@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
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  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
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  942. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts +29 -0
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  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
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  948. package/src/shade/renderer/water/medium/chunk_water_medium_derived.d.ts +9 -0
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  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
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  953. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.js +17 -0
  954. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +8 -0
  955. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +1 -0
  956. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +30 -0
  957. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +28 -0
  958. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -0
  959. package/src/shade/renderer/water/optics/chunk_water_inscatter.js +123 -0
  960. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
  961. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +1 -0
  962. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
  963. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +1 -0
  964. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts +12 -0
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  966. package/src/shade/renderer/water/optics/chunk_water_optics.js +75 -0
  967. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +27 -0
  968. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -0
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  970. package/src/shade/renderer/water/shader_water.d.ts +15 -26
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  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
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  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
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  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
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  1002. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
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  1005. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
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  1008. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts +0 -29
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@@ -21,7 +21,13 @@
21
21
  *
22
22
  * Stride 10 (rather than 9) is the small cost we pay for clean warm-start
23
23
  * matching; ID-based matching beats position-distance matching when shapes
24
- * slide along curved surfaces.
24
+ * slide along curved surfaces. {@link triangle_edge_flags} reads an entry
25
+ * to say which of the triangle's edges are real.
26
+ *
27
+ * A vertex two triangles share has the same coordinates, bit for bit, in
28
+ * both entries — both enumerators copy or compute each one by one expression
29
+ * — so a vertex or an edge can be recognised across triangles by its
30
+ * coordinates.
25
31
  *
26
32
  * @readonly
27
33
  * @type {number}
@@ -0,0 +1,35 @@
1
+ /**
2
+ * {@link TriangleEdgeFlags} of the edges of one triangle {@link decompose_to_triangles} wrote into a
3
+ * triangle buffer for a non-convex shape: which of its edges A→B, B→C, C→A are FLAT to the neighbour
4
+ * across them (an edge of the triangulation, not of the surface), which CONCAVE; the rest are real.
5
+ * Edge bits only; a corner is asked about with {@link triangle_vertex_flat}.
6
+ *
7
+ * A mesh's are computed once for the shape and kept ({@link MeshShape3D#get_triangle_edge_flags}),
8
+ * found by the entry's feature id; a heightmap's are computed per call from the entry and a few
9
+ * samples ({@link heightmap_triangle_edge_flags}). The narrowphase asks only for the triangles whose
10
+ * contacts lie on an edge or a vertex.
11
+ *
12
+ * Throws for a shape with no triangle enumerator, as {@link decompose_to_triangles} does.
13
+ *
14
+ * @param {AbstractShape3D} shape (must have `is_convex === false`)
15
+ * @param {Float64Array} triangles a triangle buffer {@link decompose_to_triangles} wrote for `shape`
16
+ * @param {number} offset float index of the triangle's entry
17
+ * @returns {number}
18
+ */
19
+ export function triangle_edge_flags(shape: AbstractShape3D, triangles: Float64Array, offset: number): number;
20
+ /**
21
+ * Whether corner `k` (0..2: A, B, C) of one triangle {@link decompose_to_triangles} wrote into a
22
+ * triangle buffer is a FLAT vertex ({@link TriangleEdgeFlags.FlatVertexA}): every edge of the surface
23
+ * meeting there is flat, so the vertex is an artefact of triangulation, not a corner of the surface.
24
+ *
25
+ * A mesh's are kept with its edge flags; a heightmap's are sampled per call, six neighbours
26
+ * ({@link heightmap_triangle_vertex_flat}).
27
+ *
28
+ * @param {AbstractShape3D} shape (must have `is_convex === false`)
29
+ * @param {Float64Array} triangles a triangle buffer {@link decompose_to_triangles} wrote for `shape`
30
+ * @param {number} offset float index of the triangle's entry
31
+ * @param {number} k corner
32
+ * @returns {boolean}
33
+ */
34
+ export function triangle_vertex_flat(shape: AbstractShape3D, triangles: Float64Array, offset: number, k: number): boolean;
35
+ //# sourceMappingURL=triangle_edge_flags.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"triangle_edge_flags.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/narrowphase/decomposition/triangle_edge_flags.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;GAiBG;AACH,uEAJW,YAAY,UACZ,MAAM,GACJ,MAAM,CAalB;AAED;;;;;;;;;;;;;GAaG;AACH,wEALW,YAAY,UACZ,MAAM,KACN,MAAM,GACJ,OAAO,CAanB"}
@@ -0,0 +1,61 @@
1
+ import { TRIANGLE_EDGE_BITS, TriangleEdgeFlags } from "../../../../core/geom/3d/triangle/TriangleEdgeFlags.js";
2
+ import { heightmap_triangle_edge_flags, heightmap_triangle_vertex_flat } from "./heightmap_triangle_edge_flags.js";
3
+ import { TRIANGLE_FEATURE_ID_OFFSET } from "./triangle_buffer_layout.js";
4
+
5
+ /**
6
+ * {@link TriangleEdgeFlags} of the edges of one triangle {@link decompose_to_triangles} wrote into a
7
+ * triangle buffer for a non-convex shape: which of its edges A→B, B→C, C→A are FLAT to the neighbour
8
+ * across them (an edge of the triangulation, not of the surface), which CONCAVE; the rest are real.
