@woosh/meep-engine 3.37.0 → 3.39.0

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 (1016) 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 +11 -0
  5. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  6. package/src/core/binary/BinaryBuffer.js +30 -0
  7. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
  9. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
  10. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
  11. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
  12. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
  13. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
  14. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
  15. package/src/core/geom/3d/gjk/gjk.js +3 -3
  16. package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
  17. package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
  18. package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
  19. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
  20. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  21. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
  22. package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
  23. package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
  24. package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
  25. package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
  26. package/src/core/geom/3d/gjk/mpr.js +26 -5
  27. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
  28. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
  29. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
  30. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
  31. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
  32. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
  33. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
  34. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
  35. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
  36. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
  37. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
  38. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
  39. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
  40. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
  41. package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
  42. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
  43. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
  44. package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
  45. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
  46. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
  47. package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
  48. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
  49. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
  50. package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
  51. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
  52. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
  53. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
  54. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
  55. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
  57. package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
  58. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
  59. package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
  60. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
  61. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  62. package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
  63. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
  64. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  65. package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
  66. package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
  67. package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
  68. package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
  69. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
  70. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  71. package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
  72. package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
  73. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  74. package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
  75. package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
  76. package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
  77. package/src/core/geom/3d/shape/PointShape3D.js +1 -1
  78. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  79. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  80. package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
  81. package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
  82. package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
  83. package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
  84. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
  85. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  86. package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
  87. package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
  88. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/Triangle3D.js +5 -1
  90. package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
  91. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  92. package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
  93. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
  94. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
  95. package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
  96. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
  97. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
  98. package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
  99. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
  100. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
  101. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
  102. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
  103. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  104. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
  105. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
  106. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
  107. package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
  108. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
  109. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
  110. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
  111. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
  112. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
  113. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
  114. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
  115. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
  116. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
  117. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
  118. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
  119. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
  120. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
  121. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
  122. package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
  123. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
  124. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
  125. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
  126. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
  127. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
  128. package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
  129. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
  130. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
  132. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
  133. package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
  134. package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
  135. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
  136. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
  137. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
  138. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  139. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  140. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  141. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  142. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  143. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  144. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  145. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  146. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  147. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  148. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  149. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  150. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  151. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  152. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  153. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  154. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  155. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  156. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  157. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  158. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +6 -0
  159. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts +11 -0
  160. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts.map +1 -0
  161. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.js +10 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  166. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +16 -0
  167. package/src/engine/graphics/ecs/water/Water.d.ts +26 -34
  168. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/Water.js +42 -36
  170. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -62
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +6 -0
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  178. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  181. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  184. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  187. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  189. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  190. package/src/engine/graphics3/WaterSystem.d.ts +58 -6
  191. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  192. package/src/engine/graphics3/WaterSystem.js +423 -293
  193. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  194. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  195. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  196. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  197. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  198. package/src/engine/interpolation/InterpolationLog.js +12 -6
