@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
@@ -20,33 +20,37 @@
20
20
  * is `TypedArray.prototype.set`, which silently writes nothing.
21
21
  *
22
22
  * Field layout chosen to match what gameplay code typically needs:
23
- * - `position` — world-space point on the surface
24
- * - `normal` — surface normal at that point (broadphase queries return
25
- * the AABB face normal as an approximation; narrowphase-refined queries
26
- * would return the true shape normal at the same call site)
27
- * - `t` — distance along the input ray, sphere-cast, etc. Useful when the
28
- * caller wants to interpolate or step along the query primitive
29
- * (`origin + t·direction` reconstructs the hit point exactly without
30
- * reading `position`, which the deferred-execution physics events bus
31
- * would otherwise need to copy).
23
+ * - `position` — `origin + t·direction`: for a raycast the world point on
24
+ * the surface it struck; for a shape cast the swept shape's own centre (its
25
+ * origin) at first contact, NOT a point on the surface
26
+ * - `normal` — the struck surface's outward normal there
27
+ * - `t` — distance along the input ray or sweep. Useful when the caller
28
+ * wants to interpolate or step along the query primitive
29
+ * (`origin + t·direction` reconstructs `position` exactly without
30
+ * reading it, which the deferred-execution physics events bus would
31
+ * otherwise need to copy).
32
32
  * - `entity` — entity id that owns the hit body
33
33
  * - `body_id` — packed body id (index << 8 | generation); stale after the
34
34
  * body is unlinked, so prefer `entity` for any cross-frame retention.
35
+ * - `collider_entity` — entity that owns the struck collider: the body's
36
+ * own for a single-collider body, the child's for a compound body's child
37
+ * - `triangle` — for a concave collider (mesh, heightmap), the triangle
38
+ * struck; `-1` for any other
35
39
  *
36
40
  * @author Alex Goldring
37
41
  * @copyright Company Named Limited (c) 2026
38
42
  */
39
43
  export class PhysicsSurfacePoint {
40
44
  /**
41
- * World-space point on the hit surface.
45
+ * `origin + t·direction` of the query: for a raycast, the world point on
46
+ * the struck surface; for a shape cast, the swept shape's centre (its
47
+ * origin) at first contact, which is not on the surface.
42
48
  * @readonly
43
49
  * @type {Float64Array}
44
50
  */
45
51
  readonly position: Float64Array;
46
52
  /**
47
- * Surface normal at {@link position}, unit length. For broadphase-only
48
- * queries this is the AABB face normal (axis-aligned), which is exact
49
- * for AABB-shaped colliders and a stable approximation otherwise.
53
+ * Outward normal of the struck surface at the contact, unit length.
50
54
  * @readonly
51
55
  * @type {Float64Array}
52
56
  */
@@ -70,6 +74,21 @@ export class PhysicsSurfacePoint {
70
74
  * @type {number}
71
75
  */
72
76
  body_id: number;
77
+ /**
78
+ * Entity that owns the struck collider — the one {@link entity}'s body
79
+ * attached it under: the body's own entity for a collider on it, the child
80
+ * entity for a compound body's collider on a child. `-1` if none.
81
+ * @type {number}
82
+ */
83
+ collider_entity: number;
84
+ /**
85
+ * For a concave collider (a mesh or a heightmap), the index of the struck
86
+ * triangle in its shape's triangulation — for a `MeshShape3D`, triangle
87
+ * `triangle` of its `indices`, `indices[3·triangle .. 3·triangle + 2]`;
88
+ * `-1` for any other collider.
