@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
@@ -1,10 +1,12 @@
1
+ import { assert } from "../../../../core/assert.js";
1
2
  import Vector3 from "../../../../core/geom/Vector3.js";
2
3
  import { Ray3 } from "../../../../core/geom/3d/ray/Ray3.js";
3
4
  import { v3_add } from "../../../../core/geom/vec3/v3_add.js";
4
5
  import { v3_set } from "../../../../core/geom/vec3/v3_set.js";
5
- import { Transform64 } from "../../../ecs/transform/Transform64.js";
6
6
  import { Collider } from "../../../physics/ecs/Collider.js";
7
+ import { is_sensor } from "../../../physics/ecs/is_sensor.js";
7
8
  import { compute_penetration } from "../../../physics/narrowphase/compute_penetration.js";
9
+ import { convex_overlaps_shape } from "../../../physics/queries/convex_overlaps_shape.js";
8
10
  import { PhysicsSurfacePoint } from "../../../physics/queries/PhysicsSurfacePoint.js";
9
11
 
10
12
  /**
@@ -19,12 +21,21 @@ const MAX_CLIP_PLANES = 5;
19
21
  /** Below this speed/length we treat the remaining motion as spent. */
20
22
  const MIN_MOVE = 1e-6;
21
23
 
24
+ /**
25
+ * A resting body this close to the height the ground stick would put it at is already there. The
26
+ * footprint shape cast parks 1e-5 to 1.25e-5 m short of a touch, so two probes of one resting pose
27
+ * can disagree by up to 2.5e-6 m; a standing capsule measured 2.3e-8 to 4.6e-8 m a move on a box,
28
+ * a mesh and a 20° slope. A two-thousandth of the default skin.
29
+ * @type {number}
30
+ */
31
+ const REST_TOLERANCE = 1e-5;
32
+
22
33
  /**
23
34
  * Kinematic character collision solver. See DESIGN_COLLISION.md.
24
35
  *
25
36
  * **The mover is controller-agnostic, and the path it lives at says otherwise.** It imports
26
- * `Vector3`, `Ray3`, `Transform64`, `Collider`, `compute_penetration` and `PhysicsSurfacePoint` —
27
- * nothing from `FirstPersonPlayerController`. If you have your own movement model and have decided
37
+ * `assert`, `Vector3`, `Ray3`, `v3_add`, `v3_set`, `Collider`, `is_sensor`, `compute_penetration`,
38
+ * `convex_overlaps_shape` and `PhysicsSurfacePoint` — nothing from `FirstPersonPlayerController`. If you have your own movement model and have decided
28
39
  * that controller is not for you, **this class still is**: it carries the standoff (`skin`), the
29
40
  * start-solid depenetration pass, Quake's five-plane crease handling and `MIN_WALK_NORMAL`, and it
30
41
  * is the thing to build a character on. It sits under `control/first-person/` because that is where
@@ -57,11 +68,20 @@ export class KinematicMover {
57
68
  _ray = new Ray3();
58
69
 
59
70
  _hit = new PhysicsSurfacePoint();
71
+ /**
72
+ * Overlap query output. Grown by {@link _overlapAll} whenever a query fills it, and the
73
+ * high-water mark kept: the query caps its count at the buffer and drops the rest without a
74
+ * word, and the body it drops can be the one the capsule is deepest in.
75
+ * @type {Uint32Array}
76
+ */
60
77
  _overlapBuf = new Uint32Array(16);
61
78
  _penDir = new Float64Array(3); // compute_penetration out
79
+ _otherPosition = new Float64Array(3); // pose of the collider recovery is testing, see _readPose
80
+ _otherRotation = new Float64Array(4);
62
81
  _planes = new Float64Array(MAX_CLIP_PLANES * 3);
63
82
  _cand = new Float64Array(3); // clipped-velocity candidate
64
83
  _support = new Float64Array(3); // shape support point (forward extent)
84
+ _supportDir = new Float64Array(3); // the direction it is asked along
65
85
  /**
66
86
  * Reused result.
67
87
  *
@@ -111,11 +131,25 @@ export class KinematicMover {
111
131
  _wasGrounded = false;
112
132
 
