@woosh/meep-engine 3.38.0 → 3.40.0

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 (1183) 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/EngineHarness.d.ts.map +1 -1
  139. package/src/engine/EngineHarness.js +17 -4
  140. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  141. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  142. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  143. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  144. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  145. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  146. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  147. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  148. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  149. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  150. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  151. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  152. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  153. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  154. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  155. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  156. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  157. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  158. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  159. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  160. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  161. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/graphics/ecs/water/Water.d.ts +31 -72
  166. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  167. package/src/engine/graphics/ecs/water/Water.js +59 -84
  168. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +11 -49
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  181. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  184. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  187. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  189. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  190. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  191. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  192. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  193. package/src/engine/graphics3/WaterSystem.d.ts +31 -48
  194. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  195. package/src/engine/graphics3/WaterSystem.js +177 -261
  196. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  197. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  199. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  200. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  201. package/src/engine/interpolation/InterpolationLog.js +12 -6
  202. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  203. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  204. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  207. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  208. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  209. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  213. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  214. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  215. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  216. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  217. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  218. package/src/engine/physics/body/SolverBodyState.js +4 -5
  219. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  220. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  221. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  222. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  223. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  224. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  225. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  226. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  228. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  232. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  233. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  234. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  236. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  238. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  240. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  241. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  242. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  243. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  244. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  245. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  246. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
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  1128. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1129. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1130. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1131. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1132. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1133. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1134. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  1135. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts +0 -2
  1136. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts.map +0 -1
  1137. package/src/engine/graphics/ecs/water/WATER_SIZE.js +0 -1
  1138. package/src/shade/renderer/light/GPUViewLightContext.d.ts +0 -22
  1139. package/src/shade/renderer/light/GPUViewLightContext.d.ts.map +0 -1
  1140. package/src/shade/renderer/light/GPUViewLightContext.js +0 -62
  1141. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1142. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1143. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1144. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1145. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1146. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
  1147. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts +0 -27
  1148. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts.map +0 -1
  1149. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js +0 -125
  1150. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts +0 -7
  1151. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts.map +0 -1
  1152. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js +0 -41
  1153. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts +0 -2
  1154. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts.map +0 -1
  1155. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.js +0 -1
  1156. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts +0 -3
  1157. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts.map +0 -1
  1158. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js +0 -7
  1159. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts +0 -24
  1160. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts.map +0 -1
  1161. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.js +0 -103
  1162. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts +0 -8
  1163. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts.map +0 -1
  1164. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.js +0 -34
  1165. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts +0 -10
  1166. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts.map +0 -1
  1167. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.js +0 -64
  1168. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts +0 -11
  1169. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts.map +0 -1
  1170. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +0 -34
  1171. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts +0 -2
  1172. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts.map +0 -1
  1173. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.js +0 -11
  1174. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts +0 -20
  1175. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +0 -1
  1176. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +0 -187
  1177. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts +0 -25
  1178. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +0 -1
  1179. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +0 -220
  1180. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts +0 -19
  1181. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +0 -1
  1182. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +0 -115
  1183. package/src/shade/renderer/texture/encode/ENCODE_NOTES_2026_09_02.md +0 -462
@@ -0,0 +1,19 @@
1
+ /**
2
+ * Band `l`'s attenuation under convolution with a von Mises-Fisher lobe of concentration `kappa`:
3
+ * `exp(-l(l+1) / (2 kappa))`.
4
+ *
5
+ * The large-kappa form of the vMF's zonal coefficients, which is what Ref-NeRF's integrated
6
+ * directional encoding uses (Verbin et al., "Ref-NeRF", CVPR 2022 — [VHM*22]) and what
7
+ * Silvennoinen, Sloan, Iwanicki and Nowrouzezahrai use to encode roughness continuously in
8
+ * "Spherical Harmonic Exponentials for Efficient Glossy Reflections" (HPG 2025,
9
+ * https://doi.org/10.1111/cgf.70219), with `kappa = 1 / alpha`. Band 0 is never attenuated.
10
+ *
11
+ * WGSL twin: `sh_vmf_window` (`shader/chunk/spherical_harmonics/chunk_sh_vmf_window.js`).
12
+ *
13
+ * @param {number} l band
14
+ * @param {number} kappa concentration, > 0; larger is sharper
15
+ * @returns {number} in (0, 1]
16
+ */
17
+ export function sh_vmf_window(l, kappa) {
18
+ return Math.exp(-l * (l + 1) / (2 * kappa));
19
+ }
@@ -0,0 +1,49 @@
1
+ /**
2
+ * How a triangle of a surface meets its neighbours, as bits: across each of its three edges, and at
3
+ * each of its three corners.
