@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
@@ -5,12 +5,14 @@ import {
5
5
  ELEMENT_WORD_COUNT,
6
6
  NULL_NODE,
7
7
  } from "../../../core/bvh2/bvh3/BVH.js";
8
+ import { assert } from "../../../core/assert.js";
8
9
  import { SCRATCH_UINT32_TRAVERSAL_STACK } from "../../../core/collection/SCRATCH_UINT32_TRAVERSAL_STACK.js";
9
10
  import { returnTrue } from "../../../core/function/returnTrue.js";
10
11
  import { aabb3_ray_segment_entry_distance } from "../../../core/geom/3d/aabb/aabb3_ray_segment_entry_distance.js";
11
12
  import { body_id_index } from "../body/BodyStorage.js";
12
13
  import { is_sensor } from "../ecs/is_sensor.js";
13
14
  import { aabb3_transform_oriented } from "../../../core/geom/3d/aabb/aabb3_transform_oriented.js";
15
+ import { refine_ray_concave_hit_feature } from "../narrowphase/refine_ray_concave.js";
14
16
  import { RAY_REFINE_UNSUPPORTED, refine_ray_hit } from "../narrowphase/refine_ray_hit.js";
15
17
 
16
18
  const stack = SCRATCH_UINT32_TRAVERSAL_STACK;
@@ -19,16 +21,58 @@ const stack = SCRATCH_UINT32_TRAVERSAL_STACK;
19
21
  const scratch_tight_local = new Float64Array(6);
20
22
  const scratch_tight_world = new Float64Array(6);
21
23
 
24
+ /**
25
+ * The collider's pose as the arrays {@link refine_ray_hit} takes, copied out of its transform: reading
26
+ * a Transform64's `translation` or `rotation` builds a fresh view on every read. Filled right before
27
+ * the call and not held across the filter, which may run a query of its own.
28
+ */
29
+ const scratch_collider_position = new Float64Array(3);
30
+ const scratch_collider_rotation = new Float64Array(4);
31
+
22
32
  /**
23
33
  * Reusable nearest-hit accumulator + scratch. Module-scoped so {@link raycast}
24
34
  * doesn't allocate per call; the physics step is single-threaded so contention
25
35
  * isn't a concern.
26
- * @type {{best_t:number, best_body:number}}
36
+ * @type {{best_t:number, best_body:number, best_collider_entity:number, best_triangle:number}}
27
37
  */
28
- const acc = { best_t: Infinity, best_body: 0 };
38
+ const acc = { best_t: Infinity, best_body: 0, best_collider_entity: -1, best_triangle: -1 };
29
39
  const best_normal = new Float64Array(3); // winning hit's world normal
30
40
  const cand_normal = new Float64Array(3); // per-leaf candidate normal
31
41
 
42
+ /**
43
+ * "Already tested in this query" stamps, indexed by body index. Every collider
44
+ * of a body owns a separate broadphase leaf carrying that body's id, and the
45
+ * first of them the ray reaches tests all of the body's colliders, so the rest
46
+ * would only repeat it — a ray along a row of K children asked the filter, and
47
+ * tested, every collider K times. Stamped rather than cleared so the cost
48
+ * stays O(1) per query; the same scheme as `overlap_shape`'s.
49
+ * @type {Int32Array}
50
+ */
51
+ let scratch_seen = new Int32Array(64);
52
+
53
+ /**
54
+ * Stamp written into {@link scratch_seen} by the query in progress. Starts
55
+ * at 1 so a freshly zeroed (or freshly grown) slot never reads as seen.
56
+ * @type {number}
57
+ */
58
+ let seen_stamp = 0;
59
+
60
+ /**
61
+ * Whether a {@link raycast} is in progress. Its accumulator, its stamps and its
62
+ * hit are module state, so a raycast started from inside one — from its filter
63
+ * — would overwrite the outer's half-finished answer.
64
+ *
65
+ * The refusal is an assert, and a consumer's production build strips asserts:
66
+ * there nothing refuses it, and the outer raycast answers wrong without a word
67
+ * — measured, a ray whose filter cast another ray named entity 8 at t 1.5,
68
+ * where the truth is entity 1 at t 2.5.
69
+ * @type {boolean}
70
+ */
71
+ let raycast_running = false;
72
+
73
+ const NESTED_RAYCAST = 'raycast: called from inside a raycast, from its filter. A raycast keeps its working state'
74
+ + ' in module scratch, so it cannot run inside another; a shapeCast or an overlap can.';
75
+
32
76
  /**
33
77
  * Outward AABB-face normal at a hit point — the fallback normal for a leaf
34
78
  * whose shape has no exact ray test (only a shape defined outside the engine).
@@ -119,13 +163,29 @@ function bvh_raycast_nearest(
119
163
 