113
133
  /**
114
- * @param {import("../../../physics/ecs/PhysicsSystem.js").PhysicsSystem} physicsSystem
115
- * @param {import("../../../ecs/EntityComponentDataset.js").EntityComponentDataset} ecd
116
- * used to resolve an overlapping `body_id` (via
117
- * `physicsSystem.entityOf`) back to its {@link Transform64} +
118
- * {@link Collider} for `compute_penetration`.
134
+ * The filter of the {@link move} in progress, for {@link _solidCast}, which the shape cast
135
+ * calls back without it. `null` between moves.
136
+ * @private
137
+ * @type {((entity:number, collider:Collider)=>boolean)|null}
138
+ */
139
+ _filter = null;
140
+
141
+ /**
142
+ * Shape-cast filter for the move in progress: {@link _isSolid} with the move's filter. Made once
143
+ * per mover, so a cast allocates no closure.
144
+ * @private
145
+ * @type {(entity:number, collider:Collider, body_id:number)=>boolean}
146
+ */
147
+ _solidCast = (entity, collider, body_id) => this._isSolid(this._filter, body_id, entity, collider);
148
+
149
+ /**
150
+ * @param {import("../../../physics/ecs/PhysicsSystem.js").PhysicsSystem} physicsSystem the
151
+ * world the mover queries; recovery also takes an overlapping body's colliders, each at its
152
+ * own world transform, from it ({@link PhysicsSystem#collidersOf})
119
153
  * @param {object} [options]
120
154
  * @param {number} [options.skin=0.005] clearance left after each
121
155
  * sweep stop / push-out so the next query doesn't start in contact.
@@ -141,9 +175,8 @@ export class KinematicMover {
141
175
  * Source `sv_stepsize` is ~0.34 m; the default is just under the
142
176
  * capsule radius so low ledges don't feel "magnetic".
143
177
  */
144
- constructor(physicsSystem, ecd, options = {}) {
178
+ constructor(physicsSystem, options = {}) {
145
179
  this.physicsSystem = physicsSystem;
146
- this.ecd = ecd;
147
180
  this.skin = options.skin !== undefined ? options.skin : 0.005;
148
181
  this.maxSlideIterations = options.maxSlideIterations !== undefined ? options.maxSlideIterations : 4;
149
182
  this.maxRecoverIterations = options.maxRecoverIterations !== undefined ? options.maxRecoverIterations : 4;
@@ -156,17 +189,38 @@ export class KinematicMover {
156
189
  * Resolve one move. Mutates `position` to the resolved location and
157
190
  * `velocity` to the corrected value.
158
191
  *
159
- * @param {Vector3} position in/out — current pose, written to the resolved pose
192
+ * @param {Vector3|Float64Array} position in/out, `[x, y, z]` — current pose, written to the
193
+ * resolved pose. The caller's own array: hand it a body's live translation and the move lands
194
+ * in the body as it is resolved
160
195
  * @param {ArrayLike<number>} rotation capsule orientation as `[x, y, z, w]` (read) - a
161
- * Quaternion is one, and so is a Transform64's rotation
196
+ * Quaternion is one. A Transform64's `rotation` is one too, but its getter builds a new view
197
+ * on every read; copy the four components into a retained array instead
162
198
  * @param {import("../../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D} shape convex capsule
163
199
  * @param {Vector3} velocity in/out — desired velocity, written to the corrected velocity
164
200
  * @param {number} dt
165
- * @param {(entity:number, collider:Collider)=>boolean} filter excludes
166
- * the player's own body in integration; accept-all in isolation
201
+ * @param {(entity:number, collider:Collider)=>boolean} filter required: which colliders the
202
+ * move collides with, asked with the owning body's entity — exclude the moving body's own
203
+ * colliders here; pass an accept-all function to collide with everything. Sensors (a
204
+ * collider or body flagged IsSensor) are never solid to the mover, whatever this says: the
205
+ * capsule passes through a trigger and is never pushed out of one
167
206
  * @returns {{hit:boolean, grounded:boolean, groundNormal:Vector3, groundBody:number, groundEntity:number, stepUp:number, landed:boolean, landingSpeed:number}} reused result — see {@link _result} for what each field is for
168
207
  */
169
208
  move(position, rotation, shape, velocity, dt, filter) {
209
+ assert.isFunction(filter, 'filter');
210
+
211
+ this._filter = filter;
212
+ const result = this._move(position, rotation, shape, velocity, dt, filter);
213
+ this._filter = null;
214
+
215
+ return result;
216
+ }
217
+
218
+ /**
219
+ * {@link move}, with {@link _filter} set for the shape casts.
220
+ * @private
221
+ */
222
+ _move(position, rotation, shape, velocity, dt, filter) {
223
+
170
224
  const result = this._result;
171
225
  result.hit = false;
172
226
  result.grounded = false;
@@ -314,7 +368,11 @@ export class KinematicMover {
314
368
  // banned speed coupling: the climb-or-block DECISION is the
315
369
  // step-height plane alone; the reach only governs how far ahead we
316
370
  // look for the thing the slide already hit.
317
- shape.support(this._support, 0, bdx, 0, bdz);
371
+ const supportDir = this._supportDir;
372
+ supportDir[0] = bdx;
373
+ supportDir[1] = 0;
374
+ supportDir[2] = bdz;
375
+ shape.support(this._support, 0, supportDir, 0);
318
376
  const lead = this._support[0] * bdx + this._support[2] * bdz; // extent toward the wall (capsule radius)
319
377
  const ray = this._ray;
320
378
  ray.setOrigin(sx, sy + this.stepHeight + this.skin, sz);
@@ -341,7 +399,7 @@ export class KinematicMover {
341
399
  // destination is the tell that we climbed onto a wall, not a step.
342
400
  const stepProg = (position[0] - sx) * (position[0] - sx) + (position[2] - sz) * (position[2] - sz);
343
401
  const heightGain = position[1] - sy;
344
- const overlaps = this.physicsSystem.overlap(shape, position, rotation, this._overlapBuf, 0, filter) > 0;
402
+ const overlaps = this._overlapsSolid(position, rotation, shape, filter);
345
403
  if (stepProg > slideProg + 1e-8 && heightGain <= this.stepHeight + this.skin && !overlaps) {
346
404
  velocity.set(svx, svy, svz); // restore horizontal; vertical settled by categorize
347
405
 
