@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
@@ -26,7 +26,8 @@
26
26
  * @param {number[]|Float64Array} inv_inertia_local
27
27
  * Body-frame inverse inertia diagonal, `[x, y, z]` (typically `rb.inverseInertiaLocal`).
28
28
  * @param {number[]|Float64Array} rotation
29
- * Body orientation as a unit quaternion, `[x, y, z, w]` (typically `transform.rotation`).
29
+ * Body orientation as a unit quaternion, `[x, y, z, w]`. Not a Transform64's `rotation`, which
30
+ * allocates a view on every read: hand its `rotation_x..w` to {@link world_inverse_inertia_apply_raw}.
30
31
  * @param {number} vx
31
32
  * @param {number} vy
32
33
  * @param {number} vz
@@ -49,28 +50,6 @@ export function world_inverse_inertia_apply(
49
50
  );
50
51
  }
51
52
 
52
- /**
53
- * Raw-float counterpart of {@link world_inverse_inertia_apply}: the same
54
- * `I_w⁻¹ = R · diag · R^T` application, with the inverse-inertia diagonal and
55
- * orientation quaternion passed as scalars rather than read off
56
- * three- / four-element arrays. The data-oriented contact / joint solver
57
- * reads these straight out of its `SolverBodyState` typed array, avoiding the
58
- * per-impulse object dereference on the hot path. The arithmetic is identical
59
- * to the object version (same operation order), so results are bit-identical.
60
- *
61
- * @param {number[]|Float64Array} result length >= 3
62
- * @param {number} result_offset
63
- * @param {number} ix
64
- * @param {number} iy
65
- * @param {number} iz Body-frame inverse inertia diagonal.
66
- * @param {number} qx
67
- * @param {number} qy
68
- * @param {number} qz
69
- * @param {number} qw Body orientation as a unit quaternion.
70
- * @param {number} vx
71
- * @param {number} vy
72
- * @param {number} vz
73
- */
74
53
  /**
75
54
  * Quadratic-form contribution of one body to a unit-axis velocity
76
55
  * constraint's effective mass: `(r × axis)ᵀ · I_w⁻¹ · (r × axis)`, where `r`
@@ -81,7 +60,8 @@ export function world_inverse_inertia_apply(
81
60
  * raycast-vehicle's component path — each previously inlined the cross
82
61
  * product + {@link world_inverse_inertia_apply_raw} + dot themselves.
83
62
  * Identical operation order in every caller keeps the paths bit-identical
84
- * (the determinism contract).
63
+ * (the determinism contract): the arithmetic is
64
+ * {@link angular_effective_mass_array}'s, which this packs its scalars for.
85
65
  *
86
66
  * @param {number} ix
87
67
  * @param {number} iy
@@ -106,21 +86,159 @@ export function angular_effective_mass_raw(
106
86
  ax, ay, az,
107
87
  scratch
108
88
  ) {
89
+ const inputs = mass_inputs;
90
+
91
+ inputs[0] = ix;
92
+ inputs[1] = iy;
93
+ inputs[2] = iz;
94
+ inputs[3] = qx;
95
+ inputs[4] = qy;
96
+ inputs[5] = qz;
97
+ inputs[6] = qw;
98
+ inputs[7] = rx;
99
+ inputs[8] = ry;
100
+ inputs[9] = rz;
101
+ inputs[10] = ax;
102
+ inputs[11] = ay;
103
+ inputs[12] = az;
104
+
105
+ angular_effective_mass_array(mass_result, 0, inputs, 0, inputs, 3, inputs, 7, inputs, 10, scratch);
106
+
107
+ return mass_result[0];
108
+ }
109
+
110
+ /** Where {@link angular_effective_mass_raw} packs its scalars: diagonal, quaternion, lever, axis. */
111
+ const mass_inputs = new Float64Array(13);
112
+ /** Where {@link angular_effective_mass_raw} has its result written. */
113
+ const mass_result = new Float64Array(1);
114
+
115
+ /**
116
+ * {@link angular_effective_mass_raw} with every input read from an array and the result written to
117
+ * `result[result_offset]`: nothing crosses the call as a number, for the reason
118
+ * {@link world_inverse_inertia_apply_array} gives (a returned number is boxed as well).
119
+ *
120
+ * @param {number[]|Float64Array} result
121
+ * @param {number} result_offset
122
+ * @param {number[]|Float64Array} inv_inertia body-frame inverse inertia diagonal
123
+ * @param {number} inv_inertia_offset
124
+ * @param {number[]|Float64Array} rotation body orientation, a unit quaternion `[x, y, z, w]`
125
+ * @param {number} rotation_offset
126
+ * @param {number[]|Float64Array} lever body-relative application point
127
+ * @param {number} lever_offset
128
+ * @param {number[]|Float64Array} axis unit constraint axis
129
+ * @param {number} axis_offset
130
+ * @param {number[]|Float64Array} scratch length >= 3, clobbered
131
+ */
132
+ export function angular_effective_mass_array(
133
+ result, result_offset,
134
+ inv_inertia, inv_inertia_offset,
135
+ rotation, rotation_offset,
136
+ lever, lever_offset,
137
+ axis, axis_offset,
138
+ scratch
139
+ ) {
140
+ const rx = lever[lever_offset];
141
+ const ry = lever[lever_offset + 1];
142
+ const rz = lever[lever_offset + 2];
143
+
144
+ const ax = axis[axis_offset];
145
+ const ay = axis[axis_offset + 1];
146
+ const az = axis[axis_offset + 2];
147
+
109
148
  const cx = ry * az - rz * ay;
110
149
  const cy = rz * ax - rx * az;
111
150
  const cz = rx * ay - ry * ax;
112
151
 