89
+ * @type {number}
90
+ */
91
+ triangle: number;
73
92
  /**
74
93
  * Reset to a "no hit" state. Optional — the query convention is that the
75
94
  * fields are only meaningful when the call returns `true`, so callers
@@ -1 +1 @@
1
- {"version":3,"file":"PhysicsSurfacePoint.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/queries/PhysicsSurfacePoint.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqCG;AACH;IAEI;;;;OAIG;IACH,mBAFU,YAAY,CAES;IAE/B;;;;;;OAMG;IACH,iBAFU,YAAY,CAEO;IAE7B;;;;;OAKG;IACH,GAFU,MAAM,CAEV;IAEN;;;OAGG;IACH,QAFU,MAAM,CAEJ;IAEZ;;;;;OAKG;IACH,SAFU,MAAM,CAEH;IAEb;;;;;;OAMG;IACH,cAQC;IAGL;;;;OAIG;IACH,gCAFU,OAAO,CAEkC;CAPlD"}
1
+ {"version":3,"file":"PhysicsSurfacePoint.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/queries/PhysicsSurfacePoint.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAyCG;AACH;IAEI;;;;;;OAMG;IACH,mBAFU,YAAY,CAES;IAE/B;;;;OAIG;IACH,iBAFU,YAAY,CAEO;IAE7B;;;;;OAKG;IACH,GAFU,MAAM,CAEV;IAEN;;;OAGG;IACH,QAFU,MAAM,CAEJ;IAEZ;;;;;OAKG;IACH,SAFU,MAAM,CAEH;IAEb;;;;;OAKG;IACH,iBAFU,MAAM,CAEK;IAErB;;;;;;OAMG;IACH,UAFU,MAAM,CAEF;IAEd;;;;;;OAMG;IACH,cAUC;IAGL;;;;OAIG;IACH,gCAFU,OAAO,CAEkC;CAPlD"}
@@ -20,18 +20,22 @@
20
20
  * is `TypedArray.prototype.set`, which silently writes nothing.
21
21
  *
22
22
  * Field layout chosen to match what gameplay code typically needs:
23
- * - `position` — world-space point on the surface
24
- * - `normal` — surface normal at that point (broadphase queries return
25
- * the AABB face normal as an approximation; narrowphase-refined queries
26
- * would return the true shape normal at the same call site)
27
- * - `t` — distance along the input ray, sphere-cast, etc. Useful when the
28
- * caller wants to interpolate or step along the query primitive
29
- * (`origin + t·direction` reconstructs the hit point exactly without
30
- * reading `position`, which the deferred-execution physics events bus
31
- * would otherwise need to copy).
23
+ * - `position` — `origin + t·direction`: for a raycast the world point on
24
+ * the surface it struck; for a shape cast the swept shape's own centre (its
25
+ * origin) at first contact, NOT a point on the surface
26
+ * - `normal` — the struck surface's outward normal there
27
+ * - `t` — distance along the input ray or sweep. Useful when the caller
28
+ * wants to interpolate or step along the query primitive
29
+ * (`origin + t·direction` reconstructs `position` exactly without
30
+ * reading it, which the deferred-execution physics events bus would
31
+ * otherwise need to copy).
32
32
  * - `entity` — entity id that owns the hit body
33
33
  * - `body_id` — packed body id (index << 8 | generation); stale after the
34
34
  * body is unlinked, so prefer `entity` for any cross-frame retention.
35
+ * - `collider_entity` — entity that owns the struck collider: the body's
36
+ * own for a single-collider body, the child's for a compound body's child
37
+ * - `triangle` — for a concave collider (mesh, heightmap), the triangle
38
+ * struck; `-1` for any other
35
39
  *
36
40
  * @author Alex Goldring
37
41
  * @copyright Company Named Limited (c) 2026
@@ -39,16 +43,16 @@
39
43
  export class PhysicsSurfacePoint {
40
44
 
41
45
  /**
42
- * World-space point on the hit surface.
46
+ * `origin + t·direction` of the query: for a raycast, the world point on
47
+ * the struck surface; for a shape cast, the swept shape's centre (its
48
+ * origin) at first contact, which is not on the surface.
43
49
  * @readonly
44
50
  * @type {Float64Array}
45
51
  */
46
52
  position = new Float64Array(3);
47
53
 
48
54
  /**
49
- * Surface normal at {@link position}, unit length. For broadphase-only
50
- * queries this is the AABB face normal (axis-aligned), which is exact
51
- * for AABB-shaped colliders and a stable approximation otherwise.
55
+ * Outward normal of the struck surface at the contact, unit length.
52
56
  * @readonly
53
57
  * @type {Float64Array}
54
58
  */
@@ -76,6 +80,23 @@ export class PhysicsSurfacePoint {
76
80
  */
77
81
  body_id = -1;
78
82
 
83
+ /**
84
+ * Entity that owns the struck collider — the one {@link entity}'s body
85
+ * attached it under: the body's own entity for a collider on it, the child
86
+ * entity for a compound body's collider on a child. `-1` if none.
