@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
@@ -14,13 +14,160 @@ import { AbstractShape3D } from "./AbstractShape3D.js";
14
14
 
15
15
  /**
16
16
  * Below this, a ray's footprint-plane velocity component counts as zero in
17
- * {@link HeightMapShape3D#raycast}'s slab clip — the reciprocal a smaller value
18
- * would produce is not a usable slab distance. Matches the concave narrowphase's
19
- * `refine_ray_concave`, so the two agree on rays that graze the footprint edge.
17
+ * {@link HeightMapShape3D#raycast}'s slab clip, and the ray is held to its
18
+ * origin's slab on that axis — the reciprocal a smaller value would produce is
19
+ * not a usable slab distance. This method's own rule, not the physics ray
20
+ * query's: `refine_ray_concave` holds only an axis the ray does not move along at
21
+ * all and divides by any other component, however small. So the two can differ
22
+ * on a ray that drifts across the footprint's edge at under this rate: one
23
+ * starting 1e-14 outside it and drifting in at 1e-12 misses here and hits there.
20
24
  * @type {number}
21
25
  */
22
26
  const RAY_SLAB_EPSILON = 1e-12;
23
27
 
28
+ /**
29
+ * How far outside the range of the samples it is drawn through the Catmull-Rom surface can stand, as a
30
+ * fraction of that range. Along one axis the cubic's two negative weights sum to −t(1 − t)/2, at most
31
+ * 1/8 in size (t = 1/2), so its positive ones to at most 9/8; the 2-D filter is the product of two such
32
+ * weight sets, whose positive products sum to at most (9/8)² + (1/8)² = 41/32 — and a value is at most
33
+ * `max + (41/32 − 1)·(max − min)`, at least `min − 9/32·(max − min)`. Sampler2D's nine-tap form of the
34
+ * filter, clamped at the edges, takes the same weights over values of the same samples.
35
+ *
36
+ * A ridge two samples wide rises an eighth of its height above them, and a checkerboard 0.159 of it
37
+ * (where the edge clamps it); a ring — each 4 × 4 block's corners and middle 2 × 2 high, the rest of
38
+ * its rim low — reaches the bound at the block's centre.
39
+ * @type {number}
40
+ */
41
+ const CATMULL_ROM_OVERSHOOT = 9 / 32;
42
+
43
+ /**
44
+ * Lowest and highest the surface can stand, as the range functions below leave them: [lo, hi], lo > hi
45
+ * when there is no finite sample.
46
+ * @type {Float64Array}
47
+ */
48
+ const height_range = new Float64Array(2);
49
+
50
+ /**
51
+ * The 4-wide row maxima and minima of the last four sample rows, for {@link height_range_by_window}.
52
+ * Grown with the widest sampler seen.
53
+ * @type {Float64Array}
54
+ */
55
+ let window_row_hi = new Float64Array(4 * 64);
56
+ let window_row_lo = new Float64Array(4 * 64);
57
+
58
+ /**
59
+ * {@link height_range} over `count` samples taken together: their finite range, widened by
60
+ * {@link CATMULL_ROM_OVERSHOOT} of it. For a sampler narrower than the filter's 4 × 4 window, whose
61
+ * every value may draw on every sample.
62
+ *
63
+ * @param {ArrayLike<number>} data
64
+ * @param {number} count
65
+ * @param {number} item_size
66
+ */
67
+ function height_range_whole(data, count, item_size) {
68
+ let lo = Infinity;
69
+ let hi = -Infinity;
70
+
71
+ const end = count * item_size;
72
+
73
+ for (let i = 0; i < end; i += item_size) {
74
+ const v = data[i];
75
+
76
+ // finite samples only: an infinite one made an infinite range, and 0 × Infinity on the axes
77
+ // the orientation does not touch made the box NaN, which no body overlaps
78
+ if (v - v !== 0) continue;
79
+
80
+ if (v < lo) lo = v;
81
+ if (v > hi) hi = v;
82
+ }
83
+
84
+ const overshoot = hi >= lo ? (hi - lo) * CATMULL_ROM_OVERSHOOT : 0;
85
+
86
+ height_range[0] = lo - overshoot;
87
+ height_range[1] = hi + overshoot;
88
+ }
89
+
90
+ /**
91
+ * {@link height_range} window by window: every value of the surface is a combination of one 4 × 4 window
92
+ * of samples (edge-clamped windows repeat samples of a window inside), so it stands within
93
+ * {@link CATMULL_ROM_OVERSHOOT} of that window's own range outside it. The surface's range is the widest
94
+ * of those over every window — on a smooth terrain barely past its samples, where the whole samples'
95
+ * range would have put a band 28 % of the terrain's height above and below it. Finite samples only.
96
+ *
97
+ * One pass: each row's 4-wide maxima and minima, kept for the last four rows, then combined down the
98
+ * columns.
99
+ *
100
+ * @param {ArrayLike<number>} data
101
+ * @param {number} width at least 4
102
+ * @param {number} height at least 4
103
