@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
@@ -11,26 +11,48 @@
11
11
  * iteration — and it was previously written out twice, identically, in the contact solver and the
12
12
  * constraint solver.
13
13
  *
14
+ * The lever and the impulse are read from arrays, not passed as numbers: the routine is too big for V8
15
+ * to inline at every call site of a solver loop, and a call that is not inlined boxes each number it is
16
+ * passed into a new heap object. Arrays and offsets cross the call as they are.
17
+ *
14
18
  * `scratch` is supplied by the caller rather than closed over: the two copies disagreed on this, and an
15
19
  * explicit buffer keeps the routine free of shared mutable state between call sites.
16
20
  *
17
- * A zero inverse mass means a static/kinematic body, which absorbs impulses without responding — so this
18
- * returns immediately rather than writing zeros.
21
+ * The inverse mass is the body's, from its span. A zero inverse mass means a static/kinematic body, which
22
+ * absorbs impulses without responding — so this returns immediately rather than writing zeros.
19
23
  *
20
24
  * @param {Float64Array} ss solver body state array
21
25
  * @param {number} base offset of this body's span within `ss`
22
- * @param {number} invM inverse mass
23
- * @param {number} rx lever arm x, from centre of mass to the application point
24
- * @param {number} ry
25
- * @param {number} rz
26
- * @param {number} Px impulse x
27
- * @param {number} Py
28
- * @param {number} Pz
26
+ * @param {Float64Array} lever holds the lever arm, from centre of mass to the application point
27
+ * @param {number} lever_offset where in `lever` its x is, y and z following
28
+ * @param {Float64Array} impulse holds the impulse `P`
29
+ * @param {number} impulse_offset where in `impulse` its x is, y and z following
29
30
  * @param {number} sign +1 for body A, -1 for body B
30
31
  * @param {Float64Array} scratch at least 3 elements, overwritten
31
32
  *
32
33
  * @author Alex Goldring
33
34
  * @copyright Company Named Limited (c) 2026
34
35
  */
35
- export function apply_impulse_to_body(ss: Float64Array, base: number, invM: number, rx: number, ry: number, rz: number, Px: number, Py: number, Pz: number, sign: number, scratch: Float64Array): void;
36
+ export function apply_impulse_to_body(ss: Float64Array, base: number, lever: Float64Array, lever_offset: number, impulse: Float64Array, impulse_offset: number, sign: number, scratch: Float64Array): void;
37
+ /**
38
+ * {@link apply_impulse_to_body} with the world inverse inertia evaluated at a given orientation rather
39
+ * than the one in the body's span, which the substep loop advances.
40
+ *
41
+ * For a constraint row whose effective mass was computed once, at one orientation, and is applied
42
+ * across substeps while the body turns: the impulse must go through the inertia that mass was
43
+ * computed from, or the row's Gauss-Seidel update over-corrects by the ratio of the two.
44
+ *
45
+ * @param {Float64Array} ss solver body state array
46
+ * @param {number} base offset of this body's span within `ss`
47
+ * @param {Float64Array} rotation holds the orientation the world inverse inertia is evaluated at, a unit
48
+ * quaternion `[x, y, z, w]`
49
+ * @param {number} rotation_offset where in `rotation` its x is
50
+ * @param {Float64Array} lever holds the lever arm, from centre of mass to the application point
51
+ * @param {number} lever_offset where in `lever` its x is, y and z following
52
+ * @param {Float64Array} impulse holds the impulse `P`
53
+ * @param {number} impulse_offset where in `impulse` its x is, y and z following
54
+ * @param {number} sign +1 for body A, -1 for body B
55
+ * @param {Float64Array} scratch at least 3 elements, overwritten
56
+ */
57
+ export function apply_impulse_to_body_oriented(ss: Float64Array, base: number, rotation: Float64Array, rotation_offset: number, lever: Float64Array, lever_offset: number, impulse: Float64Array, impulse_offset: number, sign: number, scratch: Float64Array): void;
36
58
  //# sourceMappingURL=apply_impulse_to_body.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"apply_impulse_to_body.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/solver/apply_impulse_to_body.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,0CAfW,YAAY,QACZ,MAAM,QACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QACN,MAAM,WACN,YAAY,QAuCtB"}
1
+ {"version":3,"file":"apply_impulse_to_body.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/solver/apply_impulse_to_body.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,0CAZW,YAAY,QACZ,MAAM,SACN,YAAY,gBACZ,MAAM,WACN,YAAY,kBACZ,MAAM,QACN,MAAM,WACN,YAAY,QAoBtB;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,mDAZW,YAAY,QACZ,MAAM,YACN,YAAY,mBAEZ,MAAM,SACN,YAAY,gBACZ,MAAM,WACN,YAAY,kBACZ,MAAM,QACN,MAAM,WACN,YAAY,QA2CtB"}
@@ -3,17 +3,13 @@ import {
3
3
  SBS_AV_Y,
4
4
  SBS_AV_Z,
5
5
  SBS_INV_I_X,
6
- SBS_INV_I_Y,
7
- SBS_INV_I_Z,
6
+ SBS_INV_MASS,
8
7
  SBS_LV_X,
9
8
  SBS_LV_Y,
10
9
  SBS_LV_Z,
11
- SBS_QW,
12
10
  SBS_QX,
13
- SBS_QY,
14
- SBS_QZ,
15
11
  } from "../body/SolverBodyState.js";
16
- import { world_inverse_inertia_apply_raw } from "../inertia/world_inverse_inertia.js";
12
+ import { world_inverse_inertia_apply_array } from "../inertia/world_inverse_inertia.js";
17
13
 
18
14
  /**
19
15
  * Apply impulse `P` at lever arm `r` to one body's solver state:
@@ -28,21 +24,22 @@ import { world_inverse_inertia_apply_raw } from "../inertia/world_inverse_inerti
28
24
  * iteration — and it was previously written out twice, identically, in the contact solver and the
29
25
  * constraint solver.