9
+ * Edge bits only; a corner is asked about with {@link triangle_vertex_flat}.
10
+ *
11
+ * A mesh's are computed once for the shape and kept ({@link MeshShape3D#get_triangle_edge_flags}),
12
+ * found by the entry's feature id; a heightmap's are computed per call from the entry and a few
13
+ * samples ({@link heightmap_triangle_edge_flags}). The narrowphase asks only for the triangles whose
14
+ * contacts lie on an edge or a vertex.
15
+ *
16
+ * Throws for a shape with no triangle enumerator, as {@link decompose_to_triangles} does.
17
+ *
18
+ * @param {AbstractShape3D} shape (must have `is_convex === false`)
19
+ * @param {Float64Array} triangles a triangle buffer {@link decompose_to_triangles} wrote for `shape`
20
+ * @param {number} offset float index of the triangle's entry
21
+ * @returns {number}
22
+ */
23
+ export function triangle_edge_flags(shape, triangles, offset) {
24
+ if (shape.isMeshShape3D === true) {
25
+ // the enumerator's fid is the triangle's index + 1
26
+ return shape.get_triangle_edge_flags()[triangles[offset + TRIANGLE_FEATURE_ID_OFFSET] - 1] & TRIANGLE_EDGE_BITS;
27
+ }
28
+
29
+ if (shape.isHeightMapShape3D === true) {
30
+ return heightmap_triangle_edge_flags(shape, triangles, offset);
31
+ }
32
+
33
+ throw new Error(`triangle_edge_flags: no triangle enumerator for shape kind \`${shape.constructor.name}\``);
34
+ }
35
+
36
+ /**
37
+ * Whether corner `k` (0..2: A, B, C) of one triangle {@link decompose_to_triangles} wrote into a
38
+ * triangle buffer is a FLAT vertex ({@link TriangleEdgeFlags.FlatVertexA}): every edge of the surface
39
+ * meeting there is flat, so the vertex is an artefact of triangulation, not a corner of the surface.
40
+ *
41
+ * A mesh's are kept with its edge flags; a heightmap's are sampled per call, six neighbours
42
+ * ({@link heightmap_triangle_vertex_flat}).
43
+ *
44
+ * @param {AbstractShape3D} shape (must have `is_convex === false`)
45
+ * @param {Float64Array} triangles a triangle buffer {@link decompose_to_triangles} wrote for `shape`
46
+ * @param {number} offset float index of the triangle's entry
47
+ * @param {number} k corner
48
+ * @returns {boolean}
49
+ */
50
+ export function triangle_vertex_flat(shape, triangles, offset, k) {
51
+ if (shape.isMeshShape3D === true) {
52
+ const flags = shape.get_triangle_edge_flags()[triangles[offset + TRIANGLE_FEATURE_ID_OFFSET] - 1];
53
+ return (flags & (TriangleEdgeFlags.FlatVertexA << k)) !== 0;
54
+ }
55
+
56
+ if (shape.isHeightMapShape3D === true) {
57
+ return heightmap_triangle_vertex_flat(shape, triangles, offset, k);
58
+ }
59
+
60
+ throw new Error(`triangle_vertex_flat: no triangle enumerator for shape kind \`${shape.constructor.name}\``);
61
+ }
@@ -0,0 +1,54 @@
1
+ /**
2
+ * Closed-form contact between a convex hull and a sphere: the closest point on the hull to the
3
+ * sphere's centre, and the sphere's point deepest along the normal through it.
4
+ *
5
+ * After Box3D's `b3CollideHullAndSphere` (convex_manifold.c; Box3D, Erin Catto, MIT licence): a
6
+ * centre outside the hull is pushed out along the line to its closest surface point; a centre on or
7
+ * inside the surface along the normal of the face it is least far behind — the plane of maximum
8
+ * separation, which for a convex polytope is the nearest face. Box3D finds the outside closest point
9
+ * with GJK. Here, for a centre over the face it is furthest in front of — a sphere resting on a side —
10
+ * it is the foot of the perpendicular to that face, found by the same O(F) scan of one plane per side;
11
+ * only off an edge or a corner does it take {@link ConvexHullShape3D#nearest_point_on_surface}, the
12
+ * hull's own O(F) surface scan of its triangles. (A GJK distance query would make that last case
13
+ * O(V) per iteration; there is none in the engine yet.)
14
+ *
15
+ * The contact lies on the line through the sphere's centre, so a contact the solver acts on — at the
16
+ * witnesses' midpoint, along the normal — has no moment about the sphere: a frictionless sphere is
17
+ * stopped by a hull without being spun.
