@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
@@ -1,6 +1,6 @@
1
- import { quat3_multiply } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
2
- import { quat3_nlerp } from "../../../../core/geom/3d/quaternion/quat3_nlerp.js";
3
- import { quat3_shortest_arc } from "../../../../core/geom/3d/quaternion/quat3_shortest_arc.js";
1
+ import { quat3_multiply_array } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
2
+ import { quat3_nlerp_array } from "../../../../core/geom/3d/quaternion/quat3_nlerp.js";
3
+ import { quat3_shortest_arc_array } from "../../../../core/geom/3d/quaternion/quat3_shortest_arc.js";
4
4
 
5
5
  /**
6
6
  * # From particles to a pose — the half of the write-back that is arithmetic
@@ -114,13 +114,11 @@ export function cloth_reconstruct_pose(instance) {
114
114
 
115
115
  let swing = SWING_OUT;
116
116
 
117
+ // Every quaternion and direction below goes to its function as an array and an offset:
118
+ // handed over as numbers, each was boxed into a heap object wherever the call was not inlined,
119
+ // which until V8 optimises this pass is every call, per node per step.
117
120
  if (has_parent_swing && has_child_swing) {
118
- quat3_nlerp(
119
- SWING, SWING_OUT,
120
- SWING[SWING_PARENT], SWING[SWING_PARENT + 1], SWING[SWING_PARENT + 2], SWING[SWING_PARENT + 3],
121
- SWING[SWING_CHILD], SWING[SWING_CHILD + 1], SWING[SWING_CHILD + 2], SWING[SWING_CHILD + 3],
122
- 0.5
123
- );
121
+ quat3_nlerp_array(SWING, SWING_OUT, SWING, SWING_PARENT, SWING, SWING_CHILD, 0.5);
124
122
  } else if (has_child_swing) {
125
123
  swing = SWING_CHILD;
126
124
  } else {
@@ -131,11 +129,7 @@ export function cloth_reconstruct_pose(instance) {
131
129
 
132
130
  // Animated orientation first, then the swing: the swing is expressed in
133
131
  // the cloth's local frame.
134
- quat3_multiply(
135
- reconstructed, node * 4,
136
- SWING[swing], SWING[swing + 1], SWING[swing + 2], SWING[swing + 3],
137
- rotation[node * 4], rotation[node * 4 + 1], rotation[node * 4 + 2], rotation[node * 4 + 3]
138
- );
132
+ quat3_multiply_array(reconstructed, node * 4, SWING, swing, rotation, node * 4);
139
133
  }
140
134
  }
141
135
 
@@ -157,11 +151,16 @@ function link_swing(instance, from, to, out) {
157
151
  const a = from * 3;
158
152
  const b = to * 3;
159
153
 
160
- const has_animated = unit(DIRECTION, 0,
161
- animated[b] - animated[a], animated[b + 1] - animated[a + 1], animated[b + 2] - animated[a + 2]);
154
+ DIRECTION[0] = animated[b] - animated[a];
155
+ DIRECTION[1] = animated[b + 1] - animated[a + 1];
156
+ DIRECTION[2] = animated[b + 2] - animated[a + 2];
162
157
 
163
- const has_blended = unit(DIRECTION, 3,
164
- blended[b] - blended[a], blended[b + 1] - blended[a + 1], blended[b + 2] - blended[a + 2]);
158
+ DIRECTION[3] = blended[b] - blended[a];
159
+ DIRECTION[4] = blended[b + 1] - blended[a + 1];
160
+ DIRECTION[5] = blended[b + 2] - blended[a + 2];
161
+
162
+ const has_animated = unit(DIRECTION, 0);
163
+ const has_blended = unit(DIRECTION, 3);
165
164
 
166
165
  if (!has_animated || !has_blended) {
167
166
  identity(out);
@@ -169,11 +168,7 @@ function link_swing(instance, from, to, out) {
169
168
  return false;
170
169
  }
171
170
 
172
- quat3_shortest_arc(
173
- SWING, out,
174
- DIRECTION[0], DIRECTION[1], DIRECTION[2],
175
- DIRECTION[3], DIRECTION[4], DIRECTION[5]
176
- );
171
+ quat3_shortest_arc_array(SWING, out, DIRECTION, 0, DIRECTION, 3);
177
172
 
178
173
  return true;
179
174
  }
@@ -213,23 +208,37 @@ function children_swing(instance, node, out) {
213
208
  for (let i = start; i < end; i++) {
214
209
  const b = child[i] * 3;
215
210
 
