@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
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  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
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  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
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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
  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
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  1016. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -1,94 +1,155 @@
1
- /**
2
- * Shortest rotation taking one unit vector onto another: `out · a == b`.
3
- *
4
- * The construction is the standard half-way-vector one. `(a × b, 1 + a·b)` is
5
- * the quaternion of *twice* the required angle's axis-angle form before
6
- * normalisation; normalising halves it, and the result is the unique rotation
7
- * with no twist about `b` — which is what "shortest" means here and what makes
8
- * it the right primitive for orienting a bone from the direction it points in.
9
- *
10
- * **The antipodal case is real and has to be answered.** When `a` and `b` point
11
- * in opposite directions the cross product vanishes and `1 + a·b` is zero, so
12
- * the formula gives the zero quaternion — every axis perpendicular to `a` is an
13
- * equally valid 180° rotation and the expression cannot pick between them. This
14
- * picks one, by rotating about whichever coordinate axis `a` is least aligned
15
- * with. That is a discontinuity in `out` as `b` sweeps through `−a`, and it is
16
- * unavoidable: no continuous choice of axis exists on the whole sphere. It is
17
- * documented rather than hidden so a caller seeing a bone flip at exactly 180°
18
- * knows what it is looking at.
19
- *
20
- * Sign convention: `(x, y, z, w)` — `w` last, matching {@link Quaternion} and
21
- * the rest of the `core/geom/3d/quaternion/` family.
22
- *
23
- * **Precondition: `a` and `b` are unit length.** The half-way construction uses
24
- * `a·b` as a cosine and `|a × b|` as a sine; a non-unit input scales those two
25
- * differently and the normalisation cannot undo it, so the result is a rotation
26
- * of the wrong angle rather than a rotation of the wrong length.
27
- *
28
- * @param {number[]|Float32Array|Float64Array} out
29
- * @param {number} out_offset offset into `out`; receives 4 floats (x, y, z, w)
30
- * @param {number} ax unit vector, from
31
- * @param {number} ay
32
- * @param {number} az
33
- * @param {number} bx unit vector, to
34
- * @param {number} by
35
- * @param {number} bz
36
- *
37
- * @author Alex Goldring
38
- * @copyright Company Named Limited (c) 2026
39
- */
40
- export function quat3_shortest_arc(out, out_offset, ax, ay, az, bx, by, bz) {
41
- const dot = ax * bx + ay * by + az * bz;
42
-
43
- // The closed form survives far closer to opposition than it looks like it
44
- // should. `w = 1 + a·b` shrinks as `δ` while `|a × b|` shrinks only as
45
- // `√(2δ)`, so after normalisation `w` reads `cos(θ/2) = √(δ/2)` and stays
46
- // accurate until `δ` itself stops resolving — which is at the `Float64`
47
- // spacing near −1, around 2e-16. The threshold sits two orders above that,
48
- // where the two vectors are 1.4e-7 radians apart and the arbitrary
49
- // perpendicular chosen below is wrong by that much and no more.
50
- //
51
- // An earlier draft put it at 1e-6 in the *dot product*, which is 1.4e-3
52
- // radians of angle — a tenth of a degree of silent error, and a spec here
53
- // caught it.
54
- if (dot < -1 + 1e-14) {
55
- // The axis least aligned with `a` gives the cross product below the
56
- // most magnitude to work with, which is the whole of the choice.
57
- const abs_x = ax < 0 ? -ax : ax;
58
- const abs_y = ay < 0 ? -ay : ay;
59
- const abs_z = az < 0 ? -az : az;
60
-
61
- let px, py, pz;
62
-
63
- if (abs_x <= abs_y && abs_x <= abs_z) {
64
- px = 0; py = -az; pz = ay;
65
- } else if (abs_y <= abs_z) {
66
- px = az; py = 0; pz = -ax;
67
- } else {
68
- px = -ay; py = ax; pz = 0;
69
- }
70
-
71
- const length = Math.sqrt(px * px + py * py + pz * pz);
72
-
73
- // A 180° rotation is `(axis, 0)`.
74
- out[out_offset] = px / length;
75
- out[out_offset + 1] = py / length;
76
- out[out_offset + 2] = pz / length;
77
- out[out_offset + 3] = 0;
78
-
79
- return;
80
- }
81
-
82
- const cx = ay * bz - az * by;
83
- const cy = az * bx - ax * bz;
84
- const cz = ax * by - ay * bx;
85
-
86
- const w = 1 + dot;
87
-
88
- const inverse = 1 / Math.sqrt(cx * cx + cy * cy + cz * cz + w * w);
89
-
90
- out[out_offset] = cx * inverse;
91
- out[out_offset + 1] = cy * inverse;
92
- out[out_offset + 2] = cz * inverse;
93
- out[out_offset + 3] = w * inverse;
94
- }
1
+ /**
2
+ * Shortest rotation taking one unit vector onto another: `out · a == b`.
