@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
  965. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts.map +1 -0
  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
  970. package/src/shade/renderer/water/shader_water.d.ts +15 -26
  971. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  972. package/src/shade/renderer/water/shader_water.js +373 -213
  973. package/src/shade/renderer/water/shader_water_avboit.d.ts +12 -0
  974. package/src/shade/renderer/water/shader_water_avboit.d.ts.map +1 -0
  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
  983. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +1 -0
  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
  986. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +1 -0
  987. package/src/shade/renderer/water/surface/chunk_water_wave.js +48 -0
  988. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
  989. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +1 -0
  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
  992. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +1 -0
  993. package/src/shade/renderer/water/surface/shader_water_surface_write.js +51 -0
  994. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
  995. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +1 -0
  996. package/src/shade/renderer/water/surface/shader_water_wave_step.js +54 -0
  997. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +13 -0
  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
  1006. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  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
  1009. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts.map +0 -1
  1010. package/src/shade/renderer/shader/chunk/geometry/plane/plane_ray_raycast.d.ts.map +0 -1
  1011. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1012. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1013. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1014. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1015. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1016. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -1,7 +1,13 @@
1
- import { quat3_multiply } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
2
- import { v3_quaternion_apply } from "../../../../core/geom/vec3/v3_quaternion_apply.js";
3
- import { v3_quaternion_apply_inverse } from "../../../../core/geom/vec3/v3_quaternion_apply_inverse.js";
1
+ import { quat3_multiply_array } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
2
+ import { v3_quaternion_apply_array } from "../../../../core/geom/vec3/v3_quaternion_apply.js";
3
+ import { v3_quaternion_apply_inverse_array } from "../../../../core/geom/vec3/v3_quaternion_apply_inverse.js";
4
4
  import {
5
+ CCR_AABB_MAX_X,
6
+ CCR_AABB_MAX_Y,
7
+ CCR_AABB_MAX_Z,
8
+ CCR_AABB_MIN_X,
9
+ CCR_AABB_MIN_Y,
10
+ CCR_AABB_MIN_Z,
5
11
  CCR_FEATURE,
6
12
  CCR_FRICTION,
7
13
  CCR_INFLATION,
@@ -26,7 +32,8 @@ import {
26
32
  CCR_TY,
27
33
  CCR_TZ
28
34
  } from "../collider/ClothColliderRecord.js";
29
- import { cloth_collider_refit_bounds } from "../collider/cloth_collider_bounds.js";
35
+ import { ClothColliderKind } from "../collider/ClothColliderKind.js";
36
+ import { cloth_collider_refit_bounds, cloth_contact_rounding } from "../collider/cloth_collider_bounds.js";
30
37
  import { CLOTH_CONTACT_MARGIN } from "../solver/cloth_contact_find.js";
31
38
  import { CLOTH_COLLIDER_SLOTS } from "../solver/cloth_solver_constants.js";
32
39
 
@@ -55,10 +62,10 @@ import { CLOTH_COLLIDER_SLOTS } from "../solver/cloth_solver_constants.js";
55
62
  *
56
63
  * ## The query box
57
64
  *
58
- * The cloth's own particle bounds, fattened by exactly what
59
- * `cloth_contact_find` will reach for — no more, because a broadphase that is
60
- * wider than its narrowphase is collecting colliders it will then throw away.
61
- * {@link cloth_gather_reach} is that quantity and carries the derivation.
65
+ * The cloth's particle bounds are fattened by its contact radius and particle
66
+ * travel; the index supplies each collider's motion and inflation. Both sides
67
+ * include an outward rounding allowance for the solver's Float32 conversion.
68
+ * {@link cloth_gather_reach} carries the reach derivation.
62
69
  *
63
70
  * It used to be the velocity clamp of §7 P1 read as a distance. That was wrong
64
71
  * in both directions at once. The clamp is `4 · shortest_row · substeps ·
@@ -99,17 +106,16 @@ import { CLOTH_COLLIDER_SLOTS } from "../solver/cloth_solver_constants.js";
99
106
  *
100
107
  * The gather has one job the solver depends on: the set it hands over must
101
108
  * contain every collider `cloth_contact_find` would draw a row against. So the
102
- * margin is that function's own reach, maximised over the things the gather
103
- * cannot yet know — which collider, and which particle:
109
+ * reach is split between the cloth query and each collider's indexed bounds:
104
110
  *
105
111
  * (radius + inflation) · (1 + CLOTH_CONTACT_MARGIN) the contact itself
106
112
  * + collider travel §20, the collider's approach
107
113
  * + |v| · dt §54, the particle's own
108
114
  *
109
- * The radius term is added by {@link cloth_gather_colliders}, which knows the
110
- * cloth's `contact_radius`; this supplies the rest. Inflation and collider
111
- * travel come from the index as maxima over every live record, because the
112
- * gather has not queried yet and so cannot know which records it will get.
115
+ * The radius term is added by {@link cloth_gather_colliders}. This function
116
+ * supplies particle travel. The index expands each collider's swept bounds
117
+ * by its own travel and inflation, so an intersection covers the same sum
118
+ * without allowing one remote outlier to widen every cloth's query.
113
119
  *
114
120
  * **The velocity is read before the step and the narrowphase reads it after
115
121
  * `damp`**, which only ever scales it down — so this is an upper bound on the
@@ -142,22 +148,20 @@ export function cloth_gather_reach(state, index, dt) {
142
148
  }
143
149
  }
144
150
 
