. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts +13 -1
  181. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts.map +1 -1
  182. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.js +36 -39
  183. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts +4 -1
  184. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts.map +1 -1
  185. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.js +22 -4
  186. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts +38 -0
  187. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts.map +1 -0
  188. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.js +76 -0
  189. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts +11 -0
  190. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts.map +1 -1
  191. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.js +14 -34
  192. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  193. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  194. package/src/core/geom/3d/shape/PosedShape3D.js +43 -0
  195. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  196. package/src/core/geom/3d/shape/UnionShape3D.js +20 -3
  197. package/src/core/geom/3d/shape/json/type_adapters.d.ts +11 -2
  198. package/src/core/geom/3d/shape/json/type_adapters.d.ts.map +1 -1
  199. package/src/core/geom/3d/shape/json/type_adapters.js +36 -12
  200. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts +13 -0
  201. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts.map +1 -1
  202. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js +17 -4
  203. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts +88 -0
  204. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts.map +1 -0
  205. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.js +108 -0
  206. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -1
  207. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +13 -31
  208. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -1
  209. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +14 -22
  210. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -1
  211. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +96 -26
  212. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts.map +1 -1
  213. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.js +17 -6
  214. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts +27 -0
  215. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts.map +1 -1
  216. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.js +101 -0
  217. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +3 -0
  218. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -1
  219. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +5 -57
  220. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts +20 -0
  221. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
  222. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +68 -35
  223. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.d.ts.map +1 -1
  224. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.js +2 -43
  225. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +72 -21
  226. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  227. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +452 -99
  228. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
  229. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +4 -15
  230. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.d.ts.map +1 -1
  231. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.js +13 -1
  232. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.d.ts.map +1 -1
  233. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.js +3 -1
  234. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  235. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +22 -3
  236. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.d.ts +25 -0
  237. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.d.ts.map +1 -0
  238. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js +228 -0
  239. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.d.ts +13 -0
  240. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.d.ts.map +1 -1
  241. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_would_fold.js +10 -128
  242. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts +17 -2
  243. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts.map +1 -1
  244. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.js +28 -4
  245. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -1
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  1705. package/src/view/elements/progress/segmented/SegmentedResourceBarView.d.ts.map +1 -1
  1706. package/src/view/elements/progress/segmented/SegmentedResourceBarView.js +8 -0
  1707. package/src/view/elements/radial/RadialMenu.d.ts.map +1 -1
  1708. package/src/view/elements/radial/RadialMenu.js +4 -0
  1709. package/src/view/minimap/Minimap.d.ts.map +1 -1
  1710. package/src/view/minimap/Minimap.js +8 -0
  1711. package/src/view/minimap/MinimapCanvasView.d.ts.map +1 -1
  1712. package/src/view/minimap/MinimapCanvasView.js +21 -1
  1713. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  1714. package/src/view/minimap/dom/MinimapCameraView.js +232 -220
  1715. package/src/view/minimap/dom/MinimapMarkerView.d.ts.map +1 -1
  1716. package/src/view/minimap/dom/MinimapMarkerView.js +8 -0
  1717. package/src/view/minimap/minimap_focus_area.d.ts +5 -0
  1718. package/src/view/minimap/minimap_focus_area.d.ts.map +1 -1
  1719. package/src/view/minimap/minimap_focus_area.js +22 -0
  1720. package/src/view/tooltip/DomTooltipManager.d.ts +7 -0
  1721. package/src/view/tooltip/DomTooltipManager.d.ts.map +1 -1
  1722. package/src/view/tooltip/DomTooltipManager.js +22 -0
  1723. package/src/view/tooltip/DomTooltipObserver.d.ts.map +1 -1
  1724. package/src/view/tooltip/DomTooltipObserver.js +13 -3
  1725. package/src/view/tooltip/TooltipManager.d.ts.map +1 -1
  1726. package/src/view/tooltip/TooltipManager.js +16 -4
  1727. package/src/core/geom/3d/atlas/atlas_bench_lib.js +0 -315
  1728. package/src/engine/graphics/ecs/mesh/MeshEvents.d.ts +0 -6
  1729. package/src/engine/graphics/ecs/mesh/MeshEvents.d.ts.map +0 -1
  1730. package/src/engine/graphics/ecs/mesh/MeshEvents.js +0 -16
  1731. package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.d.ts +0 -2
  1732. package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.d.ts.map +0 -1
  1733. package/src/engine/graphics/ecs/mesh/commonObject3DFastMatrixUpdate.js +0 -37
  1734. package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts +0 -8
  1735. package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts.map +0 -1
  1736. package/src/engine/graphics/ecs/mesh/copyToVector3.js +0 -18
  1737. package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.d.ts +0 -6
  1738. package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.d.ts.map +0 -1