216
- if (unit(DIRECTION, 6,
217
- animated[b] - animated[a], animated[b + 1] - animated[a + 1], animated[b + 2] - animated[a + 2])) {
211
+ DIRECTION[6] = animated[b] - animated[a];
212
+ DIRECTION[7] = animated[b + 1] - animated[a + 1];
213
+ DIRECTION[8] = animated[b + 2] - animated[a + 2];
214
+
215
+ if (unit(DIRECTION, 6)) {
218
216
  anim_x += DIRECTION[6];
219
217
  anim_y += DIRECTION[7];
220
218
  anim_z += DIRECTION[8];
221
219
  }
222
220
 
223
- if (unit(DIRECTION, 9,
224
- blended[b] - blended[a], blended[b + 1] - blended[a + 1], blended[b + 2] - blended[a + 2])) {
221
+ DIRECTION[9] = blended[b] - blended[a];
222
+ DIRECTION[10] = blended[b + 1] - blended[a + 1];
223
+ DIRECTION[11] = blended[b + 2] - blended[a + 2];
224
+
225
+ if (unit(DIRECTION, 9)) {
225
226
  sim_x += DIRECTION[9];
226
227
  sim_y += DIRECTION[10];
227
228
  sim_z += DIRECTION[11];
228
229
  }
229
230
  }
230
231
 
231
- const has_animated = unit(DIRECTION, 0, anim_x, anim_y, anim_z);
232
- const has_blended = unit(DIRECTION, 3, sim_x, sim_y, sim_z);
232
+ DIRECTION[0] = anim_x;
233
+ DIRECTION[1] = anim_y;
234
+ DIRECTION[2] = anim_z;
235
+
236
+ DIRECTION[3] = sim_x;
237
+ DIRECTION[4] = sim_y;
238
+ DIRECTION[5] = sim_z;
239
+
240
+ const has_animated = unit(DIRECTION, 0);
241
+ const has_blended = unit(DIRECTION, 3);
233
242
 
234
243
  if (!has_animated || !has_blended) {
235
244
  // Branches that cancel — a node with two children pointing opposite
@@ -240,27 +249,25 @@ function children_swing(instance, node, out) {
240
249
  return false;
241
250
  }
242
251
 
243
- quat3_shortest_arc(
244
- SWING, out,
245
- DIRECTION[0], DIRECTION[1], DIRECTION[2],
246
- DIRECTION[3], DIRECTION[4], DIRECTION[5]
247
- );
252
+ quat3_shortest_arc_array(SWING, out, DIRECTION, 0, DIRECTION, 3);
248
253
 
249
254
  return true;
250
255
  }
251
256
 
252
257
  /**
253
- * Normalise into `out`, reporting whether there was a direction to find.
258
+ * Normalise the vector at `offset` in place, reporting whether there was a direction to find; one
259
+ * that was not is left as it was.
254
260
  *
255
261
  * @param {Float64Array} out
256
262
  * @param {number} offset
257
- * @param {number} x
258
- * @param {number} y
259
- * @param {number} z
260
263
  * @returns {boolean}
261
264
  * @private
262
265
  */
263
- function unit(out, offset, x, y, z) {
266
+ function unit(out, offset) {
267
+ const x = out[offset];
268
+ const y = out[offset + 1];
269
+ const z = out[offset + 2];
270
+
264
271
  const length_squared = x * x + y * y + z * z;
265
272
 
266
273
  if (length_squared < 1e-24) {
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_write_back.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_write_back.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiDG;AAEH;;;;;;GAMG;AACH,wFAFa,IAAI,CA2DhB;AAyBD;;;;;;;;;GASG;AACH,0FAJW,MAAM,UACN,MAAM,GACJ,IAAI,CA4BhB"}
1
+ {"version":3,"file":"cloth_write_back.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/ecs/cloth_write_back.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiDG;AAEH;;;;;;GAMG;AACH,wFAFa,IAAI,CAiDhB;AAyBD;;;;;;;;;GASG;AACH,0FAJW,MAAM,UACN,MAAM,GACJ,IAAI,CA6BhB"}
@@ -1,7 +1,7 @@
1
- import { quat3_multiply } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
2
- import { v3_quaternion_apply } from "../../../../core/geom/vec3/v3_quaternion_apply.js";
1
+ import { quat3_multiply_array } from "../../../../core/geom/3d/quaternion/quat3_multiply.js";
2
+ import { v3_quaternion_apply_array } from "../../../../core/geom/vec3/v3_quaternion_apply.js";
3
3
  import {
4
- v3_quaternion_apply_inverse
4
+ v3_quaternion_apply_inverse_array
5
5
  } from "../../../../core/geom/vec3/v3_quaternion_apply_inverse.js";
6
6
  import { t64_announce_change } from "../../../ecs/transform/t64_announce_change.js";
7
7
  import {
@@ -90,10 +90,9 @@ export function cloth_write_back(instance, ecd) {
90
90
  const ay = instance.anchor_translation[1];
91
91
  const az = instance.anchor_translation[2];
92
92
 