18
+ *
19
+ * Output convention (mirrors {@link sphere_box_contact}): `out[0..2]` the unit normal from the hull's
20
+ * surface toward the sphere's centre; `out[3]` the penetration depth (positive); `out[4..6]` the
21
+ * world point on the sphere's surface; `out[7..9]` the world point on the hull's surface.
22
+ *
23
+ * @param {number[]|Float64Array} out length ≥ 10
24
+ * @param {ConvexHullShape3D} hull
25
+ * @param {number} px hull position x
26
+ * @param {number} py
27
+ * @param {number} pz
28
+ * @param {number} qx hull rotation quaternion x
29
+ * @param {number} qy
30
+ * @param {number} qz
31
+ * @param {number} qw
32
+ * @param {number} sx sphere centre x
33
+ * @param {number} sy
34
+ * @param {number} sz
35
+ * @param {number} radius
36
+ * @returns {boolean} true if they overlap
37
+ */
38
+ export function hull_sphere_contact(out: number[] | Float64Array, hull: ConvexHullShape3D, px: number, py: number, pz: number, qx: number, qy: number, qz: number, qw: number, sx: number, sy: number, sz: number, radius: number): boolean;
39
+ /**
40
+ * {@link hull_sphere_contact} with the hull's pose read from an array as `[position, orientation
41
+ * (unit quaternion)]` and the sphere as `[centre, radius]`: a call V8 does not inline boxes each
42
+ * number passed to it, eleven here, once per hull-sphere pair, and the same goes for the rotations
43
+ * inside, so those take arrays too.
44
+ *
45
+ * @param {number[]|Float64Array} out length ≥ 10
46
+ * @param {ConvexHullShape3D} hull
47
+ * @param {Float64Array} pose
48
+ * @param {number} pose_offset
49
+ * @param {Float64Array} sphere
50
+ * @param {number} sphere_offset
51
+ * @returns {boolean} true if they overlap
52
+ */
53
+ export function hull_sphere_contact_array(out: number[] | Float64Array, hull: ConvexHullShape3D, pose: Float64Array, pose_offset: number, sphere: Float64Array, sphere_offset: number): boolean;
54
+ //# sourceMappingURL=hull_sphere_contact.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"hull_sphere_contact.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/narrowphase/hull_sphere_contact.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AACH,yCAfW,MAAM,EAAE,GAAC,YAAY,+BAErB,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,UACN,MAAM,GACJ,OAAO,CAkBnB;AASD;;;;;;;;;;;;;GAaG;AACH,+CARW,MAAM,EAAE,GAAC,YAAY,iCAErB,YAAY,eACZ,MAAM,UACN,YAAY,iBACZ,MAAM,GACJ,OAAO,CAsHnB"}
@@ -0,0 +1,244 @@
1
+ import { v3_quaternion_apply_array } from "../../../core/geom/vec3/v3_quaternion_apply.js";
2
+ import { v3_quaternion_apply_inverse_array } from "../../../core/geom/vec3/v3_quaternion_apply_inverse.js";
3
+
4
+ /**
5
+ * Below this distance from the hull's surface the direction from the closest surface point to the
6
+ * sphere centre is noise, and the contact takes the hull's least-penetrated face instead — Box3D's
7
+ * `100 · FLT_EPSILON`.
8
+ * @type {number}
9
+ */
10
+ const SHALLOW_DISTANCE = 100 * 1.1920928955078125e-7;
11
+
12
+ /** Sphere centre in the hull's frame, then (reused) the closest surface point. */
13
+ const scratch_centre = new Float64Array(3);
14
+ const scratch_closest = new Float64Array(3);
15
+ const scratch_world = new Float64Array(3);
16
+
17
+ /**
18
+ * Closed-form contact between a convex hull and a sphere: the closest point on the hull to the
19
+ * sphere's centre, and the sphere's point deepest along the normal through it.
20
+ *
21
+ * After Box3D's `b3CollideHullAndSphere` (convex_manifold.c; Box3D, Erin Catto, MIT licence): a
22
+ * centre outside the hull is pushed out along the line to its closest surface point; a centre on or
23
+ * inside the surface along the normal of the face it is least far behind — the plane of maximum
24
+ * separation, which for a convex polytope is the nearest face. Box3D finds the outside closest point
25
+ * with GJK. Here, for a centre over the face it is furthest in front of — a sphere resting on a side —
26
+ * it is the foot of the perpendicular to that face, found by the same O(F) scan of one plane per side;
27
+ * only off an edge or a corner does it take {@link ConvexHullShape3D#nearest_point_on_surface}, the
28
+ * hull's own O(F) surface scan of its triangles. (A GJK distance query would make that last case
29
+ * O(V) per iteration; there is none in the engine yet.)
30
+ *
31
+ * The contact lies on the line through the sphere's centre, so a contact the solver acts on — at the
32
+ * witnesses' midpoint, along the normal — has no moment about the sphere: a frictionless sphere is
33
+ * stopped by a hull without being spun.
34
+ *
35
+ * Output convention (mirrors {@link sphere_box_contact}): `out[0..2]` the unit normal from the hull's
36
+ * surface toward the sphere's centre; `out[3]` the penetration depth (positive); `out[4..6]` the
37
+ * world point on the sphere's surface; `out[7..9]` the world point on the hull's surface.