120
164
  // Leaf — refine against the true shape.
121
165
  const body_id = uint32[address + COLUMN_USER_DATA];
166
+ const idx = body_id_index(body_id);
167
+
168
+ if (idx >= scratch_seen.length) {
169
+ // Preserve the stamps already written this query.
170
+ const grown = new Int32Array(Math.max(idx + 1, scratch_seen.length * 2));
171
+ grown.set(scratch_seen);
172
+ scratch_seen = grown;
173
+ }
174
+ // Another leaf of a body already tested: every collider of it was.
175
+ if (scratch_seen[idx] === seen_stamp) continue;
176
+ scratch_seen[idx] = seen_stamp;
177
+
122
178
  const entity = system.entityOf(body_id);
123
179
  if (entity < 0) continue; // unlinked concurrently
124
- const idx = body_id_index(body_id);
125
180
  const rb = system.__bodies[idx];
126
181
  const colliders = system.__body_collider_lists[idx];
127
182
  if (colliders === undefined) continue;
128
183
 
184
+ // The filter may run a query of its own, and every query walks this same
185
+ // stack from its live pointer: publish this frame first, or that query
186
+ // starts on top of the nodes still pending here and overwrites them.
187
+ stack.pointer = pointer;
188
+
129
189
  // Every collider carries its OWN world transform: a compound body's
130
190
  // collider can live on a child entity metres from the body's pose, and
131
191
  // the leaf that got us here was built and refit from that transform.
@@ -140,8 +200,17 @@ function bvh_raycast_nearest(
140
200
  if (!filter(entity, collider)) continue;
141
201
 
142
202
  const tr = entry.transform;
203
+
204
+ scratch_collider_position[0] = tr.translation_x;
205
+ scratch_collider_position[1] = tr.translation_y;
206
+ scratch_collider_position[2] = tr.translation_z;
207
+ scratch_collider_rotation[0] = tr.rotation_x;
208
+ scratch_collider_rotation[1] = tr.rotation_y;
209
+ scratch_collider_rotation[2] = tr.rotation_z;
210
+ scratch_collider_rotation[3] = tr.rotation_w;
211
+
143
212
  const refined = refine_ray_hit(
144
- collider.shape, tr.translation, tr.rotation,
213
+ collider.shape, scratch_collider_position, scratch_collider_rotation,
145
214
  ox, oy, oz, dx, dy, dz, acc.best_t, cand_normal
146
215
  );
147
216
 