93
- const aqx = instance.anchor_rotation[0];
94
- const aqy = instance.anchor_rotation[1];
95
- const aqz = instance.anchor_rotation[2];
96
- const aqw = instance.anchor_rotation[3];
93
+ // The rotations go in as arrays, read where they sit: handed over as seven and eight numbers,
94
+ // each was boxed into a heap object wherever the call was not inlined.
95
+ const anchor_rotation = instance.anchor_rotation;
97
96
 
98
97
  const parent = instance.node_parent;
99
98
 
@@ -102,22 +101,13 @@ export function cloth_write_back(instance, ecd) {
102
101
 
103
102
  const n = node * 3;
104
103
 
105
- v3_quaternion_apply(
106
- transform, TRANSFORM64_TRANSLATION_OFFSET,
107
- blended[n], blended[n + 1], blended[n + 2],
108
- aqx, aqy, aqz, aqw
109
- );
104
+ v3_quaternion_apply_array(transform, TRANSFORM64_TRANSLATION_OFFSET, blended, n, anchor_rotation, 0);
110
105
 
111
106
  transform[TRANSFORM64_TRANSLATION_OFFSET] += ax;
112
107
  transform[TRANSFORM64_TRANSLATION_OFFSET + 1] += ay;
113
108
  transform[TRANSFORM64_TRANSLATION_OFFSET + 2] += az;
114
109
 
115
- quat3_multiply(
116
- transform, TRANSFORM64_ROTATION_OFFSET,
117
- aqx, aqy, aqz, aqw,
118
- reconstructed[node * 4], reconstructed[node * 4 + 1],
119
- reconstructed[node * 4 + 2], reconstructed[node * 4 + 3]
120
- );
110
+ quat3_multiply_array(transform, TRANSFORM64_ROTATION_OFFSET, anchor_rotation, 0, reconstructed, node * 4);
121
111
 
122
112
  transform.updateMatrix();
123
113
 
@@ -164,24 +154,25 @@ export function cloth_write_local_pose(local, instance, node, parent) {
164
154
  const blended = instance.blended_position;
165
155
  const rotation = instance.blended_rotation;
166
156
 
167
- const pqx = rotation[parent * 4];
168
- const pqy = rotation[parent * 4 + 1];
169
- const pqz = rotation[parent * 4 + 2];
170
- const pqw = rotation[parent * 4 + 3];
171
-
172
- v3_quaternion_apply_inverse(
173
- local, TRANSFORM64_TRANSLATION_OFFSET,
174
- blended[node * 3] - blended[parent * 3],
175
- blended[node * 3 + 1] - blended[parent * 3 + 1],
176
- blended[node * 3 + 2] - blended[parent * 3 + 2],
177
- pqx, pqy, pqz, pqw
178
- );
179
-
180
- quat3_multiply(
181
- local, TRANSFORM64_ROTATION_OFFSET,
182
- -pqx, -pqy, -pqz, pqw,
183
- rotation[node * 4], rotation[node * 4 + 1], rotation[node * 4 + 2], rotation[node * 4 + 3]
184
- );
157
+ // Operands go in as arrays, the parent's rotation and the node's straight from the instance, the
158
+ // offset and the conjugate through scratch: handed over as seven and eight numbers, each was
159
+ // boxed into a heap object wherever the call was not inlined.
160
+ const offset = scratch_local_offset;
161
+
162
+ offset[0] = blended[node * 3] - blended[parent * 3];
163
+ offset[1] = blended[node * 3 + 1] - blended[parent * 3 + 1];
164
+ offset[2] = blended[node * 3 + 2] - blended[parent * 3 + 2];
165
+
166
+ v3_quaternion_apply_inverse_array(local, TRANSFORM64_TRANSLATION_OFFSET, offset, 0, rotation, parent * 4);
167
+
168
+ const conjugate = scratch_parent_conjugate;
169
+
170
+ conjugate[0] = -rotation[parent * 4];
171
+ conjugate[1] = -rotation[parent * 4 + 1];
172
+ conjugate[2] = -rotation[parent * 4 + 2];
173
+ conjugate[3] = rotation[parent * 4 + 3];
174
+
175
+ quat3_multiply_array(local, TRANSFORM64_ROTATION_OFFSET, conjugate, 0, rotation, node * 4);
185
176
 