+ * @param {number} item_size
104
+ */
105
+ function height_range_by_window(data, width, height, item_size) {
106
+ const windows = width - 3;
107
+
108
+ if (window_row_hi.length < 4 * windows) {
109
+ window_row_hi = new Float64Array(4 * windows);
110
+ window_row_lo = new Float64Array(4 * windows);
111
+ }
112
+
113
+ const row_hi = window_row_hi;
114
+ const row_lo = window_row_lo;
115
+
116
+ let lo = Infinity;
117
+ let hi = -Infinity;
118
+
119
+ for (let j = 0; j < height; j++) {
120
+ const ring = (j & 3) * windows;
121
+ const row = j * width;
122
+
123
+ for (let i = 0; i < windows; i++) {
124
+ let w_lo = Infinity;
125
+ let w_hi = -Infinity;
126
+
127
+ for (let q = 0; q < 4; q++) {
128
+ const v = data[(row + i + q) * item_size];
129
+
130
+ if (v - v !== 0) continue;
131
+
132
+ if (v < w_lo) w_lo = v;
133
+ if (v > w_hi) w_hi = v;
134
+ }
135
+
136
+ row_lo[ring + i] = w_lo;
137
+ row_hi[ring + i] = w_hi;
138
+ }
139
+
140
+ if (j < 3) {
141
+ continue;
142
+ }
143
+
144
+ for (let i = 0; i < windows; i++) {
145
+ let w_lo = row_lo[i];
146
+ let w_hi = row_hi[i];
147
+
148
+ for (let r = 1; r < 4; r++) {
149
+ const k = r * windows + i;
150
+
151
+ if (row_lo[k] < w_lo) w_lo = row_lo[k];
152
+ if (row_hi[k] > w_hi) w_hi = row_hi[k];
153
+ }
154
+
155
+ if (w_lo > w_hi) {
156
+ // no finite sample in this window
157
+ continue;
158
+ }
159
+
160
+ const overshoot = (w_hi - w_lo) * CATMULL_ROM_OVERSHOOT;
161
+
162
+ if (w_lo - overshoot < lo) lo = w_lo - overshoot;
163
+ if (w_hi + overshoot > hi) hi = w_hi + overshoot;
164
+ }
165
+ }
166
+
167
+ height_range[0] = lo;
168
+ height_range[1] = hi;
169
+ }
170
+
24
171
  /**
25
172
  * Heightmap shape, intended primarily for terrain.
26
173
  *
@@ -48,8 +195,16 @@ const RAY_SLAB_EPSILON = 1e-12;
48
195
  * `sampler.sampleChannelCatmullRomUV(u01, v01, 0)`.
49
196
  * - The solid volume occupies `h ∈ [0, sampledHeight(u01, v01)]` along the
50
197
  * orientation axis, with `0` being the floor at body-local origin.
51
- * - `size.y` is the maximum height value of the heightfield (used for the
52
- * bounding box). Sampler values are NOT clamped to it.
198
+ * - `size.y` is the maximum height value of the heightfield. Sampler values
199
+ * are NOT clamped to it; the bounding box takes in whatever the samples, and
200
+ * the cubic between them, reach beyond [0, size.y] (see
201
+ * {@link compute_bounding_box}).
202
+ * - Editing the samples of a collider already attached to a physics body: the
203
+ * box follows the sampler's version, but a static body's broadphase leaf is
204
+ * set when the collider is attached and never refit. An edit that raises the
205
+ * surface past the box it was attached with stays out of sight until the
206
+ * collider is detached and attached again — a ball dropped onto a field raised
207
+ * from 1 m to 3 m fell through it; re-attached, the field held it.
53
208
  *
54
209
  * NON-CONVEX. {@link support} throws — GJK/EPA cannot be run against a
55
210
  * heightmap directly. The physics narrowphase must dispatch a dedicated
@@ -118,6 +273,28 @@ export class HeightMapShape3D extends AbstractShape3D {
118
273
  _basis_orientation_y = NaN;
119
274
  _basis_orientation_z = NaN;
120
275
 
276
+ /**
277
+ * Lowest and highest the surface can stand, along {@link orientation}: each 4 × 4 window of the
278
+ * sampler's finite channel-0 values widened by the Catmull-Rom overshoot ({@link CATMULL_ROM_OVERSHOOT})
279
+ * of its own range, the widest of those ({@link height_range_by_window}). Updated
280
+ * lazily by {@link _ensure_height_range}, keyed on the sampler, its data array, its version and its
281
+ * dimensions — so a write straight into `sampler.data` must bump `sampler.version`, as every other
282
+ * reader of a sampler's version expects. That moves this box; it does not move a static body's
283
+ * broadphase leaf, which only re-attaching the collider does (see the class notes).
284
+ * @private
285
+ * @type {number}
286
+ */
287
+ _height_lo = 0;
288
+ _height_hi = 0;
289
+
290
+ // what the height range was taken from
291
+ _height_range_sampler = null;
292
+ _height_range_data = null;
293
+ _height_range_version = -1;
294
+ _height_range_width = -1;
295
+ _height_range_height = -1;
296
+ _height_range_item_size = -1;
297
+
121
298
  /**
122
299
  * Convenience constructor.
123
300
  * @param {Sampler2D} sampler
@@ -244,8 +421,18 @@ export class HeightMapShape3D extends AbstractShape3D {
244
421
  return this.sample_height_at_uv(u01, v01);
245
422
  }
246
423
 