@@ -367,7 +425,7 @@ export class KinematicMover {
367
425
  ray.setOrigin(position[0], position[1], position[2]);
368
426
  ray.setDirection(dx, dy, dz);
369
427
  ray.tMax = maxDist;
370
- if (!this.physicsSystem.shapeCast(ray, shape, rotation, this._hit, filter)) return maxDist;
428
+ if (!this.physicsSystem.shapeCast(ray, shape, rotation, this._hit, this._solidCast)) return maxDist;
371
429
  const t = this._hit.t - this.skin;
372
430
  return t > 0 ? t : 0;
373
431
  }
@@ -396,18 +454,25 @@ export class KinematicMover {
396
454
  * cap is hit. Deepest-first converges multi-body resting contact
397
455
  * (each pass removes the worst offender) without solving a system.
398
456
  *
457
+ * The query reports BODIES, and a body is every collider attached to it, each at its own world
458
+ * transform - a compound body's colliders live on child entities, away from the body's pose.
459
+ * The query stops at the first of a body's colliders it finds overlapping, so the rest are
460
+ * tested again here, one by one ({@link convex_overlaps_shape}), and the depth is measured only
461
+ * against those the `filter` accepts AND the capsule overlaps; the body entity's own `Collider`
462
+ * component, when it has one, is only one of them.
463
+ *
399
464
  * @private
400
465
  */
401
466
  _recover(position, rotation, shape, filter) {
402
467
  const physics = this.physicsSystem;
403
- const ecd = this.ecd;
404
- const buf = this._overlapBuf;
405
468
  const dir = this._penDir;
406
469
 
407
470
  for (let iter = 0; iter < this.maxRecoverIterations; iter++) {
408
- const n = physics.overlap(shape, position, rotation, buf, 0, filter);
471
+ const n = this._overlapAll(position, rotation, shape, filter);
409
472
  if (n === 0) return;
410
473
 
474
+ const buf = this._overlapBuf;
475
+
411
476
  let bestDepth = 0;
412
477
  let bestX = 0, bestY = 0, bestZ = 0;
413
478
 
@@ -415,19 +480,37 @@ export class KinematicMover {
415
480
  const bodyId = buf[i];
416
481
  const entity = physics.entityOf(bodyId);
417
482
  if (entity < 0) continue;
418
- const otherT = ecd.getComponent(entity, Transform64);
419
- const otherC = ecd.getComponent(entity, Collider);
420
- if (otherT === undefined || otherC === undefined) continue;
421
-
422
- // depth + unit B→A separation (A = our capsule, B = other).
423
- const depth = compute_penetration(
424
- dir,
425
- shape, position, rotation,
426
- otherC.shape, otherT.translation, otherT.rotation,
427
- );
428
- if (depth > bestDepth) {
429
- bestDepth = depth;
430
- bestX = dir[0]; bestY = dir[1]; bestZ = dir[2];
483
+ const colliders = physics.collidersOf(bodyId);
484
+
485
+ const sole = colliders.length === 1;
486
+
487
+ for (let k = 0; k < colliders.length; k++) {
488
+ const entry = colliders[k];
489
+ const collider = entry.collider;
490
+ if (!this._isSolid(filter, bodyId, entity, collider)) continue;
491
+ const otherPosition = this._otherPosition, otherRotation = this._otherRotation;
492
+ this._readPose(entry.transform);
493
+
494
+ // Only a collider the capsule overlaps has a depth to measure. The query
495
+ // reported the body on its first overlapping collider; the rest may be
496
+ // anywhere, and a depth taken against one the capsule does not touch is a
497
+ // push toward something it is not in. A body's sole collider is the one the
498
+ // query found overlapping, so it needs no second test.
499
+ if (!sole && !convex_overlaps_shape(
500
+ shape, position, rotation,
501
+ collider.shape, otherPosition, otherRotation,
502
+ )) continue;
503
+
504
+ // depth + unit B→A separation (A = our capsule, B = other).
505
+ const depth = compute_penetration(
506
+ dir,
507
+ shape, position, rotation,
508
+ collider.shape, otherPosition, otherRotation,
509
+ );
510
+ if (depth > bestDepth) {
511
+ bestDepth = depth;
512
+ bestX = dir[0]; bestY = dir[1]; bestZ = dir[2];
513
+ }
431
514
  }
432
515
  }
433
516
 