186
177
  // `multiplyTransforms` reads the matrix, not the components, so a local
187
178
  // transform that is not refreshed here composes the pose it had last time.
@@ -218,3 +209,17 @@ function pose_pruned(instance, ecd) {
218
209
  t64_announce_change(ecd, instance.pruned_entity[i]);
219
210
  }
220
211
  }
212
+
213
+ /**
214
+ * {@link cloth_write_local_pose}'s node position less its parent's, in the cloth's frame.
215
+ * @type {Float64Array}
216
+ * @private
217
+ */
218
+ const scratch_local_offset = new Float64Array(3);
219
+
220
+ /**
221
+ * {@link cloth_write_local_pose}'s parent rotation, conjugated: `[-x, -y, -z, w]`.
222
+ * @type {Float64Array}
223
+ * @private
224
+ */
225
+ const scratch_parent_conjugate = new Float64Array(4);
@@ -157,9 +157,9 @@ export async function build_garment({ preset, dynamics, links, spacing, collide,
157
157
  cloth.fixedUpdate(1 / 60);
158
158
 
159
159
  const bind = skeleton.joint.map(entity => {
160
- const t = ecd.getComponent(entity, Transform64).translation;
160
+ const t = ecd.getComponent(entity, Transform64);
161
161
 
162
- return [t[0], t[1], t[2]];
162
+ return [t.translation_x, t.translation_y, t.translation_z];
163
163
  });
164
164
 
165
165
  return {
@@ -351,13 +351,13 @@ export function garment_sync_colliders(scene) {
351
351
  const t = scene.ecd.getComponent(part.node, Transform64);
352
352
 
353
353
  part.transform.setTranslation(
354
- t.translation[0] + part.offset[0],
355
- t.translation[1] + part.offset[1],
356
- t.translation[2] + part.offset[2]
354
+ t.translation_x + part.offset[0],
355
+ t.translation_y + part.offset[1],
356
+ t.translation_z + part.offset[2]
357
357
  );
358
358
 
359
359
  part.transform.setRotation(
360
- t.rotation[0], t.rotation[1], t.rotation[2], t.rotation[3]
360
+ t.rotation_x, t.rotation_y, t.rotation_z, t.rotation_w
361
361
  );
362
362
 
363
363
  part.transform.updateMatrix();
@@ -201,9 +201,9 @@ function draw() {
201
201
  * @returns {number} depth
202
202
  */
203
203
  function project_node(node, out, width, height) {
204
- const t = scene.ecd.getComponent(node, Transform64).translation;
204
+ const t = scene.ecd.getComponent(node, Transform64);
205
205
 
206
- return project(out, camera, t[0], t[1], t[2], width, height);
206
+ return project(out, camera, t.translation_x, t.translation_y, t.translation_z, width, height);
207
207
  }
208
208
 
209
209
  /**
@@ -291,11 +291,15 @@ function draw_bind(width, height) {
291
291
  const parent = parent_of(node);
292
292
  const parent_index = joint.indexOf(parent);
293
293
 
294
- const from = parent_index >= 0
295
- ? bind[parent_index]
296
- : Array.from(scene.ecd.getComponent(parent, Transform64).translation);
294
+ if (parent_index >= 0) {
295
+ const from = bind[parent_index];
297
296
 
298
- project(SCREEN, camera, from[0], from[1], from[2], width, height);
297
+ project(SCREEN, camera, from[0], from[1], from[2], width, height);
298
+ } else {
299
+ const from = scene.ecd.getComponent(parent, Transform64);
300
+
301
+ project(SCREEN, camera, from.translation_x, from.translation_y, from.translation_z, width, height);
302
+ }
299
303
  project(OTHER, camera, bind[i][0], bind[i][1], bind[i][2], width, height);
300
304
 
301
305
  context.beginPath();
@@ -356,13 +360,13 @@ function draw_frames(width, height) {
356
360
  for (const node of scene.joint) {
357
361
  const t = scene.ecd.getComponent(node, Transform64);
358
362
 