424
+ /**
425
+ * The box holds the solid from its floor (h = 0) to `size.y`, and the surface wherever it stands
426
+ * outside that: the Catmull-Rom cubic overshoots the samples it is drawn through, so a ridge whose
427
+ * every sample is within `size.y` still rises above it (an eighth of its height for a ridge two
428
+ * samples wide). A box short of the surface hid it from the broadphase and from the compound
429
+ * narrowphase's box test: a ball on such a ridge sank and bobbed.
430
+ *
431
+ * @param {number[]|Float64Array} result
432
+ */
247
433
  compute_bounding_box(result) {
248
434
  this._ensure_basis();
435
+ this._ensure_height_range();
249
436
 
250
437
  const b = this._basis;
251
438
 
@@ -256,11 +443,14 @@ export class HeightMapShape3D extends AbstractShape3D {
256
443
  const half_u = sx * 0.5;
257
444
  const half_v = sz * 0.5;
258
445
 
446
+ const h_lo = this._height_lo < 0 ? this._height_lo : 0;
447
+ const h_hi = this._height_hi > sy ? this._height_hi : sy;
448
+
259
449
  // For each body axis k (0=x, 1=y, 2=z):
260
450
  // body[k] = b[0+k]*u + b[3+k]*v + b[6+k]*h
261
451
  //
262
452
  // The (u,v) footprint contribution is symmetric (u ∈ [-half_u, +half_u], v ∈ [-half_v, +half_v])
263
- // The height contribution is asymmetric (h ∈ [0, sy])
453
+ // The height contribution is asymmetric (h ∈ [h_lo, h_hi])
264
454
  for (let k = 0; k < 3; k++) {
265
455
  const cu = b[k];
266
456
  const cv = b[3 + k];
@@ -268,13 +458,69 @@ export class HeightMapShape3D extends AbstractShape3D {
268
458
 
269
459
  const uv_extent = Math.abs(cu) * half_u + Math.abs(cv) * half_v;
270
460
 
271
- const h_extent = ch * sy;
461
+ const h_extent_lo = ch * h_lo;
462
+ const h_extent_hi = ch * h_hi;
272
463
 
273
- result[k] = -uv_extent + Math.min(h_extent, 0);
274
- result[k + 3] = uv_extent + Math.max(h_extent, 0);
464
+ result[k] = -uv_extent + Math.min(h_extent_lo, h_extent_hi);
465
+ result[k + 3] = uv_extent + Math.max(h_extent_lo, h_extent_hi);
275
466
  }
276
467
  }
277
468
 
469
+ /**
470
+ * Bring {@link _height_lo} / {@link _height_hi} up to date with the sampler: one pass over its
471
+ * channel-0 values when the sampler, its data array, its version or its dimensions changed since the
472
+ * last (3 ms for 513 × 513 samples, 12-16 ms for 1025 × 1025).
473
+ * @private
474
+ */
475
+ _ensure_height_range() {
476
+ const sampler = this.sampler;
477
+
478
+ if (sampler === null) {
479
+ this._height_lo = 0;
480
+ this._height_hi = 0;
481
+ this._height_range_sampler = null;
482
+ return;
483
+ }
484
+
485
+ const data = sampler.data;
486
+ const width = sampler.width;
487
+ const height = sampler.height;
488
+ const item_size = sampler.itemSize;
489
+
490
+ if (
491
+ sampler === this._height_range_sampler
492
+ && data === this._height_range_data
493
+ && sampler.version === this._height_range_version
494
+ && width === this._height_range_width
495
+ && height === this._height_range_height
496
+ && item_size === this._height_range_item_size
497
+ ) {
498
+ return;
499
+ }
500
+
501
+ if (width < 4 || height < 4) {
502
+ height_range_whole(data, width * height, item_size);
503
+ } else {
504
+ height_range_by_window(data, width, height, item_size);
505
+ }
506
+
507
+ if (height_range[0] > height_range[1]) {
508
+ // no finite samples: no surface beyond the solid's own range
509
+ this._height_lo = 0;
510
+ this._height_hi = 0;
511
+ } else {
512
+ this._height_lo = height_range[0];
513
+ this._height_hi = height_range[1];
514
+ }
515
+
516
+ this._height_range_sampler = sampler;
517
+ this._height_range_data = data;
518
+ this._height_range_version = sampler.version;
519
+ this._height_range_width = width;
520
+ this._height_range_height = height;
521
+ this._height_range_item_size = item_size;
522
+ }
523
+
278
524
  contains_point(point) {
279
525
  const px = point[0];
280
526
  const py = point[1];
@@ -378,7 +624,7 @@ export class HeightMapShape3D extends AbstractShape3D {
378
624
  * This throws rather than returning a degenerate result so the call
379
625
  * site is forced to handle heightmaps explicitly.
380
626
  */
381
- support(result, result_offset, direction_x, direction_y, direction_z) {
627
+ support(result, result_offset, direction, direction_offset) {
382
628
  throw new Error("HeightMapShape3D.support: heightmaps are non-convex; the narrowphase must dispatch grid-traversal instead.");
383
629
  }
384
630
 
