@woosh/meep-engine 3.38.0 → 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 (962) 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 +4 -0
  159. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  160. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  161. package/src/engine/ecs/transform/Transform64.js +10 -16
  162. package/src/engine/graphics/ecs/water/Water.d.ts +25 -63
  163. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  164. package/src/engine/graphics/ecs/water/Water.js +110 -125
  165. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  166. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -74
  167. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  168. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  173. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  174. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  176. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  177. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  179. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  180. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  181. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  182. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  183. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  184. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  185. package/src/engine/graphics3/WaterSystem.d.ts +39 -3
  186. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  187. package/src/engine/graphics3/WaterSystem.js +134 -25
  188. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  189. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  190. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  191. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  192. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  193. package/src/engine/interpolation/InterpolationLog.js +12 -6
  194. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  195. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  196. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  197. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  199. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  200. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  201. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  202. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  203. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  204. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  207. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  208. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  209. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  210. package/src/engine/physics/body/SolverBodyState.js +4 -5
  211. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  212. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  213. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  214. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  215. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  216. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  217. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  218. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  219. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  220. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  221. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  222. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  224. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  225. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  226. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  228. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  229. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  230. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  232. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  233. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  234. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  236. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  238. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +15 -15
  240. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts +5 -0
  241. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts.map +1 -1
  242. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.js +32 -9
  243. package/src/engine/physics/constraint/solve_constraints.d.ts +50 -8
  244. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
  245. package/src/engine/physics/constraint/solve_constraints.js +703 -429
  246. package/src/engine/physics/contact/ManifoldStore.d.ts +12 -0
  247. package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
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  904. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +8 -0
  905. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +1 -0
  906. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +30 -0
  907. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +28 -0
  908. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -0
  909. package/src/shade/renderer/water/optics/chunk_water_inscatter.js +123 -0
  910. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
  911. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +1 -0
  912. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
  913. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +1 -0
  914. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts +12 -0
  915. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts.map +1 -0
  916. package/src/shade/renderer/water/optics/chunk_water_optics.js +75 -0
  917. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +27 -0
  918. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -0
  919. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +74 -0
  920. package/src/shade/renderer/water/shader_water.d.ts +10 -4
  921. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  922. package/src/shade/renderer/water/shader_water.js +406 -384
  923. package/src/shade/renderer/water/shader_water_avboit.d.ts.map +1 -1
  924. package/src/shade/renderer/water/shader_water_avboit.js +19 -9
  925. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +98 -0
  926. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +1 -0
  927. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +408 -0
  928. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +12 -0
  929. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts.map +1 -0
  930. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +27 -0
  931. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +14 -0
  932. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +1 -0
  933. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +49 -0
  934. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +15 -0
  935. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +1 -0
  936. package/src/shade/renderer/water/surface/chunk_water_wave.js +48 -0
  937. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
  938. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +1 -0
  939. package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +47 -0
  940. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +10 -0
  941. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +1 -0
  942. package/src/shade/renderer/water/surface/shader_water_surface_write.js +51 -0
  943. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
  944. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +1 -0
  945. package/src/shade/renderer/water/surface/shader_water_wave_step.js +54 -0
  946. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +13 -0
  947. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +1 -0
  948. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +39 -0
  949. package/src/shade/renderer/water/water_missing_receiver_path.d.ts +17 -0
  950. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  951. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  952. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  953. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  954. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  955. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  956. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  957. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  958. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  959. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  960. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  961. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  962. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -57,10 +57,18 @@ export class Ability {
57
57
  onActivate(controller: any, runtime: any): void;
58
58
  /**
59
59
  * Runs each fixed step while active. The ability OWNS body motion
60
- * during this window — writes directly to runtime.velocity*, the body
61
- * Transform position, springs, etc. Returning false releases control
62
- * back to the AbilitySet (which will run base locomotion or the next
63
- * queued ability in the same tick).
60
+ * during this window — writes directly to runtime.velocity*, the
61
+ * body's position for this tick, springs, etc. Returning false releases
62
+ * control back to the AbilitySet (which will run base locomotion or the
63
+ * next queued ability in the same tick).