4
+ *
5
+ * Edge `k` of triangle `(A, B, C)` runs from its vertex `k` to its vertex `k + 1`: edge 0 is A→B,
6
+ * edge 1 is B→C, edge 2 is C→A. Each edge carries at most one class:
7
+ *
8
+ * - FLAT: the neighbour's plane is within {@link FLAT_EDGE_COS } of this triangle's — the two are, for
9
+ * collision, one plane, and the edge between them is an artefact of triangulation, not a feature of
10
+ * the surface.
11
+ * - CONCAVE: the neighbour bends up, toward the outside (a valley, the corner of a floor and a wall).
12
+ * - neither: CONVEX — the neighbour bends away (a ridge), or there is no single neighbour (the rim of
13
+ * an open surface, an edge three or more triangles share). A real edge.
14
+ *
15
+ * A corner is FLAT when every edge of the surface that meets there is: the vertex is an artefact of
16
+ * triangulation too. Any real edge meeting there — a ridge, the rim — makes it a real vertex, even
17
+ * where both of this triangle's own edges at it are flat (the triangle beside a ridge that touches
18
+ * the crest at one corner).
19
+ *
20
+ * Shifting edge 0's bit (or vertex A's) left by `k` gives edge `k`'s (vertex `k`'s).
21
+ *
22
+ * The edge classes are Box3D's `b3MeshEdgeFlags` (types.h), which spell FLAT as "concave from both
23
+ * sides"; the corner class is this engine's.
24
+ */
25
+ export type TriangleEdgeFlags = number;
26
+ export namespace TriangleEdgeFlags {
27
+ let None: number;
28
+ let FlatAB: number;
29
+ let FlatBC: number;
30
+ let FlatCA: number;
31
+ let ConcaveAB: number;
32
+ let ConcaveBC: number;
33
+ let ConcaveCA: number;
34
+ let FlatVertexA: number;
35
+ let FlatVertexB: number;
36
+ let FlatVertexC: number;
37
+ }
38
+ /**
39
+ * The edge bits of a {@link TriangleEdgeFlags} word, FLAT and CONCAVE.
40
+ * @type {number}
41
+ */
42
+ export const TRIANGLE_EDGE_BITS: number;
43
+ /**
44
+ * Cosine of the largest angle between two triangles' normals at which the edge they share still
45
+ * counts as FLAT: 5°, Box3D's `cos5Deg` (mesh.c, `b3IdentifyEdges`).
46
+ * @type {number}
47
+ */
48
+ export const FLAT_EDGE_COS: number;
49
+ //# sourceMappingURL=TriangleEdgeFlags.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TriangleEdgeFlags.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/triangle/TriangleEdgeFlags.js"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;gCAyBU,MAAM;;;;;;;;;;;;;AAkBhB;;;GAGG;AACH,iCAFU,MAAM,CAEqB;AAErC;;;;GAIG;AACH,4BAFU,MAAM,CAEoB"}
@@ -0,0 +1,55 @@
1
+ /**
2
+ * How a triangle of a surface meets its neighbours, as bits: across each of its three edges, and at
3
+ * each of its three corners.
4
+ *
5
+ * Edge `k` of triangle `(A, B, C)` runs from its vertex `k` to its vertex `k + 1`: edge 0 is A→B,
6
+ * edge 1 is B→C, edge 2 is C→A. Each edge carries at most one class:
7
+ *
8
+ * - FLAT: the neighbour's plane is within {@link FLAT_EDGE_COS} of this triangle's — the two are, for
9
+ * collision, one plane, and the edge between them is an artefact of triangulation, not a feature of
10
+ * the surface.
11
+ * - CONCAVE: the neighbour bends up, toward the outside (a valley, the corner of a floor and a wall).
12
+ * - neither: CONVEX — the neighbour bends away (a ridge), or there is no single neighbour (the rim of
13
+ * an open surface, an edge three or more triangles share). A real edge.
14
+ *
15
+ * A corner is FLAT when every edge of the surface that meets there is: the vertex is an artefact of
16
+ * triangulation too. Any real edge meeting there — a ridge, the rim — makes it a real vertex, even
17
+ * where both of this triangle's own edges at it are flat (the triangle beside a ridge that touches
18
+ * the crest at one corner).
19
+ *
20
+ * Shifting edge 0's bit (or vertex A's) left by `k` gives edge `k`'s (vertex `k`'s).
21
+ *
22
+ * The edge classes are Box3D's `b3MeshEdgeFlags` (types.h), which spell FLAT as "concave from both
23
+ * sides"; the corner class is this engine's.
24
+ *
25
+ * @readonly
26
+ * @enum {number}
27
+ */
28
+ export const TriangleEdgeFlags = {
29
+ None: 0,
30
+
31
+ FlatAB: 1,
32
+ FlatBC: 2,
33
+ FlatCA: 4,
34
+
35
+ ConcaveAB: 8,
36
+ ConcaveBC: 16,
37
+ ConcaveCA: 32,
38
+
39
+ FlatVertexA: 64,
40
+ FlatVertexB: 128,
41
+ FlatVertexC: 256,
42
+ };
43
+
44
+ /**
45
+ * The edge bits of a {@link TriangleEdgeFlags} word, FLAT and CONCAVE.