359
- project(SCREEN, camera, t.translation[0], t.translation[1], t.translation[2], width, height);
363
+ project(SCREEN, camera, t.translation_x, t.translation_y, t.translation_z, width, height);
360
364
 
361
365
  for (const [colour, x, y, z] of axes) {
362
- const qx = t.rotation[0];
363
- const qy = t.rotation[1];
364
- const qz = t.rotation[2];
365
- const qw = t.rotation[3];
366
+ const qx = t.rotation_x;
367
+ const qy = t.rotation_y;
368
+ const qz = t.rotation_z;
369
+ const qw = t.rotation_w;
366
370
 
367
371
  const tx = 2 * (qy * z - qz * y);
368
372
  const ty = 2 * (qz * x - qx * z);
@@ -374,9 +378,9 @@ function draw_frames(width, height) {
374
378
 
375
379
  project(
376
380
  OTHER, camera,
377
- t.translation[0] + dx * length,
378
- t.translation[1] + dy * length,
379
- t.translation[2] + dz * length,
381
+ t.translation_x + dx * length,
382
+ t.translation_y + dy * length,
383
+ t.translation_z + dz * length,
380
384
  width, height
381
385
  );
382
386
 
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_contact_find.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/cloth_contact_find.js"],"names":[],"mappings":"AAgHA;;;;;;;;;;;;;;;;;;GAkBG;AACH,6DARW,YAAY,GAAC,YAAY,QACzB,UAAU,SACV,MAAM,MACN,MAAM,GAGJ,MAAM,CAqLlB;AA/RD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2EG;AAEH;;;;;;;;;GASG;AACH,mCAFU,MAAM,CAEsB"}
1
+ {"version":3,"file":"cloth_contact_find.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/cloth_contact_find.js"],"names":[],"mappings":"AAgHA;;;;;;;;;;;;;;;;;;GAkBG;AACH,6DARW,YAAY,GAAC,YAAY,QACzB,UAAU,SACV,MAAM,MACN,MAAM,GAGJ,MAAM,CAwLlB;AAlSD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2EG;AAEH;;;;;;;;;GASG;AACH,mCAFU,MAAM,CAEsB"}
@@ -16,8 +16,8 @@ import {
16
16
  } from "../collider/ClothColliderRecord.js";
17
17
  import {
18
18
  cloth_collider_pose_at,
19
- cloth_collider_signed_distance,
20
- cloth_collider_to_local
19
+ cloth_collider_signed_distance_array,
20
+ cloth_collider_to_local_array
21
21
  } from "../collider/cloth_collider_sdf.js";
22
22
  import { CLOTH_CONTACT_SLOTS } from "./constraint/cloth_contact_row.js";
23
23
 
@@ -235,7 +235,10 @@ export function cloth_contact_find(state, table, keys, count, dt) {
235
235
  continue;
236
236
  }
237
237
 
238
- const distance = cloth_collider_signed_distance(NORMAL, 0, table, record, x, y, z);
238
+ // the particle where it sits, the distance beside the normal: no number crosses the call
239
+ cloth_collider_signed_distance_array(NORMAL, 0, table, record, position, p);
240
+
241
+ const distance = NORMAL[3];
239
242
 
240
243
  if (distance > reach) {
241
244
  continue;
@@ -300,7 +303,7 @@ export function cloth_contact_find(state, table, keys, count, dt) {
300
303
  friction_penalty[slot] = 0;
301
304
 
302
305
  // A new contact sticks where the particle is now.
303
- cloth_collider_to_local(anchor, slot * 3, table, record, x, y, z);
306
+ cloth_collider_to_local_array(anchor, slot * 3, table, record, position, p);
304
307
  }
305
308
 
306
309
  created++;
@@ -322,7 +325,7 @@ let TRAVEL = new Float64Array(0);
322
325
  * @type {Float64Array}
323
326
  * @private
324
327
  */
325
- const NORMAL = new Float64Array(3);
328
+ const NORMAL = new Float64Array(4);
326
329
 
327
330
  /**
328
331
  * @type {Float64Array}
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_solve_vertex.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/cloth_solve_vertex.js"],"names":[],"mappings":"AAgFA;;;;;;;;;;;;;GAaG;AACH,gEANW,MAAM,qBACN,MAAM,mBACN,YAAY,GAAC,YAAY,GAAC,IAAI,QA6HxC"}
1
+ {"version":3,"file":"cloth_solve_vertex.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/cloth_solve_vertex.js"],"names":[],"mappings":"AAgFA;;;;;;;;;;;;;GAaG;AACH,gEANW,MAAM,qBACN,MAAM,mBACN,YAAY,GAAC,YAAY,GAAC,IAAI,QAgIxC"}
@@ -163,11 +163,14 @@ export function cloth_solve_vertex(state, particle, inverse_h_squared, collider_
163
163
 