145
- return dt * Math.sqrt(fastest_squared)
146
- + index.max_collider_travel
147
- + index.max_inflation * (1 + CLOTH_CONTACT_MARGIN);
151
+ return dt * Math.sqrt(fastest_squared);
148
152
  }
149
153
 
150
154
  /**
151
- * Query the index and rewrite the overlapping colliders into the cloth's frame.
155
+ * Query the index into HANDLES without touching the solver's collider table.
152
156
  *
153
- * @param {ClothInstance} instance read for its anchor pose and filter; its
154
- * state's `collider_table`, `collider_key` and `collider_count` are filled
157
+ * @param {ClothInstance} instance read for its bounds, anchor pose and filter
155
158
  * @param {ClothColliderIndex} index
156
159
  * @param {number} reach how far past its particles the cloth has to look,
157
160
  * metres — {@link cloth_gather_reach}
158
- * @returns {number} how many colliders were gathered
161
+ * @returns {number} how many handles fit in the collider table
162
+ * @private
159
163
  */
160
- export function cloth_gather_colliders(instance, index, reach) {
164
+ function query_colliders(instance, index, reach) {
161
165
  const state = instance.state;
162
166
 
163
167
  const particle_count = state.particle_count;
@@ -186,22 +190,9 @@ export function cloth_gather_colliders(instance, index, reach) {
186
190
  }
187
191
 
188
192
  if (particle_count === 0) {
189
- state.collider_count = 0;
190
-
191
193
  return 0;
192
194
  }
193
195
 
194
- // The contact's own reach, on the same terms `cloth_contact_find` states
195
- // it in, plus everything {@link cloth_gather_reach} already folded in.
196
- const margin = reach + state.contact_radius * (1 + CLOTH_CONTACT_MARGIN);
197
-
198
- min_x -= margin;
199
- min_y -= margin;
200
- min_z -= margin;
201
- max_x += margin;
202
- max_y += margin;
203
- max_z += margin;
204
-
205
196
  // The anchor pose the particles were carried into this step, not the live
206
197
  // component — those are the same value by the time this runs, and the
207
198
  // cached pair is the one `move_local_frame` used.
@@ -209,10 +200,21 @@ export function cloth_gather_colliders(instance, index, reach) {
209
200
  const anchor_y = instance.anchor_translation[1];
210
201
  const anchor_z = instance.anchor_translation[2];
211
202
 
212
- const qx = instance.anchor_rotation[0];
213
- const qy = instance.anchor_rotation[1];
214
- const qz = instance.anchor_rotation[2];
215
- const qw = instance.anchor_rotation[3];
203
+ const anchor_rotation = instance.anchor_rotation;
204
+
205
+ const contact_reach = reach + state.contact_radius * (1 + CLOTH_CONTACT_MARGIN);
206
+ const local_scale = Math.max(Math.abs(min_x), Math.abs(max_x))
207
+ + Math.max(Math.abs(min_y), Math.abs(max_y))
208
+ + Math.max(Math.abs(min_z), Math.abs(max_z)) + contact_reach;
209
+ const world_scale = local_scale + Math.abs(anchor_x) + Math.abs(anchor_y) + Math.abs(anchor_z);
210
+ const margin = contact_reach + cloth_contact_rounding(local_scale, world_scale);
211
+
212
+ min_x -= margin;
213
+ min_y -= margin;
214
+ min_z -= margin;
215
+ max_x += margin;
216
+ max_y += margin;
217
+ max_z += margin;
216
218
 