@@ -440,6 +523,95 @@ export class KinematicMover {
440
523
  }
441
524
  }
442
525
 
526
+ /**
527
+ * Whether a collider is something the capsule collides with: not a sensor — a trigger is not a
528
+ * solid surface, by its own flag or its body's ({@link is_sensor}) — and accepted by the move's
529
+ * `filter`. The raycast already passes through sensors by itself; the shape cast and the overlap
530
+ * query report them, and other callers may want them reported, so the mover drops them here.
531
+ *
532
+ * @private
533
+ * @param {(entity:number, collider:Collider)=>boolean} filter
534
+ * @param {number} body_id the body the collider belongs to
535
+ * @param {number} entity that body's entity
536
+ * @param {Collider} collider
537
+ * @returns {boolean}
538
+ */
539
+ _isSolid(filter, body_id, entity, collider) {
540
+ const body = this.physicsSystem.bodyOf(body_id);
541
+ if (body === undefined || is_sensor(body, collider)) return false;
542
+ return filter(entity, collider);
543
+ }
544
+
545
+ /**
546
+ * Whether the shape overlaps any solid collider ({@link _isSolid}), each collider of an
547
+ * overlapping body tested on its own.
548
+ *
549
+ * @private
550
+ * @returns {boolean}
551
+ */
552
+ _overlapsSolid(position, rotation, shape, filter) {
553
+ const physics = this.physicsSystem;
554
+ const n = this._overlapAll(position, rotation, shape, filter);
555
+ const buf = this._overlapBuf;
556
+
557
+ for (let i = 0; i < n; i++) {
558
+ const bodyId = buf[i];
559
+ const entity = physics.entityOf(bodyId);
560
+ if (entity < 0) continue;
561
+ const colliders = physics.collidersOf(bodyId);
562
+ const sole = colliders.length === 1;
563
+
564
+ for (let k = 0; k < colliders.length; k++) {
565
+ const entry = colliders[k];
566
+ if (!this._isSolid(filter, bodyId, entity, entry.collider)) continue;
567
+ // a body's sole collider is the one the query found overlapping
568
+ if (sole) return true;
569
+ this._readPose(entry.transform);
570
+ if (convex_overlaps_shape(shape, position, rotation, entry.collider.shape, this._otherPosition, this._otherRotation)) {
571
+ return true;
572
+ }
573
+ }
574
+ }
575
+
576
+ return false;
577
+ }
578
+
579
+ /**
580
+ * Copy a collider's world pose into {@link _otherPosition} / {@link _otherRotation}. A
581
+ * Transform64's `translation` and `rotation` getters build a new view on every read; recovery
582
+ * reads one pose per collider per pass, and that was the allocation it made.
583
+ *
584
+ * @private
585
+ * @param {import("../../../ecs/transform/Transform64.js").Transform64} transform
586
+ */
587
+ _readPose(transform) {
588
+ const p = this._otherPosition, q = this._otherRotation;
589
+ p[0] = transform.translation_x;
590
+ p[1] = transform.translation_y;
591
+ p[2] = transform.translation_z;
592
+ q[0] = transform.rotation_x;
593
+ q[1] = transform.rotation_y;
594
+ q[2] = transform.rotation_z;
595
+ q[3] = transform.rotation_w;
596
+ }
597
+
598
+ /**
599
+ * Every body the shape overlaps, into {@link _overlapBuf}; returns the count. The query caps
600
+ * its count at the buffer's capacity and drops the rest silently, so a full buffer is grown
601
+ * (doubled) and the query run again until the count fits.
602
+ *
603
+ * @private
604
+ * @returns {number}
605
+ */
606
+ _overlapAll(position, rotation, shape, filter) {
607
+ for (; ;) {
608
+ const buf = this._overlapBuf;
609
+ const n = this.physicsSystem.overlap(shape, position, rotation, buf, 0, filter);
610
+ if (n < buf.length) return n;
611
+ this._overlapBuf = new Uint32Array(buf.length * 2);
612
+ }
613
+ }
614
+
443
615
  /**
444
616
  * Unified 3D collide-and-slide. Faithful to Quake's `SV_FlyMove`:
445
617
  * sweep the velocity for the remaining time, stop at contact, clip
@@ -478,7 +650,7 @@ export class KinematicMover {
478
650
  ray.setDirection(ndx, ndy, ndz);
479
651
  ray.tMax = len;
480
652
 