  1739. package/src/engine/graphics/ecs/mesh/object3DFastMatrixUpdate.js +0 -18
  1740. package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.d.ts +0 -6
  1741. package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.d.ts.map +0 -1
  1742. package/src/engine/graphics/ecs/mesh/rootObject3DFastMatrixUpdate.js +0 -14
  1743. package/src/engine/graphics/ecs/mesh/setMesh.d.ts +0 -16
  1744. package/src/engine/graphics/ecs/mesh/setMesh.d.ts.map +0 -1
  1745. package/src/engine/graphics/ecs/mesh/setMesh.js +0 -55
  1746. package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.d.ts +0 -13
  1747. package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.d.ts.map +0 -1
  1748. package/src/engine/graphics/ecs/mesh/skeleton/BoneMapping.js +0 -99
  1749. package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.d.ts +0 -25
  1750. package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.d.ts.map +0 -1
  1751. package/src/engine/graphics/ecs/mesh/skeleton/HumanoidBoneType.js +0 -29
  1752. package/src/engine/graphics/ecs/mesh/updateMeshTransform.d.ts +0 -6
  1753. package/src/engine/graphics/ecs/mesh/updateMeshTransform.d.ts.map +0 -1
  1754. package/src/engine/graphics/ecs/mesh/updateMeshTransform.js +0 -15
  1755. package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.d.ts +0 -8
  1756. package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.d.ts.map +0 -1
  1757. package/src/engine/graphics/ecs/mesh/updateNodeByTransformAndBBB.js +0 -14
  1758. package/src/engine/graphics3/terrain/GPUTerrainSplatRenderer.js +0 -481
  1759. package/src/engine/graphics3/terrain/pack_terrain_row_table.js +0 -48
  1760. package/src/engine/graphics3/terrain/shader_terrain_splat.js +0 -215
  1761. package/src/shade/renderer/animation/ANIMATION_BOUND_TRACK_GROUP_STRUCT.js +0 -57
  1762. package/src/shade/renderer/animation/ANIMATION_KEYFRAME_BLOCK_STRUCT.js +0 -50
  1763. package/src/shade/renderer/animation/ANIMATION_SKIN_JOINT_BLOCK_STRUCT.js +0 -62
  1764. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts +0 -46
  1765. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.d.ts.map +0 -1
  1766. package/src/shade/renderer/geometry/virtual/build/mesh/VGEO_CREASE_ANGLE.js +0 -45
@@ -1,5 +1,6 @@
1
+ import { bt_edge_count_faces } from "../query/bt_edge_count_faces.js";
1
2
  import { assert } from "../../../../../../assert.js";
2
- import { Uint32Heap } from "../../../../../../collection/heap/Uint32Heap.js";
3
+ import { IndexedFloatMinHeap } from "../../../../../../collection/heap/IndexedFloatMinHeap.js";
3
4
  import { Quadric3 } from "../../../../quadric/Quadric3.js";
4
5
  import { QUADRIC3_SIZE } from "../../../../quadric/QUADRIC3_SIZE.js";
5
6
  import { quadric3_add } from "../../../../quadric/quadric3_add.js";
@@ -8,7 +9,9 @@ import { quadric_attribute_add } from "../../../../quadric/quadric_attribute_add
8
9
  import { quadric_attribute_reduce } from "../../../../quadric/quadric_attribute_reduce.js";
9
10
  import { quadric_attribute_size } from "../../../../quadric/quadric_attribute_size.js";
10
11
  import { quadric_attribute_solve } from "../../../../quadric/quadric_attribute_solve.js";
12
+ import { tri3_closest_point } from "../../../../triangle/tri3_closest_point.js";
11
13
  import { NULL_POINTER } from "../BinaryTopology.js";
14
+ import { bt_edge_collapse_fold_limit } from "../query/bt_edge_collapse_fold_limit.js";
12
15
  import { bt_edge_collapse_would_fold } from "../query/bt_edge_collapse_would_fold.js";
13
16
  import { bt_loop_kill } from "./bt_loop_kill.js";
14
17
  import { bt_mesh_compute_vertex_quadrics } from "./bt_mesh_compute_vertex_quadrics.js";
@@ -24,6 +27,55 @@ const scratch_coord_a = new Float32Array(3);
24
27
  const scratch_coord_b = new Float32Array(3);
25
28
  const scratch_target = new Float32Array(3);
26
29
  const scratch_combined_q = new Quadric3();
30
+ const scratch_anchor = new Float32Array(3);
31
+ const scratch_candidate = new Float32Array(3);
32
+ const scratch_placement = new Float32Array(3);
33
+ const scratch_old_survivor = new Float32Array(3);
34
+ const scratch_old_victim = new Float32Array(3);
35
+ const scratch_fan_a = new Float32Array(3);
36
+ const scratch_fan_b = new Float32Array(3);
37
+ const scratch_fan_c = new Float32Array(3);
38
+ const scratch_closest = new Float64Array(3);
39
+
40
+ /**
41
+ * How near a point has to be to a triangle before it counts as sitting *on* it, as a fraction of the
42
+ * coordinates involved.
43
+ *
44
+ * Vertex coordinates are stored as `float32`, so twenty-four bits of mantissa is all the mesh can
45
+ * say about where its own surface is, and {@link tri3_closest_point} spends a few of them on the two
46
+ * divisions its barycentric solve takes. Below that, a reported distance is not a measurement of the
47
+ * geometry, it is a measurement of the storage — and it cannot be allowed through, because a flat
48
+ * surface has to report **exactly** zero. Not nearly zero: the cut has an explicit zero-error case
49
+ * (`project((s, 0)) === 0`), and the camera-inside-sphere rule that sends a cluster to `+Infinity`
50
+ * is conditioned on `r_e > 0`. A flat cluster carrying `1.6e-14` takes the second path and becomes
51
+ * undrawable at close range, which is the exact bug that convention exists to prevent.
52
+ *
53
+ * `2^-20` rather than `2^-24`, leaving the four bits the solve can lose. On a ten-unit mesh that is
54
+ * a distance of about `1e-5`, some three orders below anything a pixel threshold can see.
55
+ *
56
+ * @readonly
57
+ * @type {number}
58
+ */
59
+ const ON_THE_SURFACE = 2 ** -20;
60
+
61
+ /**
62
+ * How much of the way to the fold limit a constrained placement is allowed to travel.
63
+ *
64
+ * The limit itself is where a surviving triangle reaches *zero* area, which is refused along with an
65
+ * outright flip and for the same reason: a zero-area triangle has no normal, so the quadrics built
66
+ * from it afterwards are meaningless and every later collapse around it is priced off nothing. So
67
+ * stopping short of the limit is a statement about the mesh rather than about arithmetic.
68
+ *
69
+ * Half, because the feasible interval along the segment is `[0, limit)` and its midpoint is the
70
+ * placement furthest from both ends of it — from the anchor, which is the placement this was trying
71
+ * to improve on, and from the degeneracy. Nothing is given up by stopping there: swept against 0.9
72
+ * and 0.99 over Zorah's 479k-triangle `mesh0[0]`, all three build the *same* 34 levels to the *same*
73
+ * root error of `1.0445e+3`, and differ only in cluster count, by 0.3% and in no particular
74
+ * direction (11,511 / 11,498 / 11,532). The choice is free on everything that was measured, so it
75
+ * goes to the end that cannot produce a sliver.
76
+ * @type {number}
77
+ */
78
+ const FOLD_LIMIT_TRAVEL = 0.5;
27
79
 