@@ -170,6 +239,8 @@ function bvh_raycast_nearest(
170
239
  if (tight_t < acc.best_t) { // Infinity on miss — pad-only crossings drop out
171
240
  acc.best_t = tight_t;
172
241
  acc.best_body = body_id;
242
+ acc.best_collider_entity = entry.entity;
243
+ acc.best_triangle = -1;
173
244
  aabb_face_normal(best_normal,
174
245
  scratch_tight_world[0], scratch_tight_world[1], scratch_tight_world[2],
175
246
  scratch_tight_world[3], scratch_tight_world[4], scratch_tight_world[5],
@@ -178,6 +249,14 @@ function bvh_raycast_nearest(
178
249
  } else if (refined < acc.best_t) { // a refined miss is Infinity → never wins
179
250
  acc.best_t = refined;
180
251
  acc.best_body = body_id;
252
+ acc.best_collider_entity = entry.entity;
253
+ // A mesh or heightmap collider is refined by its triangles, and the
254
+ // last one to hit is this one. (Wrapped in another shape, it is not
255
+ // named: a wrapper may test more than one subject.)
256
+ const shape = collider.shape;
257
+ acc.best_triangle = shape.isMeshShape3D === true || shape.isHeightMapShape3D === true
258
+ ? refine_ray_concave_hit_feature() - 1
259
+ : -1;
181
260
  best_normal[0] = cand_normal[0];
182
261
  best_normal[1] = cand_normal[1];
183
262
  best_normal[2] = cand_normal[2];
@@ -206,18 +285,49 @@ function bvh_raycast_nearest(
206
285
  * nearest solid surface behind it. This is the only behaviour — a query that
207
286
  * wants to find trigger volumes uses an overlap query, not a ray.
208
287
  *
209
- * Multi-collider bodies resolve their primary (first-attached) collider — the
210
- * BVH leaf encodes only `body_id`; per-collider rays need the leaf user-data to
211
- * carry the collider index (future work).
288
+ * Every collider of a multi-collider body is tested, each at its own pose, and
289
+ * the result names the one struck: `result.collider_entity` is the entity that
290
+ * owns it, and `result.triangle` the triangle of a mesh or heightmap collider
291
+ * (`-1` otherwise, and for one wrapped in another shape).
292
+ *
293
+ * The filter may run a shapeCast or an overlap of its own, but not another
294
+ * raycast: a raycast keeps its working state in module scratch, and one started
295
+ * from its filter is refused by an assert.
212
296
  *
213
297
  * @param {PhysicsSystem} system
214
298
  * @param {Ray3} ray origin + unit direction + `tMax`
215
299
  * @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
216
300
  * @param {(entity:number, collider:Collider)=>boolean} [filter] called once per
217
- * crossing leaf; defaults to {@link returnTrue}.
301
+ * collider of each body whose broadphase leaves the ray crosses, however many
302
+ * of those leaves it crosses; defaults to {@link returnTrue}.
218
303
  * @returns {boolean} true on hit, false on miss
219
304
  */
220
305
  export function raycast(system, ray, result, filter = returnTrue) {
306
+ assert.ok(!raycast_running, NESTED_RAYCAST);
307
+
308
+ raycast_running = true;
309
+ const stack_entry = stack.pointer;
310
+ try {
311
+ return raycast_nearest(system, ray, result, filter);
312
+ } finally {
313
+ // also on the way out of a throw — a filter's own error, or the assert
314
+ // above in a query the filter started — so the next query is not refused
315
+ // and the stack is left as found
316
+ raycast_running = false;
317
+ stack.pointer = stack_entry;
318
+ }
319
+ }
320
+
321
+ /**
322
+ * {@link raycast}, unguarded.
323
+ *
324
+ * @param {PhysicsSystem} system
325
+ * @param {Ray3} ray
326
+ * @param {PhysicsSurfacePoint} result
327
+ * @param {(entity:number, collider:Collider)=>boolean} filter
328
+ * @returns {boolean}
329
+ */
330
+ function raycast_nearest(system, ray, result, filter) {
221
331
  const ox = ray.origin_x, oy = ray.origin_y, oz = ray.origin_z;
222
332
  const dx = ray.direction_x, dy = ray.direction_y, dz = ray.direction_z;
223
333
  const max_distance = ray.tMax;
@@ -226,6 +336,14 @@ export function raycast(system, ray, result, filter = returnTrue) {
226
336
  acc.best_body = 0;
227
337
  best_normal[0] = 0; best_normal[1] = 0; best_normal[2] = 0;
228
338
 
339
+ // Fresh stamp for this query; wrap back to a cleared table before the
340
+ // counter could collide with a stamp left behind by an older query.
341
+ seen_stamp++;
342
+ if (seen_stamp >= 0x7FFFFFFF) {
343
+ scratch_seen.fill(0);
344
+ seen_stamp = 1;
345
+ }
346
+
229
347
  const inv_dx = 1 / dx, inv_dy = 1 / dy, inv_dz = 1 / dz;
230
348
 
231
349
  bvh_raycast_nearest(
@@ -240,7 +358,11 @@ export function raycast(system, ray, result, filter = returnTrue) {
240
358
  // Any hit updates best_t to strictly below max_distance (both the refined
241
359
  // and AABB-fallback paths require t < current best); a miss leaves it at
242
360
  // max_distance. This is body_id-agnostic — the first body packs to id 0.
243
- if (acc.best_t >= max_distance) return false;
361
+ // Asked as "a hit is below the reach" rather than "a miss is not", so that
362
+ // a reach that is not a number reaches nothing: NaN fails every comparison,
363
+ // and a NaN best_t used to read as a hit on whatever body the walk last
364
+ // looked at — a box 100 m off the ray's line.
365
+ if (!(acc.best_t < max_distance)) return false;
244
366
 
245
367
  const entity = system.entityOf(acc.best_body);
246
368
  if (entity < 0) return false; // body unlinked concurrently → treat as miss
@@ -253,6 +375,8 @@ export function raycast(system, ray, result, filter = returnTrue) {
253
375
  result.t = t;
254
376
  result.entity = entity;
255
377
  result.body_id = acc.best_body;
378
+ result.collider_entity = acc.best_collider_entity;
379
+ result.triangle = acc.best_triangle;
256
380
 