@@ -423,10 +669,10 @@ export class HeightMapShape3D extends AbstractShape3D {
423
669
  * Measure-zero, and called out because it is the only place the two answers
424
670
  * part company.
425
671
  *
426
- * `size.y` does NOT bound the query. Sampler values are not clamped to it (see
427
- * the class docstring), so clipping the ray to the height range that
428
- * {@link compute_bounding_box} reports could reject real surface standing above
429
- * it; only the footprint is clipped against.
672
+ * `size.y` does NOT bound the query: sampler values are not clamped to it, and
673
+ * the cubic overshoots them. Only the footprint is clipped against — the
674
+ * height range {@link compute_bounding_box} reports follows the samples only as
675
+ * far as the sampler's version does.
430
676
  *
431
677
  * ## Cost
432
678
  *
@@ -24,6 +24,12 @@
24
24
  * MeshShape3D()` directly — the factory compacts the tet mesh, builds
25
25
  * the BVH, and caches the bbox / volume / surface area.
26
26
  *
27
+ * A third structure, a BVH over the surface triangles, is built lazily the
28
+ * first time a body or a ray comes near the mesh (contacts and raycasts walk
29
+ * it instead of every triangle). It costs 80 bytes per triangle and 25–40 ms
30
+ * per 100k triangles to build, in the step that first needs it; call
31
+ * {@link get_surface_bvh} at load time to pay that up front.
32
+ *
27
33
  * Narrowphase routing:
28
34
  * - GJK + EPA for the general case, using {@link support}.
29
35
  * - The support function currently returns the deepest tet-mesh
@@ -101,14 +107,63 @@ export class MeshShape3D extends AbstractShape3D {
101
107
  */
102
108
  private __surface_area;
103
109
  /**
104
- * Lazily-built surface-triangle BVH for {@link raycast} (distinct from {@link tet_bvh}, which
105
- * keys the interior tets). Built on the first ray query from `positions` / `indices`; null until
106
- * then. Mutating the surface invalidates it (set back to null to rebuild).
110
+ * Lazily-built surface-triangle BVH, see {@link get_surface_bvh} (distinct from
111
+ * {@link tet_bvh}, which keys the interior tets). Null until first asked for; mutating the
112
+ * surface invalidates it ({@link recompute_cached} sets it back to null).
107
113
  * @private
108
114
  * @type {BVH|null}
109
115
  */
110
116
  private __raycast_blas;
117
+ /**
118
+ * Lazily-computed per-triangle edge and corner classes, see {@link get_triangle_edge_flags}.
119
+ * Null until first asked for; {@link recompute_cached} sets it back to null.
120
+ * @private
121
+ * @type {Uint16Array|null}
122
+ */
123
+ private __triangle_edge_flags;
111
124
  compute_bounding_box(result: any): void;
125
+ /**
126
+ * BVH over the surface triangles: one leaf per triangle, whose user data is the triangle's
127
+ * index into {@link indices} (triangle `t` is `indices[3t .. 3t + 2]`) and whose box is the
128
+ * triangle's tight bounds. Node boxes are float32, so they are exact for float32
129
+ * {@link positions} and may round inward by up to half a float32 ULP for float64 ones;
130
+ * the walks over it widen their queries to match. Float64 positions past float32's range
131
+ * (±3.4e38) overflow their boxes to ±Infinity; the narrowphase's triangle enumeration and
132
+ * the physics raycast's walk reach to infinity for them.
133
+ *
134
+ * Shared by {@link raycast}, the physics narrowphase's triangle enumeration and the physics
135
+ * raycast, so every mesh a body or a ray comes near builds one. {@link recompute_cached}
136
+ * drops it, so it is rebuilt against a mutated surface.
137
+ *
138
+ * ## Cost
139
+ *
140
+ * - Memory: 80 bytes per triangle (two 40-byte nodes per triangle), kept for the shape's
141
+ * life — 16 MB for a 200k-triangle floor, over four times its own 3.6 MB of positions and
142
+ * indices.
143
+ * - Time: built lazily, by the first caller — a Morton build of 25–40 ms per 100k triangles
144
+ * (measured 30–57 ms for 100k and 45–65 ms for 200k; a first step of 105 ms against a
145
+ * 23 ms one on a busy machine), paid inside whatever physics step first brings a body or a
146
+ * ray to the mesh. Call this once while loading the mesh to move that hitch out of the
147
+ * simulation.
148
+ *
149
+ * @returns {BVH}
150
+ */
151
+ get_surface_bvh(): BVH;
152
+ /**
153
+ * How each surface triangle meets its neighbours: one {@link TriangleEdgeFlags} word per triangle
154
+ * of {@link indices}, marking which of its edges are FLAT (the neighbour lies in its plane — an
155
+ * edge of the triangulation, not of the surface) and which CONCAVE, the rest being real convex
156
+ * edges, the rim included; and which of its corners are FLAT, met by no real edge. Neighbours