  199. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  200. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  201. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  202. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  203. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  204. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  205. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  206. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  207. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  208. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  209. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  213. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  214. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  215. package/src/engine/physics/body/SolverBodyState.js +4 -5
  216. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  217. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  218. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  219. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  220. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  221. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  222. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +26 -14
  223. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  224. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +221 -52
  225. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts +30 -0
  226. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +117 -24
  228. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  231. package/src/engine/physics/cloth/ecs/ClothColliderFlags.js +2 -1
  232. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +10 -1
  233. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +36 -14
  235. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +15 -2
  236. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/ClothInstance.js +17 -2
  238. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/ClothWorld.js +78 -53
  240. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +18 -20
  241. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  242. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +185 -128
  243. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  244. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  245. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  246. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  247. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
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  899. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +15 -23
  900. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +1 -1
  901. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +6 -9
  902. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +1 -1
  903. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +19 -9
  904. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +1 -1
  905. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +18 -6
  906. package/src/shade/renderer/texture/util/BLACK_PIXEL_TEXTURE.d.ts +1 -1
  907. package/src/shade/renderer/texture/util/BLACK_PIXEL_TEXTURE.d.ts.map +1 -1
  908. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.d.ts +18 -1
  909. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.d.ts.map +1 -1
  910. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.js +24 -3
  911. package/src/shade/renderer/texture/util/WHITE_PIXEL_TEXTURE.d.ts +1 -1
  912. package/src/shade/renderer/texture/util/WHITE_PIXEL_TEXTURE.d.ts.map +1 -1
  913. package/src/shade/renderer/texture/util/get_single_pixel_texture.d.ts +0 -1
  914. package/src/shade/renderer/texture/util/get_single_pixel_texture.d.ts.map +1 -1
  915. package/src/shade/renderer/texture/util/get_single_pixel_texture.js +2 -23
  916. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.d.ts +11 -0
  917. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.d.ts.map +1 -0
  918. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.js +34 -0
  919. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.d.ts +17 -8
  920. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.d.ts.map +1 -1
  921. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.js +35 -64
  922. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.d.ts +21 -0
  923. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.d.ts.map +1 -0
  924. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.js +70 -0
  925. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.d.ts +31 -0
  926. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.d.ts.map +1 -0
  927. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.js +86 -0
  928. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  929. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -4
  930. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
  931. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +6 -7
  932. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +7 -7
  933. package/src/shade/renderer/water/GPUWaterRenderer.d.ts +72 -27
  934. package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
  935. package/src/shade/renderer/water/GPUWaterRenderer.js +275 -138
  936. package/src/shade/renderer/water/chunk_water_gi.d.ts +14 -0
  937. package/src/shade/renderer/water/chunk_water_gi.d.ts.map +1 -0
  938. package/src/shade/renderer/water/chunk_water_gi.js +56 -0
  939. package/src/shade/renderer/water/chunk_water_transport.d.ts +7 -0
  940. package/src/shade/renderer/water/chunk_water_transport.d.ts.map +1 -0
  941. package/src/shade/renderer/water/chunk_water_transport.js +105 -0
  942. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts +29 -0
  943. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts.map +1 -0
  944. package/src/shade/renderer/water/medium/GPUWaterBodies.js +116 -0
  945. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.d.ts +23 -0
  946. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.d.ts.map +1 -0
  947. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.js +42 -0
  948. package/src/shade/renderer/water/medium/chunk_water_medium_derived.d.ts +9 -0
  949. package/src/shade/renderer/water/medium/chunk_water_medium_derived.d.ts.map +1 -0
  950. package/src/shade/renderer/water/medium/chunk_water_medium_derived.js +55 -0
  951. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.d.ts +8 -0
  952. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.d.ts.map +1 -0
  953. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.js +17 -0
  954. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +8 -0
  955. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +1 -0
  956. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +30 -0
  957. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +28 -0
  958. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -0
  959. package/src/shade/renderer/water/optics/chunk_water_inscatter.js +123 -0
  960. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
  961. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +1 -0
  962. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
  963. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +1 -0
  964. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts +12 -0
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  966. package/src/shade/renderer/water/optics/chunk_water_optics.js +75 -0
  967. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +27 -0
  968. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -0
  969. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +74 -0
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  975. package/src/shade/renderer/water/shader_water_avboit.js +268 -0
  976. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +98 -0
  977. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +1 -0
  978. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +408 -0
  979. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +12 -0
  980. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts.map +1 -0
  981. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +27 -0
  982. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +14 -0
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  984. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +49 -0
  985. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +15 -0
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  988. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
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  990. package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +47 -0
  991. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +10 -0
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  994. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
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  998. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +1 -0
  999. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +39 -0
  1000. package/src/shade/renderer/water/water_missing_receiver_path.d.ts +17 -0
  1001. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1002. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1003. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1004. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1005. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
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  1007. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +61 -6
  1008. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts +0 -29
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  1016. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -0,0 +1,538 @@
1
+ import { lowbias32 } from "../../../../math/hash/lowbias32.js";
2
+ import { tri3_classify_shared_edge } from "../../triangle/tri3_classify_shared_edge.js";
3
+ import { TriangleEdgeFlags } from "../../triangle/TriangleEdgeFlags.js";
4
+
5
+ /**
6
+ * Vertices of a mesh closer than this fraction of its scale — the largest coordinate, in absolute
7
+ * value, of a vertex some triangle uses — on every axis are one vertex: 2^-20, eight float32 steps at
8
+ * that magnitude, so positions an exporter wrote apart only by float32 rounding meet, and 7 µm on a
9
+ * mesh 7 m from its origin. Capped by {@link WELD_TOLERANCE_EDGE_FRACTION}.
10
+ * @type {number}
11
+ */
12
+ const WELD_TOLERANCE_RELATIVE = 2 ** -20;
13
+
14
+ /**
15
+ * The weld's tolerance is at most this fraction of the shortest edge of any triangle with area, so it
16
+ * never closes one up: two corners of a triangle meet only by both welding to one vertex within the
17
+ * tolerance of each on every axis, so at most half that edge's length apart on every axis and at most
18
+ * √3/2 of it apart in all — less than the edge's own length. Without the cap, 5 cm quads built 100 km
19
+ * out had their corners welded together (2^-20 of 1e5 is 95 mm) and lost every edge.
20
+ * @type {number}
21
+ */
22
+ const WELD_TOLERANCE_EDGE_FRACTION = 1 / 4;
23
+
24
+ /**
25
+ * The weld's tolerance for a mesh: {@link WELD_TOLERANCE_RELATIVE} of the largest finite coordinate of
26
+ * a vertex some triangle uses, capped by {@link WELD_TOLERANCE_EDGE_FRACTION} of the shortest edge of
27
+ * any triangle with area and finite corners. A vertex no triangle uses is no part of the surface, and
28
+ * has no say: a stray one at 1e30 or at Infinity made the tolerance as large.