3
+ *
4
+ * The construction is the standard half-way-vector one. `(a × b, 1 + a·b)` is
5
+ * the quaternion of *twice* the required angle's axis-angle form before
6
+ * normalisation; normalising halves it, and the result is the unique rotation
7
+ * with no twist about `b` — which is what "shortest" means here and what makes
8
+ * it the right primitive for orienting a bone from the direction it points in.
9
+ *
10
+ * **The antipodal case is real and has to be answered.** When `a` and `b` point
11
+ * in opposite directions the cross product vanishes and `1 + a·b` is zero, so
12
+ * the formula gives the zero quaternion — every axis perpendicular to `a` is an
13
+ * equally valid 180° rotation and the expression cannot pick between them. This
14
+ * picks one, by rotating about whichever coordinate axis `a` is least aligned
15
+ * with. That is a discontinuity in `out` as `b` sweeps through `−a`, and it is
16
+ * unavoidable: no continuous choice of axis exists on the whole sphere. It is
17
+ * documented rather than hidden so a caller seeing a bone flip at exactly 180°
18
+ * knows what it is looking at.
19
+ *
20
+ * Sign convention: `(x, y, z, w)` — `w` last, matching {@link Quaternion} and
21
+ * the rest of the `core/geom/3d/quaternion/` family.
22
+ *
23
+ * **Precondition: `a` and `b` are unit length.** The half-way construction uses
24
+ * `a·b` as a cosine and `|a × b|` as a sine; a non-unit input scales those two
25
+ * differently and the normalisation cannot undo it, so the result is a rotation
26
+ * of the wrong angle rather than a rotation of the wrong length.
27
+ *
28
+ * @param {number[]|Float32Array|Float64Array} out
29
+ * @param {number} out_offset offset into `out`; receives 4 floats (x, y, z, w)
30
+ * @param {number} ax unit vector, from
31
+ * @param {number} ay
32
+ * @param {number} az
33
+ * @param {number} bx unit vector, to
34
+ * @param {number} by
35
+ * @param {number} bz
36
+ *
37
+ * @author Alex Goldring
38
+ * @copyright Company Named Limited (c) 2026
39
+ */
40
+ export function quat3_shortest_arc(out, out_offset, ax, ay, az, bx, by, bz) {
41
+ const dot = ax * bx + ay * by + az * bz;
42
+
43
+ // The closed form survives far closer to opposition than it looks like it
44
+ // should. `w = 1 + a·b` shrinks as `δ` while `|a × b|` shrinks only as
45
+ // `√(2δ)`, so after normalisation `w` reads `cos(θ/2) = √(δ/2)` and stays
46
+ // accurate until `δ` itself stops resolving — which is at the `Float64`
47
+ // spacing near −1, around 2e-16. The threshold sits two orders above that,
48
+ // where the two vectors are 1.4e-7 radians apart and the arbitrary
49
+ // perpendicular chosen below is wrong by that much and no more.
50
+ //
51
+ // An earlier draft put it at 1e-6 in the *dot product*, which is 1.4e-3
52
+ // radians of angle — a tenth of a degree of silent error, and a spec here
53
+ // caught it.
54
+ if (dot < -1 + 1e-14) {
55
+ // The axis least aligned with `a` gives the cross product below the
56
+ // most magnitude to work with, which is the whole of the choice.
57
+ const abs_x = ax < 0 ? -ax : ax;
58
+ const abs_y = ay < 0 ? -ay : ay;
59
+ const abs_z = az < 0 ? -az : az;
60
+
61
+ let px, py, pz;
62
+
63
+ if (abs_x <= abs_y && abs_x <= abs_z) {
64
+ px = 0; py = -az; pz = ay;
65
+ } else if (abs_y <= abs_z) {
66
+ px = az; py = 0; pz = -ax;
67
+ } else {
68
+ px = -ay; py = ax; pz = 0;
69
+ }
70
+
71
+ const length = Math.sqrt(px * px + py * py + pz * pz);
72
+
73
+ // A 180° rotation is `(axis, 0)`.