157
+ * are matched by vertex position, so a buffer that splits vertices for normals or UVs still has
158
+ * them. See {@link mesh_compute_triangle_edge_flags}.
159
+ *
160
+ * Cooked by {@link shape3_mesh_from_geometry}; otherwise computed on first use. Linear in the
161
+ * triangles, and cached on the shape; {@link recompute_cached} drops it, so it is recomputed for a
162
+ * mutated surface.
163
+ *
164
+ * @returns {Uint16Array}
165
+ */
166
+ get_triangle_edge_flags(): Uint16Array;
112
167
  /**
113
168
  * Nearest surface hit of `ray` (local frame) within `ray[6]` (tMax), writing
114
169
  * `[px,py,pz, nx,ny,nz]` into `hit`. Two intentional divergences from the
@@ -161,11 +216,10 @@ export class MeshShape3D extends AbstractShape3D {
161
216
  *
162
217
  * @param {number[]|Float32Array} result
163
218
  * @param {number} result_offset
164
- * @param {number} direction_x
165
- * @param {number} direction_y
166
- * @param {number} direction_z
219
+ * @param {number[]|Float32Array|Float64Array} direction unit direction, at `direction_offset`
220
+ * @param {number} direction_offset
167
221
  */
168
- support(result: number[] | Float32Array, result_offset: number, direction_x: number, direction_y: number, direction_z: number): void;
222
+ support(result: number[] | Float32Array, result_offset: number, direction: number[] | Float32Array | Float64Array, direction_offset: number): void;
169
223
  /**
170
224
  * Inside test via the tet mesh. Queries the tet BVH for the leaves
171
225
  * whose AABB contains the point, then runs an `orient3d`-based
@@ -1 +1 @@
1
- {"version":3,"file":"MeshShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/MeshShape3D.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwCG;AACH;IAEI;;;;;OAKG;IACH,WAFU,YAAY,CAEU;IAEhC;;;;OAIG;IACH,SAFU,WAAW,CAEQ;IAE7B;;;;;;;OAOG;IACH,UAFU,eAAe,CAEQ;IAEjC;;;;;;;;OAQG;IACH,eAFU,YAAY,CAEc;IAEpC;;;;;;OAMG;IACH,SAFU,GAAG,CAEO;IAEpB;;;;;OAKG;IACH,eAA8C;IAE9C;;;;;OAKG;IACH,iBAAa;IAEb;;;;OAIG;IACH,uBAAmB;IAEnB;;;;;;OAMG;IACH,uBAAsB;IAUtB,wCAIC;IAED;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IACH,aAJW,YAAY,cAEV,OAAO,CA+DnB;IAED;;;;;;;OAOG;IACH,yBAiDC;IAED;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,gBANW,MAAM,EAAE,GAAC,YAAY,iBACrB,MAAM,eACN,MAAM,eACN,MAAM,eACN,MAAM,QA0BhB;IAED;;;;;;;;;;;;;;;;OAgBG;IACH,sBAHW,MAAM,EAAE,GAAC,YAAY,GACnB,OAAO,CAyCnB;IAED;;;;;;;;;OASG;IACH,iCAHW,MAAM,EAAE,GAAC,YAAY,aACrB,MAAM,EAAE,GAAC,YAAY,QAmC/B;IAED;;;;;;;;OAQG;IACH,gCAHW,MAAM,EAAE,GAAC,YAAY,GACnB,MAAM,CA8BlB;IAGD;;;;;;OAMG;IACH,0CAJW,MAAM,EAAE,GAAC,YAAY,SACrB,MAAM,EAAE,GAAC,YAAY,GACnB,MAAM,CAIlB;IAED;;;;;;OAMG;IACH,cAHW,WAAW,GACT,OAAO,CAanB;IAkBL;;;;OAIG;IACH,wBAFU,OAAO,CAEkB;CAPlC;gCA3gB+B,sBAAsB;gCADtB,kCAAkC;oBAN9C,2BAA2B"}
1
+ {"version":3,"file":"MeshShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/MeshShape3D.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8CG;AACH;IAEI;;;;;OAKG;IACH,WAFU,YAAY,CAEU;IAEhC;;;;OAIG;IACH,SAFU,WAAW,CAEQ;IAE7B;;;;;;;OAOG;IACH,UAFU,eAAe,CAEQ;IAEjC;;;;;;;;OAQG;IACH,eAFU,YAAY,CAEc;IAEpC;;;;;;OAMG;IACH,SAFU,GAAG,CAEO;IAEpB;;;;;OAKG;IACH,eAA8C;IAE9C;;;;;OAKG;IACH,iBAAa;IAEb;;;;OAIG;IACH,uBAAmB;IAEnB;;;;;;OAMG;IACH,uBAAsB;IAEtB;;;;;OAKG;IACH,8BAA6B;IAU7B,wCAIC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;OAyBG;IACH,mBAFa,GAAG,CAYf;IAED;;;;;;;;;;;;;OAaG;IACH,2BAFa,WAAW,CAWvB;IAED;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IACH,aAJW,YAAY,cAEV,OAAO,CAyDnB;IAED;;;;;;;OAOG;IACH,yBAkEC;IAED;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,gBALW,MAAM,EAAE,GAAC,YAAY,iBACrB,MAAM,aACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,oBAClC,MAAM,QA8BhB;IAED;;;;;;;;;;;;;;;;OAgBG;IACH,sBAHW,MAAM,EAAE,GAAC,YAAY,GACnB,OAAO,CAyCnB;IAED;;;;;;;;;OASG;IACH,iCAHW,MAAM,EAAE,GAAC,YAAY,aACrB,MAAM,EAAE,GAAC,YAAY,QAmC/B;IAED;;;;;;;;OAQG;IACH,gCAHW,MAAM,EAAE,GAAC,YAAY,GACnB,MAAM,CA8BlB;IAGD;;;;;;OAMG;IACH,0CAJW,MAAM,EAAE,GAAC,YAAY,SACrB,MAAM,EAAE,GAAC,YAAY,GACnB,MAAM,CAIlB;IAED;;;;;;OAMG;IACH,cAHW,WAAW,GACT,OAAO,CAanB;IAkBL;;;;OAIG;IACH,wBAFU,OAAO,CAEkB;CAPlC;gCAtmB+B,sBAAsB;gCADtB,kCAAkC;oBAN9C,2BAA2B"}
@@ -9,7 +9,7 @@ import { tetrahedral_mesh_compute_tet_volume } from "../tetrahedra/tetrahedral_m
9
9
  import { TetrahedralMesh } from "../tetrahedra/TetrahedralMesh.js";
10
10
  import { AbstractShape3D } from "./AbstractShape3D.js";
11
11
  import { compute_signed_distance_gradient_by_sampling } from "./util/compute_signed_distance_gradient_by_sampling.js";
12
- import { aabb3_from_v3_array } from "../aabb/aabb3_from_v3_array.js";
12
+ import { mesh_compute_triangle_edge_flags } from "./util/mesh_compute_triangle_edge_flags.js";
13
13
 