30
26
  *
27
+ * The lever and the impulse are read from arrays, not passed as numbers: the routine is too big for V8
28
+ * to inline at every call site of a solver loop, and a call that is not inlined boxes each number it is
29
+ * passed into a new heap object. Arrays and offsets cross the call as they are.
30
+ *
31
31
  * `scratch` is supplied by the caller rather than closed over: the two copies disagreed on this, and an
32
32
  * explicit buffer keeps the routine free of shared mutable state between call sites.
33
33
  *
34
- * A zero inverse mass means a static/kinematic body, which absorbs impulses without responding — so this
35
- * returns immediately rather than writing zeros.
34
+ * The inverse mass is the body's, from its span. A zero inverse mass means a static/kinematic body, which
35
+ * absorbs impulses without responding — so this returns immediately rather than writing zeros.
36
36
  *
37
37
  * @param {Float64Array} ss solver body state array
38
38
  * @param {number} base offset of this body's span within `ss`
39
- * @param {number} invM inverse mass
40
- * @param {number} rx lever arm x, from centre of mass to the application point
41
- * @param {number} ry
42
- * @param {number} rz
43
- * @param {number} Px impulse x
44
- * @param {number} Py
45
- * @param {number} Pz
39
+ * @param {Float64Array} lever holds the lever arm, from centre of mass to the application point
40
+ * @param {number} lever_offset where in `lever` its x is, y and z following
41
+ * @param {Float64Array} impulse holds the impulse `P`
42
+ * @param {number} impulse_offset where in `impulse` its x is, y and z following
46
43
  * @param {number} sign +1 for body A, -1 for body B
47
44
  * @param {Float64Array} scratch at least 3 elements, overwritten
48
45
  *
@@ -50,34 +47,78 @@ import { world_inverse_inertia_apply_raw } from "../inertia/world_inverse_inerti
50
47
  * @copyright Company Named Limited (c) 2026
51
48
  */
52
49
  export function apply_impulse_to_body(
53
- ss, base, invM,
54
- rx, ry, rz,
55
- Px, Py, Pz,
50
+ ss, base,
51
+ lever, lever_offset,
52
+ impulse, impulse_offset,
53
+ sign,
54
+ scratch
55
+ ) {
56
+ apply_impulse_to_body_oriented(
57
+ ss, base,
58
+ ss, base + SBS_QX,
59
+ lever, lever_offset,
60
+ impulse, impulse_offset,
61
+ sign,
62
+ scratch
63
+ );
64
+ }
65
+
66
+ /**
67
+ * {@link apply_impulse_to_body} with the world inverse inertia evaluated at a given orientation rather
68
+ * than the one in the body's span, which the substep loop advances.
69
+ *
70
+ * For a constraint row whose effective mass was computed once, at one orientation, and is applied
71
+ * across substeps while the body turns: the impulse must go through the inertia that mass was
72
+ * computed from, or the row's Gauss-Seidel update over-corrects by the ratio of the two.