113
- world_inverse_inertia_apply_raw(scratch, 0, ix, iy, iz, qx, qy, qz, qw, cx, cy, cz);
152
+ scratch[0] = cx;
153
+ scratch[1] = cy;
154
+ scratch[2] = cz;
114
155
 
115
- return cx * scratch[0] + cy * scratch[1] + cz * scratch[2];
156
+ world_inverse_inertia_apply_array(scratch, 0, inv_inertia, inv_inertia_offset, rotation, rotation_offset, scratch, 0);
157
+
158
+ result[result_offset] = cx * scratch[0] + cy * scratch[1] + cz * scratch[2];
116
159
  }
117
160
 
161
+ /** Where {@link world_inverse_inertia_apply_raw} packs its scalars: diagonal, quaternion, vector. */
162
+ const raw_inputs = new Float64Array(10);
163
+
164
+ /**
165
+ * Raw-float counterpart of {@link world_inverse_inertia_apply}: the same
166
+ * `I_w⁻¹ = R · diag · R^T` application, with the inverse-inertia diagonal and
167
+ * orientation quaternion passed as scalars rather than read off
168
+ * three- / four-element arrays. The arithmetic is {@link world_inverse_inertia_apply_array}'s,
169
+ * so results are bit-identical across every form.
170
+ *
171
+ * Packs its scalars into a module buffer and hands that to the array form. Small enough for V8 to
172
+ * inline, so a caller that inlines it passes nothing boxed; the array form it calls takes no doubles.
173
+ *
174
+ * @param {number[]|Float64Array} result length >= 3
175
+ * @param {number} result_offset
176
+ * @param {number} ix
177
+ * @param {number} iy
178
+ * @param {number} iz Body-frame inverse inertia diagonal.
179
+ * @param {number} qx
180
+ * @param {number} qy
181
+ * @param {number} qz
182
+ * @param {number} qw Body orientation as a unit quaternion.
183
+ * @param {number} vx
184
+ * @param {number} vy
185
+ * @param {number} vz
186
+ */
118
187
  export function world_inverse_inertia_apply_raw(
119
188
  result, result_offset,
120
189
  ix, iy, iz,
121
190
  qx, qy, qz, qw,
122
191
  vx, vy, vz
123
192
  ) {
193
+ const inputs = raw_inputs;
194
+
195
+ inputs[0] = ix;
196
+ inputs[1] = iy;
197
+ inputs[2] = iz;
198
+ inputs[3] = qx;
199
+ inputs[4] = qy;
200
+ inputs[5] = qz;
201
+ inputs[6] = qw;
202
+ inputs[7] = vx;
203
+ inputs[8] = vy;
204
+ inputs[9] = vz;
205
+
206
+ world_inverse_inertia_apply_array(result, result_offset, inputs, 0, inputs, 3, inputs, 7);
207
+ }
208
+
209
+ /**
210
+ * {@link world_inverse_inertia_apply_raw} with every input read from an array: the body-frame
211
+ * inverse-inertia diagonal from `inv_inertia[inv_inertia_offset ..+2]`, the orientation (a unit
212
+ * quaternion) from `rotation[rotation_offset ..+3]` and the vector from `v[v_offset ..+2]`. Every input
213
+ * is read before the result is written, so `result` may be `v`: the vector is transformed in place.
214
+ *
215
+ * The form for hot loops, and the one place the math lives. Its bytecode is past what V8 will inline,
216
+ * so a call to it is a real call, and a real call boxes each double argument into a new heap number:
217
+ * ten a call, through the scalar form, once per impulse per solver iteration. Arrays and offsets cross
218
+ * a call as they are.
219
+ *
220
+ * @param {number[]|Float64Array} result length >= result_offset + 3
221
+ * @param {number} result_offset
222
+ * @param {number[]|Float64Array} inv_inertia body-frame inverse inertia diagonal
223
+ * @param {number} inv_inertia_offset
224
+ * @param {number[]|Float64Array} rotation body orientation, a unit quaternion `[x, y, z, w]`
225
+ * @param {number} rotation_offset
226
+ * @param {number[]|Float64Array} v the world-space vector
227
+ * @param {number} v_offset
228
+ */
229
+ export function world_inverse_inertia_apply_array(
230
+ result, result_offset,
231
+ inv_inertia, inv_inertia_offset,
232
+ rotation, rotation_offset,
233
+ v, v_offset
234
+ ) {
235
+ const ix = inv_inertia[inv_inertia_offset];
236
+ const iy = inv_inertia[inv_inertia_offset + 1];
237
+ const iz = inv_inertia[inv_inertia_offset + 2];
238
+
239
+ const vx = v[v_offset];
240
+ const vy = v[v_offset + 1];
241
+ const vz = v[v_offset + 2];
124
242
 