38
+ *
39
+ * @param {number[]|Float64Array} out length ≥ 10
40
+ * @param {ConvexHullShape3D} hull
41
+ * @param {number} px hull position x
42
+ * @param {number} py
43
+ * @param {number} pz
44
+ * @param {number} qx hull rotation quaternion x
45
+ * @param {number} qy
46
+ * @param {number} qz
47
+ * @param {number} qw
48
+ * @param {number} sx sphere centre x
49
+ * @param {number} sy
50
+ * @param {number} sz
51
+ * @param {number} radius
52
+ * @returns {boolean} true if they overlap
53
+ */
54
+ export function hull_sphere_contact(
55
+ out,
56
+ hull,
57
+ px, py, pz,
58
+ qx, qy, qz, qw,
59
+ sx, sy, sz, radius
60
+ ) {
61
+ const pose = scratch_pose;
62
+ const sphere = scratch_sphere;
63
+
64
+ pose[0] = px; pose[1] = py; pose[2] = pz;
65
+ pose[3] = qx; pose[4] = qy; pose[5] = qz; pose[6] = qw;
66
+
67
+ sphere[0] = sx; sphere[1] = sy; sphere[2] = sz; sphere[3] = radius;
68
+
69
+ return hull_sphere_contact_array(out, hull, pose, 0, sphere, 0);
70
+ }
71
+
72
+ /** Where {@link hull_sphere_contact} packs the hull's pose and the sphere. */
73
+ const scratch_pose = new Float64Array(7);
74
+ const scratch_sphere = new Float64Array(4);
75
+
76
+ /** The hull-local normal, staged to be rotated to world. */
77
+ const scratch_normal = new Float64Array(3);
78
+
79
+ /**
80
+ * {@link hull_sphere_contact} with the hull's pose read from an array as `[position, orientation
81
+ * (unit quaternion)]` and the sphere as `[centre, radius]`: a call V8 does not inline boxes each
82
+ * number passed to it, eleven here, once per hull-sphere pair, and the same goes for the rotations
83
+ * inside, so those take arrays too.
84
+ *
85
+ * @param {number[]|Float64Array} out length ≥ 10
86
+ * @param {ConvexHullShape3D} hull
87
+ * @param {Float64Array} pose
88
+ * @param {number} pose_offset
89
+ * @param {Float64Array} sphere
90
+ * @param {number} sphere_offset
91
+ * @returns {boolean} true if they overlap
92
+ */
93
+ export function hull_sphere_contact_array(out, hull, pose, pose_offset, sphere, sphere_offset) {
94
+ const px = pose[pose_offset], py = pose[pose_offset + 1], pz = pose[pose_offset + 2];
95
+ const rotation = pose_offset + 3;
96
+ const sx = sphere[sphere_offset], sy = sphere[sphere_offset + 1], sz = sphere[sphere_offset + 2];
97
+ const radius = sphere[sphere_offset + 3];
98
+
99
+ scratch_centre[0] = sx - px;
100
+ scratch_centre[1] = sy - py;
101
+ scratch_centre[2] = sz - pz;
102
+ v3_quaternion_apply_inverse_array(scratch_centre, 0, scratch_centre, 0, pose, rotation);
103
+
104
+ const cx = scratch_centre[0];
105
+ const cy = scratch_centre[1];
106
+ const cz = scratch_centre[2];
107
+
108
+ // the face the centre is least behind (or furthest in front of) — one plane per flat side
109
+ const planes = hull.face_loop_planes;
110
+ const plane_count = planes.length / 4;
111
+
112
+ let best_separation = -Infinity;
113
+ let best = 0;
114
+
115
+ for (let f = 0; f < plane_count; f++) {
116
+ const o = f * 4;
117
+ const nx = planes[o], ny = planes[o + 1], nz = planes[o + 2];
118
+
119
+ // A face with no area has no plane — it is stored as zero, and its "separation" of 0 would
120
+ // beat every real face for a centre inside, leaving no normal at all.
121
+ if (nx * nx + ny * ny + nz * nz < 0.5) continue;
122
+
123
+ const s = nx * cx + ny * cy + nz * cz - planes[o + 3];
124
+
125
+ if (s > best_separation) {
126
+ best_separation = s;
127
+ best = f * 4;
128
+ }
129
+ }
130
+
131
+ if (best_separation > radius) {
132
+ // a whole face's half-space lies between them
133
+ return false;
134
+ }
135
+
136
+ let nx = 0, ny = 0, nz = 0, distance = 0;
137
+ let shallow = false;
138
+
139
+ if (best_separation > 0 && over_face(hull, best >> 2, scratch_centre, 0)) {
140
+ // Outside, over the face it is furthest in front of: nothing of the hull is nearer than that
141
+ // face's plane, and the foot of the perpendicular is on the face — the closest point. (The
142
+ // common case — resting on a side — so the O(F) surface scan below is not paid for it.)