87
+ * @type {number}
88
+ */
89
+ collider_entity = -1;
90
+
91
+ /**
92
+ * For a concave collider (a mesh or a heightmap), the index of the struck
93
+ * triangle in its shape's triangulation — for a `MeshShape3D`, triangle
94
+ * `triangle` of its `indices`, `indices[3·triangle .. 3·triangle + 2]`;
95
+ * `-1` for any other collider.
96
+ * @type {number}
97
+ */
98
+ triangle = -1;
99
+
79
100
  /**
80
101
  * Reset to a "no hit" state. Optional — the query convention is that the
81
102
  * fields are only meaningful when the call returns `true`, so callers
@@ -91,6 +112,8 @@ export class PhysicsSurfacePoint {
91
112
  this.t = 0;
92
113
  this.entity = -1;
93
114
  this.body_id = -1;
115
+ this.collider_entity = -1;
116
+ this.triangle = -1;
94
117
  }
95
118
  }
96
119
 
@@ -0,0 +1,27 @@
1
+ /**
2
+ * Whether a convex shape at a world pose overlaps another shape at its world pose: one GJK test
3
+ * when the other is convex, one per triangle near the convex when it is concave (a heightmap or a
4
+ * mesh), the first overlapping triangle deciding. {@link overlap_shape} makes this test against
5
+ * each collider of a candidate body, so a caller holding a body the query reported can ask which of
6
+ * the body's colliders it was and get the query's own answer.
7
+ *
8
+ * A concave shape is a surface here — a convex wholly behind one of its triangles, touching none,
9
+ * does not overlap it — as it is in the overlap query. One wrapped in a rigid TransformedShape3D is
10
+ * that surface at the composed pose.
11
+ *
12
+ * The poses are read by index. A Transform64's `translation` and `rotation` getters build a new
13
+ * view on every read, so a caller testing many colliders copies their scalars into arrays of its
14
+ * own rather than passing those.
15
+ *
16
+ * @param {import("../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D} convex_shape
17
+ * in its local frame; must be convex
18
+ * @param {ArrayLike<number>} convex_position world position, as [x, y, z]
19
+ * @param {ArrayLike<number>} convex_rotation world rotation, a unit quaternion as [x, y, z, w]
20
+ * @param {import("../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D} other_shape
21
+ * in its local frame; convex or concave
22
+ * @param {ArrayLike<number>} other_position world position, as [x, y, z]
23
+ * @param {ArrayLike<number>} other_rotation world rotation, a unit quaternion as [x, y, z, w]
24
+ * @returns {boolean}
25
+ */
26
+ export function convex_overlaps_shape(convex_shape: import("../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D, convex_position: ArrayLike<number>, convex_rotation: ArrayLike<number>, other_shape: import("../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D, other_position: ArrayLike<number>, other_rotation: ArrayLike<number>): boolean;
27
+ //# sourceMappingURL=convex_overlaps_shape.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"convex_overlaps_shape.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/queries/convex_overlaps_shape.js"],"names":[],"mappings":"AAmDA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,oDAVW,OAAO,gDAAgD,EAAE,eAAe,mBAExE,UAAU,MAAM,CAAC,mBACjB,UAAU,MAAM,CAAC,eACjB,OAAO,gDAAgD,EAAE,eAAe,kBAExE,UAAU,MAAM,CAAC,kBACjB,UAAU,MAAM,CAAC,GACf,OAAO,CA8FnB"}
@@ -0,0 +1,169 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { aabb3_transform_oriented } from "../../../core/geom/3d/aabb/aabb3_transform_oriented.js";
3
+ import { aabb3_transform_oriented_inverse } from "../../../core/geom/3d/aabb/aabb3_transform_oriented_inverse.js";
4
+ import { gjk } from "../../../core/geom/3d/gjk/gjk.js";
5
+ import { PosedShape3D } from "../../../core/geom/3d/shape/PosedShape3D.js";
6
+ import { Triangle3D } from "../../../core/geom/3d/shape/Triangle3D.js";
7
+ import { decompose_to_triangles } from "../narrowphase/decomposition/decompose_to_triangles.js";
8
+ import { TRIANGLE_FLOAT_STRIDE } from "../narrowphase/decomposition/triangle_buffer_layout.js";
9
+ import { rigid_subject_pose } from "../narrowphase/rigid_subject_pose.js";
10
+ import { Transform64 } from "../../ecs/transform/Transform64.js";
11
+
12
+ /**
13
+ * Module scratch: one query at a time, on the main thread, like the other physics queries.