125
243
  if (ix === iy && iy === iz) {
126
244
  // Isotropic — rotation cancels.
@@ -130,6 +248,11 @@ export function world_inverse_inertia_apply_raw(
130
248
  return;
131
249
  }
132
250
 
251
+ const qx = rotation[rotation_offset];
252
+ const qy = rotation[rotation_offset + 1];
253
+ const qz = rotation[rotation_offset + 2];
254
+ const qw = rotation[rotation_offset + 3];
255
+
133
256
  // Step 1: v_body = R^T · v. R^T corresponds to applying the conjugate
134
257
  // quaternion (-qx, -qy, -qz, qw). Inlined for V8 inliner — see
135
258
  // PosedShape3D.support and core/geom/vec3/v3_quat3_apply_inverse.js
@@ -3,22 +3,25 @@
3
3
  * current linear and angular velocity over a step `dt`. Static bodies are
4
4
  * not touched.
5
5
  *
6
- * The trailing six arguments are the body's *pseudo-velocity*: the
7
- * position-pass output from the constraint solver (Catto split-impulse).
8
- * Pseudo-velocity exists only inside the step — it's folded into the
9
- * integration so the position update reflects depth correction, then
6
+ * `pseudo[pseudo_offset ..+5]` is the body's *pseudo-velocity*, linear then
7
+ * angular: the position-pass output from the constraint solver (Catto
8
+ * split-impulse). Pseudo-velocity exists only inside the step — it's folded
9
+ * into the integration so the position update reflects depth correction, then
10
10
  * implicitly discarded. The body's persistent `linearVelocity` /
11
11
  * `angularVelocity` (which carry restitution + warm-start across steps)
12
- * are never contaminated by it.
12
+ * are never contaminated by it. It is read from the array rather than passed
13
+ * as six numbers: this is not inlined into the step's loop, and a call that is
14
+ * not inlined boxes each number passed to it, per body per substep.
13
15
  *
14
- * Callers with no position-pass output should pass zeros for the six
15
- * pseudo arguments — folding zero is free (one add per axis).
16
+ * Callers with no position-pass output should pass zeros for the
17
+ * pseudo-velocity — folding zero is free (one add per axis).
16
18
  *
17
- * KinematicPosition bodies are treated like Dynamic for the position
18
- * update — if the gameplay code is driving them, their velocity is
19
- * whatever the user wrote (typically zero); the step is effectively a
20
- * no-op in that case. KinematicVelocity bodies advance under their
21
- * user-set velocity.
19
+ * Both kinematic kinds advance under the velocity they carry. For a
20
+ * KinematicVelocity body that is what the user wrote. For a KinematicPosition
21
+ * body driven by {@link PhysicsSystem#setTargetPose} it is the velocity the