46
+ * @type {number}
47
+ */
48
+ export const TRIANGLE_EDGE_BITS = 63;
49
+
50
+ /**
51
+ * Cosine of the largest angle between two triangles' normals at which the edge they share still
52
+ * counts as FLAT: 5°, Box3D's `cos5Deg` (mesh.c, `b3IdentifyEdges`).
53
+ * @type {number}
54
+ */
55
+ export const FLAT_EDGE_COS = 0.9962;
@@ -0,0 +1,42 @@
1
+ /**
2
+ * Class of an edge two triangles share, seen from the first of them: {@link TriangleEdgeFlags.FlatAB},
3
+ * {@link TriangleEdgeFlags.ConcaveAB} or `0` (convex) — edge 0's bits; shift them left by `k` for the
4
+ * triangle's edge `k`.
5
+ *
6
+ * FLAT when the normals are within {@link FLAT_EDGE_COS} of each other, whichever way the surface bends;
7
+ * otherwise CONCAVE when the neighbour's far vertex lies on the outer side of this triangle's plane.
8
+ * Ported from Box3D's `b3IdentifyEdges` (mesh.c, MIT, Erin Catto), which tests the same two things
9
+ * with a signed volume.
10
+ *
11
+ * A normal of zero length (a degenerate triangle on either side) has no plane to compare: the edge
12
+ * is convex, a real edge, which is what an edge with nothing reliable behind it must be.
13
+ *
14
+ * @param {number} n1x outward normal of the triangle the edge is classified for, any length
15
+ * @param {number} n1y
16
+ * @param {number} n1z
17
+ * @param {number} n2x outward normal of the triangle across the edge, any length
18
+ * @param {number} n2y
19
+ * @param {number} n2z
20
+ * @param {number} dx the far vertex of the triangle across the edge, minus any point on the edge
21
+ * @param {number} dy
22
+ * @param {number} dz
23
+ * @returns {number}
24
+ */
25
+ export function tri3_classify_shared_edge(n1x: number, n1y: number, n1z: number, n2x: number, n2y: number, n2z: number, dx: number, dy: number, dz: number): number;
26
+ /**
27
+ * {@link tri3_classify_shared_edge} with the two normals and the far-vertex offset read from arrays: the
28
+ * one place the arithmetic lives. For a caller that cannot have the call inlined, where nine numbers
29
+ * passed in would each be boxed into a new heap object (the class it returns is a small integer, which
30
+ * is not).
31
+ *
32
+ * @param {number[]|Float64Array} n1 outward normal of the triangle the edge is classified for
33
+ * @param {number} n1_offset
34
+ * @param {number[]|Float64Array} n2 outward normal of the triangle across the edge
35
+ * @param {number} n2_offset
36
+ * @param {number[]|Float64Array} d the far vertex of the triangle across the edge, minus any point on
37
+ * the edge
38
+ * @param {number} d_offset
39
+ * @returns {number}
40
+ */
41
+ export function tri3_classify_shared_edge_array(n1: number[] | Float64Array, n1_offset: number, n2: number[] | Float64Array, n2_offset: number, d: number[] | Float64Array, d_offset: number): number;
42
+ //# sourceMappingURL=tri3_classify_shared_edge.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"tri3_classify_shared_edge.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/triangle/tri3_classify_shared_edge.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,+CAXW,MAAM,OACN,MAAM,OACN,MAAM,OACN,MAAM,OACN,MAAM,OACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,MAAM,CAgBlB;AAKD;;;;;;;;;;;;;;GAcG;AACH,oDATW,MAAM,EAAE,GAAC,YAAY,aACrB,MAAM,MACN,MAAM,EAAE,GAAC,YAAY,aACrB,MAAM,KACN,MAAM,EAAE,GAAC,YAAY,YAErB,MAAM,GACJ,MAAM,CA0BlB"}
@@ -0,0 +1,85 @@
1
+ import { FLAT_EDGE_COS, TriangleEdgeFlags } from "./TriangleEdgeFlags.js";
2
+
3
+ /**
4
+ * Class of an edge two triangles share, seen from the first of them: {@link TriangleEdgeFlags.FlatAB},
5
+ * {@link TriangleEdgeFlags.ConcaveAB} or `0` (convex) — edge 0's bits; shift them left by `k` for the
6
+ * triangle's edge `k`.
7
+ *
8
+ * FLAT when the normals are within {@link FLAT_EDGE_COS} of each other, whichever way the surface bends;
9
+ * otherwise CONCAVE when the neighbour's far vertex lies on the outer side of this triangle's plane.
10
+ * Ported from Box3D's `b3IdentifyEdges` (mesh.c, MIT, Erin Catto), which tests the same two things
11
+ * with a signed volume.
12
+ *
13
+ * A normal of zero length (a degenerate triangle on either side) has no plane to compare: the edge
14
+ * is convex, a real edge, which is what an edge with nothing reliable behind it must be.