257
381
  return true;
258
382
  }
@@ -11,35 +11,46 @@
11
11
  * stretched along `ray.direction * ray.tMax`.
12
12
  * 2. Query both broadphase BVHs (static + dynamic) for leaves whose
13
13
  * AABB overlaps the swept volume.
14
- * 3. For each candidate, bisect the [0, best_t] interval for the
15
- * smallest `t` at which the swept shape overlaps the candidate's
16
- * collider. GJK on each midpoint.
14
+ * 3. For each candidate, advance the swept shape toward the candidate's
15
+ * collider by conservative advancement on the GJK distance (see
16
+ * `advance_to_contact`) for the smallest `t` at which it touches and
17
+ * goes on into it, within [0, best_t). A concave collider (mesh,
18
+ * heightmap) is a surface, not the solid its hull encloses: it is
19
+ * swept as the set of its triangles under the swept AABB, each one a
20
+ * convex candidate under the same rules.
17
21
  *
18
- * Picking `best_t` (rather than always running the full [0, tMax]
19
- * bisection) is the early-termination optimisation: once we have a
20
- * hit at some t, no later candidate can produce a smaller TOI by
21
- * being checked at its full [0, tMax] interval.
22
+ * Searching only [0, best_t) (rather than always the full [0, tMax]) is the
23
+ * early-termination optimisation: once we have a hit at some t, no later
24
+ * candidate can produce a smaller TOI by being checked over the rest.
22
25
  *
23
26
  * Output on hit:
24
27
  * - `result.t` — sweep distance to impact (in the same units as
25
28
  * `ray.direction`'s magnitude; for a unit-direction ray, this is
26
- * metres).
29
+ * metres). The swept shape there is still apart from what it struck
30
+ * — by about {@link ADVANCE_TARGET}, or within the bracket search's
31
+ * resolution when that found it — so a caller can place a body there.
27
32
  * - `result.position` — `ray.origin + t * ray.direction`, i.e. the
28
33
  * centre of the swept shape at the moment of first contact. NOT
29
- * a point on the target's surface; that would need narrowphase
30
- * refinement which the broadphase-only architecture doesn't have
31
- * wired up yet.
34
+ * a point on the target's surface.
32
35
  * - `result.normal` — target surface's outward normal at the kiss
33
- * point (unit length), recovered by running MPR against the
34
- * just-overlapping configuration at the TOI. A pair that is exactly
35
- * tangent there carries no MTV to read, so a second probe nudged
36
- * toward the target's centre supplies one; `-ray.direction` remains
37
- * the last-resort fallback if both degenerate. See the
38
- * contact-normal recovery block near the end of the function.
36
+ * point (unit length): the separating direction advancement stopped
37
+ * on, or a triangle face's own normal. A cast blocked where it starts
38
+ * reads it off by MPR, and a pair exactly tangent there carries no MTV
39
+ * to read, so a second probe nudged toward the target's centre
40
+ * supplies one; `-ray.direction` remains the last-resort fallback if
41
+ * both degenerate. See the contact-normal block near the end of the
42
+ * function.
39
43
  * - `result.entity` / `result.body_id` — the hit body.
44
+ * - `result.collider_entity` — the entity owning the struck collider (a
45
+ * compound body's child's own); `result.triangle` — the struck triangle of
46
+ * a mesh or heightmap collider, `-1` for any other.
40
47
  *
41
48
  * Output on miss: untouched; same convention as `raycast`.
42
49
  *
50
+ * The filter may run a raycast or an overlap of its own, but not another cast:
51
+ * a cast keeps its working state in module scratch, and one started from its
52
+ * filter is refused by an assert.
53
+ *
43
54
  * @param {PhysicsSystem} system
44
55
  * @param {Ray3|{origin_x:number,origin_y:number,origin_z:number,direction_x:number,direction_y:number,direction_z:number,tMax:number}} ray
45
56
  * origin + unit direction + `tMax`. Only the named accessors are read, so a
@@ -49,27 +60,31 @@
49
60
  * @param {ArrayLike<number>} rotation the orientation the shape is held at for
50
61
  * the whole sweep, read BY INDEX as `[x, y, z, w]` and taken to be a unit
51
62
  * quaternion (it is neither normalised nor validated here — a non-unit one
52
- * silently returns wrong answers). A `Transform64`'s `rotation` (a
53
- * `Float64Array` view — what the CCD pass hands in), a `Quaternion`
63