22
+ * step derived to reach the target (the step then lands it on the target
23
+ * exactly); a KinematicPosition body only ever posed directly carries none, and
24
+ * this integrates nothing for it.
22
25
  *
23
26
  * Persistent linear / angular velocity is read from the data-oriented
24
27
  * {@link SolverBodyState} span (`ss` / `base`); the pose remains authoritative
@@ -32,12 +35,8 @@
32
35
  * @param {RigidBody} rb
33
36
  * @param {Transform64} transform
34
37
  * @param {number} dt
35
- * @param {number} ps_lin_x pseudo-linear-velocity x (0 when no contacts)
36
- * @param {number} ps_lin_y
37
- * @param {number} ps_lin_z
38
- * @param {number} ps_ang_x pseudo-angular-velocity x (0 when no contacts)
39
- * @param {number} ps_ang_y
40
- * @param {number} ps_ang_z
38
+ * @param {Float64Array} pseudo holds the pseudo-velocity (zeros when no contacts)
39
+ * @param {number} pseudo_offset where in `pseudo` its linear x is; linear y, z, angular x, y, z follow
41
40
  */
42
- export function integrate_position(ss: Float64Array, base: number, rb: RigidBody, transform: Transform64, dt: number, ps_lin_x: number, ps_lin_y: number, ps_lin_z: number, ps_ang_x: number, ps_ang_y: number, ps_ang_z: number): void;
41
+ export function integrate_position(ss: Float64Array, base: number, rb: RigidBody, transform: Transform64, dt: number, pseudo: Float64Array, pseudo_offset: number): void;
43
42
  //# sourceMappingURL=integrate_position.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"integrate_position.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/integration/integrate_position.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwCG;AACH,uCAZW,YAAY,QACZ,MAAM,6CAGN,MAAM,YACN,MAAM,YACN,MAAM,YACN,MAAM,YACN,MAAM,YACN,MAAM,YACN,MAAM,QA+ChB"}
1
+ {"version":3,"file":"integrate_position.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/integration/integrate_position.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH,uCARW,YAAY,QACZ,MAAM,6CAGN,MAAM,UACN,YAAY,iBACZ,MAAM,QAiDhB"}
@@ -1,5 +1,6 @@
1
1
  import { BodyKind } from "../ecs/BodyKind.js";
2
- import { quat3_integrate } from "../../../core/geom/3d/quaternion/quat3_integrate.js";
2
+ import { quat3_integrate_array } from "../../../core/geom/3d/quaternion/quat3_integrate.js";
3
+ import { TRANSFORM64_ROTATION_OFFSET } from "../../ecs/transform/Transform64.js";
3
4
  import {
4
5
  SBS_QX, SBS_QY, SBS_QZ, SBS_QW,
5
6
  SBS_LV_X, SBS_LV_Y, SBS_LV_Z,
@@ -7,28 +8,32 @@ import {
7
8
  } from "../body/SolverBodyState.js";
8
9
 
9
10
  const scratch_q = new Float64Array(4);
11
+ const scratch_omega = new Float64Array(3);
10
12
 