29
+ *
30
+ * @param {ArrayLike<number>} positions
31
+ * @param {ArrayLike<number>} indices
32
+ * @param {number} tri_count
33
+ * @returns {number} > 0
34
+ */
35
+ function weld_tolerance(positions, indices, tri_count) {
36
+ let scale = 0;
37
+ let shortest_sqr = Infinity;
38
+
39
+ for (let t = 0; t < tri_count; t++) {
40
+ const a = indices[t * 3] * 3, b = indices[t * 3 + 1] * 3, c = indices[t * 3 + 2] * 3;
41
+
42
+ const ax = positions[a], ay = positions[a + 1], az = positions[a + 2];
43
+ const bx = positions[b], by = positions[b + 1], bz = positions[b + 2];
44
+ const cx = positions[c], cy = positions[c + 1], cz = positions[c + 2];
45
+
46
+ // finite corners only (NaN fails this too)
47
+ if (!(Math.abs(ax) + Math.abs(ay) + Math.abs(az) + Math.abs(bx) + Math.abs(by) + Math.abs(bz)
48
+ + Math.abs(cx) + Math.abs(cy) + Math.abs(cz) < Infinity)) {
49
+ continue;
50
+ }
51
+
52
+ scale = Math.max(scale, Math.abs(ax), Math.abs(ay), Math.abs(az), Math.abs(bx), Math.abs(by), Math.abs(bz),
53
+ Math.abs(cx), Math.abs(cy), Math.abs(cz));
54
+
55
+ const e1x = bx - ax, e1y = by - ay, e1z = bz - az;
56
+ const e2x = cx - bx, e2y = cy - by, e2z = cz - bz;
57
+ const e3x = ax - cx, e3y = ay - cy, e3z = az - cz;
58
+
59
+ const nx = e1y * e3z - e1z * e3y, ny = e1z * e3x - e1x * e3z, nz = e1x * e3y - e1y * e3x;
60
+
61
+ if (!(nx * nx + ny * ny + nz * nz > 0)) {
62
+ // no area: no edges to keep apart
63
+ continue;
64
+ }
65
+
66
+ shortest_sqr = Math.min(shortest_sqr,
67
+ e1x * e1x + e1y * e1y + e1z * e1z,
68
+ e2x * e2x + e2y * e2y + e2z * e2z,
69
+ e3x * e3x + e3y * e3y + e3z * e3z
70
+ );
71
+ }
72
+
73
+ let tolerance = scale * WELD_TOLERANCE_RELATIVE;
74
+
75
+ if (shortest_sqr < Infinity) {
76
+ tolerance = Math.min(tolerance, WELD_TOLERANCE_EDGE_FRACTION * Math.sqrt(shortest_sqr));
77
+ }
78
+
79
+ // a surface all at one point welds to one point; any positive tolerance does that
80
+ return tolerance > 0 ? tolerance : 1;
81
+ }
82
+
83
+ /**
84
+ * @param {number} n
85
+ * @returns {number} the smallest power of two ≥ 2n (at least 2)
86
+ */
87
+ function table_size(n) {
88
+ let size = 2;
89
+ while (size < 2 * n) size *= 2;
90
+ return size;
91
+ }
92
+
93
+ /**
94
+ * @param {number} cx integer cell coordinates
95
+ * @param {number} cy
96
+ * @param {number} cz
97
+ * @returns {number}
98
+ */
99
+ function cell_hash(cx, cy, cz) {
100
+ return lowbias32((cx | 0) ^ Math.imul(cy | 0, 0x9E3779B1) ^ Math.imul(cz | 0, 0x85EBCA77));
101
+ }
102
+
103
+ /**
104
+ * For each vertex, the vertex it is welded to: the first one, in buffer order, within `tolerance` of
105
+ * it on every axis — the vertices as the surface sees them, whatever the buffer split for normals or
106
+ * UVs, and wherever float rounding left copies of one point apart.
107
+ *
108
+ * A grid of cells twice the tolerance wide, as Box3D's `b3WeldVertices` grids its welds: a vertex can
109
+ * reach only the cells across the nearer face of its own on each axis, so it looks in its own cell
110
+ * first — a copy at the very same point is there — then in the seven others of that 2 × 2 × 2 block.
111
+ *
112
+ * @param {ArrayLike<number>} positions
113
+ * @param {number} vertex_count
114
+ * @param {number} tolerance > 0
115
+ * @returns {Int32Array}
116
+ */
117
+ function weld_by_position(positions, vertex_count, tolerance) {
118
+ const welded = new Int32Array(vertex_count);
119
+ const size = table_size(vertex_count);
120
+ const mask = size - 1;
121
+ const slots = new Int32Array(size).fill(-1);
122
+ const inv = 0.5 / tolerance;
123
+
124
+ for (let v = 0; v < vertex_count; v++) {
125
+ const x = positions[v * 3], y = positions[v * 3 + 1], z = positions[v * 3 + 2];
126
+
127
+ const fx = x * inv, fy = y * inv, fz = z * inv;
128
+ const cx = Math.floor(fx), cy = Math.floor(fy), cz = Math.floor(fz);
129
+
130
+ // the neighbour cell on each axis is across the nearer face
131
+ const sx = fx - cx < 0.5 ? -1 : 1;
132
+ const sy = fy - cy < 0.5 ? -1 : 1;
133
+ const sz = fz - cz < 0.5 ? -1 : 1;
134
+
135
+ let found = -1;
136
+
137
+ for (let n = 0; n < 8 && found === -1; n++) {
138
+ const h = cell_hash(cx + (n & 1) * sx, cy + ((n >> 1) & 1) * sy, cz + (n >> 2) * sz);
139
+
140
+ // every kept vertex in the cell's chain (and any other cell's sharing it) within the tolerance
141
+ for (let slot = h & mask; ; slot = (slot + 1) & mask) {
142
+ const other = slots[slot];
143
+
144
+ if (other === -1) {
145
+ break;
146
+ }
147
+
148
+ if (Math.abs(positions[other * 3] - x) <= tolerance
149
+ && Math.abs(positions[other * 3 + 1] - y) <= tolerance
150
+ && Math.abs(positions[other * 3 + 2] - z) <= tolerance) {
151
+ found = other;
152
+ break;
153
+ }
154
+ }
155
+ }
156
+
157
+ if (found !== -1) {
158
+ welded[v] = found;
159
+ continue;
160
+ }
161
+
162
+ welded[v] = v;
163
+
164
+ let slot = cell_hash(cx, cy, cz) & mask;
165
+ while (slots[slot] !== -1) slot = (slot + 1) & mask;
166
+ slots[slot] = v;
167
+ }
168
+
169
+ return welded;
170
+ }
171
+ /**
172
+ * Outward normal of triangle `t`, unnormalised, into `out`.