14
+ */
15
+ const local_aabb = new Float64Array(6);
16
+ const world_aabb = new Float64Array(6);
17
+ const other_local_aabb = new Float64Array(6);
18
+ const simplex = new Float64Array(12);
19
+
20
+ const convex_posed = new PosedShape3D();
21
+ const other_posed = new PosedShape3D();
22
+ const triangle = new Triangle3D();
23
+
24
+ /** The world pose of the mesh or heightmap a rigid TransformedShape3D wraps ({@link rigid_subject_pose}). */
25
+ const subject_pose = new Transform64();
26
+
27
+ /**
28
+ * Most triangles of a concave shape one test enumerates, the bound on {@link triangle_buffer}: the
29
+ * same as the narrowphase's per-pair limit, for the same reason — the count is the convex's
30
+ * footprint over the surface's triangle density. Under the overlap query's old fixed 1,024 the drop
31
+ * was not "a far edge": enumeration runs in index (mesh) or row (heightmap) order, so a sphere
32
+ * pressed into a finely meshed floor was tested only against the rows before its contact patch and
33
+ * reported no overlap, on every query.
34
+ * @type {number}
35
+ */
36
+ const MAX_TRIANGLES = 1 << 16;
37
+
38
+ /**
39
+ * Concave triangle scratch. Grows by doubling (enumerating again once) up to
40
+ * {@link MAX_TRIANGLES}; the high-water mark is kept.
41
+ * @type {Float64Array}
42
+ */
43
+ let triangle_buffer = new Float64Array(1024 * TRIANGLE_FLOAT_STRIDE);
44
+
45
+ /**
46
+ * Whether a test against more than {@link MAX_TRIANGLES} triangles has been reported (once per
47
+ * process).
48
+ * @type {boolean}
49
+ */
50
+ let triangle_overflow_reported = false;
51
+
52
+ /**
53
+ * Whether a convex shape at a world pose overlaps another shape at its world pose: one GJK test
54
+ * when the other is convex, one per triangle near the convex when it is concave (a heightmap or a
55
+ * mesh), the first overlapping triangle deciding. {@link overlap_shape} makes this test against
56
+ * each collider of a candidate body, so a caller holding a body the query reported can ask which of
57
+ * the body's colliders it was and get the query's own answer.
58
+ *
59
+ * A concave shape is a surface here — a convex wholly behind one of its triangles, touching none,
60
+ * does not overlap it — as it is in the overlap query. One wrapped in a rigid TransformedShape3D is
61
+ * that surface at the composed pose.
62
+ *
63
+ * The poses are read by index. A Transform64's `translation` and `rotation` getters build a new
64
+ * view on every read, so a caller testing many colliders copies their scalars into arrays of its
65
+ * own rather than passing those.
66
+ *
67
+ * @param {import("../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D} convex_shape
68
+ * in its local frame; must be convex
69
+ * @param {ArrayLike<number>} convex_position world position, as [x, y, z]
70
+ * @param {ArrayLike<number>} convex_rotation world rotation, a unit quaternion as [x, y, z, w]
71
+ * @param {import("../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D} other_shape
72
+ * in its local frame; convex or concave
73
+ * @param {ArrayLike<number>} other_position world position, as [x, y, z]
74
+ * @param {ArrayLike<number>} other_rotation world rotation, a unit quaternion as [x, y, z, w]
75
+ * @returns {boolean}
76
+ */
77
+ export function convex_overlaps_shape(
78
+ convex_shape, convex_position, convex_rotation,
79
+ other_shape, other_position, other_rotation
80
+ ) {
81
+ assert.notEqual(convex_shape.is_convex, false, 'convex_shape must be convex');
82
+
83
+ convex_posed.setup_components(
84
+ convex_shape,
85
+ convex_position[0], convex_position[1], convex_position[2],
86
+ convex_rotation[0], convex_rotation[1], convex_rotation[2], convex_rotation[3]
87
+ );
88
+
89
+ if (other_shape.is_convex !== false) {
90
+ other_posed.setup_components(
91
+ other_shape,
92
+ other_position[0], other_position[1], other_position[2],
93
+ other_rotation[0], other_rotation[1], other_rotation[2], other_rotation[3]
94
+ );
95
+ return gjk(simplex, convex_posed, other_posed);
96
+ }
97
+
98
+ // A mesh or heightmap a rigid TransformedShape3D wraps is that surface at the composed pose, as the
99
+ // narrowphase collides it. A wrapper that scales is not unwrapped, and has no enumerator, here as
100
+ // there.