15
+ *
16
+ * @param {number} n1x outward normal of the triangle the edge is classified for, any length
17
+ * @param {number} n1y
18
+ * @param {number} n1z
19
+ * @param {number} n2x outward normal of the triangle across the edge, any length
20
+ * @param {number} n2y
21
+ * @param {number} n2z
22
+ * @param {number} dx the far vertex of the triangle across the edge, minus any point on the edge
23
+ * @param {number} dy
24
+ * @param {number} dz
25
+ * @returns {number}
26
+ */
27
+ export function tri3_classify_shared_edge(n1x, n1y, n1z, n2x, n2y, n2z, dx, dy, dz) {
28
+ const inputs = scalar_inputs;
29
+
30
+ inputs[0] = n1x;
31
+ inputs[1] = n1y;
32
+ inputs[2] = n1z;
33
+ inputs[3] = n2x;
34
+ inputs[4] = n2y;
35
+ inputs[5] = n2z;
36
+ inputs[6] = dx;
37
+ inputs[7] = dy;
38
+ inputs[8] = dz;
39
+
40
+ return tri3_classify_shared_edge_array(inputs, 0, inputs, 3, inputs, 6);
41
+ }
42
+
43
+ /** Where {@link tri3_classify_shared_edge} packs its vectors. */
44
+ const scalar_inputs = new Float64Array(9);
45
+
46
+ /**
47
+ * {@link tri3_classify_shared_edge} with the two normals and the far-vertex offset read from arrays: the
48
+ * one place the arithmetic lives. For a caller that cannot have the call inlined, where nine numbers
49
+ * passed in would each be boxed into a new heap object (the class it returns is a small integer, which
50
+ * is not).
51
+ *
52
+ * @param {number[]|Float64Array} n1 outward normal of the triangle the edge is classified for
53
+ * @param {number} n1_offset
54
+ * @param {number[]|Float64Array} n2 outward normal of the triangle across the edge
55
+ * @param {number} n2_offset
56
+ * @param {number[]|Float64Array} d the far vertex of the triangle across the edge, minus any point on
57
+ * the edge
58
+ * @param {number} d_offset
59
+ * @returns {number}
60
+ */
61
+ export function tri3_classify_shared_edge_array(n1, n1_offset, n2, n2_offset, d, d_offset) {
62
+ const n1x = n1[n1_offset], n1y = n1[n1_offset + 1], n1z = n1[n1_offset + 2];
63
+ const n2x = n2[n2_offset], n2y = n2[n2_offset + 1], n2z = n2[n2_offset + 2];
64
+ const dx = d[d_offset], dy = d[d_offset + 1], dz = d[d_offset + 2];
65
+
66
+ const len1_sqr = n1x * n1x + n1y * n1y + n1z * n1z;
67
+ const len2_sqr = n2x * n2x + n2y * n2y + n2z * n2z;
68
+
69
+ if (!(len1_sqr > 0) || !(len2_sqr > 0)) {
70
+ return 0;
71
+ }
72
+
73
+ const dot = n1x * n2x + n1y * n2y + n1z * n2z;
74
+
75
+ // cos > FLAT_EDGE_COS, without the square roots
76
+ if (dot > 0 && dot * dot > FLAT_EDGE_COS * FLAT_EDGE_COS * len1_sqr * len2_sqr) {
77
+ return TriangleEdgeFlags.FlatAB;
78
+ }
79
+
80
+ if (n1x * dx + n1y * dy + n1z * dz > 0) {
81
+ return TriangleEdgeFlags.ConcaveAB;
82
+ }
83
+
84
+ return 0;
85
+ }
@@ -26,4 +26,17 @@
26
26
  * @copyright Company Named Limited (c) 2026
27
27
  */
28
28
  export function tri3_closest_point(out: number[] | Float32Array | Float64Array, out_offset: number, px: number, py: number, pz: number, ax: number, ay: number, az: number, bx: number, by: number, bz: number, cx: number, cy: number, cz: number): number;
29
+ /**
30
+ * {@link tri3_closest_point} with the point and the triangle read from arrays, for a caller that has
31
+ * them there: a call V8 does not inline boxes each number passed to it, and the one it returns, into
32
+ * a new heap object. Writes the closest point only; it returns nothing.