73
+ *
74
+ * @param {Float64Array} ss solver body state array
75
+ * @param {number} base offset of this body's span within `ss`
76
+ * @param {Float64Array} rotation holds the orientation the world inverse inertia is evaluated at, a unit
77
+ * quaternion `[x, y, z, w]`
78
+ * @param {number} rotation_offset where in `rotation` its x is
79
+ * @param {Float64Array} lever holds the lever arm, from centre of mass to the application point
80
+ * @param {number} lever_offset where in `lever` its x is, y and z following
81
+ * @param {Float64Array} impulse holds the impulse `P`
82
+ * @param {number} impulse_offset where in `impulse` its x is, y and z following
83
+ * @param {number} sign +1 for body A, -1 for body B
84
+ * @param {Float64Array} scratch at least 3 elements, overwritten
85
+ */
86
+ export function apply_impulse_to_body_oriented(
87
+ ss, base,
88
+ rotation, rotation_offset,
89
+ lever, lever_offset,
90
+ impulse, impulse_offset,
56
91
  sign,
57
92
  scratch
58
93
  ) {
94
+ const invM = ss[base + SBS_INV_MASS];
59
95
 
60
96
  if (invM === 0) {
61
97
  return;
62
98
  }
63
99
 
64
- const sPx = sign * Px;
65
- const sPy = sign * Py;
66
- const sPz = sign * Pz;
100
+ const sPx = sign * impulse[impulse_offset];
101
+ const sPy = sign * impulse[impulse_offset + 1];
102
+ const sPz = sign * impulse[impulse_offset + 2];
67
103
 
68
104
  ss[base + SBS_LV_X] += sPx * invM;
69
105
  ss[base + SBS_LV_Y] += sPy * invM;
70
106
  ss[base + SBS_LV_Z] += sPz * invM;
71
107
 
72
- const tx = ry * sPz - rz * sPy;
73
- const ty = rz * sPx - rx * sPz;
74
- const tz = rx * sPy - ry * sPx;
108
+ const rx = lever[lever_offset];
109
+ const ry = lever[lever_offset + 1];
110
+ const rz = lever[lever_offset + 2];
111
+
112
+ // the torque r x P, transformed in place by the world inverse inertia
113
+ scratch[0] = ry * sPz - rz * sPy;
114
+ scratch[1] = rz * sPx - rx * sPz;
115
+ scratch[2] = rx * sPy - ry * sPx;
75
116
 
76
- world_inverse_inertia_apply_raw(
117
+ world_inverse_inertia_apply_array(
77
118
  scratch, 0,
78
- ss[base + SBS_INV_I_X], ss[base + SBS_INV_I_Y], ss[base + SBS_INV_I_Z],
79
- ss[base + SBS_QX], ss[base + SBS_QY], ss[base + SBS_QZ], ss[base + SBS_QW],
80
- tx, ty, tz
119
+ ss, base + SBS_INV_I_X,
120
+ rotation, rotation_offset,
121
+ scratch, 0
81
122
  );
82
123
 
83
124
  ss[base + SBS_AV_X] += scratch[0];
@@ -15,8 +15,8 @@
15
15
  export function prepare_contacts(manifolds: ManifoldStore, system: PhysicsSystem, dt_sub: number): number;
16
16
  /**
17
17
  * Stage 1b (per substep) — warm-start: replay the cached accumulated
18
- * impulses `(j_n, j_t1, j_t2)` onto persistent velocity using the current
19
- * (refreshed) lever arms and tangents. Run once per substep, after
18
+ * impulses `(j_n, j_t1, j_t2)` onto persistent velocity through the row's
19
+ * lever arms, tangents and prepared orientations. Run once per substep, after
20
20
  * {@link refresh_contacts} and before {@link solve_velocity}.
21
21
  *
22
22
  * Per-substep warm-start is the crux of stable TGS: the stored impulse is a
@@ -41,11 +41,23 @@ export function warm_start_contacts(manifolds: ManifoldStore, system: PhysicsSys
41
41
  * `Δseparation = (cpA − wA − (cpB − wB)) · n` is the change since prepare.
42
42
  * Anchoring on the trusted prepare-time depth makes the sign convention
43
43
  * irrelevant — only the analytic delta uses the anchors;
44
- * - rebuild the impulse levers `rA`/`rB` from the moved midpoint;
45
44
  * - recompute the position-correction bias from `depth_now`.
46
45
  *
47
46
  * The contact normal and tangents are held fixed for the outer step (valid
48
- * for the small per-step rotation), so they are not recomputed here.
47
+ * for the small per-step rotation), so they are not recomputed here. Nor are
48
+ * the impulse levers `rA` / `rB`: the row's effective mass was built from the
49
+ * prepared ones, and the levers must stay inside the bodies — the midpoint of
50
+ * the moved witnesses travels at half the slip speed, so a box sliding out
51
+ * from under another at 150 m/s carried it a metre past both within the step.