481
- const didHit = physics.shapeCast(ray, shape, rotation, hit, filter);
653
+ const didHit = physics.shapeCast(ray, shape, rotation, hit, this._solidCast);
482
654
 
483
655
  if (!didHit) {
484
656
  // Clear path — consume the whole remaining move.
@@ -655,7 +827,7 @@ export class KinematicMover {
655
827
  ray.setOrigin(position[0], position[1] + lift, position[2]);
656
828
  ray.setDirection(0, -1, 0);
657
829
  ray.tMax = reach;
658
- if (this.physicsSystem.shapeCast(ray, shape, rotation, hit, filter) && hit.t > this.skin) {
830
+ if (this.physicsSystem.shapeCast(ray, shape, rotation, hit, this._solidCast) && hit.t > this.skin) {
659
831
  const stepY = position[1] + lift - hit.t;
660
832
  // With a centre surface the centre ray already vouched for
661
833
  // walkability, so mount any step. With NONE, the footprint is the
@@ -685,8 +857,17 @@ export class KinematicMover {
685
857
  result.groundEntity = hit.entity;
686
858
 
687
859
  // Stick: rest the feet `skin` above the surface (snaps down for a
688
- // descent, up onto a step / out of a grazing contact).
689
- position[1] = surfaceY + this.skin;
860
+ // descent, up onto a step / out of a grazing contact). A body already
861
+ // resting there, to within what the probes can tell, is left exactly
862
+ // where it is: they re-derive the height on every move and land a few
863
+ // 1e-8 m either side of the last answer, and a body moved by that much
864
+ // on every move never holds still. Driven by a target pose, it carries
865
+ // that as a velocity, and a support with any velocity at all keeps what
866
+ // rests on it awake.
867
+ const rest = surfaceY + this.skin;
868
+ if (Math.abs(rest - position[1]) > REST_TOLERANCE) {
869
+ position[1] = rest;
870
+ }
690
871
 
691
872
  // Clip the into-ground velocity component (gravity on flat ground;
692
873
  // the into-slope part on a ramp), leaving tangential motion.
@@ -64,6 +64,10 @@ export class FirstPersonSensorsSystem extends System<any> {
64
64
  * standing capsule. A miss (or a much-lower hit) means the surface dropped
65
65
  * away: a thin wall / lip you can only hang from, not stand on.
66
66
  * @private
67
+ * @param {number} px
68
+ * @param {number} edgeY
69
+ * @param {number} pz
70
+ * @param {(entity:number)=>boolean} filter leaves out the player's own body
67
71
  */
68
72
  private _probeStandable;
69
73
  /**
@@ -77,6 +81,7 @@ export class FirstPersonSensorsSystem extends System<any> {
77
81
  * will replace this with the true shape normal at the same call site.
78
82
  *
79
83
  * @private
84
+ * @param {(entity:number)=>boolean} filter leaves out the player's own body
80
85
  */
81
86
  private _probeRay;
82
87
  }
@@ -1 +1 @@
1
- {"version":3,"file":"FirstPersonSensorsSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;;IACI,0EAA0D;IAE1D;;;;;OAKG;IACH,kBAFU,iCAAiC,GAAC,IAAI,CAExB;IAExB;;;;;OAKG;IACH,eAFU,aAAa,GAAC,IAAI,CAEP;IAErB;;;;;;OAMG;IACH,mBAAwB;IAExB;;;;;;OAMG;IACH,mBAAuC;IAEvC,2CAaC;IAED,2BAIC;IAED;;OAEG;IACH,2BAsFC;IAED;;;;;;OAMG;IACH,wBASC;IAED;;;;;;;;;;;OAWG;IACH,kBAiBC;CACJ;uBA/NsB,wBAAwB;4BACnB,uCAAuC;4CACvB,mCAAmC;kDAC7B,yCAAyC;8BAL7D,uCAAuC"}
1
+ {"version":3,"file":"FirstPersonSensorsSystem.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;;IACI,0EAA0D;IAE1D;;;;;OAKG;IACH,kBAFU,iCAAiC,GAAC,IAAI,CAExB;IAExB;;;;;OAKG;IACH,eAFU,aAAa,GAAC,IAAI,CAEP;IAErB;;;;;;OAMG;IACH,mBAAwB;IAExB;;;;;;OAMG;IACH,mBAAuC;IAEvC,2CAaC;IAED,2BAIC;IAED;;OAEG;IACH,2BA0FC;IAED;;;;;;;;;;OAUG;IACH,wBAQC;IAED;;;;;;;;;;;;OAYG;IACH,kBAgBC;CACJ;uBAtOsB,wBAAwB;4BACnB,uCAAuC;4CACvB,mCAAmC;kDAC7B,yCAAyC;8BAL7D,uCAAuC"}
@@ -135,16 +135,20 @@ export class FirstPersonSensorsSystem extends System {
135
135
  const wallProbeDist = cfg.body.radius * 2 + 0.05; // just past the capsule
136
136
  const obstacleProbeDist = 1.2; // ~one stride
137
137
 