217
219
  // The local box's eight corners, in world. A rotated box is not a box, so
218
220
  // the world query volume is the bounds of the rotated one rather than the
@@ -225,13 +227,13 @@ export function cloth_gather_colliders(instance, index, reach) {
225
227
  let world_max_z = -Infinity;
226
228
 
227
229
  for (let corner = 0; corner < 8; corner++) {
228
- v3_quaternion_apply(
229
- CORNER, 0,
230
- (corner & 1) === 0 ? min_x : max_x,
231
- (corner & 2) === 0 ? min_y : max_y,
232
- (corner & 4) === 0 ? min_z : max_z,
233
- qx, qy, qz, qw
234
- );
230
+ // The corner and the rotation go in as arrays: handed over as seven numbers, each was boxed
231
+ // wherever the call was not inlined, eight times a cloth a step.
232
+ CORNER[0] = (corner & 1) === 0 ? min_x : max_x;
233
+ CORNER[1] = (corner & 2) === 0 ? min_y : max_y;
234
+ CORNER[2] = (corner & 4) === 0 ? min_z : max_z;
235
+
236
+ v3_quaternion_apply_array(CORNER, 0, CORNER, 0, anchor_rotation, 0);
235
237
 
236
238
  const x = CORNER[0] + anchor_x;
237
239
  const y = CORNER[1] + anchor_y;
@@ -247,11 +249,39 @@ export function cloth_gather_colliders(instance, index, reach) {
247
249
 
248
250
  const cloth = instance.cloth;
249
251
 
250
- const overlapping = index.query(
251
- HANDLES, world_min_x, world_min_y, world_min_z,
252
- world_max_x, world_max_y, world_max_z,
253
- cloth.layer, cloth.mask
254
- );
252
+ QUERY_BOX[0] = world_min_x;
253
+ QUERY_BOX[1] = world_min_y;
254
+ QUERY_BOX[2] = world_min_z;
255
+ QUERY_BOX[3] = world_max_x;
256
+ QUERY_BOX[4] = world_max_y;
257
+ QUERY_BOX[5] = world_max_z;
258
+
259
+ const candidates = index.queryArray(HANDLES, QUERY_BOX, 0, cloth.layer, cloth.mask, true);
260
+
261
+ // A half-space has no bounded world-space conversion allowance, so the
262
+ // index keeps every plane. Reject separated planes in the exact Float32
263
+ // frame used by the solver, BEFORE applying the table limit. Otherwise
264
+ // distant floors can consume all slots and hide a real nearby contact.
265
+ let overlapping = 0;
266
+ const source = index.table;
267
+ for (let i = 0; i < candidates; i++) {
268
+ const handle = HANDLES[i];
269
+ if (source[handle * CCR_STRIDE + CCR_KIND] === ClothColliderKind.Plane) {
270
+ localise_record(PLANE_RECORD, 0, source, handle, instance);
271
+ const extra = Math.max(0, PLANE_RECORD[CCR_INFLATION]) * (1 + CLOTH_CONTACT_MARGIN)
272
+ + Math.hypot(
273
+ PLANE_RECORD[CCR_TX] - PLANE_RECORD[CCR_PREV_TX],
274
+ PLANE_RECORD[CCR_TY] - PLANE_RECORD[CCR_PREV_TY],
275
+ PLANE_RECORD[CCR_TZ] - PLANE_RECORD[CCR_PREV_TZ]
276
+ );
277
+ if (max_x + extra < PLANE_RECORD[CCR_AABB_MIN_X] || min_x - extra > PLANE_RECORD[CCR_AABB_MAX_X]
278
+ || max_y + extra < PLANE_RECORD[CCR_AABB_MIN_Y] || min_y - extra > PLANE_RECORD[CCR_AABB_MAX_Y]
279
+ || max_z + extra < PLANE_RECORD[CCR_AABB_MIN_Z] || min_z - extra > PLANE_RECORD[CCR_AABB_MAX_Z]) {
280
+ continue;
281
+ }
282
+ }
283
+ HANDLES[overlapping++] = handle;
284
+ }
255
285
 
256
286
  let found = overlapping;
257
287
 
@@ -269,44 +299,28 @@ export function cloth_gather_colliders(instance, index, reach) {
269
299
  }
270
300
  }
271
301
 