164
164
  // The pivots of an SPD matrix are its `H` restricted to nested subspaces,
165
165
  // so all three positive *is* positive definiteness — the same claim §5.3
166
- // makes, checked where it is actually used.
167
- assert.ok(
168
- pivot_x > 0 && pivot_y > 0 && pivot_z > 0,
169
- `cloth vertex ${particle}: H is not positive definite (pivots ${pivot_x}, ${pivot_y}, ${pivot_z}) — the SPD-by-construction argument of §5.3 has been broken`
170
- );
166
+ // makes, checked where it is actually used. The message is built only when the check fails: as
167
+ // an argument it was a string of four numbers per vertex per iteration.
168
+ if (!(pivot_x > 0 && pivot_y > 0 && pivot_z > 0)) {
169
+ assert.ok(
170
+ false,
171
+ `cloth vertex ${particle}: H is not positive definite (pivots ${pivot_x}, ${pivot_y}, ${pivot_z}) — the SPD-by-construction argument of §5.3 has been broken`
172
+ );
173
+ }
171
174
 
172
175
  const force_x = accumulator[CVA_F_X];
173
176
  const force_y = accumulator[CVA_F_Y];
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_contact_row.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/physics/cloth/solver/constraint/cloth_contact_row.js"],"names":[],"mappings":"AAuHA;;;;;;;;GAQG;AACH,sDANW,YAAY,+BAEZ,MAAM,SACN,YAAY,GAAC,YAAY,QA8LnC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,mEANW,MAAM,SACN,MAAM,eACN,MAAM,eACN,MAAM,qBACN,MAAM,QA8ChB;AAED;;;;;;;;;;;;;;;GAeG;AACH,oEALW,YAAY,GAAC,YAAY,QACzB,MAAM,eACN,MAAM,qBACN,MAAM,QAsGhB;AAxdD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2DG;AAEH;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;;;GAKG;AACH,qCAFU,MAAM,CAE2B"}
1
+ {"version":3,"file":"cloth_contact_row.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/physics/cloth/solver/constraint/cloth_contact_row.js"],"names":[],"mappings":"AAuHA;;;;;;;;GAQG;AACH,sDANW,YAAY,+BAEZ,MAAM,SACN,YAAY,GAAC,YAAY,QA+LnC;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,mEANW,MAAM,SACN,MAAM,eACN,MAAM,eACN,MAAM,qBACN,MAAM,QA8ChB;AAED;;;;;;;;;;;;;;;GAeG;AACH,oEALW,YAAY,GAAC,YAAY,QACzB,MAAM,eACN,MAAM,qBACN,MAAM,QAqGhB;AAxdD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2DG;AAEH;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;;;GAKG;AACH,qCAFU,MAAM,CAE2B"}
@@ -5,9 +5,9 @@ import {
5
5
  CCR_STRIDE
6
6
  } from "../../collider/ClothColliderRecord.js";
7
7
  import {
8
- cloth_collider_from_local,
9
- cloth_collider_signed_distance,
10
- cloth_collider_to_local
8
+ cloth_collider_from_local_array,
9
+ cloth_collider_signed_distance_array,
10
+ cloth_collider_to_local_array
11
11
  } from "../../collider/cloth_collider_sdf.js";
12
12
  import {
13
13
  CVA_F_X,
@@ -177,7 +177,11 @@ export function cloth_contact_accumulate(accumulator, state, particle, table) {
177
177
 
178
178
  const r = record * CCR_STRIDE;
179
179
 
180
- const distance = cloth_collider_signed_distance(NORMAL, 0, table, record, x, y, z);
180
+ // The particle goes in where it sits and the distance comes back beside the normal:
181
+ // handed over and back as numbers, each was boxed wherever the call was not inlined.
182
+ cloth_collider_signed_distance_array(NORMAL, 0, table, record, position, self);
183
+
184
+ const distance = NORMAL[3];
181
185
 
182
186
  const offset = radius + table[r + CCR_INFLATION];
183
187
 
@@ -190,7 +194,7 @@ export function cloth_contact_accumulate(accumulator, state, particle, table) {
190
194
  // clamped out — and while it is, the friction anchor follows the
191
195
  // particle, so that when it *does* touch it sticks where it landed
192
196
  // rather than being dragged back to wherever it last was.
193
- cloth_collider_to_local(anchor, slot * 3, table, record, x, y, z);
197
+ cloth_collider_to_local_array(anchor, slot * 3, table, record, position, self);
194
198
 