74
+ out[out_offset] = px / length;
75
+ out[out_offset + 1] = py / length;
76
+ out[out_offset + 2] = pz / length;
77
+ out[out_offset + 3] = 0;
78
+
79
+ return;
80
+ }
81
+
82
+ const cx = ay * bz - az * by;
83
+ const cy = az * bx - ax * bz;
84
+ const cz = ax * by - ay * bx;
85
+
86
+ const w = 1 + dot;
87
+
88
+ const inverse = 1 / Math.sqrt(cx * cx + cy * cy + cz * cz + w * w);
89
+
90
+ out[out_offset] = cx * inverse;
91
+ out[out_offset + 1] = cy * inverse;
92
+ out[out_offset + 2] = cz * inverse;
93
+ out[out_offset + 3] = w * inverse;
94
+ }
95
+
96
+ /**
97
+ * {@link quat3_shortest_arc} with both vectors read from arrays. For a caller whose inlining budget
98
+ * is spent, or code V8 has not optimised yet: there a call to the scalar form is a real call, and a
99
+ * real call boxes each of its six numbers into a new heap object. The arithmetic is the scalar
100
+ * form's, written out again rather than called, for the same reason; the two must stay operation for
101
+ * operation the same.
102
+ *
103
+ * Both vectors are read before the first write, so `out` may overlap either.
104
+ *
105
+ * @param {number[]|Float32Array|Float64Array} out
106
+ * @param {number} out_offset offset into `out`; receives 4 floats (x, y, z, w)
107
+ * @param {number[]|Float32Array|Float64Array} a unit vector `[x, y, z]`, from
108
+ * @param {number} a_offset
109
+ * @param {number[]|Float32Array|Float64Array} b unit vector `[x, y, z]`, to
110
+ * @param {number} b_offset
111
+ */
112
+ export function quat3_shortest_arc_array(out, out_offset, a, a_offset, b, b_offset) {
113
+ const ax = a[a_offset], ay = a[a_offset + 1], az = a[a_offset + 2];
114
+ const bx = b[b_offset], by = b[b_offset + 1], bz = b[b_offset + 2];
115
+
116
+ const dot = ax * bx + ay * by + az * bz;
117
+
118
+ if (dot < -1 + 1e-14) {
119
+ const abs_x = ax < 0 ? -ax : ax;
120
+ const abs_y = ay < 0 ? -ay : ay;
121
+ const abs_z = az < 0 ? -az : az;
122
+
123
+ let px, py, pz;
124
+
125
+ if (abs_x <= abs_y && abs_x <= abs_z) {
126
+ px = 0; py = -az; pz = ay;
127
+ } else if (abs_y <= abs_z) {
128
+ px = az; py = 0; pz = -ax;
129
+ } else {
130
+ px = -ay; py = ax; pz = 0;
131
+ }
132
+
133
+ const length = Math.sqrt(px * px + py * py + pz * pz);
134
+
135
+ out[out_offset] = px / length;
136
+ out[out_offset + 1] = py / length;
137
+ out[out_offset + 2] = pz / length;
138
+ out[out_offset + 3] = 0;
139
+
140
+ return;
141
+ }
142
+
143
+ const cx = ay * bz - az * by;
144
+ const cy = az * bx - ax * bz;
145
+ const cz = ax * by - ay * bx;
146
+
147
+ const w = 1 + dot;
148
+
149
+ const inverse = 1 / Math.sqrt(cx * cx + cy * cy + cz * cz + w * w);
150
+
151
+ out[out_offset] = cx * inverse;
152
+ out[out_offset + 1] = cy * inverse;
153
+ out[out_offset + 2] = cz * inverse;
154
+ out[out_offset + 3] = w * inverse;
155
+ }
@@ -51,4 +51,16 @@
51
51
  * @param {number} qw unit quaternion w (last)
52
52
  */
53
53
  export function quat3_to_matrix3(out: number[] | Float32Array | Float64Array, out_offset: number, qx: number, qy: number, qz: number, qw: number): void;
54
+ /**
55
+ * {@link quat3_to_matrix3} with the quaternion read from an array. For a caller whose inlining budget
56
+ * is spent: there a call to the scalar form is a real call, and a real call boxes each of its four
57
+ * numbers into a new heap object. The arithmetic is the scalar form's, written out again rather than
58
+ * called, for the same reason; the two must stay operation for operation the same.