28
80
  /**
29
81
  * The pair's summed attribute quadric, and its reduction. Grown to whatever channel count the
@@ -71,37 +123,250 @@ let scratch_dying_loops = new Uint32Array(8);
71
123
  let scratch_attribute_values = new Float64Array(0);
72
124
 
73
125
  /**
74
- * Count the number of still-live faces attached to an edge via its radial loop cycle.
75
- * Orphan loops (whose face was already killed by a prior collapse) are skipped so
76
- * that callers tracking running face totals don't double-decrement.
126
+ * How far `point` sits from the surface still attached to `vertex` — the closest point on any
127
+ * triangle in its one-ring.
128
+ *
129
+ * Every face is visited twice, once per incident edge, and that is left alone: deduplicating means a
130
+ * set per collapse, and a one-ring is a dozen triangles.
77
131
  *
78
132
  * @param {BinaryTopology} mesh
79
- * @param {number} edge_id
80
- * @returns {number}
133
+ * @param {number} vertex
134
+ * @param {ArrayLike<number>} point
135
+ * @returns {number} the distance, or `-1` where the vertex has no surface left at all
81
136
  */
82
- function count_edge_faces(mesh, edge_id) {
83
- const l0 = mesh.edge_read_loop(edge_id);
137
+ function distance_to_vertex_fan(mesh, vertex, point) {
138
+ let edge = mesh.vertex_read_edge(vertex);
84
139
 
85
- if (l0 === NULL_POINTER) {
86
- return 0;
140
+ if (edge === NULL_POINTER) {
141
+ return -1;
87
142
  }
88
143
 
89
144
  const face_pool = mesh.faces;
90
145
 
91
- let count = 0;
92
- let l = l0;
146
+ const start_edge = edge;
147
+
148
+ let nearest_sqr = Number.POSITIVE_INFINITY;
149
+
150
+ // What the coordinates in play are worth, for {@link ON_THE_SURFACE} below. Float32 loses
151
+ // precision in proportion to magnitude, so the threshold has to be stated against the geometry
152
+ // rather than as a distance.
153
+ let scale_sqr = point[0] * point[0] + point[1] * point[1] + point[2] * point[2];
93
154
 
94
155
  do {
95
- const f = mesh.loop_read_face(l);
156
+ const first_loop = mesh.edge_read_loop(edge);
157
+
158
+ let loop = first_loop;
159
+
160
+ while (loop !== NULL_POINTER) {
161
+ const face = mesh.loop_read_face(loop);
162
+
163
+ if (face !== NULL_POINTER && face_pool.is_allocated(face)) {
164
+ const la = mesh.face_read_loop(face);
165
+ const lb = mesh.loop_read_next(la);
166
+ const lc = mesh.loop_read_next(lb);
167
+
168
+ if (mesh.loop_read_next(lc) === la) {
169
+ mesh.vertex_read_coordinate(scratch_fan_a, 0, mesh.loop_read_vertex(la));
170
+ mesh.vertex_read_coordinate(scratch_fan_b, 0, mesh.loop_read_vertex(lb));
171
+ mesh.vertex_read_coordinate(scratch_fan_c, 0, mesh.loop_read_vertex(lc));
172
+
173
+ scale_sqr = Math.max(
174
+ scale_sqr,
175
+ scratch_fan_a[0] * scratch_fan_a[0]
176
+ + scratch_fan_a[1] * scratch_fan_a[1]
177
+ + scratch_fan_a[2] * scratch_fan_a[2],
178
+ scratch_fan_b[0] * scratch_fan_b[0]
179
+ + scratch_fan_b[1] * scratch_fan_b[1]
180
+ + scratch_fan_b[2] * scratch_fan_b[2],
181
+ scratch_fan_c[0] * scratch_fan_c[0]
182
+ + scratch_fan_c[1] * scratch_fan_c[1]
183
+ + scratch_fan_c[2] * scratch_fan_c[2]
184
+ );
185
+
186
+ nearest_sqr = Math.min(nearest_sqr, tri3_closest_point(
187
+ scratch_closest, 0,
188
+ point[0], point[1], point[2],
189
+ scratch_fan_a[0], scratch_fan_a[1], scratch_fan_a[2],
190
+ scratch_fan_b[0], scratch_fan_b[1], scratch_fan_b[2],
191
+ scratch_fan_c[0], scratch_fan_c[1], scratch_fan_c[2]
192
+ ));
193
+ }
194
+ }
195
+
196
+ loop = mesh.loop_read_radial_next(loop);
96
197
 
97
- if (f !== NULL_POINTER && face_pool.is_allocated(f)) {
98
- count++;
198
+ if (loop === first_loop) {
199
+ break;
200
+ }
99
201
  }
100
202
 
101
- l = mesh.loop_read_radial_next(l);
102
- } while (l !== l0 && l !== NULL_POINTER);
203
+ edge = mesh.edge_read_vertex1(edge) === vertex
204
+ ? mesh.edge_read_v1_disk_next(edge)
205
+ : mesh.edge_read_v2_disk_next(edge);
206
+ } while (edge !== start_edge && edge !== NULL_POINTER);
207
+
208
+ if (nearest_sqr === Number.POSITIVE_INFINITY) {
209
+ return -1;
210
+ }
103
211
 