173
+ */
174
+ function triangle_normal(out, out_offset, positions, indices, t) {
175
+ const a = indices[t * 3] * 3, b = indices[t * 3 + 1] * 3, c = indices[t * 3 + 2] * 3;
176
+
177
+ const e1x = positions[b] - positions[a], e1y = positions[b + 1] - positions[a + 1], e1z = positions[b + 2] - positions[a + 2];
178
+ const e2x = positions[c] - positions[a], e2y = positions[c + 1] - positions[a + 1], e2z = positions[c + 2] - positions[a + 2];
179
+
180
+ out[out_offset] = e1y * e2z - e1z * e2y;
181
+ out[out_offset + 1] = e1z * e2x - e1x * e2z;
182
+ out[out_offset + 2] = e1x * e2y - e1y * e2x;
183
+ }
184
+
185
+ const scratch_normals = new Float64Array(6);
186
+
187
+ /**
188
+ * Classify one side of a shared edge: edge `k1` of triangle `t1`, whose neighbour across it is
189
+ * triangle `t2`, lying along it with its edge `k2`.
190
+ *
191
+ * @returns {number} {@link TriangleEdgeFlags} bits for edge k1
192
+ */
193
+ function classify_side(positions, indices, t1, k1, t2, k2) {
194
+ triangle_normal(scratch_normals, 0, positions, indices, t1);
195
+ triangle_normal(scratch_normals, 3, positions, indices, t2);
196
+
197
+ // a point on the edge, and the vertex of t2 off it
198
+ const p = indices[t1 * 3 + k1] * 3;
199
+ const o = indices[t2 * 3 + (k2 + 2) % 3] * 3;
200
+
201
+ return tri3_classify_shared_edge(
202
+ scratch_normals[0], scratch_normals[1], scratch_normals[2],
203
+ scratch_normals[3], scratch_normals[4], scratch_normals[5],
204
+ positions[o] - positions[p], positions[o + 1] - positions[p + 1], positions[o + 2] - positions[p + 2]
205
+ ) << k1;
206
+ }
207
+
208
+ /**
209
+ * Most edges one edge of a T-junction is matched against, end to end along it: the far side of a
210
+ * T-junction split into this many pieces at most.
211
+ * @type {number}
212
+ */
213
+ const T_JUNCTION_MAX_PIECES = 16;
214
+
215
+ /** The pieces of the T-junction being matched, as half-edges. */
216
+ const t_pieces = new Int32Array(T_JUNCTION_MAX_PIECES);
217
+
218
+ /**
219
+ * Per-triangle {@link TriangleEdgeFlags} of an indexed triangle surface: for each of a triangle's
220
+ * edges, whether the neighbour across it lies in the same plane (FLAT), bends up (CONCAVE), or the
221
+ * edge is a real one — a ridge, a rim, or an edge more than two triangles share; and for each of its
222
+ * corners, whether every edge meeting there is flat (FLAT), or a real edge does.
223
+ *
224
+ * Neighbours are found by POSITION, not by index: vertices within the weld's tolerance of one another
225
+ * ({@link weld_tolerance}: 2^-20 of the mesh's scale, never a quarter of its shortest edge) are one
226
+ * vertex, so a surface whose buffer splits vertices for normals or UVs — every triangle its own three,
227
+ * as exporters produce — has the adjacency it looks like it has, float rounding and all. An edge is shared when exactly two triangles have it. A
228
+ * triangle with two corners at one point has no area and no edges: it is left out, and the triangles
229
+ * around it meet across it.
230
+ *
231
+ * An edge no other triangle has may still have neighbours: a T-junction, where one triangle's edge
232
+ * runs along two or more shorter edges of the triangles on its other side, ending at a vertex in the
233
+ * middle of it. The shorter edges are found end to end along it (up to {@link T_JUNCTION_MAX_PIECES})
234
+ * and the edges are classified against one another: the long edge is FLAT when every piece is, so is
235
+ * each piece against it.
236
+ *
237
+ * Box3D cooks the same edge flags into its meshes (mesh.c `b3IdentifyEdges`, MIT, Erin Catto), from
238
+ * which this is ported, adjacency by position and T-junctions aside.
239
+ *
240
+ * ## Cost
241
+ *
242
+ * Linear in the triangles at any vertex valence — a half-edge's partners are found by binary search
243
+ * in its vertices' runs, sorted by end vertex — once per surface; the result, 2 bytes a triangle, is
244
+ * meant to be kept. Measured: a 1M-triangle grid, 0.47 s; 180k triangles, 0.07 s indexed and 0.1 s
245
+ * with every triangle its own three vertices, against 311 s for {@link shape3_mesh_from_geometry} to
246
+ * build the shape; a fan of 100k triangles round one vertex, 0.05–0.07 s (scanning each vertex's
247
+ * half-edges instead took 86 s there). Only the T-junction walk scans a vertex's lone half-edges, so
248
+ * rim edges by the thousand meeting at one vertex stay quadratic (10k loose triangles sharing one
249
+ * corner: 0.8 s). Transient arrays: the welded index and its table, 8 to 20 bytes a vertex; the
250
+ * half-edges sorted twice, 8 bytes a vertex and 24 a triangle — about 40 MB for 1M indexed
251
+ * triangles. (An edge hash table here cost 168 MB and 0.65 s.)