64
+ *
65
+ * The body's position for this tick is `runtime.bodyPosition`, never the
66
+ * transform: the tick hands it to the body at its end, and the physics
67
+ * step moves the body there at the speed that covers the distance. Write
68
+ * it to move the body (the system's `_resolveMotion` sweeps a velocity
69
+ * into it); set `runtime.bodyTeleport` as well for a warp, which the body
70
+ * makes with no velocity. A write to `bodyTransform` is taken for a
71
+ * teleport made by someone else, and the tick's own move is dropped.
64
72
  *
65
73
  * The `system` parameter is the {@link FirstPersonPlayerControllerSystem}
66
74
  * itself, passed through so abilities can call shared helpers like
@@ -70,7 +78,8 @@ export class Ability {
70
78
  *
71
79
  * @param {*} controller
72
80
  * @param {*} runtime
73
- * @param {*} bodyTransform
81
+ * @param {*} bodyTransform the body's transform, holding the pose the
82
+ * tick started from
74
83
  * @param {number} dt
75
84
  * @param {*} system the FirstPersonPlayerControllerSystem instance
76
85
  * @returns {boolean} true = stay active; false = release control
@@ -1 +1 @@
1
- {"version":3,"file":"Ability.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/abilities/Ability.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IACI;;;;;;;OAOG;IACH,UAFU,MAAM,CAEH;IAEb;;;OAGG;IACH,MAFU,MAAM,CAEC;IAEjB;;;;;;;;;;;;OAYG;IAEH,0DAHa,OAAO,CAKnB;IAED;;;;;;OAMG;IAEH,gDAAkC;IAElC;;;;;;;;;;;;;;;;;;;OAmBG;IAEH,4DALW,MAAM,gBAEJ,OAAO,CAKnB;IAED;;;;;;;;;;;OAWG;IAEH,6CAHa,OAAO,CAKnB;IAED;;;;;;OAMG;IAEH,kDAAoC;CACvC"}
1
+ {"version":3,"file":"Ability.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/abilities/Ability.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IACI;;;;;;;OAOG;IACH,UAFU,MAAM,CAEH;IAEb;;;OAGG;IACH,MAFU,MAAM,CAEC;IAEjB;;;;;;;;;;;;OAYG;IAEH,0DAHa,OAAO,CAKnB;IAED;;;;;;OAMG;IAEH,gDAAkC;IAElC;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA4BG;IAEH,4DALW,MAAM,gBAEJ,OAAO,CAKnB;IAED;;;;;;;;;;;OAWG;IAEH,6CAHa,OAAO,CAKnB;IAED;;;;;;OAMG;IAEH,kDAAoC;CACvC"}
@@ -65,10 +65,18 @@ export class Ability {
65
65
 
66
66
  /**
67
67
  * Runs each fixed step while active. The ability OWNS body motion
68
- * during this window — writes directly to runtime.velocity*, the body
69
- * Transform position, springs, etc. Returning false releases control
70
- * back to the AbilitySet (which will run base locomotion or the next
71
- * queued ability in the same tick).
68
+ * during this window — writes directly to runtime.velocity*, the
69
+ * body's position for this tick, springs, etc. Returning false releases
70
+ * control back to the AbilitySet (which will run base locomotion or the
71
+ * next queued ability in the same tick).
72
+ *
73
+ * The body's position for this tick is `runtime.bodyPosition`, never the
74
+ * transform: the tick hands it to the body at its end, and the physics
75
+ * step moves the body there at the speed that covers the distance. Write
76
+ * it to move the body (the system's `_resolveMotion` sweeps a velocity
77
+ * into it); set `runtime.bodyTeleport` as well for a warp, which the body
78
+ * makes with no velocity. A write to `bodyTransform` is taken for a
79
+ * teleport made by someone else, and the tick's own move is dropped.