104
- return count;
212
+ if (nearest_sqr <= scale_sqr * ON_THE_SURFACE * ON_THE_SURFACE) {
213
+ return 0;
214
+ }
215
+
216
+ return Math.sqrt(nearest_sqr);
217
+ }
218
+
219
+ /**
220
+ * Distance from the point `from` holds to `(x, y, z)`.
221
+ *
222
+ * @param {ArrayLike<number>} from
223
+ * @param {number} x
224
+ * @param {number} y
225
+ * @param {number} z
226
+ * @returns {number}
227
+ */
228
+ function distance_from(from, x, y, z) {
229
+ const dx = x - from[0];
230
+ const dy = y - from[1];
231
+ const dz = z - from[2];
232
+
233
+ return Math.sqrt(dx * dx + dy * dy + dz * dz);
234
+ }
235
+ /**
236
+ * What a collapse of this pair costs with its surviving vertex at `(x, y, z)`.
237
+ *
238
+ * The two geometric quadrics say how far the placement is from the surface the pair was cut out of;
239
+ * the reduced attribute quadric, when there is one, says what the channels still cost once each has
240
+ * been given its best value there — in units of length, because the weights put them there.
241
+ *
242
+ * It is exactly the function the placement minimizes — quadric evaluation is linear in the quadric,
243
+ * so the sum `optimize` was handed evaluates to the sum of the two terms below — which is why
244
+ * constraining the placement can only ever raise this, never lower it. Read at the placement
245
+ * actually chosen, so the queue's order is a statement about the collapses that will happen rather
246
+ * than about ones that will not.
247
+ *
248
+ * @param {Quadric3} q1
249
+ * @param {Quadric3} q2
250
+ * @param {boolean} has_attributes whether {@link scratch_attribute_reduced} holds this pair's
251
+ * @param {number} x
252
+ * @param {number} y
253
+ * @param {number} z
254
+ * @returns {number}
255
+ */
256
+ function placement_cost(q1, q2, has_attributes, x, y, z) {
257
+ // Cost can drift slightly negative for near-zero values due to fp noise.
258
+ const geometric = Math.abs(q1.evaluate(x, y, z) + q2.evaluate(x, y, z));
259
+
260
+ if (!has_attributes) {
261
+ return geometric;
262
+ }
263
+
264
+ return geometric + Math.abs(quadric3_evaluate(scratch_attribute_reduced, 0, x, y, z));
265
+ }
266
+
267
+ /**
268
+ * Move `out_target` to the cheapest placement near it that turns no surviving triangle over, or
269
+ * report that the pair has none.
270
+ *
271
+ * **A placement that folds is not an impossible collapse, and this is where the two stop being
272
+ * conflated.** What the quadric hands back is the unconstrained minimum of a convex cost. Keeping
273
+ * every surviving triangle facing the way it did is a *constraint* on that minimum — a linear one,
274
+ * as {@link bt_edge_collapse_fold_limit} derives, so the placements that satisfy it are a convex set
275
+ * and the constrained minimum is the thing this should be choosing. Testing the unconstrained
276
+ * answer and abandoning the collapse when it fails is the classic way of getting that wrong, and it
277
+ * is expensive: measured over one 479k-triangle Zorah primitive, 12% to 15% of every candidate
278
+ * collapse scored was discarded that way — and it is not a tail, it is the whole build, which is how
279
+ * a level of the DAG that could still have been halved came to be reported as having no coarser
280
+ * form at all.
281
+ *
282
+ * The constrained minimum lies on the boundary whenever the unconstrained one is outside, and the
283
+ * boundary is reached along a segment: the cost is convex with its minimum at `out_target`, so along
284
+ * a segment ending there it falls monotonically, and the best placement on that segment is simply
285
+ * the furthest one the fold limit allows. That makes this exact in one dimension rather than a
286
+ * search — what is heuristic is only the choice of where to measure *from*.
287
+ *
288
+ * Three anchors, and they are the three points the surface already passes through: either endpoint,
289
+ * or the middle of the edge. An anchor that folds on its own is no anchor and is skipped; when all
290
+ * three do, the pair really has nothing this can offer and the collapse is refused.
291
+ *
292
+ * @param {BinaryTopology} mesh
293
+ * @param {number} v1
294
+ * @param {number} v2
295
+ * @param {Quadric3} q1
296
+ * @param {Quadric3} q2
297
+ * @param {boolean} has_attributes
298
+ * @param {Float32Array|number[]} out_target the wanted placement, replaced by the chosen one
299
+ * @returns {boolean} `false` when every anchor folds, and the collapse has no placement at all
300
+ */
301
+ function constrain_placement(mesh, v1, v2, q1, q2, has_attributes, out_target) {
302
+ if (!bt_edge_collapse_would_fold(mesh, v1, v2, out_target)) {
303
+ return true;
304
+ }
305
+
306
+ mesh.vertex_read_coordinate(scratch_coord_a, 0, v1);
307
+ mesh.vertex_read_coordinate(scratch_coord_b, 0, v2);
308
+
309
+ // Tracked separately rather than read off `best`, which cannot say the difference between "no
310
+ // anchor held" and "one did, at a price that overflowed" — a quadric carrying the planes of a
311
+ // few hundred thousand source triangles is not far off it.
312
+ let placed = false;
313
+
314
+ let best = Number.POSITIVE_INFINITY;
315
+
316
+ for (let anchor = 0; anchor < 3; anchor++) {
317
+ if (anchor === 0) {
318
+ scratch_anchor.set(scratch_coord_a);
319
+ } else if (anchor === 1) {
320
+ scratch_anchor.set(scratch_coord_b);
321
+ } else {
322
+ scratch_anchor[0] = (scratch_coord_a[0] + scratch_coord_b[0]) * 0.5;
323
+ scratch_anchor[1] = (scratch_coord_a[1] + scratch_coord_b[1]) * 0.5;
324
+ scratch_anchor[2] = (scratch_coord_a[2] + scratch_coord_b[2]) * 0.5;
325
+ }
326
+
327
+ const limit = bt_edge_collapse_fold_limit(mesh, v1, v2, scratch_anchor, out_target);
328
+
329
+ if (limit < 0) {
330
+ continue;
331
+ }
332
+
333
+ const travel = limit * FOLD_LIMIT_TRAVEL;
334
+
335
+ scratch_candidate[0] = scratch_anchor[0] + (out_target[0] - scratch_anchor[0]) * travel;
336
+ scratch_candidate[1] = scratch_anchor[1] + (out_target[1] - scratch_anchor[1]) * travel;
337
+ scratch_candidate[2] = scratch_anchor[2] + (out_target[2] - scratch_anchor[2]) * travel;
338
+
339
+ if (bt_edge_collapse_would_fold(mesh, v1, v2, scratch_candidate)) {
340
+ /*
341
+ The limit is exact in real arithmetic and this is not real arithmetic: a fan whose
342
+ triangles are already slivers can put the crossing and the anchor within a few ulps of
343
+ each other, and half of nothing is still nothing. The anchor is feasible by
344
+ construction, so fall back to it rather than to a search for how much less to travel.
345
+ */
346
+ scratch_candidate.set(scratch_anchor);
347
+ }
348
+
349
+ const cost = placement_cost(
350
+ q1, q2, has_attributes,
351
+ scratch_candidate[0], scratch_candidate[1], scratch_candidate[2]
352
+ );
353
+
354
+ if (!placed || cost < best) {
355
+ placed = true;
356
+ best = cost;
357
+ scratch_placement.set(scratch_candidate);
358
+ }
359
+ }
360
+
361
+ if (!placed) {
362
+ return false;
363
+ }
364
+
365
+ out_target[0] = scratch_placement[0];
366
+ out_target[1] = scratch_placement[1];
367
+ out_target[2] = scratch_placement[2];
368
+
369
+ return true;
105
370
  }
106
371
 