101
+ let concave = other_shape;
102
+ let px = other_position[0], py = other_position[1], pz = other_position[2];
103
+ let qx = other_rotation[0], qy = other_rotation[1], qz = other_rotation[2], qw = other_rotation[3];
104
+ while (concave.isTransformedShape3D === true && rigid_subject_pose(subject_pose, concave, px, py, pz, qx, qy, qz, qw)) {
105
+ concave = concave.subject;
106
+ px = subject_pose.translation_x; py = subject_pose.translation_y; pz = subject_pose.translation_z;
107
+ qx = subject_pose.rotation_x; qy = subject_pose.rotation_y; qz = subject_pose.rotation_z; qw = subject_pose.rotation_w;
108
+ }
109
+
110
+ // Concave: the convex's world box, taken into the other shape's frame, picks the triangles.
111
+ convex_shape.compute_bounding_box(local_aabb);
112
+ aabb3_transform_oriented(
113
+ world_aabb, 0,
114
+ local_aabb[0], local_aabb[1], local_aabb[2],
115
+ local_aabb[3], local_aabb[4], local_aabb[5],
116
+ convex_position[0], convex_position[1], convex_position[2],
117
+ convex_rotation[0], convex_rotation[1], convex_rotation[2], convex_rotation[3]
118
+ );
119
+ aabb3_transform_oriented_inverse(
120
+ other_local_aabb, 0,
121
+ world_aabb,
122
+ px, py, pz,
123
+ qx, qy, qz, qw
124
+ );
125
+
126
+ // The enumerator returns the TRUE count and drops writes past the buffer: grow and enumerate
127
+ // again, deterministic so once suffices.
128
+ let count = decompose_to_triangles(
129
+ triangle_buffer, 0, concave,
130
+ other_local_aabb[0], other_local_aabb[1], other_local_aabb[2],
131
+ other_local_aabb[3], other_local_aabb[4], other_local_aabb[5]
132
+ );
133
+ let capacity = triangle_buffer.length / TRIANGLE_FLOAT_STRIDE;
134
+ if (count > capacity && capacity < MAX_TRIANGLES) {
135
+ capacity = Math.min(MAX_TRIANGLES, Math.max(count, capacity * 2));
136
+ triangle_buffer = new Float64Array(capacity * TRIANGLE_FLOAT_STRIDE);
137
+ count = decompose_to_triangles(
138
+ triangle_buffer, 0, concave,
139
+ other_local_aabb[0], other_local_aabb[1], other_local_aabb[2],
140
+ other_local_aabb[3], other_local_aabb[4], other_local_aabb[5]
141
+ );
142
+ }
143
+ if (count > capacity) {
144
+ if (!triangle_overflow_reported) {
145
+ triangle_overflow_reported = true;
146
+ console.warn(
147
+ `convex_overlaps_shape: the convex overlaps ${count} triangles of a`
148
+ + ` ${concave.constructor.name}; it is tested against ${capacity} and not the rest.`
149
+ );
150
+ }
151
+ count = capacity;
152
+ }
153
+
154
+ // One flyweight triangle, rebound per iteration, posed as the concave shape.