252
+ *
253
+ * @param {ArrayLike<number>} positions flat `(x, y, z)` per vertex
254
+ * @param {ArrayLike<number>} indices three per triangle, wound CCW seen from outside
255
+ * @returns {Uint16Array} one entry per triangle
256
+ */
257
+ export function mesh_compute_triangle_edge_flags(positions, indices) {
258
+ const tri_count = (indices.length / 3) | 0;
259
+ const flags = new Uint16Array(tri_count);
260
+
261
+ if (tri_count === 0) {
262
+ return flags;
263
+ }
264
+
265
+ const vertex_count = (positions.length / 3) | 0;
266
+
267
+ const tolerance = weld_tolerance(positions, indices, tri_count);
268
+
269
+ const welded = weld_by_position(positions, vertex_count, tolerance);
270
+
271
+ // The half-edges h = 3t + k, corner k to corner k + 1 of triangle t, of the triangles with three
272
+ // distinct welded corners, listed by their start and, within a start, by their end:
273
+ // outgoing[first[v] .. first[v + 1]) for vertex v. Two counting sorts, by end and then (stably) by
274
+ // start, so a half-edge's partners are found by binary search, at any vertex valence.
275
+ const first = new Int32Array(vertex_count + 1);
276
+ const cursor = new Int32Array(vertex_count + 1);
277
+
278
+ for (let t = 0; t < tri_count; t++) {
279
+ const a = welded[indices[t * 3]], b = welded[indices[t * 3 + 1]], c = welded[indices[t * 3 + 2]];
280
+
281
+ if (a === b || b === c || c === a) {
282
+ continue;
283
+ }
284
+
285
+ // each corner starts one half-edge and ends one
286
+ first[a + 1]++;
287
+ first[b + 1]++;
288
+ first[c + 1]++;
289
+ }
290
+
291
+ for (let v = 0; v < vertex_count; v++) {
292
+ first[v + 1] += first[v];
293
+ }
294
+
295
+ const half_edge_count = first[vertex_count];
296
+
297
+ // by end (as many end at a vertex as start there: the same offsets)
298
+ const by_end = new Int32Array(half_edge_count);
299
+ cursor.set(first);
300
+
301
+ for (let t = 0; t < tri_count; t++) {
302
+ const a = welded[indices[t * 3]], b = welded[indices[t * 3 + 1]], c = welded[indices[t * 3 + 2]];
303
+
304
+ if (a === b || b === c || c === a) {
305
+ continue;
306
+ }
307
+
308
+ by_end[cursor[b]++] = t * 3;
309
+ by_end[cursor[c]++] = t * 3 + 1;
310
+ by_end[cursor[a]++] = t * 3 + 2;
311
+ }
312
+
313
+ // then by start, keeping that order
314
+ const outgoing = new Int32Array(half_edge_count);
315
+ cursor.set(first);
316
+
317
+ for (let i = 0; i < half_edge_count; i++) {
318
+ const h = by_end[i];
319
+ outgoing[cursor[welded[indices[h]]]++] = h;
320
+ }
321
+
322
+ // half-edges with no other along them: rims, or one side of a T-junction
323
+ const lone = [];
324
+
325
+ for (let t = 0; t < tri_count; t++) {
326
+ const a = welded[indices[t * 3]], b = welded[indices[t * 3 + 1]], c = welded[indices[t * 3 + 2]];
327
+
328
+ if (a === b || b === c || c === a) {
329
+ continue;
330
+ }
331
+
332
+ for (let k = 0; k < 3; k++) {
333
+ const h = t * 3 + k;
334
+ const p = k === 0 ? a : k === 1 ? b : c;
335
+ const q = k === 0 ? b : k === 1 ? c : a;
336
+
337
+ // the other half-edges along p–q: q → p, as a neighbour wound the same way has it, or p → q
338
+ // (h itself among the latter)
339
+ const reverse = lower_end(welded, indices, outgoing, first[q], first[q + 1], p);
340
+ const reverse_end = lower_end(welded, indices, outgoing, reverse, first[q + 1], p + 1);
341
+ const same = lower_end(welded, indices, outgoing, first[p], first[p + 1], q);
342
+ const same_end = lower_end(welded, indices, outgoing, same, first[p + 1], q + 1);
343
+
344
+ const sharers = (reverse_end - reverse) + (same_end - same - 1);
345
+ const partner = reverse_end > reverse ? outgoing[reverse] : outgoing[same] === h ? outgoing[same + 1] : outgoing[same];
346
+
347
+ if (sharers === 1) {
348
+ const t2 = (partner / 3) | 0;
349
+ flags[t] |= classify_side(positions, indices, t, k, t2, partner - t2 * 3);
350
+ } else if (sharers === 0) {
351
+ lone.push(h);
352
+ }
353
+ }
354
+ }
355
+
356
+ // the lone half-edges listed by their start (each start's in descending order, as they are taken),
357
+ // the only candidates for the pieces of a T-junction
358
+ const lone_first = first;
359
+ const lone_count = lone.length;
360
+ lone_first.fill(0);
361
+
362
+ for (let i = 0; i < lone_count; i++) {
363
+ lone_first[welded[indices[lone[i]]] + 1]++;
364
+ }
365
+
366
+ for (let v = 0; v < vertex_count; v++) {
367
+ lone_first[v + 1] += lone_first[v];
368
+ }
369
+
370
+ const lone_outgoing = new Int32Array(lone_count);
371
+ cursor.set(lone_first);
372
+
373
+ for (let i = lone_count - 1; i >= 0; i--) {
374
+ const h = lone[i];
375
+ lone_outgoing[cursor[welded[indices[h]]]++] = h;
376
+ }
377
+
378
+ for (let i = 0; i < lone_count; i++) {
379