107
372
  /**
@@ -116,7 +381,9 @@ function count_edge_faces(mesh, edge_id) {
116
381
  * attributes the channels the collapse carries, or `null` to carry none
117
382
  * @param {BtWedgeSet|null} wedges which corners of each vertex shade as one
118
383
  * @param {Float32Array|number[]} out_target Target position is written here.
119
- * @returns {number}
384
+ * @returns {number} the price at the placement written, which is the placement the collapse would
385
+ * actually use — so the queue this feeds is ordered on what the collapses cost rather than on
386
+ * what they would have cost somewhere they are not allowed to go
120
387
  */
121
388
  function evaluate_edge_collapse(
122
389
  mesh, edge_id, quadratics, restricted_vertices, attributes, wedges, out_target
@@ -146,9 +413,9 @@ function evaluate_edge_collapse(
146
413
  return Number.POSITIVE_INFINITY;
147
414
  }
148
415
 
149
- let attribute_cost = 0;
416
+ const has_attributes = attributes !== null;
150
417
 
151
- if (attributes !== null) {
418
+ if (has_attributes) {
152
419
  reduce_pair_attributes(mesh, v1, v2, attributes, wedges, scratch_attribute_reduced);
153
420
  }
154
421
 
@@ -160,7 +427,7 @@ function evaluate_edge_collapse(
160
427
  scratch_combined_q.copy(q1);
161
428
  scratch_combined_q.add(q2);
162
429
 
163
- if (attributes !== null) {
430
+ if (has_attributes) {
164
431
  /*
165
432
  The channels decide where the vertex goes, and this is where they do it. `A` and `b` of
166
433
  the reduced attribute quadric are what is left of them after the exact solve for their
@@ -187,31 +454,41 @@ function evaluate_edge_collapse(
187
454
  }
188
455
  }
189
456
 
190
- const tx = out_target[0];
191
- const ty = out_target[1];
192
- const tz = out_target[2];
193
-
194
- if (attributes !== null) {
195
- // What the channels still cost once each has been given its best value at this position --
196
- // in units of length, because the weights put them there.
197
- attribute_cost = Math.abs(quadric3_evaluate(scratch_attribute_reduced, 0, tx, ty, tz));
457
+ if (v1_restricted || v2_restricted) {
458
+ /*
459
+ A pin takes the placement with it, so there is no segment to slide along and a fold here is
460
+ final. Refused with the price rather than by the caller, so the queue never holds an edge
461
+ whose cost describes a collapse that will not be performed.
462
+ */
463
+ if (bt_edge_collapse_would_fold(mesh, v1, v2, out_target)) {
464
+ return Number.POSITIVE_INFINITY;
465
+ }
466
+ } else if (!constrain_placement(mesh, v1, v2, q1, q2, has_attributes, out_target)) {
467
+ return Number.POSITIVE_INFINITY;
198
468
  }
199
469
 
200
- // Cost can drift slightly negative for near-zero values due to fp noise.
201
- return Math.abs(q1.evaluate(tx, ty, tz) + q2.evaluate(tx, ty, tz)) + attribute_cost;
470
+ return placement_cost(
471
+ q1, q2, has_attributes, out_target[0], out_target[1], out_target[2]
472
+ );
202
473
  }
203
474
 
204
475
  /**
205
476
  * Re-score every edge in the disk cycle of `survivor` that is currently in the heap.
206
477
  * Edges that were never inserted (e.g. both endpoints restricted) are left untouched.
207
478
  *
479
+ * Left untouched including the ones that were left out because they had no placement at the time,
480
+ * which is a real limit and a deliberate one: an edge is excluded when *both* its fans leave it
481
+ * nowhere to go, and a collapse one edge away is unlikely to change that. Re-admitting them here was
482
+ * built and measured — it moved a 479k-triangle Zorah primitive from 34 levels to 33, and cost 60%
483
+ * of the build time to do it.
484
+ *
208
485
  * @param {BinaryTopology} mesh
209
486
  * @param {number} survivor
210
487
  * @param {Quadric3[]} quadratics
211
488
  * @param {Set<number>} restricted_vertices
212
489
  * @param {{values: Float64Array, components: number, quadrics: Float64Array, weights: Float64Array}|null} attributes
213
490
  * @param {BtWedgeSet|null} wedges
214
- * @param {Uint32Heap} heap
491
+ * @param {IndexedFloatMinHeap} heap
215
492
  */
216
493
  function update_neighbor_costs(
217
494
  mesh, survivor, quadratics, restricted_vertices, attributes, wedges, heap
@@ -234,14 +511,14 @@ function update_neighbor_costs(
234
511
  next_e = mesh.edge_read_v2_disk_next(curr_e);
235
512
  }
236
513
 