155
+ other_posed.setup_components(
156
+ triangle,
157
+ px, py, pz,
158
+ qx, qy, qz, qw
159
+ );
160
+
161
+ for (let t = 0; t < count; t++) {
162
+ triangle.bind(triangle_buffer, t * TRIANGLE_FLOAT_STRIDE);
163
+ if (gjk(simplex, convex_posed, other_posed)) {
164
+ return true;
165
+ }
166
+ }
167
+
168
+ return false;
169
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"overlap_shape.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/queries/overlap_shape.js"],"names":[],"mappings":"AAiEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH,uFAZW,MAAM,EAAE,GAAC,YAAY,YAErB,MAAM,EAAE,GAAC,YAAY,UAErB,WAAW,GAAC,MAAM,EAAE,iBAEpB,MAAM,WACN,CAAC,MAAM,EAAC,MAAM,EAAE,QAAQ,UAAS,KAAG,OAAO,GAEzC,MAAM,CA+IlB"}
1
+ {"version":3,"file":"overlap_shape.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/queries/overlap_shape.js"],"names":[],"mappings":"AAuDA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH,uFAZW,MAAM,EAAE,GAAC,YAAY,YAErB,MAAM,EAAE,GAAC,YAAY,UAErB,WAAW,GAAC,MAAM,EAAE,iBAEpB,MAAM,WACN,CAAC,MAAM,EAAC,MAAM,EAAE,QAAQ,UAAS,KAAG,OAAO,GAEzC,MAAM,CAclB"}
@@ -1,13 +1,9 @@
1
+ import { assert } from "../../../core/assert.js";
1
2
  import { bvh_query_user_data_intersects_aabb } from "../../../core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js";
2
3
  import { returnTrue } from "../../../core/function/returnTrue.js";
3
4
  import { aabb3_transform_oriented } from "../../../core/geom/3d/aabb/aabb3_transform_oriented.js";
4
- import { Triangle3D } from "../../../core/geom/3d/shape/Triangle3D.js";
5
5
  import { body_id_index } from "../body/BodyStorage.js";
6
- import { gjk } from "../../../core/geom/3d/gjk/gjk.js";
7
- import { aabb3_transform_oriented_inverse } from "../../../core/geom/3d/aabb/aabb3_transform_oriented_inverse.js";
8
- import { decompose_to_triangles } from "../narrowphase/decomposition/decompose_to_triangles.js";
9
- import { TRIANGLE_FLOAT_STRIDE } from "../narrowphase/decomposition/triangle_buffer_layout.js";
10
- import { PosedShape3D } from "../../../core/geom/3d/shape/PosedShape3D.js";
6
+ import { convex_overlaps_shape } from "./convex_overlaps_shape.js";
11
7
 
12
8
  /**
13
9
  * Scratch state — module-scoped to avoid per-query allocation. Safe
@@ -15,28 +11,10 @@ import { PosedShape3D } from "../../../core/geom/3d/shape/PosedShape3D.js";
15
11
  */
16
12
  const local_aabb = new Float64Array(6);
17
13
  const world_aabb = new Float64Array(6);
18
- const concave_query_aabb = new Float64Array(6);
19
- const simplex_buf = new Float64Array(12);
20
14
 
21
- const query_posed = new PosedShape3D();
22
- const candidate_posed = new PosedShape3D();
23
- const triangle_shape = new Triangle3D();
24
-
25
- /**
26
- * Maximum triangles a concave candidate can emit per overlap pair.
27
- * Same rationale as the narrowphase's `MAX_TRIANGLES_PER_PAIR`: the
28
- * broadphase has already bounded the query AABB to the query shape's
29
- * envelope, so a single candidate typically yields tens of triangles
30
- * (a heightmap's count scales O(N²) with its `tessellation`, still
31
- * inside the buffer for a bounded query at moderate tessellation).
32
- * Excess triangles are dropped by the enumerator's bounds check —
33
- * worst case is a missed overlap on a far edge of the candidate's
34
- * geometry, recovered next query.
35
- * @type {number}
36
- */
37
- const MAX_TRIANGLES_PER_PAIR = 1024;
38
-
39
- const triangle_buffer = new Float64Array(MAX_TRIANGLES_PER_PAIR * TRIANGLE_FLOAT_STRIDE);
15
+ /** The pose of the candidate collider being tested, as [x, y, z] and [x, y, z, w]. */
16
+ const candidate_position = new Float64Array(3);
17
+ const candidate_rotation = new Float64Array(4);
40
18
 
41
19
  /**
42
20
  * Broadphase candidate buffer. Grows by doubling on overflow.
@@ -63,6 +41,18 @@ let scratch_seen = new Int32Array(64);
63
41
  */
64
42
  let seen_stamp = 0;
65
43
 
44
+ /**
45
+ * Whether an {@link overlap_shape} is in progress. Its candidates and stamps
46
+ * are module state, so an overlap started from inside one — from its filter —
47
+ * would overwrite the outer's half-finished scan (it reported none of the
48
+ * bodies it overlapped).