72
80
  *
73
81
  * The `system` parameter is the {@link FirstPersonPlayerControllerSystem}
74
82
  * itself, passed through so abilities can call shared helpers like
@@ -78,7 +86,8 @@ export class Ability {
78
86
  *
79
87
  * @param {*} controller
80
88
  * @param {*} runtime
81
- * @param {*} bodyTransform
89
+ * @param {*} bodyTransform the body's transform, holding the pose the
90
+ * tick started from
82
91
  * @param {number} dt
83
92
  * @param {*} system the FirstPersonPlayerControllerSystem instance
84
93
  * @returns {boolean} true = stay active; false = release control
@@ -1 +1 @@
1
- {"version":3,"file":"LedgeGrab.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/abilities/LedgeGrab.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgDG;AACH;IAII;;;;iCAI6B;IAC7B,iBAAa;IAEb,iBAAa;IACb,YAAQ;IACR,YAAQ;IACR,eAAW;IAEX;mEAC+D;IAC/D,aAAkB;IAElB,0BAAiC;IAEjC,kEAiCC;IAED,gDAuDC;IAED,wBAIC;IAED,kDAOC;IAED,wFA6GC;IAED;;;;;;OAMG;IACH,sBASC;IAED;;;;;;;OAOG;IACH,yBAgBC;IAED;;;;;;;;;;;;;;OAcG;IACH,mBA8CC;CACJ;wBA7YuB,cAAc;oCAFF,iDAAiD"}
1
+ {"version":3,"file":"LedgeGrab.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/abilities/LedgeGrab.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgDG;AACH;IAII;;;;iCAI6B;IAC7B,iBAAa;IAEb,iBAAa;IACb,YAAQ;IACR,YAAQ;IACR,eAAW;IAEX;mEAC+D;IAC/D,aAAkB;IAElB,0BAAiC;IAEjC,kEAiCC;IAED,gDAuDC;IAED,wBAIC;IAED,kDAOC;IAED,wFAiHC;IAED;;;;;;OAMG;IACH,sBASC;IAED;;;;;;;OAOG;IACH,yBAgBC;IAED;;;;;;;;;;;;;;OAcG;IACH,mBA8CC;CACJ;wBAjZuB,cAAc;oCAFF,iDAAiD"}
@@ -267,21 +267,25 @@ export class LedgeGrab extends Ability {
267
267
  // when the ledge was reached obliquely (a facing-relative offset
268
268
  // would sink it into a thin wall).
269
269
  const standoff = controller.config.body.radius + cfg.hangOffsetForward;
270
- bodyTransform.setTranslation(
271
- this._anchorX + this._nx * standoff,
272
- this._edgeY + cfg.hangOffsetY,
273
- this._anchorZ + this._nz * standoff,
274
- );
270
+ const position = runtime.bodyPosition;
271
+ position[0] = this._anchorX + this._nx * standoff;
272
+ position[1] = this._edgeY + cfg.hangOffsetY;
273
+ position[2] = this._anchorZ + this._nz * standoff;
275
274
  runtime.velocityX = 0;
276
275
  runtime.velocityY = 0;
277
276
  runtime.velocityZ = 0;
278
277
  controller.state.grounded = false;
279
278
 
280
- // Teleport-snap the camera on a parked (non-shimmying) hang: the body
281
- // was just snapped onto the wall from wherever it was falling, so the
282
- // render interpolation must JUMP to the hang pose, not glide into it.
283
- // During a shimmy the body moves smoothly, so we let it interpolate.
284
- if (!shimmying) runtime.renderSnap = true;
279
+ // A parked (non-shimmying) hang is a warp: the body was just snapped
280
+ // onto the wall from wherever it was falling, so it gets there with
281
+ // no velocity from the jump (setPose, not a target), and the render
282
+ // interpolation must JUMP to the hang pose, not glide into it. A
283
+ // shimmy step is a motion: the body moves to it at the shimmy speed,
284
+ // and the camera interpolates.
285
+ if (!shimmying) {
286
+ runtime.bodyTeleport = true;
287
+ runtime.renderSnap = true;
288
+ }
285
289
 
286
290
  // Exertion rises while hanging — fatigue. Faster while actively
287
291
  // shimmying. Mass-scaled like the rest of the exertion system.