59
+ *
60
+ * @param {number[]|Float32Array|Float64Array} out
61
+ * @param {number} out_offset
62
+ * @param {number[]|Float32Array|Float64Array} q unit quaternion `[x, y, z, w]`
63
+ * @param {number} q_offset
64
+ */
65
+ export function quat3_to_matrix3_array(out: number[] | Float32Array | Float64Array, out_offset: number, q: number[] | Float32Array | Float64Array, q_offset: number): void;
54
66
  //# sourceMappingURL=quat3_to_matrix3.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"quat3_to_matrix3.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/quaternion/quat3_to_matrix3.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmDG;AACH,sCAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAkBhB"}
1
+ {"version":3,"file":"quat3_to_matrix3.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/quaternion/quat3_to_matrix3.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmDG;AACH,sCAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAkBhB;AAED;;;;;;;;;;GAUG;AACH,4CALW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,KACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,YAClC,MAAM,QAoBhB"}
@@ -67,3 +67,34 @@ export function quat3_to_matrix3(out, out_offset, qx, qy, qz, qw) {
67
67
  out[out_offset + 7] = 2 * (yz - wx);
68
68
  out[out_offset + 8] = 1 - 2 * (xx + yy);
69
69
  }
70
+
71
+ /**
72
+ * {@link quat3_to_matrix3} with the quaternion read from an array. For a caller whose inlining budget
73
+ * is spent: there a call to the scalar form is a real call, and a real call boxes each of its four
74
+ * numbers into a new heap object. The arithmetic is the scalar form's, written out again rather than
75
+ * called, for the same reason; the two must stay operation for operation the same.
76
+ *
77
+ * @param {number[]|Float32Array|Float64Array} out
78
+ * @param {number} out_offset
79
+ * @param {number[]|Float32Array|Float64Array} q unit quaternion `[x, y, z, w]`
80
+ * @param {number} q_offset
81
+ */
82
+ export function quat3_to_matrix3_array(out, out_offset, q, q_offset) {
83
+ const qx = q[q_offset], qy = q[q_offset + 1], qz = q[q_offset + 2], qw = q[q_offset + 3];
84
+
85
+ const xx = qx * qx, yy = qy * qy, zz = qz * qz;
86
+ const xy = qx * qy, xz = qx * qz, yz = qy * qz;
87
+ const wx = qw * qx, wy = qw * qy, wz = qw * qz;
88
+
89
+ out[out_offset] = 1 - 2 * (yy + zz);
90
+ out[out_offset + 1] = 2 * (xy + wz);
91
+ out[out_offset + 2] = 2 * (xz - wy);
92
+
93
+ out[out_offset + 3] = 2 * (xy - wz);
94
+ out[out_offset + 4] = 1 - 2 * (xx + zz);
95
+ out[out_offset + 5] = 2 * (yz + wx);
96
+
97
+ out[out_offset + 6] = 2 * (xz + wy);
98
+ out[out_offset + 7] = 2 * (yz - wx);
99
+ out[out_offset + 8] = 1 - 2 * (xx + yy);
100
+ }
@@ -58,16 +58,30 @@ export class AbstractShape3D {
58
58
  */
59
59
  compute_bounding_box(result: number[] | ArrayLike<number> | Float32Array | Float64Array): void;
60
60
  /**
61
- * Support function, given a direction vector, return point on the shape that's furthest in that direction
62
- * Assumes direction is a unit vector
61
+ * Support function: writes into `result[result_offset .. +2]` the point of the shape furthest along the
62
+ * direction held in `direction[direction_offset .. +2]`, in the shape's own frame.
63
+ *
64
+ * The contract, which every implementation and every caller keeps:
65
+ * - The direction is unit length. It is not normalised here.
66
+ * - It travels in an array, never as three numbers. Support is called through sites V8 sees many
67
+ * shapes at (GJK, MPR, the wrappers below) and so never inlines, and each double handed across
68
+ * such a call is boxed into a fresh heap number. There is no scalar form and no overload.
69
+ * - An implementation reads all three components before it writes anything, `result` included, and
70
+ * before it calls any other support. So `direction` may be the same memory as `result`, and a
71
+ * wrapper that turns the direction ({@link PosedShape3D}, {@link TransformedShape3D}) writes the
72
+ * turned one into its own module scratch and passes that down, even when what it wraps is another
73
+ * wrapper of its class.
74
+ * - That nesting is the one way a call can change `direction` under its caller: the inner wrapper
75
+ * reuses the scratch it was handed once it has read it. A caller that asks several shapes along
76
+ * one direction ({@link UnionShape3D}) keeps it in locals and writes it out afresh before each.