302
+ return found;
303
+ }
304
+
305
+ /**
306
+ * Query the index and rewrite overlapping colliders into the cloth's frame.
307
+ * @param {ClothInstance} instance its state's collider table and keys are filled
308
+ * @param {ClothColliderIndex} index
309
+ * @param {number} reach particle travel from {@link cloth_gather_reach}
310
+ * @returns {number} how many colliders were gathered
311
+ */
312
+ export function cloth_gather_colliders(instance, index, reach) {
313
+ const found = query_colliders(instance, index, reach);
314
+ const state = instance.state;
272
315
  const table = state.collider_table;
273
316
  const keys = state.collider_key;
274
-
275
317
  const source = index.table;
276
318
 
277
319
  for (let i = 0; i < found; i++) {
278
320
  const handle = HANDLES[i];
279
-
280
- const from = handle * CCR_STRIDE;
281
- const to = i * CCR_STRIDE;
282
-
283
321
  keys[i] = handle;
284
-
285
- table[to + CCR_KIND] = source[from + CCR_KIND];
286
- table[to + CCR_PARAM_0] = source[from + CCR_PARAM_0];
287
- table[to + CCR_PARAM_1] = source[from + CCR_PARAM_1];
288
- table[to + CCR_PARAM_2] = source[from + CCR_PARAM_2];
289
- table[to + CCR_PARAM_3] = source[from + CCR_PARAM_3];
290
- table[to + CCR_FEATURE] = source[from + CCR_FEATURE];
291
- table[to + CCR_FRICTION] = source[from + CCR_FRICTION];
292
- table[to + CCR_INFLATION] = source[from + CCR_INFLATION];
293
-
294
- localise(
295
- table, to + CCR_TX, to + CCR_QX,
296
- source[from + CCR_TX], source[from + CCR_TY], source[from + CCR_TZ],
297
- source[from + CCR_QX], source[from + CCR_QY], source[from + CCR_QZ], source[from + CCR_QW],
298
- anchor_x, anchor_y, anchor_z, qx, qy, qz, qw
299
- );
300
-
301
- localise(
302
- table, to + CCR_PREV_TX, to + CCR_PREV_QX,
303
- source[from + CCR_PREV_TX], source[from + CCR_PREV_TY], source[from + CCR_PREV_TZ],
304
- source[from + CCR_PREV_QX], source[from + CCR_PREV_QY],
305
- source[from + CCR_PREV_QZ], source[from + CCR_PREV_QW],
306
- anchor_x, anchor_y, anchor_z, qx, qy, qz, qw
307
- );
308
-
309
- cloth_collider_refit_bounds(table, i, CCR_STRIDE);
322
+ instance.gathered_collider_revisions[i] = index.revisionOf(handle);
323
+ localise_record(table, i, source, handle, instance);
310
324
  }
311
325
 
312
326
  state.collider_count = found;
@@ -314,45 +328,85 @@ export function cloth_gather_colliders(instance, index, reach) {
314
328
  return found;
315
329
  }
316
330
 