14
14
  // module-static scratch for the surface-raycast query [triangleIndex, u, v, t]
15
15
  const MESH_QUERY_OUT = [0, 0, 0, 0];
@@ -40,6 +40,12 @@ const MESH_QUERY_OUT = [0, 0, 0, 0];
40
40
  * MeshShape3D()` directly — the factory compacts the tet mesh, builds
41
41
  * the BVH, and caches the bbox / volume / surface area.
42
42
  *
43
+ * A third structure, a BVH over the surface triangles, is built lazily the
44
+ * first time a body or a ray comes near the mesh (contacts and raycasts walk
45
+ * it instead of every triangle). It costs 80 bytes per triangle and 25–40 ms
46
+ * per 100k triangles to build, in the step that first needs it; call
47
+ * {@link get_surface_bvh} at load time to pay that up front.
48
+ *
43
49
  * Narrowphase routing:
44
50
  * - GJK + EPA for the general case, using {@link support}.
45
51
  * - The support function currently returns the deepest tet-mesh
@@ -126,14 +132,22 @@ export class MeshShape3D extends AbstractShape3D {
126
132
  __surface_area = 0;
127
133
 
128
134
  /**
129
- * Lazily-built surface-triangle BVH for {@link raycast} (distinct from {@link tet_bvh}, which
130
- * keys the interior tets). Built on the first ray query from `positions` / `indices`; null until
131
- * then. Mutating the surface invalidates it (set back to null to rebuild).
135
+ * Lazily-built surface-triangle BVH, see {@link get_surface_bvh} (distinct from
136
+ * {@link tet_bvh}, which keys the interior tets). Null until first asked for; mutating the
137
+ * surface invalidates it ({@link recompute_cached} sets it back to null).
132
138
  * @private
133
139
  * @type {BVH|null}
134
140
  */
135
141
  __raycast_blas = null;
136
142
 