195
199
  friction_lambda[slot] = 0;
196
200
 
@@ -238,10 +242,7 @@ export function cloth_contact_accumulate(accumulator, state, particle, table) {
238
242
  continue;
239
243
  }
240
244
 
241
- cloth_collider_from_local(
242
- ANCHOR_WORLD, 0, table, record,
243
- anchor[slot * 3], anchor[slot * 3 + 1], anchor[slot * 3 + 2]
244
- );
245
+ cloth_collider_from_local_array(ANCHOR_WORLD, 0, table, record, anchor, slot * 3);
245
246
 
246
247
  const dx = x - ANCHOR_WORLD[0];
247
248
  const dy = y - ANCHOR_WORLD[1];
@@ -440,7 +441,9 @@ export function cloth_contact_dual_update(state, table, beta, k_max_ratio, inver
440
441
 
441
442
  const r = record * CCR_STRIDE;
442
443
 
443
- const distance = cloth_collider_signed_distance(NORMAL, 0, table, record, x, y, z);
444
+ cloth_collider_signed_distance_array(NORMAL, 0, table, record, position, self);
445
+
446
+ const distance = NORMAL[3];
444
447
 
445
448
  const c = radius + table[r + CCR_INFLATION] - distance;
446
449
 
@@ -464,10 +467,7 @@ export function cloth_contact_dual_update(state, table, beta, k_max_ratio, inver
464
467
  continue;
465
468
  }
466
469
 
467
- cloth_collider_from_local(
468
- ANCHOR_WORLD, 0, table, record,
469
- anchor[slot * 3], anchor[slot * 3 + 1], anchor[slot * 3 + 2]
470
- );
470
+ cloth_collider_from_local_array(ANCHOR_WORLD, 0, table, record, anchor, slot * 3);
471
471
 
472
472
  const dx = x - ANCHOR_WORLD[0];
473
473
  const dy = y - ANCHOR_WORLD[1];
@@ -515,7 +515,7 @@ function clamp_band(value, lo, hi) {
515
515
  * @type {Float64Array}
516
516
  * @private
517
517
  */
518
- const NORMAL = new Float64Array(3);
518
+ const NORMAL = new Float64Array(4);
519
519
 
520
520
  /**
521
521
  * @type {Float64Array}
@@ -17,6 +17,11 @@
17
17
  * carries state across steps: a multiplier that goes non-finite poisons every
18
18
  * subsequent step even after the positions that produced it have been reset.
19
19
  *
20
+ * Every test is `v - v === 0`, which is `Number.isFinite(v)` for a number — `v - v` is zero for any
21
+ * finite `v` and NaN for NaN and both infinities — without the call. Until V8 optimises this sweep,
22
+ * which takes a few hundred steps, `Number.isFinite` is a call into a builtin and every number handed
23
+ * to it is boxed into a heap object first.
24
+ *
20
25
  * @param {ClothState} state
21
26
  * @returns {string} "" when clean, else a description of the first non-finite value
22
27
  *
@@ -1 +1 @@
1
- {"version":3,"file":"find_non_finite_cloth_state.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/find_non_finite_cloth_state.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,gEALa,MAAM,CAmFlB"}
1
+ {"version":3,"file":"find_non_finite_cloth_state.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/solver/find_non_finite_cloth_state.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,gEALa,MAAM,CAqGlB"}
@@ -17,6 +17,11 @@
17
17
  * carries state across steps: a multiplier that goes non-finite poisons every
18
18
  * subsequent step even after the positions that produced it have been reset.
19
19
  *
20
+ * Every test is `v - v === 0`, which is `Number.isFinite(v)` for a number — `v - v` is zero for any
21
+ * finite `v` and NaN for NaN and both infinities — without the call. Until V8 optimises this sweep,
22
+ * which takes a few hundred steps, `Number.isFinite` is a call into a builtin and every number handed
23
+ * to it is boxed into a heap object first.
24
+ *
20
25
  * @param {ClothState} state
21
26
  * @returns {string} "" when clean, else a description of the first non-finite value
22
27
  *
@@ -32,11 +37,15 @@ export function find_non_finite_cloth_state(state) {
32
37
  for (let i = 0; i < particle_count; i++) {
33
38
  const p = i * 3;
34
39
 