143
+ nx = planes[best];
144
+ ny = planes[best + 1];
145
+ nz = planes[best + 2];
146
+ distance = best_separation;
147
+
148
+ scratch_closest[0] = cx - nx * best_separation;
149
+ scratch_closest[1] = cy - ny * best_separation;
150
+ scratch_closest[2] = cz - nz * best_separation;
151
+
152
+ shallow = distance > SHALLOW_DISTANCE;
153
+ } else if (best_separation > 0) {
154
+ // outside, off an edge or a corner: the closest surface point is the closest point of the hull
155
+ hull.nearest_point_on_surface(scratch_closest, scratch_centre);
156
+
157
+ const dx = cx - scratch_closest[0];
158
+ const dy = cy - scratch_closest[1];
159
+ const dz = cz - scratch_closest[2];
160
+
161
+ distance = Math.sqrt(dx * dx + dy * dy + dz * dz);
162
+
163
+ if (distance > radius) {
164
+ return false;
165
+ }
166
+
167
+ if (distance > SHALLOW_DISTANCE) {
168
+ const inv = 1 / distance;
169
+ nx = dx * inv;
170
+ ny = dy * inv;
171
+ nz = dz * inv;
172
+ shallow = true;
173
+ }
174
+ }
175
+
176
+ if (!shallow) {
177
+ // on or inside the surface: out through the nearest face
178
+ nx = planes[best];
179
+ ny = planes[best + 1];
180
+ nz = planes[best + 2];
181
+ distance = best_separation;
182
+
183
+ scratch_closest[0] = cx - nx * best_separation;
184
+ scratch_closest[1] = cy - ny * best_separation;
185
+ scratch_closest[2] = cz - nz * best_separation;
186
+ }
187
+
188
+ // back to the world
189
+ scratch_normal[0] = nx;
190
+ scratch_normal[1] = ny;
191
+ scratch_normal[2] = nz;
192
+ v3_quaternion_apply_array(scratch_world, 0, scratch_normal, 0, pose, rotation);
193
+ const wnx = scratch_world[0], wny = scratch_world[1], wnz = scratch_world[2];
194
+
195
+ v3_quaternion_apply_array(scratch_world, 0, scratch_closest, 0, pose, rotation);
196
+
197
+ out[0] = wnx;
198
+ out[1] = wny;
199
+ out[2] = wnz;
200
+ out[3] = radius - distance;
201
+ out[4] = sx - wnx * radius;
202
+ out[5] = sy - wny * radius;
203
+ out[6] = sz - wnz * radius;
204
+ out[7] = scratch_world[0] + px;
205
+ out[8] = scratch_world[1] + py;
206
+ out[9] = scratch_world[2] + pz;
207
+
208
+ return true;
209
+ }
210
+
211
+ /**
212
+ * Whether a point in front of a polygon face lies over it: inside every one of its edges' planes
213
+ * perpendicular to the face. The loop is convex and wound CCW seen from outside, so `(b − a) × n`
214
+ * points out of the polygon at each edge `a → b`.
215
+ *
216
+ * @param {ConvexHullShape3D} hull
217
+ * @param {number} face
218
+ * @param {Float64Array} point hull-local point, read from an array: this is not always inlined, and a
219
+ * call that is not boxes the numbers it takes
220
+ * @param {number} point_offset
221
+ * @returns {boolean}
222
+ */
223
+ function over_face(hull, face, point, point_offset) {
224
+ const x = point[point_offset], y = point[point_offset + 1], z = point[point_offset + 2];
225
+ const v = hull.vertices;
226
+ const fl = hull.face_loops;
227
+ const s = hull.face_offsets[face], e = hull.face_offsets[face + 1];
228
+
229
+ const planes = hull.face_loop_planes;
230
+ const nx = planes[face * 4], ny = planes[face * 4 + 1], nz = planes[face * 4 + 2];
231
+
232
+ for (let i = s; i < e; i++) {
233
+ const a = fl[i] * 3, b = fl[i + 1 < e ? i + 1 : s] * 3;
234
+
235
+ const ex = v[b] - v[a], ey = v[b + 1] - v[a + 1], ez = v[b + 2] - v[a + 2];
236
+ const ox = ey * nz - ez * ny, oy = ez * nx - ex * nz, oz = ex * ny - ey * nx;
237
+
238
+ if ((x - v[a]) * ox + (y - v[a + 1]) * oy + (z - v[a + 2]) * oz > 0) {
239
+ return false;
240
+ }
241
+ }
242
+
243
+ return true;
244
+ }
@@ -97,7 +97,11 @@ function build_if_convex(meshShape) {
97
97
  const piece = build_piece(tp, boundary);
98
98
  const v = piece.vertices;
99
99
  const vc = v.length / 3;
100
- piece.support = function (result, result_offset, dx, dy, dz) {
100
+ piece.support = function (result, result_offset, direction, direction_offset) {
101
+ const dx = direction[direction_offset];
102
+ const dy = direction[direction_offset + 1];
103
+ const dz = direction[direction_offset + 2];
104
+
101
105
  let bi = 0, best = -Infinity;
102
106
  for (let i = 0; i < vc; i++) {
103
107
  const d = v3_dot(dx, dy, dz, v[i * 3], v[i * 3 + 1], v[i * 3 + 2]);
@@ -1,6 +1,8 @@
1
1
  /**
2
2
  * Append the mesh-vs-mesh contacts via `append`, the narrowphase's
3
3
  * `append_contact(count, wax,way,waz, wbx,wby,wbz, nx,ny,nz, depth, fid) → newCount`.