33
+ *
34
+ * @param {number[]|Float32Array|Float64Array} out destination for the closest point `(x, y, z)`
35
+ * @param {number} out_offset
36
+ * @param {number[]|Float64Array} point query point
37
+ * @param {number} point_offset
38
+ * @param {number[]|Float64Array} triangle apices A, B, C
39
+ * @param {number} triangle_offset
40
+ */
41
+ export function tri3_closest_point_array(out: number[] | Float32Array | Float64Array, out_offset: number, point: number[] | Float64Array, point_offset: number, triangle: number[] | Float64Array, triangle_offset: number): void;
29
42
  //# sourceMappingURL=tri3_closest_point.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"tri3_closest_point.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/triangle/tri3_closest_point.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wCAnBW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,MAAM,CAqClB"}
1
+ {"version":3,"file":"tri3_closest_point.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/triangle/tri3_closest_point.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wCAnBW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,MAAM,CAqClB;AAED;;;;;;;;;;;GAWG;AACH,8CAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,SACN,MAAM,EAAE,GAAC,YAAY,gBACrB,MAAM,YACN,MAAM,EAAE,GAAC,YAAY,mBACrB,MAAM,QAoBhB"}
@@ -1,4 +1,7 @@
1
- import { tri3_closest_point_barycentric } from "./tri3_closest_point_barycentric.js";
1
+ import {
2
+ tri3_closest_point_barycentric,
3
+ tri3_closest_point_barycentric_array
4
+ } from "./tri3_closest_point_barycentric.js";
2
5
 
3
6
  // barycentric weights of the closest point, [u, v] with the third weight implied
4
7
  const scratch_barycentric = new Float64Array(2);
@@ -63,3 +66,35 @@ export function tri3_closest_point(
63
66
 
64
67
  return dx * dx + dy * dy + dz * dz;
65
68
  }
69
+
70
+ /**
71
+ * {@link tri3_closest_point} with the point and the triangle read from arrays, for a caller that has
72
+ * them there: a call V8 does not inline boxes each number passed to it, and the one it returns, into
73
+ * a new heap object. Writes the closest point only; it returns nothing.
74
+ *
75
+ * @param {number[]|Float32Array|Float64Array} out destination for the closest point `(x, y, z)`
76
+ * @param {number} out_offset
77
+ * @param {number[]|Float64Array} point query point
78
+ * @param {number} point_offset
79
+ * @param {number[]|Float64Array} triangle apices A, B, C
80
+ * @param {number} triangle_offset
81
+ */
82
+ export function tri3_closest_point_array(
83
+ out, out_offset,
84
+ point, point_offset,
85
+ triangle, triangle_offset
86
+ ) {
87
+ tri3_closest_point_barycentric_array(scratch_barycentric, 0, point, point_offset, triangle, triangle_offset);
88
+
89
+ const u = scratch_barycentric[0];
90
+ const v = scratch_barycentric[1];
91
+ const w = 1 - u - v;
92
+
93
+ const ax = triangle[triangle_offset], ay = triangle[triangle_offset + 1], az = triangle[triangle_offset + 2];
94
+ const bx = triangle[triangle_offset + 3], by = triangle[triangle_offset + 4], bz = triangle[triangle_offset + 5];
95
+ const cx = triangle[triangle_offset + 6], cy = triangle[triangle_offset + 7], cz = triangle[triangle_offset + 8];
96
+
97
+ out[out_offset] = u * ax + v * bx + w * cx;
98
+ out[out_offset + 1] = u * ay + v * by + w * cy;
99
+ out[out_offset + 2] = u * az + v * bz + w * cz;
100
+ }
@@ -17,4 +17,18 @@
17
17
  * @returns {void}
18
18
  */
19
19
  export function tri3_closest_point_barycentric(result: number[], result_offset: number, px: number, py: number, pz: number, ax: number, ay: number, az: number, bx: number, by: number, bz: number, cx: number, cy: number, cz: number): void;
20
+ /**
21
+ * {@link tri3_closest_point_barycentric} with the point and the triangle read from arrays, and the
22
+ * one place its arithmetic lives. A call V8 does not inline boxes each number passed to it into a new
23
+ * heap object — twelve here — and this is past the size V8 inlines.
24
+ *
25
+ * @param {number[]|Float64Array} result `[u, v]`, the weights of A and B; C's is `1 - u - v`
26
+ * @param {number} result_offset
27
+ * @param {number[]|Float64Array} point reference point
28
+ * @param {number} point_offset
29
+ * @param {number[]|Float64Array} triangle apices A, B, C
30
+ * @param {number} triangle_offset
31
+ * @returns {void}
32
+ */
33
+ export function tri3_closest_point_barycentric_array(result: number[] | Float64Array, result_offset: number, point: number[] | Float64Array, point_offset: number, triangle: number[] | Float64Array, triangle_offset: number): void;
20
34
  //# sourceMappingURL=tri3_closest_point_barycentric.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"tri3_closest_point_barycentric.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/triangle/tri3_closest_point_barycentric.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;GAiBG;AACH,uDAhBW,MAAM,EAAE,iBACR,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,IAAI,CAyJhB"}
1
+ {"version":3,"file":"tri3_closest_point_barycentric.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/triangle/tri3_closest_point_barycentric.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;GAiBG;AACH,uDAhBW,MAAM,EAAE,iBACR,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,IAAI,CAmBhB;AAMD;;;;;;;;;;;;GAYG;AACH,6DARW,MAAM,EAAE,GAAC,YAAY,iBACrB,MAAM,SACN,MAAM,EAAE,GAAC,YAAY,gBACrB,MAAM,YACN,MAAM,EAAE,GAAC,YAAY,mBACrB,MAAM,GACJ,IAAI,CA6JhB"}
@@ -25,6 +25,46 @@ export function tri3_closest_point_barycentric(
25
25
  bx, by, bz,
26
26
  cx, cy, cz
27
27
  ) {
28
+ const point = scratch_point;
29
+ const triangle = scratch_triangle;
30
+
31
+ point[0] = px; point[1] = py; point[2] = pz;
32
+
33
+ triangle[0] = ax; triangle[1] = ay; triangle[2] = az;
34
+ triangle[3] = bx; triangle[4] = by; triangle[5] = bz;
35
+ triangle[6] = cx; triangle[7] = cy; triangle[8] = cz;
36
+
37
+ tri3_closest_point_barycentric_array(result, result_offset, point, 0, triangle, 0);
38
+ }
39
+
40
+ /** Where {@link tri3_closest_point_barycentric} packs its point and its triangle. */
41
+ const scratch_point = new Float64Array(3);
42
+ const scratch_triangle = new Float64Array(9);
43
+
44
+ /**
45
+ * {@link tri3_closest_point_barycentric} with the point and the triangle read from arrays, and the
46
+ * one place its arithmetic lives. A call V8 does not inline boxes each number passed to it into a new
47
+ * heap object — twelve here — and this is past the size V8 inlines.