11
13
  /**
12
14
  * Integrate `transform.position` and `transform.rotation` from the body's
13
15
  * current linear and angular velocity over a step `dt`. Static bodies are
14
16
  * not touched.
15
17
  *
16
- * The trailing six arguments are the body's *pseudo-velocity*: the
17
- * position-pass output from the constraint solver (Catto split-impulse).
18
- * Pseudo-velocity exists only inside the step — it's folded into the
19
- * integration so the position update reflects depth correction, then
18
+ * `pseudo[pseudo_offset ..+5]` is the body's *pseudo-velocity*, linear then
19
+ * angular: the position-pass output from the constraint solver (Catto
20
+ * split-impulse). Pseudo-velocity exists only inside the step — it's folded
21
+ * into the integration so the position update reflects depth correction, then
20
22
  * implicitly discarded. The body's persistent `linearVelocity` /
21
23
  * `angularVelocity` (which carry restitution + warm-start across steps)
22
- * are never contaminated by it.
24
+ * are never contaminated by it. It is read from the array rather than passed
25
+ * as six numbers: this is not inlined into the step's loop, and a call that is
26
+ * not inlined boxes each number passed to it, per body per substep.
23
27
  *
24
- * Callers with no position-pass output should pass zeros for the six
25
- * pseudo arguments — folding zero is free (one add per axis).
28
+ * Callers with no position-pass output should pass zeros for the
29
+ * pseudo-velocity — folding zero is free (one add per axis).
26
30
  *
27
- * KinematicPosition bodies are treated like Dynamic for the position
28
- * update — if the gameplay code is driving them, their velocity is
29
- * whatever the user wrote (typically zero); the step is effectively a
30
- * no-op in that case. KinematicVelocity bodies advance under their
31
- * user-set velocity.
31
+ * Both kinematic kinds advance under the velocity they carry. For a
32
+ * KinematicVelocity body that is what the user wrote. For a KinematicPosition
33
+ * body driven by {@link PhysicsSystem#setTargetPose} it is the velocity the
34
+ * step derived to reach the target (the step then lands it on the target
35
+ * exactly); a KinematicPosition body only ever posed directly carries none, and
36
+ * this integrates nothing for it.
32
37
  *
33
38
  * Persistent linear / angular velocity is read from the data-oriented
34
39
  * {@link SolverBodyState} span (`ss` / `base`); the pose remains authoritative
@@ -42,27 +47,19 @@ const scratch_q = new Float64Array(4);
42
47
  * @param {RigidBody} rb
43
48
  * @param {Transform64} transform
44
49
  * @param {number} dt
45
- * @param {number} ps_lin_x pseudo-linear-velocity x (0 when no contacts)
46
- * @param {number} ps_lin_y
47
- * @param {number} ps_lin_z
48
- * @param {number} ps_ang_x pseudo-angular-velocity x (0 when no contacts)
49
- * @param {number} ps_ang_y
50
- * @param {number} ps_ang_z
50
+ * @param {Float64Array} pseudo holds the pseudo-velocity (zeros when no contacts)
51
+ * @param {number} pseudo_offset where in `pseudo` its linear x is; linear y, z, angular x, y, z follow
51
52
  */
52
- export function integrate_position(
53
- ss, base, rb, transform, dt,
54
- ps_lin_x, ps_lin_y, ps_lin_z,
55
- ps_ang_x, ps_ang_y, ps_ang_z,
56
- ) {
53
+ export function integrate_position(ss, base, rb, transform, dt, pseudo, pseudo_offset) {
57
54
  if (rb.kind === BodyKind.Static) {
58
55
  return;
59
56
  }
60
57
 
61
58
  // Combined integration velocity: persistent + pseudo. The pseudo
62
59
  // contribution exists only for this step and never lands in the velocity.
63
- const vx = ss[base + SBS_LV_X] + ps_lin_x;
64
- const vy = ss[base + SBS_LV_Y] + ps_lin_y;
65
- const vz = ss[base + SBS_LV_Z] + ps_lin_z;
60
+ const vx = ss[base + SBS_LV_X] + pseudo[pseudo_offset];
61
+ const vy = ss[base + SBS_LV_Y] + pseudo[pseudo_offset + 1];
62
+ const vz = ss[base + SBS_LV_Z] + pseudo[pseudo_offset + 2];
66
63
 
67
64
  // The translation IS the matrix translation column, so this write lands in the matrix as it is
68
65
  // made and owes no updateMatrix. Announcing the move is the caller’s job: it happens once per
@@ -74,17 +71,23 @@ export function integrate_position(
74
71
  transform.translation_z + vz * dt
75
72
  );
76
73
 