138
+ // Every collider of the player's own body is left out; the controller made the filter at
139
+ // link, so a probe allocates no closure.
140
+ const notSelf = runtime.notSelf;
141
+
138
142
  // Wall left: probe along -right.
139
- this._probeRay(sensors.wallLeft, ox, oy, oz, -rx, 0, -rz, wallProbeDist, entity);
143
+ this._probeRay(sensors.wallLeft, ox, oy, oz, -rx, 0, -rz, wallProbeDist, notSelf);
140
144
  // Wall right: probe along +right.
141
- this._probeRay(sensors.wallRight, ox, oy, oz, rx, 0, rz, wallProbeDist, entity);
145
+ this._probeRay(sensors.wallRight, ox, oy, oz, rx, 0, rz, wallProbeDist, notSelf);
142
146
  // Wall front: probe along +forward.
143
- this._probeRay(sensors.wallFront, ox, oy, oz, fx, 0, fz, wallProbeDist, entity);
147
+ this._probeRay(sensors.wallFront, ox, oy, oz, fx, 0, fz, wallProbeDist, notSelf);
144
148
  // Obstacle ahead: same direction as wallFront but longer reach.
145
149
  // Used by mantle/vault; the consumer compares the hit altitude to
146
150
  // the body height to decide vault vs. mantle vs. neither.
147
- this._probeRay(sensors.obstacleAhead, ox, oy, oz, fx, 0, fz, obstacleProbeDist, entity);
151
+ this._probeRay(sensors.obstacleAhead, ox, oy, oz, fx, 0, fz, obstacleProbeDist, notSelf);
148
152
 
149
153
  // Ledge ahead — only meaningful if obstacleAhead hit something
150
154
  // around chest height: probe down from just past the top of the
@@ -158,7 +162,7 @@ export class FirstPersonSensorsSystem extends System {
158
162
  px, topY, pz,
159
163
  0, -1, 0,
160
164
  cfg.body.height * 0.5,
161
- entity,
165
+ notSelf,
162
166
  );
163
167
  }
164
168
 
@@ -173,7 +177,7 @@ export class FirstPersonSensorsSystem extends System {
173
177
  sensors.ledgeAhead.point[0] + fx * reach,
174
178
  sensors.ledgeAhead.point[1],
175
179
  sensors.ledgeAhead.point[2] + fz * reach,
176
- entity,
180
+ notSelf,
177
181
  );
178
182
  }
179
183
  }
@@ -184,13 +188,16 @@ export class FirstPersonSensorsSystem extends System {
184
188
  * standing capsule. A miss (or a much-lower hit) means the surface dropped
185
189
  * away: a thin wall / lip you can only hang from, not stand on.
186
190
  * @private
191
+ * @param {number} px
192
+ * @param {number} edgeY
193
+ * @param {number} pz
194
+ * @param {(entity:number)=>boolean} filter leaves out the player's own body
187
195
  */
188
- _probeStandable(px, edgeY, pz, excludeEntity) {
196
+ _probeStandable(px, edgeY, pz, filter) {
189
197
  const ray = this._probe_ray;
190
198
  ray.setOrigin(px, edgeY + 0.2, pz);
191
199
  ray.setDirection(0, -1, 0);
192
200
  ray.tMax = 0.4;
193
- const filter = (e) => e !== excludeEntity;
194
201
  const out = this._probe_hit;
195
202
  if (!this.physicsSystem.raycast(ray, out, filter)) return false;
196
203
  return out.position[1] > edgeY - 0.15; // surface still up near the edge height
@@ -207,8 +214,9 @@ export class FirstPersonSensorsSystem extends System {
207
214
  * will replace this with the true shape normal at the same call site.
208
215
  *
209
216
  * @private
217
+ * @param {(entity:number)=>boolean} filter leaves out the player's own body
210
218
  */
211
- _probeRay(slot, ox, oy, oz, dx, dy, dz, maxDist, excludeEntity) {
219
+ _probeRay(slot, ox, oy, oz, dx, dy, dz, maxDist, filter) {
212
220
  // Exclude the player's own body from the result — downward
213
221
  // probes from chest start inside the capsule, would otherwise
214
222
  // hit the capsule's bottom hemisphere.
@@ -216,7 +224,6 @@ export class FirstPersonSensorsSystem extends System {
216
224
  ray.setOrigin(ox, oy, oz);
217
225
  ray.setDirection(dx, dy, dz);
218
226
  ray.tMax = maxDist;
219
- const filter = (e) => e !== excludeEntity;
220
227
  const out = this._probe_hit;
221
228
  if (!this.physicsSystem.raycast(ray, out, filter)) return;
222
229
 