77
+ *
63
78
  * @param {number[]|Float32Array|Float64Array} result
64
79
  * @param {number} result_offset
65
- * @param {number} direction_x
66
- * @param {number} direction_y
67
- * @param {number} direction_z
80
+ * @param {number[]|Float32Array|Float64Array} direction unit direction, at `direction_offset`
81
+ * @param {number} direction_offset
68
82
  * @returns {void}
69
83
  */
70
- support(result: number[] | Float32Array | Float64Array, result_offset: number, direction_x: number, direction_y: number, direction_z: number): void;
84
+ support(result: number[] | Float32Array | Float64Array, result_offset: number, direction: number[] | Float32Array | Float64Array, direction_offset: number): void;
71
85
  /**
72
86
  * Ray ↔ shape intersection in the shape's LOCAL frame (the shape sits at the origin in its canonical
73
87
  * pose). On a hit, writes the surface point and unit surface normal into `hit` as
@@ -1 +1 @@
1
- {"version":3,"file":"AbstractShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/AbstractShape3D.js"],"names":[],"mappings":"AAaA;IACI;;;;OAIG;IACH,gCAHW,MAAM,EAAE,GACN,MAAM,CAIlB;IAED;;;;;OAKG;IACH,0CAJW,MAAM,EAAE,SACR,MAAM,EAAE,GACN,MAAM,CAIlB;IAED;;;;;OAKG;IACH,iCAJW,MAAM,EAAE,aACR,MAAM,EAAE,GACN,IAAI,CAIhB;IAED;;;;;;;;;;;;;;;OAeG;IACH,sCALW,MAAM,EAAE,iBACR,MAAM,qBAEJ,IAAI,CA6BhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,EAAE,GACN,OAAO,CAInB;IAED;;;OAGG;IACH,qBAEC;IAED;;OAEG;IACH,2BAEC;IAED;;;;OAIG;IACH,6BAHW,MAAM,EAAE,GAAC,UAAU,MAAM,CAAC,GAAC,YAAY,GAAC,YAAY,GAClD,IAAI,CAIhB;IAED;;;;;;;;;OASG;IACH,gBAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,iBAClC,MAAM,eACN,MAAM,eACN,MAAM,eACN,MAAM,GACJ,IAAI,CAIhB;IAED;;;;;;;;;;;OAWG;IACH,aAJW,YAAY,GAAC,MAAM,EAAE,OACrB,IAAI,GACF,OAAO,CAInB;IAED;;;;;;;;;;;OAWG;IACH,cAHW,eAAe,GACb,OAAO,CAInB;IAED;;;OAGG;IACH,QAFa,MAAM,CAIlB;IAGL;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,oBAFU,OAAO,CAEkB;CAvBlC;mBA7KY,OAAO,gBAAgB,EAAE,IAAI"}
1
+ {"version":3,"file":"AbstractShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/AbstractShape3D.js"],"names":[],"mappings":"AAaA;IACI;;;;OAIG;IACH,gCAHW,MAAM,EAAE,GACN,MAAM,CAIlB;IAED;;;;;OAKG;IACH,0CAJW,MAAM,EAAE,SACR,MAAM,EAAE,GACN,MAAM,CAIlB;IAED;;;;;OAKG;IACH,iCAJW,MAAM,EAAE,aACR,MAAM,EAAE,GACN,IAAI,CAIhB;IAED;;;;;;;;;;;;;;;OAeG;IACH,sCALW,MAAM,EAAE,iBACR,MAAM,qBAEJ,IAAI,CA6BhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,EAAE,GACN,OAAO,CAInB;IAED;;;OAGG;IACH,qBAEC;IAED;;OAEG;IACH,2BAEC;IAED;;;;OAIG;IACH,6BAHW,MAAM,EAAE,GAAC,UAAU,MAAM,CAAC,GAAC,YAAY,GAAC,YAAY,GAClD,IAAI,CAIhB;IAED;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IACH,gBANW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,iBAClC,MAAM,aACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,oBAClC,MAAM,GACJ,IAAI,CAIhB;IAED;;;;;;;;;;;OAWG;IACH,aAJW,YAAY,GAAC,MAAM,EAAE,OACrB,IAAI,GACF,OAAO,CAInB;IAED;;;;;;;;;;;OAWG;IACH,cAHW,eAAe,GACb,OAAO,CAInB;IAED;;;OAGG;IACH,QAFa,MAAM,CAIlB;IAGL;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,oBAFU,OAAO,CAEkB;CAvBlC;mBA3LY,OAAO,gBAAgB,EAAE,IAAI"}
@@ -120,16 +120,30 @@ export class AbstractShape3D {
120
120
  }
121
121
 
122
122
  /**
123
- * Support function, given a direction vector, return point on the shape that's furthest in that direction
124
- * Assumes direction is a unit vector
123
+ * Support function: writes into `result[result_offset .. +2]` the point of the shape furthest along the
124
+ * direction held in `direction[direction_offset .. +2]`, in the shape's own frame.
125
+ *
126
+ * The contract, which every implementation and every caller keeps:
127
+ * - The direction is unit length. It is not normalised here.
128
+ * - It travels in an array, never as three numbers. Support is called through sites V8 sees many
129
+ * shapes at (GJK, MPR, the wrappers below) and so never inlines, and each double handed across
130
+ * such a call is boxed into a fresh heap number. There is no scalar form and no overload.