77
- const wx = ss[base + SBS_AV_X] + ps_ang_x;
78
- const wy = ss[base + SBS_AV_Y] + ps_ang_y;
79
- const wz = ss[base + SBS_AV_Z] + ps_ang_z;
74
+ const wx = ss[base + SBS_AV_X] + pseudo[pseudo_offset + 3];
75
+ const wy = ss[base + SBS_AV_Y] + pseudo[pseudo_offset + 4];
76
+ const wz = ss[base + SBS_AV_Z] + pseudo[pseudo_offset + 5];
80
77
  if (wx !== 0 || wy !== 0 || wz !== 0) {
81
- quat3_integrate(
82
- scratch_q,
83
- transform.rotation_x, transform.rotation_y, transform.rotation_z, transform.rotation_w,
84
- wx, wy, wz,
85
- dt
86
- );
87
- transform.setRotation(scratch_q[0], scratch_q[1], scratch_q[2], scratch_q[3]);
78
+ // The rotation and the angular velocity go in arrays: the integrator is not inlined here, and
79
+ // handed them as numbers it would box all seven.
80
+ const omega = scratch_omega;
81
+ omega[0] = wx;
82
+ omega[1] = wy;
83
+ omega[2] = wz;
84
+ quat3_integrate_array(scratch_q, 0, transform, TRANSFORM64_ROTATION_OFFSET, omega, 0, dt);
85
+ // Written into the transform's rotation lanes, as setRotation writes them (the transform is a
86
+ // Float64Array): setRotation is not inlined here, and handed the four numbers it would box them.
87
+ transform[TRANSFORM64_ROTATION_OFFSET] = scratch_q[0];
88
+ transform[TRANSFORM64_ROTATION_OFFSET + 1] = scratch_q[1];
89
+ transform[TRANSFORM64_ROTATION_OFFSET + 2] = scratch_q[2];
90
+ transform[TRANSFORM64_ROTATION_OFFSET + 3] = scratch_q[3];
88
91
 
89
92
  // the orientation moved, so the matrix is now behind the components
90
93
  transform.updateMatrix();
@@ -1 +1 @@
1
- {"version":3,"file":"integrate_velocity.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/integration/integrate_velocity.js"],"names":[],"mappings":"AA6BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqCG;AACH,8EALW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAoDhB;AAED;;;;;;;;;;;;GAYG;AACH,qFAFW,MAAM,QAkDhB;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,+CARW,YAAY,QACZ,MAAM,qBAEN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAkChB"}
1
+ {"version":3,"file":"integrate_velocity.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/integration/integrate_velocity.js"],"names":[],"mappings":"AA6BA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqCG;AACH,8EALW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QA0DhB;AAED;;;;;;;;;;;;GAYG;AACH,qFAFW,MAAM,QAqDhB;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,+CARW,YAAY,QACZ,MAAM,qBAEN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAkChB"}
@@ -1,7 +1,7 @@
1
1
  import { SBS_AV_X, SBS_AV_Y, SBS_AV_Z, SBS_LV_X, SBS_LV_Y, SBS_LV_Z, } from "../body/SolverBodyState.js";
2
2
  import { BodyKind } from "../ecs/BodyKind.js";
3
3
  import { RigidBodyFlags } from "../ecs/RigidBodyFlags.js";
4
- import { world_inverse_inertia_apply } from "../inertia/world_inverse_inertia.js";
4
+ import { world_inverse_inertia_apply_raw } from "../inertia/world_inverse_inertia.js";
5
5
 
6
6
  const scratch_angular = new Float64Array(3);
7
7
 
@@ -99,7 +99,13 @@ export function integrate_velocity(rb, transform, gx, gy, gz, dt) {
99
99
  let avy = av[1];
100
100
  let avz = av[2];
101
101
  if (at[0] !== 0 || at[1] !== 0 || at[2] !== 0) {
102
- world_inverse_inertia_apply(scratch_angular, 0, locked_inverse_inertia(rb), transform.rotation, at[0], at[1], at[2]);
102
+ const ii = locked_inverse_inertia(rb);
103
+ world_inverse_inertia_apply_raw(
104
+ scratch_angular, 0,
105
+ ii[0], ii[1], ii[2],
106
+ transform.rotation_x, transform.rotation_y, transform.rotation_z, transform.rotation_w,
107
+ at[0], at[1], at[2]
108
+ );
103
109
  avx += scratch_angular[0] * dt;
104
110
  avy += scratch_angular[1] * dt;
105
111
  avz += scratch_angular[2] * dt;
@@ -156,9 +162,12 @@ export function integrate_velocity_forces(rb, transform, dt) {
156
162
 