48
+ *
49
+ * @param {number[]|Float64Array} result `[u, v]`, the weights of A and B; C's is `1 - u - v`
50
+ * @param {number} result_offset
51
+ * @param {number[]|Float64Array} point reference point
52
+ * @param {number} point_offset
53
+ * @param {number[]|Float64Array} triangle apices A, B, C
54
+ * @param {number} triangle_offset
55
+ * @returns {void}
56
+ */
57
+ export function tri3_closest_point_barycentric_array(
58
+ result, result_offset,
59
+ point, point_offset,
60
+ triangle, triangle_offset
61
+ ) {
62
+ const px = point[point_offset], py = point[point_offset + 1], pz = point[point_offset + 2];
63
+
64
+ const ax = triangle[triangle_offset], ay = triangle[triangle_offset + 1], az = triangle[triangle_offset + 2];
65
+ const bx = triangle[triangle_offset + 3], by = triangle[triangle_offset + 4], bz = triangle[triangle_offset + 5];
66
+ const cx = triangle[triangle_offset + 6], cy = triangle[triangle_offset + 7], cz = triangle[triangle_offset + 8];
67
+
28
68
  /*
29
69
  Adapted from three's `Triangle.getBarycoord`:
30
70
  https://github.com/mrdoob/three.js/blob/676e85dc7cd5971a6565c4152e9e6d8bdd20a2b7/src/math/Triangle.js#L222
@@ -26,4 +26,23 @@
26
26
  * @param {number} qw unit quaternion w (last)
27
27
  */
28
28
  export function v3_quaternion_apply(out: number[] | Float32Array | Float64Array, out_offset: number, vx: number, vy: number, vz: number, qx: number, qy: number, qz: number, qw: number): void;
29
+ /**
30
+ * {@link v3_quaternion_apply} with the vector and the quaternion read from arrays. For a caller whose
31
+ * inlining budget is spent: there a call to the scalar form is a real call, and a real call boxes each
32
+ * of its seven numbers into a new heap object.
33
+ *
34
+ * The arithmetic is the scalar form's, written out again rather than called (called from here, the
35
+ * scalar form would be one more call to inline wherever this is inlined, and its numbers would be
36
+ * boxed whenever it was not). The two must stay operation for operation the same.
37
+ *
38
+ * `out` may be `v`: the vector is read before the first write.
39
+ *
40
+ * @param {number[]|Float32Array|Float64Array} out
41
+ * @param {number} out_offset offset into `out`; receives 3 floats
42
+ * @param {number[]|Float32Array|Float64Array} v
43
+ * @param {number} v_offset
44
+ * @param {number[]|Float32Array|Float64Array} q unit quaternion `[x, y, z, w]`
45
+ * @param {number} q_offset
46
+ */
47
+ export function v3_quaternion_apply_array(out: number[] | Float32Array | Float64Array, out_offset: number, v: number[] | Float32Array | Float64Array, v_offset: number, q: number[] | Float32Array | Float64Array, q_offset: number): void;
29
48
  //# sourceMappingURL=v3_quaternion_apply.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"v3_quaternion_apply.d.ts","sourceRoot":"","sources":["../../../../../src/core/geom/vec3/v3_quaternion_apply.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,yCAVW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAahB"}
1
+ {"version":3,"file":"v3_quaternion_apply.d.ts","sourceRoot":"","sources":["../../../../../src/core/geom/vec3/v3_quaternion_apply.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,yCAVW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAahB;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,+CAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,KACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,YAClC,MAAM,KACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,YAClC,MAAM,QAchB"}
@@ -37,3 +37,35 @@ export function v3_quaternion_apply(out, out_offset, vx, vy, vz, qx, qy, qz, qw)
37
37
  out[out_offset + 1] = ty * qw - tw * qy - tz * qx + tx * qz;
38
38
  out[out_offset + 2] = tz * qw - tw * qz - tx * qy + ty * qx;
39
39
  }
40
+
41
+ /**
42
+ * {@link v3_quaternion_apply} with the vector and the quaternion read from arrays. For a caller whose
43
+ * inlining budget is spent: there a call to the scalar form is a real call, and a real call boxes each
44
+ * of its seven numbers into a new heap object.