+ * silently returns wrong answers). A retained `Float64Array` (what the CCD
64
+ * pass hands in: the body's orientation copied out of its Transform64, whose
65
+ * `rotation` accessor allocates a view per read), a `Quaternion`
54
66
  * (`Float64Array`-backed) and a plain `[x, y, z, w]` array all satisfy that;
55
67
  * an `{x, y, z, w}` object does NOT — its components read as `undefined`,
56
68
  * the swept AABB comes out NaN, and every cast then misses silently
57
69
  * @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
58
70
  * @param {(entity:number, collider:Collider, body_id:number)=>boolean} [filter]
59
- * mandatory in contract; defaults to {@link returnTrue}. Receives the
60
- * candidate body's entity, primary collider, and packed body id (the id
61
- * distinguishes bodies when colliders live on child entities)
71
+ * mandatory in contract; defaults to {@link returnTrue}. Called once per
72
+ * collider of each candidate body, with the body's entity, that collider,
73
+ * and the packed body id (the id distinguishes bodies when colliders live on
74
+ * child entities)
62
75
  * @param {boolean} [skip_initial_overlaps=false] how a candidate ALREADY
63
76
  * overlapping the swept shape at `t = 0` is treated. `false` (kinematic
64
77
  * "can I move?" semantics): targets are solid, so the cast is blocked where
65
- * it stands — report a hit at `t = 0`. The one exception is a convex target
78
+ * it stands — report a hit at `t = 0`. The one exception is a target
66
79
  * the shape merely TOUCHES (no depth beyond {@link CONTACT_EPSILON}): a
67
80
  * tangency blocks only a sweep driving into it, and otherwise steps aside so
68
81
  * the scan can reach real blockers. `true` (CCD semantics): such a candidate
69
82
  * is a resting / sliding contact the discrete solver already owns, NOT a
70
83
  * tunnelling threat — skip it and keep scanning the remaining candidates for
71
84
  * real blockers along the sweep. Either way, one contact at the start of the
72
- * sweep must never blind the cast to every other obstacle.
85
+ * sweep must never blind the cast to every other obstacle. For a concave
86
+ * target all of this is decided per TRIANGLE: a shape touching or resting
87
+ * in one triangle of a mesh is still stopped by another one ahead of it.
73
88
  * @returns {boolean}
74
89
  */
75
90
  export function shape_cast(system: PhysicsSystem, ray: Ray3 | {
@@ -81,4 +96,20 @@ export function shape_cast(system: PhysicsSystem, ray: Ray3 | {
81
96
  direction_z: number;
82
97
  tMax: number;
83
98
  }, shape: AbstractShape3D, rotation: ArrayLike<number>, result: PhysicsSurfacePoint, filter?: (entity: number, collider: Collider, body_id: number) => boolean, skip_initial_overlaps?: boolean): boolean;
99
+ /**
100
+ * Support point, in world space, of what the last successful {@link shape_cast}
101
+ * struck — the convex collider, or for a concave collider the one triangle the
102
+ * hit was on — along the world direction in `direction[direction_offset .. +2]`, under
103
+ * {@link AbstractShape3D#support}'s contract.
104
+ *
105
+ * For a caller that needs the struck surface's own geometry at the contact
106
+ * (the CCD pass places its impulse where the two facing features overlap).
107
+ * Valid until the next cast; meaningless before any cast has hit.
108
+ *
109
+ * @param {Float64Array} out receives the point
110
+ * @param {number} out_offset
111
+ * @param {Float64Array|number[]} direction
112
+ * @param {number} direction_offset
113
+ */
114
+ export function shape_cast_struck_support(out: Float64Array, out_offset: number, direction: Float64Array | number[], direction_offset: number): void;
84
115
  //# sourceMappingURL=shape_cast.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"shape_cast.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/queries/shape_cast.js"],"names":[],"mappings":"AA03DA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwFG;AACH,uDAnCW,OAAK;IAAC,QAAQ,EAAC,MAAM,CAAC;IAAA,QAAQ,EAAC,MAAM,CAAC;IAAA,QAAQ,EAAC,MAAM,CAAC;IAAA,WAAW,EAAC,MAAM,CAAC;IAAA,WAAW,EAAC,MAAM,CAAC;IAAA,WAAW,EAAC,MAAM,CAAC;IAAA,IAAI,EAAC,MAAM,CAAA;CAAC,oCAK3H,UAAU,MAAM,CAAC,wCAUjB,CAAC,MAAM,EAAC,MAAM,EAAE,QAAQ,UAAS,EAAE,OAAO,EAAC,MAAM,KAAG,OAAO,0BAK3D,OAAO,GAaL,OAAO,CAanB;AA8aD;;;;;;;;;;;;;;GAcG;AACH,+CALW,YAAY,cACZ,MAAM,aACN,YAAY,GAAC,MAAM,EAAE,oBACrB,MAAM,QAIhB"}