237
- const idx = heap.find_index_by_id(curr_e);
238
-
239
- if (idx !== -1) {
514
+ // `contains` asserts the id against the queue's own index length, which is the check the
515
+ // keyed lookup actually needs -- a collapse only ever kills edges, so it cannot fail.
516
+ if (heap.contains(curr_e)) {
240
517
  const cost = evaluate_edge_collapse(
241
518
  mesh, curr_e, quadratics, restricted_vertices, attributes, wedges, scratch_target
242
519
  );
243
520
 
244
- heap.__update_score_by_index(idx, cost);
521
+ heap.update(curr_e, cost);
245
522
  }
246
523
 
247
524
  curr_e = next_e;
@@ -818,9 +1095,24 @@ function collapse_kills_protected_face(mesh, edge_id, protected_faces) {
818
1095
  * removed. If the target cannot be reached (e.g. too many restricted vertices),
819
1096
  * simplification stops early without failing.
820
1097
  *
821
- * A collapse that would turn a surviving triangle inside out is refused however cheap the quadric
822
- * says it is ({@link bt_edge_collapse_would_fold}) -- the quadric cannot see a fold, because a flat
823
- * region scores zero for every placement in its plane.
1098
+ * No collapse ever turns a surviving triangle inside out, and the quadric cannot help with that: it
1099
+ * cannot see a fold at all, because a flat region scores zero for every placement in its plane. So
1100
+ * the placement is *constrained* rather than merely checked. Where the quadric's own answer folds,
1101
+ * the collapse is re-placed at the best point that does not — see {@link constrain_placement}, and
1102
+ * {@link bt_edge_collapse_fold_limit} for why that point can be found exactly instead of hunted for.
1103
+ * A collapse is refused only when the pair has no such placement anywhere, which is a statement
1104
+ * about the geometry rather than about the quadric's preference.
1105
+ *
1106
+ * Every edge is priced at the placement it would actually use, including the constrained ones, and
1107
+ * the queue is ordered on that. It is the expensive way round — the constraint costs a walk of both
1108
+ * the pair's fans, and pricing happens once per edge at the start and again for every neighbour of
1109
+ * every collapse, which measures at 1.4x to 2.5x the build time of the alternative. The alternative
1110
+ * is to order on the unconstrained price, which is a genuine lower bound ({@link placement_cost}),
1111
+ * and settle only on the way out of the queue. That was built and measured, and it is not here: the
1112
+ * greedy order it produces is approximate, and on a pinwheel whose whole rim is pinned it stopped at
1113
+ * 28 faces against a target of 21 — which is precisely the shape a vgeo group step hands this, since
1114
+ * such a step pins its entire outer boundary. A cheaper order that cannot finish a pinned
1115
+ * simplification is no bargain.
824
1116
  *
825
1117
  * **Topology is not preserved**, and cannot be here. The other standard guard, the *link condition*
826
1118
  * ({@link bt_edge_collapse_breaks_link_condition}), refuses collapses that weld together two parts
@@ -836,21 +1128,50 @@ function collapse_kills_protected_face(mesh, edge_id, protected_faces) {
836
1128
  * At the end of the call the mesh is cleaned up so that no dangling loops, edges,
837
1129
  * or vertices remain in the topology.
838
1130
  *
839
- * The return value is the **object-space distance** the surface moved: the largest, over every
840
- * vertex, of that vertex's accumulated quadric evaluated where the vertex ended up, normalized by
841
- * the quadric's weight. Because a survivor inherits its victim's quadric, this measures deviation
842
- * from the mesh as it stood when the call began — not merely from the step before.
1131
+ * The return value is an **upper bound, in object-space distance, on how far the surface moved** —
1132
+ * not an estimate of it. That distinction is the whole job: the runtime divides this number by the
1133
+ * camera distance and calls the result pixels of error, so wherever it reads low the cut draws a
1134
+ * cluster it should have refined and nothing downstream can tell.
1135
+ *
1136
+ * **It is carried per vertex and composed by the triangle inequality.** Each vertex holds a bound on
1137
+ * how far it now sits from the surface the caller started from, zero at the source. A collapse
1138
+ * charges what it moved the *surface*, on top of whatever the pair already carried:
1139
+ *
1140
+ * ```
1141
+ * bound[survivor] = max( bound[v1], bound[v2] ) + max over the pair's former positions
1142
+ * of their distance to the survivor's one-ring
1143
+ * ```
843
1144
  *
844
- * It is taken *before* faceless vertices are cleaned away, and that is not an implementation detail.
845
- * A patch that is consumed entirely leaves a vertex behind that belongs to no face; that vertex is
846
- * the only thing still holding the quadric of everything that used to be there, and reading the mesh
847
- * after cleanup would find no trace of it. A soup of separate triangles simplifies by *deleting*
848
- * them, and measuring survivors alone reports the deletion of ninety per cent of a model as costing
849
- * nothing at all.
1145
+ * **The increment is not how far the vertices went, and that distinction is the whole of it.** A
1146
+ * vertex sliding within its own plane moves and the surface does not, and flat geometry is mostly
1147
+ * that — charging the movement makes a flat wall refine forever, which is the one thing the
1148
+ * refinement metric is not allowed to do (`VIRTUAL_GEOMETRY_DESIGN.md` §4, the flat-wall test that
1149
+ * density heuristics were rejected on). Measured: charging movement reported `15.9` where the
1150
+ * surface had moved `0.98`, and `41.6` on the same shape with a larger plane around it — the old
1151
+ * dilution's mirror image, growing with surface that never moved. Charging the distance from each
1152
+ * former position to the geometry now standing in its place is zero for the sliding case by
1153
+ * construction, because the former position is still *on* that geometry.
850
1154
  *
851
- * A caller that needs deviation from something *older* than this call's input — a mesh several
852
- * simplification passes back — supplies its own quadrics through
853
- * {@link bt_mesh_simplify_with_quadrics} and keeps them across passes.
1155
+ * Where the one-ring is empty the patch was consumed whole, there is no surface left to measure
1156
+ * against, and the movement is the only evidence there is.
1157
+ *
1158
+ * **Why not the quadric, which is right there and tighter.** Because it is a mean and a mean is
1159
+ * never a bound. The quadric's reading at a placement is the weighted average of the squared
1160
+ * distances to every plane the vertex stands for, so a vertex that destroyed one feature and stands
1161
+ * for a thousand planes it sits exactly on reports the feature divided by all of them. That is not a
1162
+ * tuning error and no amount of choosing *when* to read fixes it — measured against the distance the
1163
+ * surface actually moved, sampled at the source vertices, the quadric reading came back at 0.34 of
1164
+ * it on a closed pyramid, 0.58 on an octahedron and 0.62 on a spike standing off a plane. The
1165
+ * quadric still decides **where** the vertex goes, which is what it is good at; it no longer decides
1166
+ * what that cost.
1167
+ *
1168
+ * The price is looseness, and it is real: the bound accumulates the movement of every collapse a
1169
+ * vertex has been through rather than measuring the result against the source. It is the trade the
1170
+ * metric has to make to be usable as a threshold.
1171
+ *
1172
+ * A caller that simplifies in several passes hands its own `bounds` array and keeps it across them,
1173
+ * which is what makes the accumulation mean anything; each call then returns the largest bound any
1174
+ * of *its own* collapses produced.
854
1175
  *
855
1176
  * `protected_faces` names faces that must still be there when the call returns. Pinning vertices
856
1177
  * does not by itself protect the *edges* between them: a collapse elsewhere in the fan can take away
@@ -863,7 +1184,8 @@ function collapse_kills_protected_face(mesh, edge_id, protected_faces) {
863
1184
  * @param {number} target_face_count Desired face count after simplification.
864
1185
  * @param {Set<number>} [restricted_vertices] Vertices that must not move or be removed.
865
1186
  * @param {Set<number>} [protected_faces] Faces that must not be removed.
866
- * @returns {number} object-space distance the surface moved, `0` when no collapse was performed
1187
+ * @returns {number} an upper bound on the object-space distance the surface moved, `0` when no
1188
+ * collapse was performed
867
1189
  */
868
1190
  export function bt_mesh_simplify(
869
1191
  mesh,
@@ -948,7 +1270,13 @@ export function bt_mesh_simplify(
948
1270
  * caller that carries no values may still care which corners of the result belong together, and
949
1271
  * a set that is not maintained is a set whose ids go stale — corners of one vertex would resolve
950
1272
  * to different wedges and every consumer downstream would see a seam that is not there.
951
- * @returns {number} object-space distance the surface moved, `0` when no collapse was performed
1273
+ * @param {Float64Array} [bounds] how far each vertex already sits from the surface the caller is
1274
+ * measuring against, indexed by vertex id and **mutated in place**. Omitted, every vertex starts
1275
+ * on it and the answer is this call's own movement; supplied and kept across calls, the answer
1276
+ * accumulates from wherever the caller first started measuring — the same thing `quadratics`
1277
+ * does for the placement.
1278
+ * @returns {number} an upper bound on the object-space distance the surface moved, `0` when no
1279
+ * collapse was performed
952
1280
  */
953
1281
  export function bt_mesh_simplify_with_quadrics(
954
1282
  mesh,
@@ -957,7 +1285,8 @@ export function bt_mesh_simplify_with_quadrics(
957
1285
  protected_faces,
958
1286
  quadratics,
959
1287
  attributes = null,
960
- wedges = null
1288
+ wedges = null,
1289
+ bounds = null
961
1290
  ) {
962
1291
  assert.defined(mesh, 'mesh');
963
1292
  assert.notNull(mesh, 'mesh');
@@ -974,6 +1303,22 @@ export function bt_mesh_simplify_with_quadrics(
974
1303
  // Tracked from here on rather than re-counted, so progress costs nothing per iteration.
975
1304
  let current_face_count = face_pool.count();
976
1305
 