45
+ *
46
+ * The arithmetic is the scalar form's, written out again rather than called (called from here, the
47
+ * scalar form would be one more call to inline wherever this is inlined, and its numbers would be
48
+ * boxed whenever it was not). The two must stay operation for operation the same.
49
+ *
50
+ * `out` may be `v`: the vector is read before the first write.
51
+ *
52
+ * @param {number[]|Float32Array|Float64Array} out
53
+ * @param {number} out_offset offset into `out`; receives 3 floats
54
+ * @param {number[]|Float32Array|Float64Array} v
55
+ * @param {number} v_offset
56
+ * @param {number[]|Float32Array|Float64Array} q unit quaternion `[x, y, z, w]`
57
+ * @param {number} q_offset
58
+ */
59
+ export function v3_quaternion_apply_array(out, out_offset, v, v_offset, q, q_offset) {
60
+ const vx = v[v_offset], vy = v[v_offset + 1], vz = v[v_offset + 2];
61
+ const qx = q[q_offset], qy = q[q_offset + 1], qz = q[q_offset + 2], qw = q[q_offset + 3];
62
+
63
+ const tx = qw * vx + qy * vz - qz * vy;
64
+ const ty = qw * vy + qz * vx - qx * vz;
65
+ const tz = qw * vz + qx * vy - qy * vx;
66
+ const tw = -qx * vx - qy * vy - qz * vz;
67
+
68
+ out[out_offset] = tx * qw - tw * qx - ty * qz + tz * qy;
69
+ out[out_offset + 1] = ty * qw - tw * qy - tz * qx + tx * qz;
70
+ out[out_offset + 2] = tz * qw - tw * qz - tx * qy + ty * qx;
71
+ }
@@ -27,4 +27,23 @@
27
27
  * @param {number} qw unit quaternion w (last)
28
28
  */
29
29
  export function v3_quaternion_apply_inverse(out: number[] | Float32Array | Float64Array, out_offset: number, vx: number, vy: number, vz: number, qx: number, qy: number, qz: number, qw: number): void;
30
+ /**
31
+ * {@link v3_quaternion_apply_inverse} with the vector and the quaternion read from arrays. For a
32
+ * caller whose inlining budget is spent: there a call to the scalar form is a real call, and a real
33
+ * call boxes each of its seven numbers into a new heap object.
34
+ *
35
+ * The arithmetic is the scalar form's, written out again rather than called: called from here, the
36
+ * scalar form would be one more call to inline wherever this is inlined, and the same seven numbers
37
+ * would be boxed whenever it was not. The two must stay operation for operation the same.
38
+ *
39
+ * `out` may be `v`: the vector is read before the first write.
40
+ *
41
+ * @param {number[]|Float32Array|Float64Array} out
42
+ * @param {number} out_offset offset into `out`; receives 3 floats
43
+ * @param {number[]|Float32Array|Float64Array} v
44
+ * @param {number} v_offset
45
+ * @param {number[]|Float32Array|Float64Array} q unit quaternion `[x, y, z, w]`
46
+ * @param {number} q_offset
47
+ */
48
+ export function v3_quaternion_apply_inverse_array(out: number[] | Float32Array | Float64Array, out_offset: number, v: number[] | Float32Array | Float64Array, v_offset: number, q: number[] | Float32Array | Float64Array, q_offset: number): void;
30
49
  //# sourceMappingURL=v3_quaternion_apply_inverse.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"v3_quaternion_apply_inverse.d.ts","sourceRoot":"","sources":["../../../../../src/core/geom/vec3/v3_quaternion_apply_inverse.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,iDAVW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAchB"}
1
+ {"version":3,"file":"v3_quaternion_apply_inverse.d.ts","sourceRoot":"","sources":["../../../../../src/core/geom/vec3/v3_quaternion_apply_inverse.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,iDAVW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAchB;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,uDAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,KACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,YAClC,MAAM,KACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,YAClC,MAAM,QAchB"}
@@ -39,3 +39,35 @@ export function v3_quaternion_apply_inverse(out, out_offset, vx, vy, vz, qx, qy,
39
39
  out[out_offset + 1] = ty * qw + tw * qy + tz * qx - tx * qz;
40
40
  out[out_offset + 2] = tz * qw + tw * qz + tx * qy - ty * qx;
41
41
  }
42
+
43
+ /**
44
+ * {@link v3_quaternion_apply_inverse} with the vector and the quaternion read from arrays. For a
45
+ * caller whose inlining budget is spent: there a call to the scalar form is a real call, and a real
46
+ * call boxes each of its seven numbers into a new heap object.