@@ -334,7 +338,7 @@ export class LedgeGrab extends Ability {
334
338
  );
335
339
  ray.setDirection(0, -1, 0);
336
340
  ray.tMax = cfg.shimmyContinuityProbeUp + cfg.shimmyContinuityProbeDown;
337
- const filter = (_e, c) => c !== runtime.collider;
341
+ const filter = runtime.notSelf; // every collider of the player's own body
338
342
  if (!physics.raycast(ray, hit, filter)) return false;
339
343
  return Math.abs(hit.position[1] - this._edgeY) <= cfg.shimmyContinuityTol;
340
344
  }
@@ -364,7 +368,7 @@ export class LedgeGrab extends Ability {
364
368
  const tx = dir * (-this._nz);
365
369
  const tz = dir * this._nx;
366
370
  const step = cfg.shimmySpeed * dt;
367
- const filter = (_e, c) => c !== runtime.collider; // exclude own body
371
+ const filter = runtime.notSelf; // every collider of the player's own body
368
372
  const ray = this._ray;
369
373
  const hit = this._hit;
370
374
 
@@ -1 +1 @@
1
- {"version":3,"file":"Mantle.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/abilities/Mantle.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH;IAKI,6CAA6C;IAC7C,WAAO;IAEP,uCAAuC;IACvC,kBAAgB;IAEhB,gBAAY;IACZ,gBAAY;IACZ,gBAAY;IACZ,cAAU;IACV,cAAU;IACV,cAAU;IAEV;;0EAEsE;IACtE,cAAiB;IAEjB,8CAA8C;IAC9C,eAAW;IAEX,kEAgCC;IAED,gDAiEC;IAED,wBAGC;IAED,wFA0DC;IAED,oDAEC;CACJ;wBA3OuB,cAAc"}
1
+ {"version":3,"file":"Mantle.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/abilities/Mantle.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH;IAKI,6CAA6C;IAC7C,WAAO;IAEP,uCAAuC;IACvC,kBAAgB;IAEhB,gBAAY;IACZ,gBAAY;IACZ,gBAAY;IACZ,cAAU;IACV,cAAU;IACV,cAAU;IAEV;;0EAEsE;IACtE,cAAiB;IAEjB,8CAA8C;IAC9C,eAAW;IAEX,kEAgCC;IAED,gDAiEC;IAED,wBAGC;IAED,wFA8DC;IAED,oDAEC;CACJ;wBA/OuB,cAAc"}
@@ -201,7 +201,11 @@ export class Mantle extends Ability {
201
201
  } else {
202
202
  y = this._startY + (this._endY - this._startY) * easeOutCubic(t);
203
203
  }
204
- bodyTransform.setTranslation(x, y, z);
204
+ // A motion along the path: the body moves to each point at the speed that covers the step.
205
+ const position = runtime.bodyPosition;
206
+ position[0] = x;
207
+ position[1] = y;
208
+ position[2] = z;
205
209
  // On the path — no integration; velocity stays 0 until release.
206
210
  runtime.velocityX = 0;
207
211
  runtime.velocityY = 0;
@@ -126,7 +126,7 @@ export class Slide extends Ability {
126
126
  runtime.velocityY = runtime.jumpInitialVy * cfg.slideJumpUpFactor;
127
127
  runtime.midJump = true;
128
128
  runtime.apexFired = false;
129
- runtime.peakAltitude = bodyTransform.translation_y;
129
+ runtime.peakAltitude = runtime.bodyPosition[1];
130
130
  controller.state.isVariableJumpCut = false;
131
131
  controller.state.isAscending = true;
132
132
  // Mastery: scale the impulse via JumpImpulse evaluators if any.
@@ -2,8 +2,8 @@
2
2
  * Kinematic character collision solver. See DESIGN_COLLISION.md.
3
3
  *
4
4
  * **The mover is controller-agnostic, and the path it lives at says otherwise.** It imports
5
- * `Vector3`, `Ray3`, `Transform64`, `Collider`, `compute_penetration` and `PhysicsSurfacePoint` —
6
- * nothing from `FirstPersonPlayerController`. If you have your own movement model and have decided
5
+ * `assert`, `Vector3`, `Ray3`, `v3_add`, `v3_set`, `Collider`, `is_sensor`, `compute_penetration`,
6
+ * `convex_overlaps_shape` and `PhysicsSurfacePoint` — nothing from `FirstPersonPlayerController`. If you have your own movement model and have decided
7
7
  * that controller is not for you, **this class still is**: it carries the standoff (`skin`), the
8
8
  * start-solid depenetration pass, Quake's five-plane crease handling and `MIN_WALK_NORMAL`, and it
9
9
  * is the thing to build a character on. It sits under `control/first-person/` because that is where
@@ -33,11 +33,9 @@
33
33
  */
34
34
  export class KinematicMover {
35
35
  /**
36
- * @param {import("../../../physics/ecs/PhysicsSystem.js").PhysicsSystem} physicsSystem
37
- * @param {import("../../../ecs/EntityComponentDataset.js").EntityComponentDataset} ecd
38
- * used to resolve an overlapping `body_id` (via
39
- * `physicsSystem.entityOf`) back to its {@link Transform64} +
40
- * {@link Collider} for `compute_penetration`.