157
163
  if (at[0] !== 0 || at[1] !== 0 || at[2] !== 0) {
158
164
 
159
- world_inverse_inertia_apply(
165
+ const ii = locked_inverse_inertia(rb);
166
+
167
+ world_inverse_inertia_apply_raw(
160
168
  scratch_angular, 0,
161
- locked_inverse_inertia(rb), transform.rotation,
169
+ ii[0], ii[1], ii[2],
170
+ transform.rotation_x, transform.rotation_y, transform.rotation_z, transform.rotation_w,
162
171
  at[0],
163
172
  at[1],
164
173
  at[2]
@@ -53,8 +53,9 @@ export class IslandBuilder {
53
53
  * In-place insertion sort of `data[start..end)` (manifold slot ids) by the
54
54
  * canonical entity pair `(min(entA, entB), max(entA, entB))` of each slot.
55
55
  * One slot per pair, so the key is unique within a frame and the order is
56
- * total. Insertion sort: island contact slices are small (tens), the
57
- * comparator is two table reads, and there is nothing to allocate.
56
+ * total. Insertion sort: used for short slices only (see
57
+ * {@link __sort_contact_slice}), where re-reading the keys per compare is
58
+ * cheaper than gathering them, and there is nothing to allocate.
58
59
  *
59
60
  * @private
60
61
  * @param {Uint32Array} data
@@ -79,7 +80,8 @@ export class IslandBuilder {
79
80
  /**
80
81
  * Union-find parent table, indexed by body index (NOT packed id).
81
82
  * Sized to `storage.high_water_mark` at `build` time; reallocated by
82
- * doubling when the body pool grows past current capacity.
83
+ * doubling when the body pool grows past current capacity. Every body is
84
+ * its own root except those the last build united.
83
85
  * @type {Uint32Array}
84
86
  */
85
87
  parent: Uint32Array;
@@ -119,8 +121,8 @@ export class IslandBuilder {
119
121
  */
120
122
  contact_offsets: Uint32Array;
121
123
  /**
122
- * Flattened manifold slot ids, grouped by island, sorted ascending
123
- * within each island.
124
+ * Flattened manifold slot ids, grouped by island, sorted by canonical
125
+ * entity pair within each island (see the class doc).
124
126
  * @type {Uint32Array}
125
127
  */
126
128
  contact_data: Uint32Array;
@@ -131,11 +133,47 @@ export class IslandBuilder {
131
133
  contact_total: number;
132
134
  /**
133
135
  * Scratch: root body index → island id, or -1 if unassigned.
134
- * Sized in lockstep with `parent`.
136
+ * Sized in lockstep with `parent`. -1 everywhere between builds: a build
137
+ * puts back the roots it wrote.
135
138
  * @private
136
139
  * @type {Int32Array}
137
140
  */
138
141
  private __root_to_island;
142
+ /**
143
+ * Scratch: the body indices whose `parent` entry the last build may have
144
+ * changed — every index it handed to the union-find — so the next build
145
+ * can put just those back to their own roots. Sized in lockstep with
146
+ * `parent`; `__uf_touched_count` valid entries.
147
+ *
148
+ * This and the generation stamps below keep a build's cost proportional to
149
+ * the bodies and contacts it sees, not to the body-slot high-water mark:
150
+ * re-initialising `parent`, `island_of_body` and `__root_to_island` over
151
+ * every slot made a build cost over a millisecond at a million slots with
152
+ * ten bodies awake; it costs 0.009 ms now.
153
+ * @private
154
+ * @type {Uint32Array}
155
+ */
156
+ private __uf_touched;
157
+ /**
158
+ * @private
159
+ * @type {number}
160
+ */
161
+ private __uf_touched_count;
162
+ /**
163
+ * Scratch: per body index, the build generation that last recorded it in
164
+ * {@link __uf_touched}, so each index is recorded once a build. Sized in
165
+ * lockstep with `parent`.
166
+ * @private
167
+ * @type {Int32Array}
168
+ */
169
+ private __uf_stamp;
170
+ /**
171
+ * Current build generation for {@link __uf_stamp}; never 0 once a build
172
+ * has begun, so a fresh (zeroed) stamp never reads as recorded.
173
+ * @private
174
+ * @type {number}
175
+ */
176
+ private __uf_generation;