47
+ *
48
+ * The arithmetic is the scalar form's, written out again rather than called: called from here, the
49
+ * scalar form would be one more call to inline wherever this is inlined, and the same seven numbers
50
+ * would be boxed whenever it was not. The two must stay operation for operation the same.
51
+ *
52
+ * `out` may be `v`: the vector is read before the first write.
53
+ *
54
+ * @param {number[]|Float32Array|Float64Array} out
55
+ * @param {number} out_offset offset into `out`; receives 3 floats
56
+ * @param {number[]|Float32Array|Float64Array} v
57
+ * @param {number} v_offset
58
+ * @param {number[]|Float32Array|Float64Array} q unit quaternion `[x, y, z, w]`
59
+ * @param {number} q_offset
60
+ */
61
+ export function v3_quaternion_apply_inverse_array(out, out_offset, v, v_offset, q, q_offset) {
62
+ const vx = v[v_offset], vy = v[v_offset + 1], vz = v[v_offset + 2];
63
+ const qx = q[q_offset], qy = q[q_offset + 1], qz = q[q_offset + 2], qw = q[q_offset + 3];
64
+
65
+ const tx = qw * vx - qy * vz + qz * vy;
66
+ const ty = qw * vy - qz * vx + qx * vz;
67
+ const tz = qw * vz - qx * vy + qy * vx;
68
+ const tw = qx * vx + qy * vy + qz * vz;
69
+
70
+ out[out_offset] = tx * qw + tw * qx + ty * qz - tz * qy;
71
+ out[out_offset + 1] = ty * qw + tw * qy + tz * qx - tx * qz;
72
+ out[out_offset + 2] = tz * qw + tw * qz + tx * qy - ty * qx;
73
+ }
@@ -1 +1 @@
1
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@@ -26,6 +26,10 @@ import TopDownCameraController from "./graphics/ecs/camera/topdown/TopDownCamera
26
26
  import TopDownCameraControllerSystem from "./graphics/ecs/camera/topdown/TopDownCameraControllerSystem.js";
27
27
  import { Light } from "./graphics/ecs/light/Light.js";
28
28
  import Water from "./graphics/ecs/water/Water.js";
29
+ import { make_plane_geometry } from "../shade/renderer/geometry/primitives/make_plane_geometry.js";
30
+ import { meshlet_geometry_build_from_geometry } from "../shade/renderer/geometry/meshlet_geometry_build_from_geometry.js";
31
+ import { MeshoptClusterizer } from "../shade/renderer/geometry/meshlet/build/meshoptimizer/meshopt_clusterizer.js";
32
+ import { StandardAttributes } from "../shade/renderer/geometry/StandardAttributes.js";
29
33
  import { MouseEvents } from "./input/devices/events/MouseEvents.js";
30
34
  import KeyboardCameraController from "./input/ecs/controllers/KeyboardCameraController.js";
31
35
  import InputControllerSystem from "./input/ecs/systems/InputControllerSystem.js";
@@ -565,14 +569,23 @@ export class EngineHarness {
565
569
  if (enableWater) {
566
570
 
567
571
  if (em.getSystem(WaterSystem) === null) {
568
- em.addSystem(new WaterSystem(engine.graphics));
572
+ em.addSystem(new WaterSystem(engine.graphics, EngineHarness.shadeScene(engine)));
569
573
  }
570
574
 
571
575
  const water = new Water();
572
576
 
573
- water.level.set(waterLevel);
574
-
575
- eb.add(water);
577
+ await MeshoptClusterizer.ready;
578
+ const plane = make_plane_geometry(size.x * 2, size.y * 2);
579
+ const positions = plane.getAttribute(StandardAttributes.Position).data;
580
+ const normals = plane.getAttribute(StandardAttributes.Normal).data;
581
+ for (let i = 0; i < positions.length; i += 3) {
582
+ positions[i + 2] = -positions[i + 1]; positions[i + 1] = 0;
583
+ normals[i] = 0; normals[i + 1] = 1; normals[i + 2] = 0;
584
+ }
585
+ const geometry = meshlet_geometry_build_from_geometry(plane);
586
+ const placement = new Transform64();
587
+ placement.setTranslation(size.x, waterLevel, size.y);
588
+ new Entity().add(water).add(geometry).add(placement).build(engine.entityManager.dataset);
576
589
  }
577
590
 
578
591
  eb.build(engine.entityManager.dataset);
@@ -229,7 +229,7 @@ export class ThreadedImageEncoder {
229
229
  width: sampler2d.width,
230
230
  height: sampler2d.height,
231
231
  item_size: sampler2d.itemSize,
232
- is_hdr: data instanceof Uint16Array,
232
+ is_hdr: data instanceof Float16Array || data instanceof Uint16Array,
233
233
  quality,
234
234
  speed
235
235
  };