49
+ * @type {boolean}
50
+ */
51
+ let overlap_running = false;
52
+
53
+ const NESTED_OVERLAP = 'overlap_shape: called from inside an overlap, from its filter. An overlap keeps its working'
54
+ + ' state in module scratch, so it cannot run inside another; a raycast or a shapeCast can.';
55
+
66
56
  /**
67
57
  * Test what bodies overlap a convex shape placed at a given pose. Each
68
58
  * overlapping body's `body_id` is written to `output` starting at
@@ -104,6 +94,31 @@ let seen_stamp = 0;
104
94
  * @throws {Error} if `shape.is_convex === false`
105
95
  */
106
96
  export function overlap_shape(system, shape, position, rotation, output, output_offset, filter = returnTrue) {
97
+ assert.ok(!overlap_running, NESTED_OVERLAP);
98
+
99
+ overlap_running = true;
100
+ try {
101
+ return overlap_shape_bodies(system, shape, position, rotation, output, output_offset, filter);
102
+ } finally {
103
+ // also on the way out of a throw — a filter's own error, or the assert
104
+ // above in an overlap the filter started — so the next one is not refused
105
+ overlap_running = false;
106
+ }
107
+ }
108
+
109
+ /**
110
+ * {@link overlap_shape}, unguarded.
111
+ *
112
+ * @param {PhysicsSystem} system
113
+ * @param {AbstractShape3D} shape
114
+ * @param {number[]|Float64Array} position
115
+ * @param {number[]|Float64Array} rotation
116
+ * @param {Uint32Array|number[]} output
117
+ * @param {number} output_offset
118
+ * @param {(entity:number, collider:Collider)=>boolean} filter
119
+ * @returns {number}
120
+ */
121
+ function overlap_shape_bodies(system, shape, position, rotation, output, output_offset, filter) {
107
122
  if (shape.is_convex === false) {
108
123
  throw new Error(`overlap_shape: query shape must be convex; received \`${shape.constructor.name}\` (is_convex=false)`);
109
124
  }
@@ -134,14 +149,7 @@ export function overlap_shape(system, shape, position, rotation, output, output_
134
149
  }
135
150
  if (n_total === 0) return 0;
136
151
 
137
- // ── 3. Set up query PosedShape3D (constant across candidates) ─────
138
- query_posed.setup_components(
139
- shape,
140
- position[0], position[1], position[2],
141
- rotation[0], rotation[1], rotation[2], rotation[3]
142
- );
143
-
144
- // ── 4. Per-candidate narrowphase ────────────────────────────────
152
+ // ── 3. Per-candidate narrowphase ────────────────────────────────
145
153
  const output_capacity = output.length - output_offset;
146
154
  let count = 0;
147
155
  let cursor = output_offset;
@@ -188,51 +196,21 @@ export function overlap_shape(system, shape, position, rotation, output, output_
188
196
  const collider = entry.collider;
189
197
  if (!filter(entity, collider)) continue;
190
198
 
199
+ // One GJK for a convex collider, one per nearby triangle for a concave one. The pose is
200
+ // copied out as scalars: a Transform64's translation / rotation getters make a new view
201
+ // on every read.
191
202
  const candidate_tr = entry.transform;
192
-
193
- if (collider.shape.is_convex !== false) {
194
- candidate_posed.setup_components(
195
- collider.shape,
196
- candidate_tr.translation_x, candidate_tr.translation_y, candidate_tr.translation_z,
197
- candidate_tr.rotation_x, candidate_tr.rotation_y, candidate_tr.rotation_z, candidate_tr.rotation_w
198
- );
199
- overlaps = gjk(simplex_buf, query_posed, candidate_posed);
200
- } else {
201
- // Concave candidate: project the query's world AABB into
202
- // the candidate's body-local frame, decompose to triangles,
203
- // run per-triangle GJK until one overlap is found.
204
- aabb3_transform_oriented_inverse(
205
- concave_query_aabb, 0,
206
- world_aabb,
207
- candidate_tr.translation_x, candidate_tr.translation_y, candidate_tr.translation_z,
208
- candidate_tr.rotation_x, candidate_tr.rotation_y, candidate_tr.rotation_z, candidate_tr.rotation_w
209
- );
210
-
211
- let tri_count = decompose_to_triangles(
212
- triangle_buffer, 0, collider.shape,
213
- concave_query_aabb[0], concave_query_aabb[1], concave_query_aabb[2],
214
- concave_query_aabb[3], concave_query_aabb[4], concave_query_aabb[5]
215
- );
216
- // TRUE count may exceed the buffer (overflow writes dropped) —
217
- // clamp so the per-triangle GJK never binds past the end.