@@ -1 +1 @@
1
- {"version":3,"file":"EntityComponentDataset.d.ts","sourceRoot":"","sources":["../../../../src/engine/ecs/EntityComponentDataset.js"],"names":[],"mappings":"AAmqEA;;;;;;GAMG;AACH,qDAFa,MAAM,CAIlB;AAtjED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wDAfyB,MAAM;IAiB3B;;;;OAIG;IACH,wBAA+B;IAE/B;;;;;OAKG;IACH,yBAAsC;IAEtC;;;;;;;;;OASG;IACH,2BAAkC;IAElC;;;;;OAKG;IACH,yBAAsB;IAEtB;;;;OAIG;IACH,4BAAgC;IAEhC;;;;OAIG;IACH,2BAAuB;IAEvB;;;;OAIG;IACH,mBAAgB;IAEhB;;;;OAIG;IACH,oBAAgB;IAEhB;;;;;;;OAOG;IACH,mBAAe;IAEf;;;OAGG;IACH,8BAA+B;IAE/B;;;OAGG;IACH,8BAA+B;IAG/B;;;;OAIG;IACH,+BAA4B;IAE5B;;;;OAIG;IACH,kCAA+B;IAE/B;;;OAGG;IACH,kBAAe;IAGf;;;;;;OAMG;IACH,+BAJW,MAAM,iCAsChB;IAED;;;;;OAKG;IACH,sBAJW,cAAc,cACd,OAAO,GACL,OAAO,CAqDnB;IAED;;;;;OAKG;IACH,yBAJW,cAAc,cACd,OAAO,GACL,OAAO,CA6DnB;IAED;;;OAGG;IACH,kBAFa,MAAM,CAIlB;IAED;;;OAGG;IACH,yBAFa,MAAM,CAIlB;IAED;;;;;OAKG;IACH,sBAJW,MAAM,qBACN,EAAE,SAmCZ;IAED;;;;;;;OAOG;IACH,6BANW,EAAE,iBACF,MAAM,aACN,MAAM,GACJ,MAAM,CAoClB;IAED;;;;;;;OAOG;IACH,4BAJW,MAAM,GACJ,EAAE,CA0Bd;IAED;;;;;OAKG;IACH,yBAJW,KAAK,EAAE,GACL,IAAI,CAmPhB;IAED;;;;OAIG;IACH,mCAHW,KAAK,EAAE,GACL,OAAO,CAenB;IAED;;;;;OAKG;IACH,gCAHW,KAAK,WAAS,GACb,OAAO,CASlB;IAED;;;OAGG;IACH,uBAFa,KAAK,EAAE,CAInB;IAED;;;;OAIG;IACH,kCAHW,KAAK,EAAE,GACL,OAAO,CAgBnB;IAED;;;;OAIG;IACH,4BAHW,KAAK,WAAS,GACZ,OAAO,CAanB;IAED;;;;OAIG;IACH,8BAHW,KAAK,GACH,OAAO,CAkBnB;IAED;;;;OAIG;IACH,iCAHW,MAAM,GACJ,IAAI,CAmBhB;IAED;;;;;OAKG;IACH,+BAHW,MAAM,GACJ,MAAM,CAOlB;IAED;;;;OAIG;IACH,2BAiBC;IAED;;;OAGG;IACH,gBAFa,MAAM,CAQlB;IAED;;;;;OAKG;IACH,gCAJW,MAAM,GAEJ,IAAI,CAQhB;IAED;;;;OAIG;IACH,0BAHW,MAAM,GACJ,OAAO,CAMnB;IAED;;;;OAIG;IACH,qCAHW,MAAM,GACJ,OAAO,CAMnB;IAED;;;;OAIG;IACH,wBAHW,MAAM,GACJ,OAAO,CAwCnB;IAED;;;;;OAKG;IACH,2BAHW,MAAM,EAAE,GACN,IAAI,CAQhB;IAED;;;;;OAKG;IACH,qCAJW,MAAM,SACN,KAAK,GACH,IAAI,CAUhB;IAED;;;;;OAKG;IACH,4CAJW,MAAM,mBACN,MAAM,GACJ,IAAI,CAiBhB;IAED;;;;;;;OAOG;IACH,mDAgBC;IAED;;;;OAIG;IACH,iCAHW,WAAS,KAAK,GACZ,MAAM,CAalB;IAED;;