143
+ /**
144
+ * Lazily-computed per-triangle edge and corner classes, see {@link get_triangle_edge_flags}.
145
+ * Null until first asked for; {@link recompute_cached} sets it back to null.
146
+ * @private
147
+ * @type {Uint16Array|null}
148
+ */
149
+ __triangle_edge_flags = null;
150
+
137
151
  get volume() {
138
152
  return this.__volume;
139
153
  }
@@ -148,6 +162,69 @@ export class MeshShape3D extends AbstractShape3D {
148
162
  result[3] = b[3]; result[4] = b[4]; result[5] = b[5];
149
163
  }
150
164
 
165
+ /**
166
+ * BVH over the surface triangles: one leaf per triangle, whose user data is the triangle's
167
+ * index into {@link indices} (triangle `t` is `indices[3t .. 3t + 2]`) and whose box is the
168
+ * triangle's tight bounds. Node boxes are float32, so they are exact for float32
169
+ * {@link positions} and may round inward by up to half a float32 ULP for float64 ones;
170
+ * the walks over it widen their queries to match. Float64 positions past float32's range
171
+ * (±3.4e38) overflow their boxes to ±Infinity; the narrowphase's triangle enumeration and
172
+ * the physics raycast's walk reach to infinity for them.
173
+ *
174
+ * Shared by {@link raycast}, the physics narrowphase's triangle enumeration and the physics
175
+ * raycast, so every mesh a body or a ray comes near builds one. {@link recompute_cached}
176
+ * drops it, so it is rebuilt against a mutated surface.
177
+ *
178
+ * ## Cost
179
+ *
180
+ * - Memory: 80 bytes per triangle (two 40-byte nodes per triangle), kept for the shape's
181
+ * life — 16 MB for a 200k-triangle floor, over four times its own 3.6 MB of positions and
182
+ * indices.
183
+ * - Time: built lazily, by the first caller — a Morton build of 25–40 ms per 100k triangles
184
+ * (measured 30–57 ms for 100k and 45–65 ms for 200k; a first step of 105 ms against a
185
+ * 23 ms one on a busy machine), paid inside whatever physics step first brings a body or a
186
+ * ray to the mesh. Call this once while loading the mesh to move that hitch out of the
187
+ * simulation.
188
+ *
189
+ * @returns {BVH}
190
+ */
191
+ get_surface_bvh() {
192
+ let blas = this.__raycast_blas;
193
+
194
+ if (blas === null) {
195
+ blas = new BVH();
196
+ ebvh_build_for_geometry_morton(blas, this.indices, this.positions);
197
+ this.__raycast_blas = blas;
198
+ }
199
+
200
+ return blas;
201
+ }
202
+
203
+ /**
204
+ * How each surface triangle meets its neighbours: one {@link TriangleEdgeFlags} word per triangle
205
+ * of {@link indices}, marking which of its edges are FLAT (the neighbour lies in its plane — an
206
+ * edge of the triangulation, not of the surface) and which CONCAVE, the rest being real convex
207
+ * edges, the rim included; and which of its corners are FLAT, met by no real edge. Neighbours
208
+ * are matched by vertex position, so a buffer that splits vertices for normals or UVs still has
209
+ * them. See {@link mesh_compute_triangle_edge_flags}.
210
+ *
211
+ * Cooked by {@link shape3_mesh_from_geometry}; otherwise computed on first use. Linear in the
212
+ * triangles, and cached on the shape; {@link recompute_cached} drops it, so it is recomputed for a
213
+ * mutated surface.
214
+ *
215
+ * @returns {Uint16Array}
216
+ */
217
+ get_triangle_edge_flags() {
218
+ let flags = this.__triangle_edge_flags;
219
+
220
+ if (flags === null) {
221
+ flags = mesh_compute_triangle_edge_flags(this.positions, this.indices);
222
+ this.__triangle_edge_flags = flags;
223
+ }
224
+
225
+ return flags;
226
+ }
227
+
151
228
  /**
152
229
  * Nearest surface hit of `ray` (local frame) within `ray[6]` (tMax), writing
153
230
  * `[px,py,pz, nx,ny,nz]` into `hit`. Two intentional divergences from the
@@ -179,13 +256,7 @@ export class MeshShape3D extends AbstractShape3D {
179
256
  return false;
180
257
  }
181
258
 
182
- if (this.__raycast_blas === null) {
183
- const blas = new BVH();
184
- ebvh_build_for_geometry_morton(blas, indices, this.positions);
185
- this.__raycast_blas = blas;
186
- }
187
-
188
- const blas = this.__raycast_blas;
259
+ const blas = this.get_surface_bvh();
189
260
 
190
261
  const found = ebvh_geometry_query_nearest_triangle_ray(
191
262
  MESH_QUERY_OUT, 0, blas, blas.root, ray, 0, ray[6], indices, this.positions
@@ -248,12 +319,26 @@ export class MeshShape3D extends AbstractShape3D {
248
319
  const indices = this.indices;
249
320
  const bbox = this.__bbox;
250
321
 