331
+ /**
332
+ * Convert a complete record using the solver's storage precision. Shared with
333
+ * the plane prefilter so its bounds and travel match what discovery will read.
334
+ * @param {Float32Array} table
335
+ * @param {number} record
336
+ * @param {Float64Array} source
337
+ * @param {number} handle
338
+ * @param {ClothInstance} instance
339
+ * @private
340
+ */
341
+ function localise_record(table, record, source, handle, instance) {
342
+ const anchor_translation = instance.anchor_translation;
343
+ const anchor_rotation = instance.anchor_rotation;
344
+ const from = handle * CCR_STRIDE;
345
+ const to = record * CCR_STRIDE;
346
+
347
+ table[to + CCR_KIND] = source[from + CCR_KIND];
348
+ table[to + CCR_PARAM_0] = source[from + CCR_PARAM_0];
349
+ table[to + CCR_PARAM_1] = source[from + CCR_PARAM_1];
350
+ table[to + CCR_PARAM_2] = source[from + CCR_PARAM_2];
351
+ table[to + CCR_PARAM_3] = source[from + CCR_PARAM_3];
352
+ table[to + CCR_FEATURE] = source[from + CCR_FEATURE];
353
+ table[to + CCR_FRICTION] = source[from + CCR_FRICTION];
354
+ table[to + CCR_INFLATION] = source[from + CCR_INFLATION];
355
+
356
+ localise(
357
+ table, to + CCR_TX, to + CCR_QX,
358
+ source, from + CCR_TX, from + CCR_QX,
359
+ anchor_translation, anchor_rotation
360
+ );
361
+
362
+ localise(
363
+ table, to + CCR_PREV_TX, to + CCR_PREV_QX,
364
+ source, from + CCR_PREV_TX, from + CCR_PREV_QX,
365
+ anchor_translation, anchor_rotation
366
+ );
367
+
368
+ cloth_collider_refit_bounds(table, record, CCR_STRIDE);
369
+ }
370
+
317
371
  /**
318
372
  * Write a world pose into a record's translation and rotation slots, expressed
319
373
  * in the anchor's frame.
320
374
  *
375
+ * Everything goes in as arrays and slots: handed over as fourteen numbers, the
376
+ * pose and the anchor's were each boxed into a heap object wherever this was
377
+ * not inlined, twice per collider per cloth per step.
378
+ *
321
379
  * @param {Float32Array} table
322
380
  * @param {number} translation_slot
323
381
  * @param {number} rotation_slot
324
- * @param {number} tx
325
- * @param {number} ty
326
- * @param {number} tz
327
- * @param {number} rx
328
- * @param {number} ry
329
- * @param {number} rz
330
- * @param {number} rw
331
- * @param {number} anchor_x
332
- * @param {number} anchor_y
333
- * @param {number} anchor_z
334
- * @param {number} qx
335
- * @param {number} qy
336
- * @param {number} qz
337
- * @param {number} qw
382
+ * @param {Float32Array|Float64Array} source the world pose's record table
383
+ * @param {number} source_translation_slot `[x, y, z]`
384
+ * @param {number} source_rotation_slot `[x, y, z, w]`
385
+ * @param {Float64Array} anchor_translation `[x, y, z]`
386
+ * @param {Float64Array} anchor_rotation `[x, y, z, w]`
338
387
  * @private
339
388
  */
340
389
  function localise(
341
390
  table, translation_slot, rotation_slot,
342
- tx, ty, tz, rx, ry, rz, rw,
343
- anchor_x, anchor_y, anchor_z, qx, qy, qz, qw
391
+ source, source_translation_slot, source_rotation_slot,
392
+ anchor_translation, anchor_rotation
344
393
  ) {
345
- v3_quaternion_apply_inverse(
346
- LOCAL_TRANSLATION, 0,
347
- tx - anchor_x, ty - anchor_y, tz - anchor_z,
348
- qx, qy, qz, qw
349
- );
394
+ LOCAL_TRANSLATION[0] = source[source_translation_slot] - anchor_translation[0];
395
+ LOCAL_TRANSLATION[1] = source[source_translation_slot + 1] - anchor_translation[1];
396
+ LOCAL_TRANSLATION[2] = source[source_translation_slot + 2] - anchor_translation[2];
397
+
398
+ v3_quaternion_apply_inverse_array(LOCAL_TRANSLATION, 0, LOCAL_TRANSLATION, 0, anchor_rotation, 0);
350
399
 
351
400
  table[translation_slot] = LOCAL_TRANSLATION[0];
352
401
  table[translation_slot + 1] = LOCAL_TRANSLATION[1];
353
402
  table[translation_slot + 2] = LOCAL_TRANSLATION[2];
354
403
 
355
- quat3_multiply(LOCAL_ROTATION, 0, -qx, -qy, -qz, qw, rx, ry, rz, rw);
404
+ ANCHOR_CONJUGATE[0] = -anchor_rotation[0];
405
+ ANCHOR_CONJUGATE[1] = -anchor_rotation[1];
406
+ ANCHOR_CONJUGATE[2] = -anchor_rotation[2];
407
+ ANCHOR_CONJUGATE[3] = anchor_rotation[3];
408
+
409
+ quat3_multiply_array(LOCAL_ROTATION, 0, ANCHOR_CONJUGATE, 0, source, source_rotation_slot);
356
410
 