36
+ * @param {import("../../../physics/ecs/PhysicsSystem.js").PhysicsSystem} physicsSystem the
37
+ * world the mover queries; recovery also takes an overlapping body's colliders, each at its
38
+ * own world transform, from it ({@link PhysicsSystem#collidersOf})
41
39
  * @param {object} [options]
42
40
  * @param {number} [options.skin=0.005] clearance left after each
43
41
  * sweep stop / push-out so the next query doesn't start in contact.
@@ -63,7 +61,7 @@ export class KinematicMover {
63
61
  * Source `sv_stepsize` is ~0.34 m; the default is just under the
64
62
  * capsule radius so low ledges don't feel "magnetic".
65
63
  */
66
- constructor(physicsSystem: import("../../../physics/ecs/PhysicsSystem.js").PhysicsSystem, ecd: import("../../../ecs/EntityComponentDataset.js").EntityComponentDataset, options?: {
64
+ constructor(physicsSystem: import("../../../physics/ecs/PhysicsSystem.js").PhysicsSystem, options?: {
67
65
  skin?: number;
68
66
  maxSlideIterations?: number;
69
67
  maxRecoverIterations?: number;
@@ -72,11 +70,20 @@ export class KinematicMover {
72
70
  });
73
71
  _ray: Ray3;
74
72
  _hit: PhysicsSurfacePoint;
73
+ /**
74
+ * Overlap query output. Grown by {@link _overlapAll} whenever a query fills it, and the
75
+ * high-water mark kept: the query caps its count at the buffer and drops the rest without a
76
+ * word, and the body it drops can be the one the capsule is deepest in.
77
+ * @type {Uint32Array}
78
+ */
75
79
  _overlapBuf: Uint32Array;
76
80
  _penDir: Float64Array;
81
+ _otherPosition: Float64Array;
82
+ _otherRotation: Float64Array;
77
83
  _planes: Float64Array;
78
84
  _cand: Float64Array;
79
85
  _support: Float64Array;
86
+ _supportDir: Float64Array;
80
87
  /**
81
88
  * Reused result.
82
89
  *
@@ -118,8 +125,21 @@ export class KinematicMover {
118
125
  * @type {boolean}
119
126
  */
120
127
  private _wasGrounded;
128
+ /**
129
+ * The filter of the {@link move} in progress, for {@link _solidCast}, which the shape cast
130
+ * calls back without it. `null` between moves.
131
+ * @private
132
+ * @type {((entity:number, collider:Collider)=>boolean)|null}
133
+ */
134
+ private _filter;
135
+ /**
136
+ * Shape-cast filter for the move in progress: {@link _isSolid} with the move's filter. Made once
137
+ * per mover, so a cast allocates no closure.
138
+ * @private
139
+ * @type {(entity:number, collider:Collider, body_id:number)=>boolean}
140
+ */
141
+ private _solidCast;
121
142
  physicsSystem: import("../../../physics/ecs/PhysicsSystem.js").PhysicsSystem;
122
- ecd: import("../../../ecs/EntityComponentDataset.js").EntityComponentDataset;
123
143
  skin: number;
124
144
  maxSlideIterations: number;
125
145
  maxRecoverIterations: number;
@@ -129,17 +149,23 @@ export class KinematicMover {
129
149
  * Resolve one move. Mutates `position` to the resolved location and
130
150
  * `velocity` to the corrected value.