4
+ * Every overlapping piece pair's contacts are appended — the candidate buffer
5
+ * grows, and the manifold reduction downstream picks from all of them.
4
6
  *
5
7
  * @returns {number} new candidate count
6
8
  */
@@ -1 +1 @@
1
- {"version":3,"file":"mesh_mesh_tet_manifold.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/narrowphase/mesh_mesh_tet_manifold.js"],"names":[],"mappings":"AAkDA;;;;;GAKG;AACH,+GAFa,MAAM,CA8DlB"}
1
+ {"version":3,"file":"mesh_mesh_tet_manifold.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/narrowphase/mesh_mesh_tet_manifold.js"],"names":[],"mappings":"AA+DA;;;;;;;GAOG;AACH,+GAFa,MAAM,CAwElB"}
@@ -1,6 +1,6 @@
1
1
  import { bvh_query_user_data_intersects_aabb } from "../../../core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js";
2
- import { aabb3_transform_oriented } from "../../../core/geom/3d/aabb/aabb3_transform_oriented.js";
3
- import { aabb3_transform_oriented_inverse } from "../../../core/geom/3d/aabb/aabb3_transform_oriented_inverse.js";
2
+ import { aabb3_transform_oriented_array } from "../../../core/geom/3d/aabb/aabb3_transform_oriented.js";
3
+ import { aabb3_transform_oriented_inverse_array } from "../../../core/geom/3d/aabb/aabb3_transform_oriented_inverse.js";
4
4
  import { build_convex_decomposition } from "./convex_decomposition.js";
5
5
  import { convex_convex_manifold, CONVEX_CONVEX_OUT_LENGTH } from "./convex_convex_manifold.js";
6
6
 
@@ -25,10 +25,6 @@ import { convex_convex_manifold, CONVEX_CONVEX_OUT_LENGTH } from "./convex_conve
25
25
  * @copyright Company Named Limited (c) 2026
26
26
  */
27
27
 
28
- /** Stop emitting once the candidate buffer is nearly full (capped at 4
29
- * downstream); a localised resting contact never approaches this. */
30
- const MAX_EMIT = 60;
31
-
32
28
  const piece_out = new Float64Array(CONVEX_CONVEX_OUT_LENGTH);
33
29
  let cand_a = new Uint32Array(4096);
34
30
  let cand_b = new Uint32Array(4096);
@@ -36,6 +32,23 @@ const local_bbox = new Float64Array(6);
36
32
  const world_aabb = new Float64Array(6);
37
33
  const query_aabb = new Float64Array(6);
38
34
 
35
+ /**
36
+ * The two poses as the arrays {@link convex_convex_manifold} takes, copied out of the transforms once
37
+ * per pair: reading a Transform64's `translation` or `rotation` builds a fresh view on every read, and
38
+ * this ran four of them per piece pair.
39
+ */
40
+ const position_a = new Float64Array(3);
41
+ const rotation_a = new Float64Array(4);
42
+ const position_b = new Float64Array(3);
43
+ const rotation_b = new Float64Array(4);
44
+
45
+ /**
46
+ * The same poses packed `[px, py, pz, qx, qy, qz, qw]` for the AABB transforms' array forms: handed
47
+ * to them as seven numbers (they are not inlined here), each would be boxed, per piece of A.
48
+ */
49
+ const pose_a = new Float64Array(7);
50
+ const pose_b = new Float64Array(7);
51
+
39
52
  /** Build + cache the convex decomposition on the (immutable, shared) shape. */
40
53
  function get_decomposition(shape) {
41
54
  let d = shape.__convex_decomposition;
@@ -51,6 +64,8 @@ function ensure(buf, n) { return buf.length >= n ? buf : new Uint32Array(n); }
51
64
  /**
52
65
  * Append the mesh-vs-mesh contacts via `append`, the narrowphase's
53
66
  * `append_contact(count, wax,way,waz, wbx,wby,wbz, nx,ny,nz, depth, fid) → newCount`.
67
+ * Every overlapping piece pair's contacts are appended — the candidate buffer
68
+ * grows, and the manifold reduction downstream picks from all of them.