52
+ *
53
+ * Except a side with zero inverse mass (static, kinematic, asleep): its lever
54
+ * enters no mass, so it is moved to where the other side's contact point now
55
+ * is (that side's fixed lever from its current centre). Held at the prepared
56
+ * point, a kinematic turntable's surface velocity was read along the tangent
57
+ * of where the rider had been at the start of the step, for the whole step:
58
+ * a box gripped at 3 m on a table at 1 rad/s crept outward 0.33 m in 10 s,
59
+ * whatever the substep count. Two movable bodies keep both levers fixed, as
60
+ * Box3D does for every pair; a box on a free spinning disc creeps as that did.
49
61
  *
50
62
  * @param {ManifoldStore} manifolds
51
63
  * @param {Transform64[]} transforms
@@ -57,8 +69,8 @@ export function refresh_contacts(manifolds: ManifoldStore, transforms: Transform
57
69
  * For each concave-involved slot, re-runs the narrowphase geometry at the
58
70
  * current substep pose ({@link redetect_pair_geometry}, which rewrites the
59
71
  * manifold's witness / normal / depth in place), then re-derives the solver
60
- * scratch (lever arms, tangent basis, effective masses, position bias) for
61
- * that slot's contacts from the fresh geometry. This is the whole point of
72
+ * scratch (lever arms, orientations, tangent basis, effective masses, position
73
+ * bias) for that slot's contacts from the fresh geometry. This is the whole point of
62
74
  * the concave path: a body rocking on a mesh changes which triangle (and
63
75
  * normal) it rests on within a single outer step, and freezing that — as the
64
76
  * convex analytic refresh does — pumps energy in. Re-detecting gives a
@@ -72,7 +84,7 @@ export function refresh_contacts(manifolds: ManifoldStore, transforms: Transform
72
84
  * with prepare.
73
85
  *
74
86
  * Must run before {@link refresh_contacts} / {@link warm_start_contacts} each
75
- * substep. `rest_bias` (captured at prepare) and the `scratch_max_jn`
87
+ * substep. `rest_bias` (captured at prepare) and the `scratch_total_jn`
76
88
  * restitution gate are preserved.
77
89
  *
78
90
  * @param {ManifoldStore} manifolds
@@ -83,7 +95,7 @@ export function redetect_concave_contacts(manifolds: ManifoldStore, system: Phys
83
95
  /**
84
96
  * Stage 3 (per substep) — velocity iterations enforcing pure
85
97
  * non-penetration (`vn → 0`) plus Coulomb-disk friction. No bias: depth
86
- * correction is the position pass, restitution is the one-shot pass.
98
+ * correction is the position pass, restitution is {@link apply_restitution}'s.
87
99
  *
88
100
  * @param {ManifoldStore} manifolds
89
101
  * @param {PhysicsSystem} system
@@ -91,18 +103,36 @@ export function redetect_concave_contacts(manifolds: ManifoldStore, system: Phys
91
103
  */
92
104
  export function solve_velocity(manifolds: ManifoldStore, system: PhysicsSystem, iters: number, use_bias?: boolean): void;
93
105
  /**
94
- * Stage 4 (once, after the substep loop) — one-shot restitution
95
- * (Box2D-v3 `b2ApplyRestitution`, Catto 2018). Drives `vn → -e · vn_approach`
96
- * exactly once per closing contact, gated on (a) the contact having been
97
- * closing faster than the threshold at prepare, and (b) a compressive
98
- * normal impulse having formed during the velocity solve. The added impulse
99
- * accumulates into the same normal-impulse slot so it composes with
100
- * warm-start next frame.
106
+ * Stage 4 (after the substep loop) — restitution (Box3D `b3ApplyRestitution`,
107
+ * Catto). `iterations` Gauss-Seidel passes over every contact whose combined
108
+ * restitution is non-zero, each driving an ARMED contact's normal velocity
109
+ * toward `-e · vn_approach` and holding the rest of those contacts to plain
110
+ * non-penetration, so a bounce at one point does not drive another into the
111
+ * ground. A contact is armed when (a) it was closing faster than
112
+ * `system.restitutionThreshold` at prepare and (b) it pressed with a compressive
113
+ * normal impulse during the velocity solve. The impulses accumulate into the
114
+ * same normal-impulse slot so they compose with warm-start next frame.
115
+ *
116
+ * Why passes: a body striking at several points at once — a cube landing flat
117
+ * — is a coupled problem, and one sweep leaves it unconverged. The row solved
118
+ * first takes more than its share of the bounce, through the body's rotation
119
+ * as well as its translation, and the body leaves the ground spinning: a cube
120
+ * dropped flat on frictionless ground at e = 0.8 left at 5.2 rad/s, rebounding
121
+ * at 0.77 of its impact speed.