+ match_t_junction(positions, indices, welded, lone_first, lone_outgoing, flags, lone[i], tolerance);
380
+ }
381
+
382
+ // vertices a real edge meets, by welded index
383
+ const real_vertex = new Uint8Array(vertex_count);
384
+
385
+ for (let t = 0; t < tri_count; t++) {
386
+ const a = welded[indices[t * 3]], b = welded[indices[t * 3 + 1]], c = welded[indices[t * 3 + 2]];
387
+
388
+ if (a === b || b === c || c === a) {
389
+ continue;
390
+ }
391
+
392
+ if ((flags[t] & TriangleEdgeFlags.FlatAB) === 0) { real_vertex[a] = 1; real_vertex[b] = 1; }
393
+ if ((flags[t] & TriangleEdgeFlags.FlatBC) === 0) { real_vertex[b] = 1; real_vertex[c] = 1; }
394
+ if ((flags[t] & TriangleEdgeFlags.FlatCA) === 0) { real_vertex[c] = 1; real_vertex[a] = 1; }
395
+ }
396
+
397
+ for (let t = 0; t < tri_count; t++) {
398
+ const a = welded[indices[t * 3]], b = welded[indices[t * 3 + 1]], c = welded[indices[t * 3 + 2]];
399
+
400
+ if (a === b || b === c || c === a) {
401
+ continue;
402
+ }
403
+
404
+ if (real_vertex[a] === 0) flags[t] |= TriangleEdgeFlags.FlatVertexA;
405
+ if (real_vertex[b] === 0) flags[t] |= TriangleEdgeFlags.FlatVertexB;
406
+ if (real_vertex[c] === 0) flags[t] |= TriangleEdgeFlags.FlatVertexC;
407
+ }
408
+
409
+ return flags;
410
+ }
411
+
412
+ /**
413
+ * Match half-edge `h`, P → Q, which no other half-edge runs along, against the T-junction pieces on its
414
+ * other side: half-edges Q → V1, V1 → V2, …, Vn → P, as the triangles across it wind them, each with
415
+ * no partner of its own, end to end along P–Q within `tolerance`. When the pieces reach P, `h` is
416
+ * classified against them, and each of them against `h`. `lone_outgoing[lone_first[v] ..
417
+ * lone_first[v + 1])` are the half-edges without a partner that start at vertex v.
418
+ */
419
+ function match_t_junction(positions, indices, welded, lone_first, lone_outgoing, flags, h, tolerance) {
420
+ const t = (h / 3) | 0;
421
+ const k = h - t * 3;
422
+ const p = welded[indices[h]];
423
+ const q = welded[indices[t * 3 + (k + 1) % 3]];
424
+
425
+ // from Q toward P
426
+ const qx = positions[q * 3], qy = positions[q * 3 + 1], qz = positions[q * 3 + 2];
427
+ let dx = positions[p * 3] - qx, dy = positions[p * 3 + 1] - qy, dz = positions[p * 3 + 2] - qz;
428
+ const length = Math.sqrt(dx * dx + dy * dy + dz * dz);
429
+
430
+ if (!(length > 2 * tolerance)) {
431
+ return;
432
+ }
433
+
434
+ dx /= length; dy /= length; dz /= length;
435
+
436
+ let at = q;
437
+ let reach = 0;
438
+ let pieces = 0;
439
+
440
+ while (at !== p) {
441
+ if (pieces === T_JUNCTION_MAX_PIECES) {
442
+ return;
443
+ }
444
+
445
+ let next = -1;
446
+
447
+ for (let i = lone_first[at], end = lone_first[at + 1]; i < end; i++) {
448
+ const g = lone_outgoing[i];
449
+ const tg = (g / 3) | 0;
450
+
451
+ if (tg === t || (flags[tg] & (TriangleEdgeFlags.FlatAB | TriangleEdgeFlags.ConcaveAB) << (g - tg * 3)) !== 0) {
452
+ // h's own triangle, or a piece already matched
453
+ continue;
454
+ }
455
+
456
+ const v = half_edge_end(welded, indices, g);
457
+ const ex = positions[v * 3] - qx, ey = positions[v * 3 + 1] - qy, ez = positions[v * 3 + 2] - qz;
458
+ const along = ex * dx + ey * dy + ez * dz;
459
+
460
+ // forward along P–Q, not past P, and on it
461
+ if (!(along > reach + tolerance) || along > length + tolerance) {
462
+ continue;
463
+ }
464
+
465
+ const ox = ex - dx * along, oy = ey - dy * along, oz = ez - dz * along;
466
+
467
+ if (ox * ox + oy * oy + oz * oz > tolerance * tolerance) {
468
+ continue;
469
+ }
470
+
471
+ next = g;
472
+ reach = along;
473
+ at = v;
474
+ break;
475
+ }
476
+
477
+ if (next === -1) {
478
+ return;
479
+ }
480
+
481
+ t_pieces[pieces++] = next;
482
+ }
483
+
484
+ if (pieces < 2) {
485
+ // a single piece from Q to P would be h's partner, and h has none
486
+ return;
487
+ }
488
+
489
+ // h against every piece: FLAT when all are, CONCAVE when all are, real otherwise
490
+ const flat_bit = TriangleEdgeFlags.FlatAB << k;
491
+ const concave_bit = TriangleEdgeFlags.ConcaveAB << k;
492
+ let all_flat = true, all_concave = true;
493
+
494
+ for (let i = 0; i < pieces; i++) {
495
+ const g = t_pieces[i];
496
+ const tg = (g / 3) | 0;
497
+ const kg = g - tg * 3;
498
+
499
+ const side = classify_side(positions, indices, t, k, tg, kg);
500
+
501
+ if (side !== flat_bit) all_flat = false;
502
+ if (side !== concave_bit) all_concave = false;
503
+
504
+ flags[tg] |= classify_side(positions, indices, tg, kg, t, k);
505
+ }
506
+
507
+ if (all_flat) {
508
+ flags[t] |= flat_bit;
509
+ } else if (all_concave) {
510
+ flags[t] |= concave_bit;
511
+ }
512
+ }
513
+
514
+ /**
515
+ * First position in `outgoing[lo .. hi)` — a run sorted by end vertex — whose half-edge ends at or
516
+ * after vertex `target`.