35
- if (!Number.isFinite(position[p] + position[p + 1] + position[p + 2])) {
40
+ const position_sum = position[p] + position[p + 1] + position[p + 2];
41
+
42
+ if (!(position_sum - position_sum === 0)) {
36
43
  return `particle[${i}].position = (${position[p]}, ${position[p + 1]}, ${position[p + 2]})`;
37
44
  }
38
45
 
39
- if (!Number.isFinite(velocity[p] + velocity[p + 1] + velocity[p + 2])) {
46
+ const velocity_sum = velocity[p] + velocity[p + 1] + velocity[p + 2];
47
+
48
+ if (!(velocity_sum - velocity_sum === 0)) {
40
49
  return `particle[${i}].velocity = (${velocity[p]}, ${velocity[p + 1]}, ${velocity[p + 2]})`;
41
50
  }
42
51
  }
@@ -47,11 +56,15 @@ export function find_non_finite_cloth_state(state) {
47
56
  const stretch_penalty = state.stretch_penalty;
48
57
 
49
58
  for (let row = 0; row < stretch_count; row++) {
50
- if (!Number.isFinite(stretch_lambda[row])) {
59
+ const stretch_lambda_value = stretch_lambda[row];
60
+
61
+ if (!(stretch_lambda_value - stretch_lambda_value === 0)) {
51
62
  return `stretch[${row}].lambda = ${stretch_lambda[row]}`;
52
63
  }
53
64
 
54
- if (!Number.isFinite(stretch_penalty[row])) {
65
+ const stretch_penalty_value = stretch_penalty[row];
66
+
67
+ if (!(stretch_penalty_value - stretch_penalty_value === 0)) {
55
68
  return `stretch[${row}].penalty = ${stretch_penalty[row]}`;
56
69
  }
57
70
  }
@@ -64,11 +77,15 @@ export function find_non_finite_cloth_state(state) {
64
77
  for (let row = 0; row < bend_count; row++) {
65
78
  const dual = row * 3;
66
79
 
67
- if (!Number.isFinite(bend_lambda[dual] + bend_lambda[dual + 1] + bend_lambda[dual + 2])) {
80
+ const bend_lambda_sum = bend_lambda[dual] + bend_lambda[dual + 1] + bend_lambda[dual + 2];
81
+
82
+ if (!(bend_lambda_sum - bend_lambda_sum === 0)) {
68
83
  return `bend[${row}].lambda = (${bend_lambda[dual]}, ${bend_lambda[dual + 1]}, ${bend_lambda[dual + 2]})`;
69
84
  }
70
85
 
71
- if (!Number.isFinite(bend_penalty[row])) {
86
+ const bend_penalty_value = bend_penalty[row];
87
+
88
+ if (!(bend_penalty_value - bend_penalty_value === 0)) {
72
89
  return `bend[${row}].penalty = ${bend_penalty[row]}`;
73
90
  }
74
91
  }
@@ -80,11 +97,15 @@ export function find_non_finite_cloth_state(state) {
80
97
  const leash_target = state.leash_target;
81
98
 
82
99
  for (let row = 0; row < leash_count; row++) {
83
- if (!Number.isFinite(leash_lambda[row])) {
100
+ const leash_lambda_value = leash_lambda[row];
101
+
102
+ if (!(leash_lambda_value - leash_lambda_value === 0)) {
84
103
  return `leash[${row}].lambda = ${leash_lambda[row]}`;
85
104
  }
86
105
 
87
- if (!Number.isFinite(leash_penalty[row])) {
106
+ const leash_penalty_value = leash_penalty[row];
107
+
108
+ if (!(leash_penalty_value - leash_penalty_value === 0)) {
88
109
  return `leash[${row}].penalty = ${leash_penalty[row]}`;
89
110
  }
90
111
 
@@ -95,7 +116,9 @@ export function find_non_finite_cloth_state(state) {
95
116
  // than a solve.
96
117
  const target = row * 3;
97
118
 
98
- if (!Number.isFinite(leash_target[target] + leash_target[target + 1] + leash_target[target + 2])) {
119
+ const leash_target_sum = leash_target[target] + leash_target[target + 1] + leash_target[target + 2];
120
+
121
+ if (!(leash_target_sum - leash_target_sum === 0)) {
99
122
  return `leash[${row}].target = (${leash_target[target]}, ${leash_target[target + 1]}, ${leash_target[target + 2]})`;
100
123
  }
101
124
  }