357
411
  table[rotation_slot] = LOCAL_ROTATION[0];
358
412
  table[rotation_slot + 1] = LOCAL_ROTATION[1];
@@ -366,17 +420,19 @@ function localise(
366
420
  *
367
421
  * A sleeping cloth is not stepped and not written back, so something has to
368
422
  * notice when the world it was resting against changes. This is that something,
369
- * and it is a broadphase query plus two comparisons: cheaper than a step by
370
- * three orders of magnitude, which is what makes sleep worth having at all.
423
+ * and it queries handles and revisions without constructing a local collider
424
+ * table or changing solver memory.
371
425
  *
372
- * **Two comparisons, and the set is the one M2 did not have.** A pose
373
- * comparison answers "did anything move", and `ClothColliderSystem#link`
426
+ * **Two comparisons, and the set is the one M2 did not have.** A revision
427
+ * comparison answers "did anything change", and `ClothColliderSystem#link`
374
428
  * *places* a new collider rather than posing it — previous equals current — so
375
429
  * a sphere spawned around a sleeping rope is a collider that has not moved.
376
430
  * Measured: the rope slept through it and stayed asleep three hundred steps
377
431
  * later with four of its six links inside. A handle appearing in the gathered
378
432
  * set, or leaving it, is a change to the world the cloth went to sleep in
379
433
  * whatever the poses say, and it costs one integer compare per record.
434
+ * Revisions also detect placements (whose swept poses are equal), changed
435
+ * surfaces, and a removed handle reused while the cloth slept.
380
436
  *
381
437
  * The query uses the reach the cloth's last *step* gathered with, so the two
382
438
  * sets are answers to the same question. A set built at zero margin against one
@@ -387,9 +443,7 @@ function localise(
387
443
  * @returns {boolean}
388
444
  */
389
445
  export function cloth_colliders_moved(instance, index) {
390
- const found = cloth_gather_colliders(instance, index, instance.gather_reach);
391
-
392
- const keys = instance.state.collider_key;
446
+ const found = query_colliders(instance, index, instance.gather_reach);
393
447
 
394
448
  if (found !== instance.collider_key_count) {
395
449
  return true;
@@ -398,23 +452,7 @@ export function cloth_colliders_moved(instance, index) {
398
452
  const seen = instance.collider_keys;
399
453
 
400
454
  for (let i = 0; i < found; i++) {
401
- if (keys[i] !== seen[i]) {
402
- return true;
403
- }
404
- }
405
-
406
- const table = instance.state.collider_table;
407
-
408
- for (let i = 0; i < found; i++) {
409
- const r = i * CCR_STRIDE;
410
-
411
- if (table[r + CCR_TX] !== table[r + CCR_PREV_TX]
412
- || table[r + CCR_TY] !== table[r + CCR_PREV_TY]
413
- || table[r + CCR_TZ] !== table[r + CCR_PREV_TZ]
414
- || table[r + CCR_QX] !== table[r + CCR_PREV_QX]
415
- || table[r + CCR_QY] !== table[r + CCR_PREV_QY]
416
- || table[r + CCR_QZ] !== table[r + CCR_PREV_QZ]
417
- || table[r + CCR_QW] !== table[r + CCR_PREV_QW]) {
455
+ if (HANDLES[i] !== seen[i] || index.revisionOf(HANDLES[i]) !== instance.collider_revisions[i]) {
418
456
  return true;
419
457
  }
420
458
  }
@@ -440,6 +478,7 @@ export function cloth_remember_colliders(instance, reach) {
440
478
 
441
479
  for (let i = 0; i < count; i++) {
442
480
  seen[i] = keys[i];
481
+ instance.collider_revisions[i] = instance.gathered_collider_revisions[i];
443
482
  }
444
483
 
445
484
  instance.collider_key_count = count;
@@ -452,6 +491,9 @@ export function cloth_remember_colliders(instance, reach) {
452
491
  */
453
492
  const HANDLES = [];
454
493
 
494
+ /** @type {Float32Array} @private */
495
+ const PLANE_RECORD = new Float32Array(CCR_STRIDE);
496
+
455
497
  /**
456
498
  * @type {Float64Array}
457
499
  * @private
@@ -469,3 +511,18 @@ const LOCAL_TRANSLATION = new Float64Array(3);
469
511
  * @private
470
512
  */
471
513
  const LOCAL_ROTATION = new Float64Array(4);
514
+
515
+ /**
516
+ * The anchor's rotation conjugated, `[-x, -y, -z, w]`: {@link localise}'s left operand.
517
+ * @type {Float64Array}
518
+ * @private
519
+ */
520
+ const ANCHOR_CONJUGATE = new Float64Array(4);
521
+
522
+ /**
523
+ * The world box {@link query_colliders} asks the index about, `[min_x, min_y, min_z, max_x, max_y,
524
+ * max_z]`.
525
+ * @type {Float64Array}
526
+ * @private
527
+ */
528
+ const QUERY_BOX = new Float64Array(6);
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_reconstruct_pose.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js"],"names":[],"mappings":"AA6DA;;;;;;;;;;GAUG;AACH,iEAFa,IAAI,CAqEhB"}
1
+ {"version":3,"file":"cloth_reconstruct_pose.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js"],"names":[],"mappings":"AA6DA;;;;;;;;;;GAUG;AACH,iEAFa,IAAI,CA+DhB"}
@@ -1,6 +1,6 @@
1
- import { quat3_multiply } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
2
- import { quat3_nlerp } from "../../../../core/geom/3d/quaternion/quat3_nlerp.js";
3
- import { quat3_shortest_arc } from "../../../../core/geom/3d/quaternion/quat3_shortest_arc.js";
1
+ import { quat3_multiply_array } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
2
+ import { quat3_nlerp_array } from "../../../../core/geom/3d/quaternion/quat3_nlerp.js";
3
+ import { quat3_shortest_arc_array } from "../../../../core/geom/3d/quaternion/quat3_shortest_arc.js";
4
4
 