1306
+ /**
1307
+ * The largest bound any collapse so far has produced. See {@link bt_mesh_simplify} for why it is
1308
+ * a bound carried per vertex rather than a reading taken off the quadric.
1309
+ * @type {number}
1310
+ */
1311
+ let deviation = 0;
1312
+
1313
+ /**
1314
+ * Zero for every vertex when the caller is not keeping its own: with nothing carried in, the
1315
+ * surface being measured against is the one this call was handed.
1316
+ * @type {Float64Array}
1317
+ */
1318
+ const deviation_bounds = bounds === null
1319
+ ? new Float64Array(mesh.vertices.size)
1320
+ : bounds;
1321
+
977
1322
  if (current_face_count <= target_face_count) {
978
1323
  return 0;
979
1324
  }
@@ -995,7 +1340,10 @@ export function bt_mesh_simplify_with_quadrics(
995
1340
  }
996
1341
 
997
1342
  const edge_pool = mesh.edges;
998
- const heap = new Uint32Heap(edge_pool.size);
1343
+ // Slot capacity as well as id capacity: the heap holds at most one entry per edge, and the
1344
+ // default would start at 64 slots and grow through the initial fill. This is the allocation
1345
+ // `new Uint32Heap(edge_pool.size)` made before the queue changed.
1346
+ const heap = new IndexedFloatMinHeap(edge_pool.size, edge_pool.size);
999
1347
 
1000
1348
  for (let e = 0; e < edge_pool.size; e++) {
1001
1349
  if (!edge_pool.is_allocated(e)) {
@@ -1024,7 +1372,7 @@ export function bt_mesh_simplify_with_quadrics(
1024
1372
  let iterations = 0;
1025
1373
 
1026
1374
  while (
1027
- !heap.is_empty()
1375
+ heap.size !== 0
1028
1376
  && current_face_count > target_face_count
1029
1377
  && iterations < max_iterations
1030
1378
  ) {
@@ -1066,16 +1414,18 @@ export function bt_mesh_simplify_with_quadrics(
1066
1414
  continue;
1067
1415
  }
1068
1416
 