131
151
  *
132
- * @param {Vector3} position in/out — current pose, written to the resolved pose
152
+ * @param {Vector3|Float64Array} position in/out, `[x, y, z]` — current pose, written to the
153
+ * resolved pose. The caller's own array: hand it a body's live translation and the move lands
154
+ * in the body as it is resolved
133
155
  * @param {ArrayLike<number>} rotation capsule orientation as `[x, y, z, w]` (read) - a
134
- * Quaternion is one, and so is a Transform64's rotation
156
+ * Quaternion is one. A Transform64's `rotation` is one too, but its getter builds a new view
157
+ * on every read; copy the four components into a retained array instead
135
158
  * @param {import("../../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D} shape convex capsule
136
159
  * @param {Vector3} velocity in/out — desired velocity, written to the corrected velocity
137
160
  * @param {number} dt
138
- * @param {(entity:number, collider:Collider)=>boolean} filter excludes
139
- * the player's own body in integration; accept-all in isolation
161
+ * @param {(entity:number, collider:Collider)=>boolean} filter required: which colliders the
162
+ * move collides with, asked with the owning body's entity — exclude the moving body's own
163
+ * colliders here; pass an accept-all function to collide with everything. Sensors (a
164
+ * collider or body flagged IsSensor) are never solid to the mover, whatever this says: the
165
+ * capsule passes through a trigger and is never pushed out of one
140
166
  * @returns {{hit:boolean, grounded:boolean, groundNormal:Vector3, groundBody:number, groundEntity:number, stepUp:number, landed:boolean, landingSpeed:number}} reused result — see {@link _result} for what each field is for
141
167
  */
142
- move(position: Vector3, rotation: ArrayLike<number>, shape: import("../../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D, velocity: Vector3, dt: number, filter: (entity: number, collider: Collider) => boolean): {
168
+ move(position: Vector3 | Float64Array, rotation: ArrayLike<number>, shape: import("../../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D, velocity: Vector3, dt: number, filter: (entity: number, collider: Collider) => boolean): {
143
169
  hit: boolean;
144
170
  grounded: boolean;
145
171
  groundNormal: Vector3;
@@ -149,6 +175,11 @@ export class KinematicMover {
149
175
  landed: boolean;
150
176
  landingSpeed: number;
151
177
  };
178
+ /**
179
+ * {@link move}, with {@link _filter} set for the shape casts.
180
+ * @private
181
+ */
182
+ private _move;
152
183
  /**
153
184
  * Stair step-up. Called after a slide that hit something while the
154
185
  * player was trying to move horizontally on the ground. Re-runs the
@@ -185,9 +216,56 @@ export class KinematicMover {
185
216
  * cap is hit. Deepest-first converges multi-body resting contact
186
217
  * (each pass removes the worst offender) without solving a system.
187
218
  *
219
+ * The query reports BODIES, and a body is every collider attached to it, each at its own world
220
+ * transform - a compound body's colliders live on child entities, away from the body's pose.
221
+ * The query stops at the first of a body's colliders it finds overlapping, so the rest are
222
+ * tested again here, one by one ({@link convex_overlaps_shape}), and the depth is measured only
223
+ * against those the `filter` accepts AND the capsule overlaps; the body entity's own `Collider`
224
+ * component, when it has one, is only one of them.
225
+ *
188
226
  * @private
189
227
  */
190
228
  private _recover;
229
+ /**
230
+ * Whether a collider is something the capsule collides with: not a sensor — a trigger is not a
231
+ * solid surface, by its own flag or its body's ({@link is_sensor}) — and accepted by the move's
232
+ * `filter`. The raycast already passes through sensors by itself; the shape cast and the overlap
233
+ * query report them, and other callers may want them reported, so the mover drops them here.
234
+ *
235
+ * @private
236
+ * @param {(entity:number, collider:Collider)=>boolean} filter
237
+ * @param {number} body_id the body the collider belongs to
238
+ * @param {number} entity that body's entity
239
+ * @param {Collider} collider
240
+ * @returns {boolean}
241
+ */
242
+ private _isSolid;
243
+ /**
244
+ * Whether the shape overlaps any solid collider ({@link _isSolid}), each collider of an
245
+ * overlapping body tested on its own.
246
+ *
247
+ * @private
248
+ * @returns {boolean}
249
+ */
250
+ private _overlapsSolid;
251
+ /**
252
+ * Copy a collider's world pose into {@link _otherPosition} / {@link _otherRotation}. A
253
+ * Transform64's `translation` and `rotation` getters build a new view on every read; recovery
254
+ * reads one pose per collider per pass, and that was the allocation it made.
255
+ *
256
+ * @private
257
+ * @param {import("../../../ecs/transform/Transform64.js").Transform64} transform
258
+ */
259
+ private _readPose;
260
+ /**
261
+ * Every body the shape overlaps, into {@link _overlapBuf}; returns the count. The query caps
262
+ * its count at the buffer's capacity and drops the rest silently, so a full buffer is grown
263
+ * (doubled) and the query run again until the count fits.
264
+ *
265
+ * @private
266
+ * @returns {number}
267
+ */
268
+ private _overlapAll;
191
269
  /**
192
270
  * Unified 3D collide-and-slide. Faithful to Quake's `SV_FlyMove`:
193
271
  * sweep the velocity for the remaining time, stop at contact, clip
@@ -1 +1 @@
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