517
+ */
518
+ function lower_end(welded, indices, outgoing, lo, hi, target) {
519
+ while (lo < hi) {
520
+ const mid = (lo + hi) >>> 1;
521
+
522
+ if (half_edge_end(welded, indices, outgoing[mid]) < target) {
523
+ lo = mid + 1;
524
+ } else {
525
+ hi = mid;
526
+ }
527
+ }
528
+
529
+ return lo;
530
+ }
531
+
532
+ /**
533
+ * Welded end vertex of half-edge `h` (corner `h % 3` to the next of triangle `h / 3`).
534
+ */
535
+ function half_edge_end(welded, indices, h) {
536
+ const t = (h / 3) | 0;
537
+ return welded[indices[t * 3 + (h - t * 3 + 1) % 3]];
538
+ }
@@ -0,0 +1,31 @@
1
+ /**
2
+ * Real spherical harmonic basis of any band count, at a unit direction.
3
+ *
4
+ * The engine's convention, the one {@link sh3_basis_at} and the WGSL `sh2_basis_at`/`sh3_basis_at`
5
+ * chunks write: orthonormal real SH with **no** Condon-Shortley phase (every sectoral term is
6
+ * positive along +x), band-major with coefficient `(l, m)` at `l * (l + 1) + m` (`sh_index`), so the
7
+ * first nine slots are `[1, y, z, x, xy, yz, 3z²-1, xz, x²-y²]` up to their constants. The zonal axis
8
+ * is +Z; the direction goes in unswizzled.
9
+ *
10
+ * Built from the fully normalized associated Legendre recurrence, which is stable at any band count:
11
+ *
12
+ * Q(m, m) = sqrt((2m+1)/4π · (2m-1)!!/(2m)!!)
13
+ * Q(m+1, m) = sqrt(2m+3) · z · Q(m, m)
14
+ * Q(l, m) = a · (z · Q(l-1, m) - b · Q(l-2, m)), a = sqrt((4l²-1)/(l²-m²)), b = sqrt(((l-1)²-m²)/(4(l-1)²-1))
15
+ *
16
+ * and the azimuthal factor from `(x + iy)^m = C(m) + i·S(m)`, so no trigonometry is evaluated:
17
+ * `Y(l, 0) = Q(l, 0)`, `Y(l, +m) = √2 · Q(l, m) · C(m)`, `Y(l, -m) = √2 · Q(l, m) · S(m)`.
18
+ * See Sloan, "Efficient Spherical Harmonic Evaluation", JCGT 2(2), 2013, for the same construction.
19
+ *
20
+ * The WGSL twins are `sh_basis_function` (one coefficient, any band) and the generated
21
+ * `sh{N}_basis_at` chunks, both pinned against this function.
22
+ *
23
+ * @param {number[]|Float32Array|Float64Array} output written at `[output_offset, output_offset + band_count²)`
24
+ * @param {number} output_offset
25
+ * @param {number} band_count number of bands, `l` runs over `[0, band_count)`
26
+ * @param {number} x unit direction
27
+ * @param {number} y
28
+ * @param {number} z
29
+ */
30
+ export function sh_basis_at(output: number[] | Float32Array | Float64Array, output_offset: number, band_count: number, x: number, y: number, z: number): void;
31
+ //# sourceMappingURL=sh_basis_at.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sh_basis_at.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/geom/3d/sphere/harmonics/sh_basis_at.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,oCAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,iBAClC,MAAM,cACN,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,QAuDhB"}
@@ -0,0 +1,85 @@
1
+ import { assert } from "../../../../assert.js";
2
+
3
+ /**
4
+ * Real spherical harmonic basis of any band count, at a unit direction.