218
- if (tri_count > MAX_TRIANGLES_PER_PAIR) tri_count = MAX_TRIANGLES_PER_PAIR;
219
-
220
- // Re-pose candidate as the concave body (the flyweight triangle is
221
- // rebound per iteration below; setup only stores the shape reference).
222
- candidate_posed.setup_components(
223
- triangle_shape,
224
- candidate_tr.translation_x, candidate_tr.translation_y, candidate_tr.translation_z,
225
- candidate_tr.rotation_x, candidate_tr.rotation_y, candidate_tr.rotation_z, candidate_tr.rotation_w
226
- );
227
-
228
- for (let t = 0; t < tri_count; t++) {
229
- triangle_shape.bind(triangle_buffer, t * TRIANGLE_FLOAT_STRIDE);
230
- if (gjk(simplex_buf, query_posed, candidate_posed)) {
231
- overlaps = true;
232
- break;
233
- }
234
- }
235
- }
203
+ candidate_position[0] = candidate_tr.translation_x;
204
+ candidate_position[1] = candidate_tr.translation_y;
205
+ candidate_position[2] = candidate_tr.translation_z;
206
+ candidate_rotation[0] = candidate_tr.rotation_x;
207
+ candidate_rotation[1] = candidate_tr.rotation_y;
208
+ candidate_rotation[2] = candidate_tr.rotation_z;
209
+ candidate_rotation[3] = candidate_tr.rotation_w;
210
+ overlaps = convex_overlaps_shape(
211
+ shape, position, rotation,
212
+ collider.shape, candidate_position, candidate_rotation
213
+ );
236
214
  }
237
215
 
238
216
  if (overlaps) {
@@ -16,15 +16,21 @@
16
16
  * nearest solid surface behind it. This is the only behaviour — a query that
17
17
  * wants to find trigger volumes uses an overlap query, not a ray.
18
18
  *
19
- * Multi-collider bodies resolve their primary (first-attached) collider — the
20
- * BVH leaf encodes only `body_id`; per-collider rays need the leaf user-data to
21
- * carry the collider index (future work).
19
+ * Every collider of a multi-collider body is tested, each at its own pose, and
20
+ * the result names the one struck: `result.collider_entity` is the entity that
21
+ * owns it, and `result.triangle` the triangle of a mesh or heightmap collider
22
+ * (`-1` otherwise, and for one wrapped in another shape).
23
+ *
24
+ * The filter may run a shapeCast or an overlap of its own, but not another
25
+ * raycast: a raycast keeps its working state in module scratch, and one started
26
+ * from its filter is refused by an assert.
22
27
  *
23
28
  * @param {PhysicsSystem} system
24
29
  * @param {Ray3} ray origin + unit direction + `tMax`
25
30
  * @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
26
31
  * @param {(entity:number, collider:Collider)=>boolean} [filter] called once per
27
- * crossing leaf; defaults to {@link returnTrue}.
32
+ * collider of each body whose broadphase leaves the ray crosses, however many
33
+ * of those leaves it crosses; defaults to {@link returnTrue}.
28
34
  * @returns {boolean} true on hit, false on miss
29
35
  */
30
36
  export function raycast(system: PhysicsSystem, ray: Ray3, result: PhysicsSurfacePoint, filter?: (entity: number, collider: Collider) => boolean): boolean;
@@ -1 +1 @@
1
- {"version":3,"file":"raycast.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/queries/raycast.js"],"names":[],"mappings":"AA8LA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,gGAJW,CAAC,MAAM,EAAC,MAAM,EAAE,QAAQ,UAAS,KAAG,OAAO,GAEzC,OAAO,CAwCnB"}
1
+ {"version":3,"file":"raycast.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/queries/raycast.js"],"names":[],"mappings":"AA6QA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,gGALW,CAAC,MAAM,EAAC,MAAM,EAAE,QAAQ,UAAS,KAAG,OAAO,GAGzC,OAAO,CAgBnB"}