131
+ * - An implementation reads all three components before it writes anything, `result` included, and
132
+ * before it calls any other support. So `direction` may be the same memory as `result`, and a
133
+ * wrapper that turns the direction ({@link PosedShape3D}, {@link TransformedShape3D}) writes the
134
+ * turned one into its own module scratch and passes that down, even when what it wraps is another
135
+ * wrapper of its class.
136
+ * - That nesting is the one way a call can change `direction` under its caller: the inner wrapper
137
+ * reuses the scratch it was handed once it has read it. A caller that asks several shapes along
138
+ * one direction ({@link UnionShape3D}) keeps it in locals and writes it out afresh before each.
139
+ *
125
140
  * @param {number[]|Float32Array|Float64Array} result
126
141
  * @param {number} result_offset
127
- * @param {number} direction_x
128
- * @param {number} direction_y
129
- * @param {number} direction_z
142
+ * @param {number[]|Float32Array|Float64Array} direction unit direction, at `direction_offset`
143
+ * @param {number} direction_offset
130
144
  * @returns {void}
131
145
  */
132
- support(result, result_offset, direction_x, direction_y, direction_z) {
146
+ support(result, result_offset, direction, direction_offset) {
133
147
  throw new Error("Not Implemented");
134
148
  }
135
149
 
@@ -37,7 +37,7 @@ export class BoxShape3D extends AbstractShape3D {
37
37
  readonly half_extents: Vector3;
38
38
  compute_bounding_box(result: any): void;
39
39
  nearest_point_on_surface(result: any, reference: any): void;
40
- support(result: any, result_offset: any, direction_x: any, direction_y: any, direction_z: any): void;
40
+ support(result: any, result_offset: any, direction: any, direction_offset: any): void;
41
41
  raycast(hit: any, ray: any): boolean;
42
42
  signed_distance_gradient_at_point(result: any, point: any): number;
43
43
  signed_distance_at_point(point: any): number;
@@ -1 +1 @@
1
- {"version":3,"file":"BoxShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/BoxShape3D.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;GAYG;AACH;IAQI;;;;;;OAMG;IACH,gBALW,MAAM,MACN,MAAM,MACN,MAAM,GACJ,UAAU,CAMtB;IAED;;;;;;;OAOG;IACH,wBALW,MAAM,UACN,MAAM,SACN,MAAM,GACJ,UAAU,CAItB;IA9BD;;;;OAIG;IACH,uBAFU,OAAO,CAEyB;IAqC1C,wCAIC;IAED,4DAQC;IAED,qGAKC;IAED,qCAaC;IAED,mEAIC;IAED,6CAIC;IAED,oCAQC;IAED,kFAOC;IAED;;;OAGG;IACH,cAHW,UAAU,GACR,OAAO,CAInB;IAWL;;;;;;OAMG;IACH,uBAFU,OAAO,CAEgB;CAThC;gCA/I+B,sBAAsB;oBANlC,kBAAkB"}
1
+ {"version":3,"file":"BoxShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/BoxShape3D.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;GAYG;AACH;IAQI;;;;;;OAMG;IACH,gBALW,MAAM,MACN,MAAM,MACN,MAAM,GACJ,UAAU,CAMtB;IAED;;;;;;;OAOG;IACH,wBALW,MAAM,UACN,MAAM,SACN,MAAM,GACJ,UAAU,CAItB;IA9BD;;;;OAIG;IACH,uBAFU,OAAO,CAEyB;IAqC1C,wCAIC;IAED,4DAQC;IAED,sFASC;IAED,qCAaC;IAED,mEAIC;IAED,6CAIC;IAED,oCAQC;IAED,kFAOC;IAED;;;OAGG;IACH,cAHW,UAAU,GACR,OAAO,CAInB;IAWL;;;;;;OAMG;IACH,uBAFU,OAAO,CAEgB;CAThC;gCAnJ+B,sBAAsB;oBANlC,kBAAkB"}
@@ -80,7 +80,11 @@ export class BoxShape3D extends AbstractShape3D {
80
80
  );
81
81
  }
82
82
 
83
- support(result, result_offset, direction_x, direction_y, direction_z) {
83
+ support(result, result_offset, direction, direction_offset) {
84
+ const direction_x = direction[direction_offset];
85
+ const direction_y = direction[direction_offset + 1];
86
+ const direction_z = direction[direction_offset + 2];
87
+
84
88
  const h = this.half_extents;
85
89
  result[result_offset] = sign_not_zero(direction_x) * h.x;
86
90