54
69
  *
55
70
  * @returns {number} new candidate count
56
71
  */
@@ -60,19 +75,31 @@ export function mesh_mesh_tet_contacts(count, shapeA, trA, shapeB, trB, append)
60
75
  const piecesA = decompA.pieces;
61
76
  const piecesB = decompB.pieces;
62
77
 
78
+ position_a[0] = trA.translation_x;
79
+ position_a[1] = trA.translation_y;
80
+ position_a[2] = trA.translation_z;
81
+ rotation_a[0] = trA.rotation_x;
82
+ rotation_a[1] = trA.rotation_y;
83
+ rotation_a[2] = trA.rotation_z;
84
+ rotation_a[3] = trA.rotation_w;
85
+
86
+ position_b[0] = trB.translation_x;
87
+ position_b[1] = trB.translation_y;
88
+ position_b[2] = trB.translation_z;
89
+ rotation_b[0] = trB.rotation_x;
90
+ rotation_b[1] = trB.rotation_y;
91
+ rotation_b[2] = trB.rotation_z;
92
+ rotation_b[3] = trB.rotation_w;
93
+
94
+ pose_a[0] = position_a[0]; pose_a[1] = position_a[1]; pose_a[2] = position_a[2];
95
+ pose_a[3] = rotation_a[0]; pose_a[4] = rotation_a[1]; pose_a[5] = rotation_a[2]; pose_a[6] = rotation_a[3];
96
+ pose_b[0] = position_b[0]; pose_b[1] = position_b[1]; pose_b[2] = position_b[2];
97
+ pose_b[3] = rotation_b[0]; pose_b[4] = rotation_b[1]; pose_b[5] = rotation_b[2]; pose_b[6] = rotation_b[3];
98
+
63
99
  // Candidate pieces of A: those whose AABB overlaps B's world AABB (in A-local).
64
100
  shapeB.compute_bounding_box(local_bbox);
65
- aabb3_transform_oriented(
66
- world_aabb, 0,
67
- local_bbox[0], local_bbox[1], local_bbox[2], local_bbox[3], local_bbox[4], local_bbox[5],
68
- trB.translation_x, trB.translation_y, trB.translation_z,
69
- trB.rotation_x, trB.rotation_y, trB.rotation_z, trB.rotation_w
70
- );
71
- aabb3_transform_oriented_inverse(
72
- query_aabb, 0, world_aabb,
73
- trA.translation_x, trA.translation_y, trA.translation_z,
74
- trA.rotation_x, trA.rotation_y, trA.rotation_z, trA.rotation_w
75
- );
101
+ aabb3_transform_oriented_array(world_aabb, 0, local_bbox, 0, pose_b, 0);
102
+ aabb3_transform_oriented_inverse_array(query_aabb, 0, world_aabb, pose_a, 0);
76
103
 
77
104
  cand_a = ensure(cand_a, piecesA.length);
78
105
  const nA = bvh_query_user_data_intersects_aabb(cand_a, 0, decompA.bvh, query_aabb);
@@ -81,24 +108,23 @@ export function mesh_mesh_tet_contacts(count, shapeA, trA, shapeB, trB, append)
81
108
  const pieceA = piecesA[cand_a[i]];
82
109
 
83
110
  // Candidate pieces of B near this piece of A.
84
- const ab = pieceA.aabb;
85
- aabb3_transform_oriented(
86
- world_aabb, 0,
87
- ab[0], ab[1], ab[2], ab[3], ab[4], ab[5],
88
- trA.translation_x, trA.translation_y, trA.translation_z,
89
- trA.rotation_x, trA.rotation_y, trA.rotation_z, trA.rotation_w
90
- );
91
- aabb3_transform_oriented_inverse(
92
- query_aabb, 0, world_aabb,
93
- trB.translation_x, trB.translation_y, trB.translation_z,
94
- trB.rotation_x, trB.rotation_y, trB.rotation_z, trB.rotation_w
95
- );
111
+ aabb3_transform_oriented_array(world_aabb, 0, pieceA.aabb, 0, pose_a, 0);
112
+ aabb3_transform_oriented_inverse_array(query_aabb, 0, world_aabb, pose_b, 0);
96
113
  cand_b = ensure(cand_b, piecesB.length);
97
114
  const nB = bvh_query_user_data_intersects_aabb(cand_b, 0, decompB.bvh, query_aabb);
98
115
 
116
+ // Every piece pair the box query admits runs the full SAT + clip: there is no stopping
117
+ // once "enough" contacts are in, because that cap dropped contacts by piece order. It is
118
+ // the cost of a mesh-vs-mesh pair — on a pile of 12 "waffles" (3 x 3 posts each) on a
119
+ // 16 x 16 tile floor, +54% a step over the old cap of 60 (22.4 -> 34.5 ms), 72% of the
120
+ // step in convex_convex_manifold's SAT. Over 48 poses of that pile the SAT ran 65,836
121
+ // times and kept 28,710. A world-box test on the pair before it (the query above carries
122
+ // A's box into B's frame, which loosens it) would have skipped 8,584 (13%), none of which
123
+ // the SAT kept there — but it is not exact in general: the SAT skips degenerate axes
124
+ // (sliver faces, near-parallel edge pairs), so a pair it keeps could have disjoint boxes.