251
- const v_count = positions.length / 3;
252
-
253
- aabb3_from_v3_array(bbox, positions, positions.length);
322
+ // The box of the vertices the triangles use: a vertex no triangle uses is no part of the surface,
323
+ // and one left in the buffer at Infinity made the box infinite, and the mesh invisible to the
324
+ // broadphase — bodies fell through it.
325
+ bbox[0] = bbox[1] = bbox[2] = Infinity;
326
+ bbox[3] = bbox[4] = bbox[5] = -Infinity;
327
+
328
+ for (let i = 0; i < indices.length; i++) {
329
+ const v = indices[i] * 3;
330
+ const x = positions[v], y = positions[v + 1], z = positions[v + 2];
331
+
332
+ if (x < bbox[0]) bbox[0] = x;
333
+ if (y < bbox[1]) bbox[1] = y;
334
+ if (z < bbox[2]) bbox[2] = z;
335
+ if (x > bbox[3]) bbox[3] = x;
336
+ if (y > bbox[4]) bbox[4] = y;
337
+ if (z > bbox[5]) bbox[5] = z;
338
+ }
254
339
 
255
- if (v_count === 0) {
256
- // empty surface collapses to a degenerate box at the origin; the reduction leaves ±Infinity
340
+ if (!(bbox[0] <= bbox[3])) {
341
+ // no triangles: a degenerate box at the origin
257
342
  bbox[0] = bbox[1] = bbox[2] = bbox[3] = bbox[4] = bbox[5] = 0;
258
343
  }
259
344
 
@@ -292,6 +377,9 @@ export class MeshShape3D extends AbstractShape3D {
292
377
  // were snapshotted from the old surface and would otherwise prune valid
293
378
  // hits). Matches the invalidation of __bbox / __volume / __surface_area.
294
379
  this.__raycast_blas = null;
380
+
381
+ // and the edge classes, which the new surface's adjacency and angles decide
382
+ this.__triangle_edge_flags = null;
295
383
  }
296
384
 
297
385
  /**
@@ -312,11 +400,14 @@ export class MeshShape3D extends AbstractShape3D {
312
400
  *
313
401
  * @param {number[]|Float32Array} result
314
402
  * @param {number} result_offset
315
- * @param {number} direction_x
316
- * @param {number} direction_y
317
- * @param {number} direction_z
403
+ * @param {number[]|Float32Array|Float64Array} direction unit direction, at `direction_offset`
404
+ * @param {number} direction_offset
318
405
  */
319
- support(result, result_offset, direction_x, direction_y, direction_z) {
406
+ support(result, result_offset, direction, direction_offset) {
407
+ const direction_x = direction[direction_offset];
408
+ const direction_y = direction[direction_offset + 1];
409
+ const direction_z = direction[direction_offset + 2];
410
+
320
411
  const positions = this.tet_positions;
321
412
  const v_count = positions.length / 3;
322
413
  if (v_count === 0) {
@@ -9,7 +9,7 @@ export class PointShape3D extends AbstractShape3D {
9
9
  nearest_point_on_surface(result: any, reference: any): void;
10
10
  sample_random_point_in_volume(result: any, result_offset: any, random: any): void;
11
11
  raycast(hit: any, ray: any): boolean;
12
- support(result: any, result_offset: any, direction_x: any, direction_y: any, direction_z: any): void;
12
+ support(result: any, result_offset: any, direction: any, direction_offset: any): void;
13
13
  equals(other: any): boolean;
14
14
  /**
15
15
  * Fast type-check marker, mirroring `SphereShape3D.prototype.isSphereShape3D` and friends.
@@ -1 +1 @@
1
- {"version":3,"file":"PointShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/PointShape3D.js"],"names":[],"mappings":"AAIA;;GAEG;AACH;IAwEI,8BAAqC;IA/DrC,wCAOC;IAED,6CAEC;IAED,oCAEC;IAED,4DAIC;IAED,kFAIC;IAED,qCAeC;IAED,qGAIC;IAED,4BAGC;IAWL;;;;OAIG;IACH,yBAFU,OAAO,CAEoB;CAPpC;gCA/E+B,sBAAsB"}
1
+ {"version":3,"file":"PointShape3D.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/shape/PointShape3D.js"],"names":[],"mappings":"AAIA;;GAEG;AACH;IAwEI,8BAAqC;IA/DrC,wCAOC;IAED,6CAEC;IAED,oCAEC;IAED,4DAIC;IAED,kFAIC;IAED,qCAeC;IAED,sFAIC;IAED,4BAGC;IAWL;;;;OAIG;IACH,yBAFU,OAAO,CAEoB;CAPpC;gCA/E+B,sBAAsB"}
@@ -60,7 +60,7 @@ export class PointShape3D extends AbstractShape3D {
60
60
  return true;
61
61
  }
62
62
 
63
- support(result, result_offset, direction_x, direction_y, direction_z) {
63
+ support(result, result_offset, direction, direction_offset) {
64
64
  result[result_offset] = 0;
65
65
  result[result_offset + 1] = 0;
66
66
  result[result_offset + 2] = 0;