  result[result_offset + 1] = sign_not_zero(direction_y) * h.y;
@@ -26,7 +26,7 @@ export class CapsuleShape3D extends AbstractShape3D {
26
26
  signed_distance_gradient_at_point(result: any, point: any): number;
27
27
  contains_point(point: any): boolean;
28
28
  nearest_point_on_surface(result: any, reference: any): void;
29
- support(result: any, result_offset: any, direction_x: any, direction_y: any, direction_z: any): void;
29
+ support(result: any, result_offset: any, direction: any, direction_offset: any): void;
30
30
  sample_random_point_in_volume(result: any, result_offset: any, random: any): void;
31
31
  /**
32
32
  * @param {CapsuleShape3D} other
@@ -1 +1 @@
1
- {"version":3,"file":"CapsuleShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/CapsuleShape3D.js"],"names":[],"mappings":"AAcA;;;;GAIG;AACH;IAaI;;;;OAIG;IACH,oBAJW,MAAM,UACN,MAAM,GACJ,cAAc,CAa1B;IA5BD;;;OAGG;IACH,QAFU,MAAM,CAEH;IAEb;;;OAGG;IACH,QAFU,MAAM,CAEL;IAoCX,wCAUC;IAED,qCAgBC;IAED,6CAEC;IAED,mEAEC;IAED,oCAcC;IAED,4DA+BC;IAED,qGAUC;IAED,kFA+BC;IAED;;;OAGG;IACH,cAHW,cAAc,GACZ,OAAO,CAMnB;IAUL;;;;;;;;;OASG;IACH,2BAFU,OAAO,CAEwB;CAZxC;gCA7M+B,sBAAsB"}
1
+ {"version":3,"file":"CapsuleShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/CapsuleShape3D.js"],"names":[],"mappings":"AAcA;;;;GAIG;AACH;IAaI;;;;OAIG;IACH,oBAJW,MAAM,UACN,MAAM,GACJ,cAAc,CAa1B;IA5BD;;;OAGG;IACH,QAFU,MAAM,CAEH;IAEb;;;OAGG;IACH,QAFU,MAAM,CAEL;IAoCX,wCAUC;IAED,qCAgBC;IAED,6CAEC;IAED,mEAEC;IAED,oCAcC;IAED,4DA+BC;IAED,sFAcC;IAED,kFA+BC;IAED;;;OAGG;IACH,cAHW,cAAc,GACZ,OAAO,CAMnB;IAUL;;;;;;;;;OASG;IACH,2BAFU,OAAO,CAEwB;CAZxC;gCAjN+B,sBAAsB"}
@@ -151,7 +151,11 @@ export class CapsuleShape3D extends AbstractShape3D {
151
151
  result[2] = dz * scale;
152
152
  }
153
153
 
154
- support(result, result_offset, direction_x, direction_y, direction_z) {
154
+ support(result, result_offset, direction, direction_offset) {
155
+ const direction_x = direction[direction_offset];
156
+ const direction_y = direction[direction_offset + 1];
157
+ const direction_z = direction[direction_offset + 2];
158
+
155
159
  const half_h = this.height / 2;
156
160
  const r = this.radius;
157
161
 
@@ -1,20 +1,24 @@
1
1
  /**
2
2
  * Convex polyhedron collider.
3
3
  *
4
- * Holds a convex triangle surface (`vertices` + outward-CCW `indices`) and the
5
- * derived face half-spaces. Because it is convex (`is_convex === true`, the
6
- * default), it routes straight through the narrowphase's GJK + EPA path via
7
- * {@link support} — no tetrahedralisation, no per-triangle decomposition, no
8
- * BVH. This is the right shape for authored convex geometry (props, crates,
9
- * gems, low-poly rocks, an icosphere) and is far cheaper to construct than
10
- * {@link MeshShape3D}, which tetrahedralises its interior.
4
+ * Holds a convex triangle surface (`vertices` + outward-CCW `indices`) and what
5
+ * is derived from it: the per-triangle half-spaces, and the polygon faces (one
6
+ * per flat side) with their planes. Because it is convex (`is_convex === true`,
7
+ * the default), the narrowphase collides it through {@link support} (GJK + EPA)
8
+ * and its polygon faces (face clipping) — no tetrahedralisation, no per-triangle
9
+ * decomposition, no BVH. This is the right shape for authored convex geometry
10
+ * (props, crates, gems, low-poly rocks, an icosphere) and is far cheaper to
11
+ * construct than {@link MeshShape3D}, which tetrahedralises its interior.
11
12
  *
12
13
  * Contract:
13
14
  * - `support` is exact for any convex point set (deepest vertex along the
14
15
  * direction) — the precondition GJK relies on.