1069
- // `evaluate_edge_collapse` has just written the placement into `scratch_target`, which is
1070
- // what this needs and why it is tested here rather than beside the link condition above.
1071
- // Quadric cost is blind to the fold: a flat region scores zero for every placement in its
1072
- // plane, so nothing in the price stops a one-ring that is not star-shaped about the target
1073
- // from turning inside out.
1074
- if (bt_edge_collapse_would_fold(mesh, v1, v2, scratch_target)) {
1075
- continue;
1076
- }
1417
+ /*
1418
+ An invariant now, not a filter. `evaluate_edge_collapse` has just written the placement
1419
+ into `scratch_target`, and it returns a finite price only for a placement it has itself
1420
+ confirmed folds nothing -- so a fold reaching this point is this file being wrong, which is
1421
+ what an assertion is for and what a `continue` would have hidden.
1422
+ */
1423
+ assert.notOk(
1424
+ bt_edge_collapse_would_fold(mesh, v1, v2, scratch_target),
1425
+ 'the placement a finite collapse price was quoted for must not fold'
1426
+ );
1077
1427
 
1078
- const face_deaths = count_edge_faces(mesh, edge_id);
1428
+ const face_deaths = bt_edge_count_faces(mesh, edge_id);
1079
1429
 
1080
1430
  // bt_edge_collapse keeps v1 as the survivor. If v2 is the pinned endpoint,
1081
1431
  // swap the edge's slots so the pinned vertex ends up in the v1 position.
@@ -1086,6 +1436,21 @@ export function bt_mesh_simplify_with_quadrics(
1086
1436
  const pre_survivor = mesh.edge_read_vertex1(edge_id);
1087
1437
  const pre_victim = mesh.edge_read_vertex2(edge_id);
1088
1438
 
1439
+ const target_x = scratch_target[0];
1440
+ const target_y = scratch_target[1];
1441
+ const target_z = scratch_target[2];
1442
+
1443
+ /*
1444
+ Where the surface is about to stop being, kept because nothing in the mesh will say so
1445
+ afterwards. What it cost is measured below, once there is something to measure against.
1446
+ */
1447
+ mesh.vertex_read_coordinate(scratch_old_survivor, 0, pre_survivor);
1448
+ mesh.vertex_read_coordinate(scratch_old_victim, 0, pre_victim);
1449
+
1450
+ const carried_base = Math.max(
1451
+ deviation_bounds[pre_survivor], deviation_bounds[pre_victim]
1452
+ );
1453
+
1089
1454
  // Before the accumulation below, which is what makes the blend fallback weigh the two
1090
1455
  // endpoints' own histories rather than the survivor's already carrying the victim's. And
1091
1456
  // before the topology mutates, which is what lets the faces about to die say which corners
@@ -1120,16 +1485,31 @@ export function bt_mesh_simplify_with_quadrics(
1120
1485
  // are still intact.
1121
1486
  current_face_count -= bt_vertex_fuse_duplicate_edges(mesh, survivor);
1122
1487
 
1488
+ // What the collapse cost the surface — see {@link bt_mesh_simplify}. Measured here rather
1489
+ // than before, because the geometry it is measured against is the one the collapse just
1490
+ // produced, and after the fuse rather than before, because a degenerate left in the fan
1491
+ // would be the nearest thing in it.
1492
+ const from_survivor = distance_to_vertex_fan(mesh, survivor, scratch_old_survivor);
1493
+ const from_victim = distance_to_vertex_fan(mesh, survivor, scratch_old_victim);
1494
+
1495
+ const increment = Math.max(
1496
+ from_survivor < 0
1497
+ ? distance_from(scratch_old_survivor, target_x, target_y, target_z)
1498
+ : from_survivor,
1499
+ from_victim < 0
1500
+ ? distance_from(scratch_old_victim, target_x, target_y, target_z)
1501
+ : from_victim
1502
+ );
1503
+
1504
+ deviation_bounds[survivor] = carried_base + increment;
1505
+
1506
+ deviation = Math.max(deviation, deviation_bounds[survivor]);
1507
+
1123
1508
  update_neighbor_costs(
1124
1509
  mesh, survivor, quadratics, restricted_vertices, attributes, wedges, heap
1125
1510
  );
1126
1511
  }
1127
1512
 
1128
- // Measured here, before the cleanup below, because a vertex left behind by a patch that was
1129
- // consumed whole is faceless and about to be removed — and it is the only thing still carrying
1130
- // the quadric of the geometry that used to be there.
1131
- const deviation = measure_deviation(mesh, quadratics);
1132
-
1133
1513
  // Drop any loose loops/edges/verts produced during collapses, preserving
1134
1514
  // restricted vertices even if they ended up isolated.
1135
1515
  cleanup_faceless_preserving_restricted(mesh, restricted_vertices);
@@ -1137,33 +1517,6 @@ export function bt_mesh_simplify_with_quadrics(
1137
1517
  return deviation;
1138
1518
  }
1139
1519
 
1140
- /**
1141
- * The largest distance any vertex now sits from the surface its quadric remembers.
1142
- *
1143
- * @param {BinaryTopology} mesh
1144
- * @param {Quadric3[]} quadratics
1145
- * @returns {number}
1146
- */
1147
- function measure_deviation(mesh, quadratics) {
1148
- const vertex_pool = mesh.vertices;
1149
-
1150
- let result = 0;
1151
-
1152
- for (let v = 0; v < vertex_pool.size; v++) {
1153
- if (!vertex_pool.is_allocated(v) || quadratics[v] === null || quadratics[v] === undefined) {
1154
- continue;
1155
- }
1156
-
1157
- mesh.vertex_read_coordinate(scratch_coord_a, 0, v);
1158
-
1159
- result = Math.max(
1160
- result, quadratics[v].distance(scratch_coord_a[0], scratch_coord_a[1], scratch_coord_a[2])
1161
- );
1162
- }
1163
-
1164
- return result;
1165
- }
1166
-
1167
1520
  /**
1168
1521
  * Variant of bt_mesh_cleanup_faceless_references that never releases a restricted
1169
1522
  * vertex even when it has no remaining edges.