99
125
  for (let j = 0; j < nB; j++) {
100
126
  const pieceB = piecesB[cand_b[j]];
101
- if (!convex_convex_manifold(piece_out, pieceA, trA.translation, trA.rotation, pieceB, trB.translation, trB.rotation)) {
127
+ if (!convex_convex_manifold(piece_out, pieceA, position_a, rotation_a, pieceB, position_b, rotation_b)) {
102
128
  continue;
103
129
  }
104
130
  const cc = piece_out[3] | 0;
@@ -110,7 +136,6 @@ export function mesh_mesh_tet_contacts(count, shapeA, trA, shapeB, trB, append)
110
136
  piece_out[base + 3], piece_out[base + 4], piece_out[base + 5],
111
137
  nx, ny, nz, piece_out[base + 6], 0);
112
138
  }
113
- if (count >= MAX_EMIT) return count;
114
139
  }
115
140
  }
116
141
  return count;
@@ -22,8 +22,9 @@
22
22
  * step (depenetration, overlap depth, tooling) — never from inside one.
23
23
  *
24
24
  * Both poses are read BY INDEX on the way into the stand-in `Transform64`s —
25
- * a `Transform64`'s own `translation` / `rotation` (`Float64Array` views), a
26
- * `Vector3` / `Quaternion` (both `Float64Array` subclasses) and plain
25
+ * a retained `Float64Array` (not a Transform64's `translation` / `rotation`,
26
+ * which allocate a view per read), a `Vector3` / `Quaternion` (both
27
+ * `Float64Array` subclasses) and plain
27
28
  * `[x, y, z]` / `[x, y, z, w]` arrays all work; an `{x, y, z, w}` object does
28
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  * not. Its components read as `undefined`, which trips `setTranslation`'s
29
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  * `assert.isNumber` in development and, with `assert.*` stripped from a
@@ -75,9 +76,9 @@ export function narrowphase_step(pair_list: PairList, manifolds: ManifoldStore,
75
76
  *
76
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  * Matching is by feature id (stable per-triangle for the decomposition path),
77
78
  * so a contact's geometry tracks the same triangle across substeps. A contact
78
- * whose triangle isn't found this substep keeps its previous geometry (a rare
79
- * transient; the once-per-frame {@link narrowphase_step} re-establishes the
80
- * contact set next outer step). Count never changes here, so the solver's
79
+ * whose triangle isn't found this substep keeps its previous geometry, moved by
80
+ * how far the found contacts moved (a transient; the once-per-frame
81
+ * {@link narrowphase_step} re-establishes the contact set next outer step). Count never changes here, so the solver's
81
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  * per-contact scratch (sized once at prepare) stays aligned.
82
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  *
83
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  * @param {ManifoldStore} manifolds
@@ -1 +1 @@
1
- {"version":3,"file":"narrowphase_step.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/narrowphase/narrowphase_step.js"],"names":[],"mappings":"AAg5CA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2CG;AACH,qDAZW,YAAY,GAAC,MAAM,EAAE,iCAGrB,UAAU,MAAM,CAAC,QACjB,UAAU,MAAM,CAAC,iCAGjB,UAAU,MAAM,CAAC,QACjB,UAAU,MAAM,CAAC,GAEf,MAAM,CA2ClB;AAED;;;;;;;;;;;GAWG;AACH,uFALW,MAAM,MAAM;IAAC,QAAQ,WAAW;IAAC,SAAS,EAAE,WAAW,CAAA;CAAC,CAAC,CAAC,QA6LpE;AAED;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,uEAJW,MAAM,UACN,MAAM;IAAC,QAAQ,WAAW;IAAC,SAAS,EAAE,WAAW,CAAA;CAAC,CAAC,UACnD,MAAM;IAAC,QAAQ,WAAW;IAAC,SAAS,EAAE,WAAW,CAAA;CAAC,CAAC,QA2H7D;4BA7xD2B,oCAAoC"}
1
+ {"version":3,"file":"narrowphase_step.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/narrowphase/narrowphase_step.js"],"names":[],"mappings":"AAu2FA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4CG;AACH,qDAZW,YAAY,GAAC,MAAM,EAAE,iCAGrB,UAAU,MAAM,CAAC,QACjB,UAAU,MAAM,CAAC,iCAGjB,UAAU,MAAM,CAAC,QACjB,UAAU,MAAM,CAAC,GAEf,MAAM,CA2ClB;AA2JD;;;;;;;;;;;GAWG;AACH,uFALW,MAAM,MAAM;IAAC,QAAQ,WAAW;IAAC,SAAS,EAAE,WAAW,CAAA;CAAC,CAAC,CAAC,QAmMpE;AAED;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,uEAJW,MAAM,UACN,MAAM;IAAC,QAAQ,WAAW;IAAC,SAAS,EAAE,WAAW,CAAA;CAAC,CAAC,UACnD,MAAM;IAAC,QAAQ,WAAW;IAAC,SAAS,EAAE,WAAW,CAAA;CAAC,CAAC,QA0K7D;4BA16GM,oCAAoC"}