122
+ *
123
+ * Why the cap: a pass that has not converged overshoots — the row solved first
124
+ * sends its contact apart faster than `e` times its approach, and the body
125
+ * leaves with more energy than it struck with. So each contact may return at
126
+ * most `e` times the impulse it pressed with (Poisson's kinetic restitution),
127
+ * measured by {@link scratch_total_jn} as the impulse it delivered. Ported
128
+ * from Box3D's contact_solver.c (MIT, Erin Catto), which counts that impulse
129
+ * twice per substep; see there for why this counts it once.
101
130
  *
102
131
  * @param {ManifoldStore} manifolds
103
132
  * @param {PhysicsSystem} system
133
+ * @param {number} iterations passes over the contacts; 0 applies no restitution
104
134
  */
105
- export function apply_restitution(manifolds: ManifoldStore, system: PhysicsSystem): void;
135
+ export function apply_restitution(manifolds: ManifoldStore, system: PhysicsSystem, iterations: number): void;
106
136
  /**
107
137
  * Stage 5 (per substep) — split-impulse position correction. Normal-only
108
138
  * (friction in the pseudo-velocity pass is ill-defined). Reads the per-body
@@ -137,8 +167,12 @@ export function solve_position(manifolds: ManifoldStore, system: PhysicsSystem,
137
167
  * pseudo-velocity, restitution writes real velocity — so the order is
138
168
  * consistency, not behaviour.)
139
169
  *
140
- * The position pass writes `system.__pseudo_velocity`; the caller must zero
141
- * that buffer before this call and fold it into the pose afterwards.
170
+ * With hard contacts the position pass writes `system.__pseudo_velocity`, a
171
+ * correction for the caller to fold into the pose or drop. It accumulates onto
172
+ * the buffer, which must hold zeros where the pass writes: it does after a
173
+ * soft-contact `fixedUpdate`, or after `system.__reset_pseudo_velocity()`.
174
+ * The driver marks the buffer written, so the system's next step zeroes it
175
+ * before it integrates rather than applying the correction again.
142
176
  *
143
177
  * @param {ManifoldStore} manifolds
144
178
  * @param {PhysicsSystem} system
@@ -147,6 +181,19 @@ export function solve_position(manifolds: ManifoldStore, system: PhysicsSystem,
147
181
  * @param {number} [pos_iters]
148
182
  */
149
183
  export function solve_contacts(manifolds: ManifoldStore, system: PhysicsSystem, dt: number, iters?: number, pos_iters?: number): void;
184
+ /**
185
+ * Penetration allowed without applying position correction. Eliminates
186
+ * micro-jitter at near-zero overlap.
187
+ * @type {number}
188
+ */
189
+ export const PENETRATION_SLOP: number;
190
+ /**
191
+ * Default approach speed, m/s, below which restitution is suppressed (no
192
+ * micro-bounce buzz on resting stacks) — the default of
193
+ * `PhysicsSystem.restitutionThreshold`, which is what the solver reads.
194
+ * @type {number}
195
+ */
196
+ export const RESTITUTION_VELOCITY_THRESHOLD: number;
150
197
  /** Whether this step's contacts are SOFT (system.contactHertz > 0) —
151
198
  * set by prepare_contacts; read by the per-substep geometry passes
152
199
  * (separation bookkeeping) and by the system loop (position pass vs
@@ -1 +1 @@
1
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+ {"version":3,"file":"solve_contacts.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/solver/solve_contacts.js"],"names":[],"mappings":"AAoqBA;;;;;;;;;;;;;GAaG;AACH,0FAHW,MAAM,GACJ,MAAM,CA4OlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,2FAqCC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,uEAFW,aAAa,QAuGvB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,iGAwGC;AAED;;;;;;;;GAQG;AACH,uFAFW,MAAM,4BA6JhB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,+FAFW,MAAM,QAmFhB;AAED;;;;;;;;;;;;;;GAcG;AACH,2FAFW,MAAM,QA0EhB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,oFAJW,MAAM,UACN,MAAM,cACN,MAAM,QAmDhB;AAliDD;;;;GAIG;AACH,+BAFU,MAAM,CAEsB;AA6BtC;;;;;GAKG;AACH,6CAFU,MAAM,CAEkC;AAkClD;;;mBAGmB;AACnB,oCAAmC;AA5FnC;;;;;GAKG;AACH,0CAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,0CAFU,MAAM,CAEsB"}