5
5
  /**
6
6
  * # From particles to a pose — the half of the write-back that is arithmetic
@@ -114,13 +114,11 @@ export function cloth_reconstruct_pose(instance) {
114
114
 
115
115
  let swing = SWING_OUT;
116
116
 
117
+ // Every quaternion and direction below goes to its function as an array and an offset:
118
+ // handed over as numbers, each was boxed into a heap object wherever the call was not inlined,
119
+ // which until V8 optimises this pass is every call, per node per step.
117
120
  if (has_parent_swing && has_child_swing) {
118
- quat3_nlerp(
119
- SWING, SWING_OUT,
120
- SWING[SWING_PARENT], SWING[SWING_PARENT + 1], SWING[SWING_PARENT + 2], SWING[SWING_PARENT + 3],
121
- SWING[SWING_CHILD], SWING[SWING_CHILD + 1], SWING[SWING_CHILD + 2], SWING[SWING_CHILD + 3],
122
- 0.5
123
- );
121
+ quat3_nlerp_array(SWING, SWING_OUT, SWING, SWING_PARENT, SWING, SWING_CHILD, 0.5);
124
122
  } else if (has_child_swing) {
125
123
  swing = SWING_CHILD;
126
124
  } else {
@@ -131,11 +129,7 @@ export function cloth_reconstruct_pose(instance) {
131
129
 
132
130
  // Animated orientation first, then the swing: the swing is expressed in
133
131
  // the cloth's local frame.
134
- quat3_multiply(
135
- reconstructed, node * 4,
136
- SWING[swing], SWING[swing + 1], SWING[swing + 2], SWING[swing + 3],
137
- rotation[node * 4], rotation[node * 4 + 1], rotation[node * 4 + 2], rotation[node * 4 + 3]
138
- );
132
+ quat3_multiply_array(reconstructed, node * 4, SWING, swing, rotation, node * 4);
139
133
  }
140
134
  }
141
135
 
@@ -157,11 +151,16 @@ function link_swing(instance, from, to, out) {
157
151
  const a = from * 3;
158
152
  const b = to * 3;
159
153
 
160
- const has_animated = unit(DIRECTION, 0,
161
- animated[b] - animated[a], animated[b + 1] - animated[a + 1], animated[b + 2] - animated[a + 2]);
154
+ DIRECTION[0] = animated[b] - animated[a];
155
+ DIRECTION[1] = animated[b + 1] - animated[a + 1];
156
+ DIRECTION[2] = animated[b + 2] - animated[a + 2];
162
157
 
163
- const has_blended = unit(DIRECTION, 3,
164
- blended[b] - blended[a], blended[b + 1] - blended[a + 1], blended[b + 2] - blended[a + 2]);
158
+ DIRECTION[3] = blended[b] - blended[a];
159
+ DIRECTION[4] = blended[b + 1] - blended[a + 1];
160
+ DIRECTION[5] = blended[b + 2] - blended[a + 2];
161
+
162
+ const has_animated = unit(DIRECTION, 0);
163
+ const has_blended = unit(DIRECTION, 3);
165
164
 
166
165
  if (!has_animated || !has_blended) {
167
166
  identity(out);
@@ -169,11 +168,7 @@ function link_swing(instance, from, to, out) {
169
168
  return false;
170
169
  }
171
170
 
172
- quat3_shortest_arc(
173
- SWING, out,
174
- DIRECTION[0], DIRECTION[1], DIRECTION[2],
175
- DIRECTION[3], DIRECTION[4], DIRECTION[5]
176
- );
171
+ quat3_shortest_arc_array(SWING, out, DIRECTION, 0, DIRECTION, 3);
177
172
 