5
+ *
6
+ * The engine's convention, the one {@link sh3_basis_at} and the WGSL `sh2_basis_at`/`sh3_basis_at`
7
+ * chunks write: orthonormal real SH with **no** Condon-Shortley phase (every sectoral term is
8
+ * positive along +x), band-major with coefficient `(l, m)` at `l * (l + 1) + m` (`sh_index`), so the
9
+ * first nine slots are `[1, y, z, x, xy, yz, 3z²-1, xz, x²-y²]` up to their constants. The zonal axis
10
+ * is +Z; the direction goes in unswizzled.
11
+ *
12
+ * Built from the fully normalized associated Legendre recurrence, which is stable at any band count:
13
+ *
14
+ * Q(m, m) = sqrt((2m+1)/4π · (2m-1)!!/(2m)!!)
15
+ * Q(m+1, m) = sqrt(2m+3) · z · Q(m, m)
16
+ * Q(l, m) = a · (z · Q(l-1, m) - b · Q(l-2, m)), a = sqrt((4l²-1)/(l²-m²)), b = sqrt(((l-1)²-m²)/(4(l-1)²-1))
17
+ *
18
+ * and the azimuthal factor from `(x + iy)^m = C(m) + i·S(m)`, so no trigonometry is evaluated:
19
+ * `Y(l, 0) = Q(l, 0)`, `Y(l, +m) = √2 · Q(l, m) · C(m)`, `Y(l, -m) = √2 · Q(l, m) · S(m)`.
20
+ * See Sloan, "Efficient Spherical Harmonic Evaluation", JCGT 2(2), 2013, for the same construction.
21
+ *
22
+ * The WGSL twins are `sh_basis_function` (one coefficient, any band) and the generated
23
+ * `sh{N}_basis_at` chunks, both pinned against this function.
24
+ *
25
+ * @param {number[]|Float32Array|Float64Array} output written at `[output_offset, output_offset + band_count²)`
26
+ * @param {number} output_offset
27
+ * @param {number} band_count number of bands, `l` runs over `[0, band_count)`
28
+ * @param {number} x unit direction
29
+ * @param {number} y
30
+ * @param {number} z
31
+ */
32
+ export function sh_basis_at(output, output_offset, band_count, x, y, z) {
33
+ assert.isNonNegativeInteger(output_offset, 'output_offset');
34
+ assert.isNonNegativeInteger(band_count, 'band_count');
35
+
36
+ // (x + iy)^m, advanced one m at a time
37
+ let c = 1;
38
+ let s = 0;
39
+
40
+ // Q(m, m) / sqrt(2m + 1), advanced one m at a time
41
+ let sectoral = 0.28209479177387814; // 1 / sqrt(4π)
42
+
43
+ for (let m = 0; m < band_count; m++) {
44
+
45
+ if (m > 0) {
46
+ const c_next = x * c - y * s;
47
+ s = x * s + y * c;
48
+ c = c_next;
49
+
50
+ sectoral *= Math.sqrt((2 * m - 1) / (2 * m));
51
+ }
52
+
53
+ // the real basis carries √2 on every m > 0 term; folding it into the start of the recurrence
54
+ // carries it through every band, which is linear in the start
55
+ const scale = m === 0 ? 1 : Math.SQRT2;
56
+
57
+ let q_previous = 0;
58
+ let q = sectoral * Math.sqrt(2 * m + 1) * scale;
59
+
60
+ for (let l = m; l < band_count; l++) {
61
+
62
+ if (l === m + 1) {
63
+ q_previous = q;
64
+ q = Math.sqrt(2 * m + 3) * z * q;
65
+ } else if (l > m + 1) {
66
+ const a = Math.sqrt((4 * l * l - 1) / (l * l - m * m));
67
+ const b = Math.sqrt(((l - 1) * (l - 1) - m * m) / (4 * (l - 1) * (l - 1) - 1));
68
+
69
+ const q_next = a * (z * q - b * q_previous);
70
+
71
+ q_previous = q;
72
+ q = q_next;
73
+ }
74
+
75
+ const zonal = output_offset + l * (l + 1);
76
+
77
+ if (m === 0) {
78
+ output[zonal] = q;
79
+ } else {
80
+ output[zonal + m] = q * c;
81
+ output[zonal - m] = q * s;
82
+ }
83
+ }
84
+ }
85
+ }
@@ -0,0 +1,18 @@
1
+ /**
2
+ * Band `l`'s attenuation under convolution with a von Mises-Fisher lobe of concentration `kappa`:
3
+ * `exp(-l(l+1) / (2 kappa))`.
4
+ *
5
+ * The large-kappa form of the vMF's zonal coefficients, which is what Ref-NeRF's integrated
6
+ * directional encoding uses (Verbin et al., "Ref-NeRF", CVPR 2022 — [VHM*22]) and what
7
+ * Silvennoinen, Sloan, Iwanicki and Nowrouzezahrai use to encode roughness continuously in
8
+ * "Spherical Harmonic Exponentials for Efficient Glossy Reflections" (HPG 2025,
9
+ * https://doi.org/10.1111/cgf.70219), with `kappa = 1 / alpha`. Band 0 is never attenuated.
10
+ *
11
+ * WGSL twin: `sh_vmf_window` (`shader/chunk/spherical_harmonics/chunk_sh_vmf_window.js`).
12
+ *
13
+ * @param {number} l band
14
+ * @param {number} kappa concentration, > 0; larger is sharper
15
+ * @returns {number} in (0, 1]
16
+ */
17
+ export function sh_vmf_window(l: number, kappa: number): number;
18
+ //# sourceMappingURL=sh_vmf_window.d.ts.map
@@ -0,0 +1 @@
1
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