139
177
  /**
140
178
  * Scratch: list of distinct root indices observed this frame, used
141
179
  * to sort them ascending before assigning island ids.
@@ -149,6 +187,41 @@ export class IslandBuilder {
149
187
  * @type {Uint32Array}
150
188
  */
151
189
  private __cursors;
190
+ /**
191
+ * Scratch for the keyed merge sort of long island contact slices: per
192
+ * element, the canonical entity pair (lo, hi) and the slot id, in two
193
+ * ping-pong banks. Empty until a slice longer than
194
+ * {@link CONTACT_SORT_INSERTION_MAX} is seen, then grown by doubling to the
195
+ * longest slice so far.
196
+ * @private
197
+ * @type {Int32Array}
198
+ */
199
+ private __sort_lo;
200
+ /**
201
+ * @private
202
+ * @type {Int32Array}
203
+ */
204
+ private __sort_hi;
205
+ /**
206
+ * @private
207
+ * @type {Uint32Array}
208
+ */
209
+ private __sort_slot;
210
+ /**
211
+ * @private
212
+ * @type {Int32Array}
213
+ */
214
+ private __sort_lo_swap;
215
+ /**
216
+ * @private
217
+ * @type {Int32Array}
218
+ */
219
+ private __sort_hi_swap;
220
+ /**
221
+ * @private
222
+ * @type {Uint32Array}
223
+ */
224
+ private __sort_slot_swap;
152
225
  /**
153
226
  * (Re)build islands from `manifolds`' currently-touched non-sensor slots
154
227
  * and the bodies in `storage`'s awake list.
@@ -176,6 +249,33 @@ export class IslandBuilder {
176
249
  * @private
177
250
  */
178
251
  private __build_contact_csr;
252
+ /**
253
+ * Sort `data[start..end)` (manifold slot ids) by canonical entity pair,
254
+ * producing exactly the order {@link __sort_slots_by_entity_pair} produces,
255
+ * for every input.
256
+ *
257
+ * Short slices go to that insertion sort. A connected pile is one island
258
+ * whose contacts arrive in manifold slot order, which is unrelated to entity
259
+ * order (inversions ≈ n²/4), so the insertion sort was quadratic there:
260
+ * 2,464 contacts in one island took 6.0 ms a step, 5,190 took 24 ms.
261
+ * Longer slices gather each slot's (lo, hi) key once and run a bottom-up
262
+ * merge sort over the retained scratch banks — O(n log n), no allocation
263
+ * once the banks have grown.
264
+ *
265
+ * Both sorts are stable (the insertion shifts only past strictly greater
266
+ * keys; the merge takes the left run on ties), and a stable sort's output is
267
+ * determined by the keys and the input order alone, so the two agree element
268
+ * for element — duplicate keys included, though a frame holds one slot per
269
+ * pair.
270
+ *
271
+ * @private
272
+ * @param {Uint32Array} data
273
+ * @param {number} start
274
+ * @param {number} end exclusive
275
+ * @param {BodyStorage} storage
276
+ * @param {ManifoldStore} manifolds
277
+ */
278
+ private __sort_contact_slice;
179
279
  /**
180
280
  * Resolve which island a manifold slot belongs to.
181
281
  *
@@ -192,6 +292,19 @@ export class IslandBuilder {
192
292
  * @param {number} n
193
293
  */
194
294
  private __ensure_body_capacity;
295
+ /**
296
+ * Roll the build generation for {@link __uf_stamp}; on (astronomically
297
+ * unlikely) Int32 wrap, clear the stamps so a recycled generation value
298
+ * can't read as already recorded. Same scheme as SolverBodyState#begin.
299
+ * @private
300
+ */
301
+ private __next_uf_generation;
302
+ /**
303
+ * Record that this build hands body index `idx` to the union-find, once.
304
+ * @private
305
+ * @param {number} idx
306
+ */
307
+ private __uf_touch;
195
308
  /**
196
309
  * @private
197
310
  * @param {number} n
@@ -207,5 +320,10 @@ export class IslandBuilder {
207
320
  * @param {number} n
208
321
  */
209
322
  private __ensure_contact_data_capacity;
323
+ /**
324
+ * @private
325
+ * @param {number} n
326
+ */
327
+ private __ensure_sort_capacity;
210
328
  }
211
329
  //# sourceMappingURL=IslandBuilder.d.ts.map
@@ -1 +1 @@
1
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