178
173
  return true;
179
174
  }
@@ -213,23 +208,37 @@ function children_swing(instance, node, out) {
213
208
  for (let i = start; i < end; i++) {
214
209
  const b = child[i] * 3;
215
210
 
216
- if (unit(DIRECTION, 6,
217
- animated[b] - animated[a], animated[b + 1] - animated[a + 1], animated[b + 2] - animated[a + 2])) {
211
+ DIRECTION[6] = animated[b] - animated[a];
212
+ DIRECTION[7] = animated[b + 1] - animated[a + 1];
213
+ DIRECTION[8] = animated[b + 2] - animated[a + 2];
214
+
215
+ if (unit(DIRECTION, 6)) {
218
216
  anim_x += DIRECTION[6];
219
217
  anim_y += DIRECTION[7];
220
218
  anim_z += DIRECTION[8];
221
219
  }
222
220
 
223
- if (unit(DIRECTION, 9,
224
- blended[b] - blended[a], blended[b + 1] - blended[a + 1], blended[b + 2] - blended[a + 2])) {
221
+ DIRECTION[9] = blended[b] - blended[a];
222
+ DIRECTION[10] = blended[b + 1] - blended[a + 1];
223
+ DIRECTION[11] = blended[b + 2] - blended[a + 2];
224
+
225
+ if (unit(DIRECTION, 9)) {
225
226
  sim_x += DIRECTION[9];
226
227
  sim_y += DIRECTION[10];
227
228
  sim_z += DIRECTION[11];
228
229
  }
229
230
  }
230
231
 
231
- const has_animated = unit(DIRECTION, 0, anim_x, anim_y, anim_z);
232
- const has_blended = unit(DIRECTION, 3, sim_x, sim_y, sim_z);
232
+ DIRECTION[0] = anim_x;
233
+ DIRECTION[1] = anim_y;
234
+ DIRECTION[2] = anim_z;
235
+
236
+ DIRECTION[3] = sim_x;
237
+ DIRECTION[4] = sim_y;
238
+ DIRECTION[5] = sim_z;
239
+
240
+ const has_animated = unit(DIRECTION, 0);
241
+ const has_blended = unit(DIRECTION, 3);
233
242
 
234
243
  if (!has_animated || !has_blended) {
235
244
  // Branches that cancel — a node with two children pointing opposite
@@ -240,27 +249,25 @@ function children_swing(instance, node, out) {
240
249
  return false;
241
250
  }
242
251
 
243
- quat3_shortest_arc(
244
- SWING, out,
245
- DIRECTION[0], DIRECTION[1], DIRECTION[2],
246
- DIRECTION[3], DIRECTION[4], DIRECTION[5]
247
- );
252
+ quat3_shortest_arc_array(SWING, out, DIRECTION, 0, DIRECTION, 3);
248
253
 
249
254
  return true;
250
255
  }
251
256
 
252
257
  /**
253
- * Normalise into `out`, reporting whether there was a direction to find.
258
+ * Normalise the vector at `offset` in place, reporting whether there was a direction to find; one
259
+ * that was not is left as it was.
254
260
  *
255
261
  * @param {Float64Array} out
256
262
  * @param {number} offset
257
- * @param {number} x
258
- * @param {number} y
259
- * @param {number} z
260
263
  * @returns {boolean}
261
264
  * @private
262
265
  */
263
- function unit(out, offset, x, y, z) {
266
+ function unit(out, offset) {
267
+ const x = out[offset];
268
+ const y = out[offset + 1];
269
+ const z = out[offset + 2];
270
+
264
271
  const length_squared = x * x + y * y + z * z;
265
272
 
266
273
  if (length_squared < 1e-24) {
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_write_back.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_write_back.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiDG;AAEH;;;;;;GAMG;AACH,wFAFa,IAAI,CA2DhB;AAyBD;;;;;;;;;GASG;AACH,0FAJW,MAAM,UACN,MAAM,GACJ,IAAI,CA4BhB"}
1
+ {"version":3,"file":"cloth_write_back.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_write_back.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiDG;AAEH;;;;;;GAMG;AACH,wFAFa,IAAI,CAiDhB;AAyBD;;;;;;;;;GASG;AACH,0FAJW,MAAM,UACN,MAAM,GACJ,IAAI,CA6BhB"}