15
16
  * - `contains_point` is the convex half-space test (behind every face plane).
16
17
  * - `signed_distance` / `nearest_point_on_surface` scan the surface triangles
17
- * (O(F)); these are query-path helpers, not on the collision hot path.
18
+ * (O(F)). `nearest_point_on_surface` is on the collision path: the
19
+ * hull/sphere contact calls it for a sphere outside the hull whose centre
20
+ * is not over the face it is furthest in front of (near an edge or a
21
+ * corner), so such a pair costs O(F) triangle tests.
18
22
  *
19
23
  * The input is assumed convex with outward-facing CCW winding — build it via
20
24
  * {@link ConvexHullShape3D.from}. A genuine non-convex mesh belongs in
@@ -49,13 +53,23 @@ export class ConvexHullShape3D extends AbstractShape3D {
49
53
  /**
50
54
  * Polygon-face representation for the contact clipper (CSR): face `f`'s
51
55
  * vertex loop is `face_loops[face_offsets[f] .. face_offsets[f+1]]`,
52
- * ordered CCW (outward). Currently one triangle per face; a coplanar-merge
53
- * pass will collapse coplanar triangles into larger polygon faces.
56
+ * ordered CCW (outward), indexing {@link vertices}. Derived in
57
+ * {@link recompute}: each side of the hull is ONE convex polygon however
58
+ * many coplanar triangles {@link indices} spends on it (a box has six
59
+ * quads), so a face-on-face contact clips to the whole patch.
54
60
  * @type {Uint32Array}
55
61
  */
56
62
  face_offsets: Uint32Array;
57
63
  /** @type {Uint32Array} */
58
64
  face_loops: Uint32Array;
65
+ /**
66
+ * The plane of each polygon face of {@link face_loops}, four doubles per face `(nx, ny, nz, d)`
67
+ * with unit outward normal and `d = n · v`; all zero for a face with no area. Derived in
68
+ * {@link recompute}, alongside the loops, so contact code that looks for the face facing a
69
+ * direction reads one plane per side rather than re-deriving each loop's normal per query.
70
+ * @type {Float64Array}
71
+ */
72
+ face_loop_planes: Float64Array;
59
73
  /**
60
74
  * Face half-spaces, four doubles per face `(nx, ny, nz, d)` with unit
61
75
  * outward normal and `d = n · v` — point is inside iff `n · p − d ≤ 0`
@@ -82,7 +96,7 @@ export class ConvexHullShape3D extends AbstractShape3D {
82
96
  * vertex counts of authored hulls; a hill-climb over vertex adjacency is
83
97
  * the acceleration for very large hulls.
84
98
  */
85
- support(result: any, result_offset: any, direction_x: any, direction_y: any, direction_z: any): void;
99
+ support(result: any, result_offset: any, direction: any, direction_offset: any): void;
86
100
  /**
87
101
  * The hull's face half-spaces, four doubles per face `(nx, ny, nz, d)` with unit OUTWARD normal —
88
102
  * the derived form of `vertices` / `indices` that every half-space query reads. Exposed because a
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"ConvexHullShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/ConvexHullShape3D.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH;IAyDI;;;;;;;OAOG;IACH,sBAJW,YAAY,WACZ,WAAW,GACT,iBAAiB,CAQ7B;IArED;;;;OAIG;IACH,UAFU,YAAY,CAES;IAE/B;;;;OAIG;IACH,SAFU,WAAW,CAEQ;IAE7B;;;;;;;;OAQG;IACH,cAFU,WAAW,CAEa;IAElC,0BAA0B;IAC1B,YADW,WAAW,CACU;IAEhC;;;;;;OAMG;IACH,kBAFU,YAAY,CAEiB;IAEvC;;;;;;OAMG;IACH,iBAA+B;IAE/B,oCAAoC;IACpC,eAA6B;IAE7B,8BAA8B;IAC9B,iBAAa;IAEb,8BAA8B;IAC9B,uBAAmB;IAkBnB;;;OAGG;IACH,kBA8EC;IAUD,wCAQC;IAED;;;;;OAKG;IACH,sFAsCC;IAED;;;;;;;OAOG;IACH,gCAEC;IAED;;;OAGG;IACH,+BAEC;IAED,qCAkBC;IAED;;;OAGG;IACH,oCAgBC;IAED;;;OAGG;IACH,6CAiBC;IAED,mEAEC;IAED,4DAwBC;IAGD;;;OAGG;IACH,cAHW,iBAAiB,GACf,OAAO,CAanB;IAcL;;;;OAIG;IACH,8BAFU,OAAO,CAE8B;CAP9C;gCA7Y+B,sBAAsB"}