;;OAIG;IACH,wCAFa,MAAM,CAUlB;IAED;;;;;;;OAOG;IACH;gBAFqB,MAAM;;MA2B1B;IAED;;;;;;;;OAQG;IACH,mCAJW,MAAM,0BAEJ,IAAI,CAqBhB;IAED;;;;;;;OAOG;IACH,4CALW,MAAM,mBACN,MAAM,4BAEJ,IAAI,CAsChB;IAED;;;;;OAKG;IACH,oCAJW,MAAM,mBACN,MAAM,OAUhB;IAED;;;;;;OAMG;IACH,6BAJW,MAAM,+DAEJ,OAAO,CAInB;IAED;;;;;OAKG;IACH,6BAJW,MAAM,mEAiBhB;IAED;;;;;;;OAOG;IACH,iCALW,MAAM,mEAahB;IAED;;;;;;;OAOG;IACH,sDALW,KAAK,sCAGH,IAAI,CAiBhB;IAED;;;;;;;;;;;;;OAaG;IACH,gEAJ6B,OAAO,YACzB,MAAM,GACJ,IAAI,CAsEhB;IAED;;;;;;;OAOG;IACH,uEAFa,IAAI,CA0DhB;IAkBD;;;;;;;;;;OAUG;IACH,qHAJiC,MAAM,KAAK,IAAI,kBAEnC,IAAI,CAahB;IAED;;;;;;OAMG;IACH,2CALW,MAAM,qCAGJ,IAAI,CAShB;IAED;;;;;;;OAOG;IACH,+CAyBC;IAED;;;;;;OAMG;IACH,iDAsBC;IAED;;;;;OAKG;IACH,wCAgCC;IAED;;;;;OAKG;IACH,0CA2BC;IAED;;;;;;;;;OASG;IACH,kCARW,MAAM,sCAGJ,IAAI,CAuBhB;IAED;;;;;;;;;OASG;IACH,qCARW,MAAM,sCAGJ,OAAO,CAkCnB;IAED;;;;;;;;;;OAUG;IACH,+BATW,MAAM,cACN,MAAM,uCAGJ,IAAI,CAiChB;IAED;;;;;;;;;;OAUG;IACH,kCATW,MAAM,cACN,MAAM,sCAGJ,OAAO,CA2CnB;IAED;;;;;;;OAOG;IACH,kBANW,MAAM,QACN,MAAM,gBAEJ,IAAI,CAmBhB;IAED;;;;OAIG;IACH,+BAHW,MAAM,GACJ,OAAO,CAenB;IAED;;;;OAIG;IACH,SAHa,IAAI,CAShB;IAED;;;;;OAKG;IACH,YAHa,IAAI,CAgBhB;IAED;;;;OAIG;IACH,yCAHW,MAAM,kEAkBhB;IAED;;;;;OAKG;IACH,mBAHW,sBAAsB,6BACpB,IAAI,CA6DhB;IAED;;;;;OAKG;IACH,qEAHW,CAAC,cAAc,EAAE,MAAM,EAAE,UAAU,OAAO,EAAE,cAAc,EAAE,MAAM,KAAK,IAAI,GACzE,IAAI,CAkEhB;IAED;;;OAGG;IACH,WAFa,OAAO,CAInB;IAED;;;;;OAKG;IACH,+BAJW,CAAC,WAAW,EAAE,MAAM,KAAK,IAAI,kBAE3B,IAAI,CAgBhB;IAGL;;;;;OAKG;IACH,mCAFU,OAAO,CAEwC;IAIzD;;OAEG;IACH,4BAnoBgB,UAAU,MAAM,CAAC,CAmoBoB;IAErD;;OAEG;IACH,iCArae,MAAM,wCAGJ,OAAO,CAka+B;IA1oBnD;;;OAGG;IACH,qBAFY,UAAU,MAAM,CAAC,CAY5B;CAwmBJ;6BAvlEY,OAAO,gCAAgC,EAAE,KAAK,CAAC,CAAC,CAAC;6BAIjD,OAAO,qBAAqB,EAAE,cAAc"}
1
+ {"version":3,"file":"EntityComponentDataset.d.ts","sourceRoot":"","sources":["../../../../src/engine/ecs/EntityComponentDataset.js"],"names":[],"mappings":"AAirEA;;;;;;GAMG;AACH,qDAFa,MAAM,CAIlB;AAvjED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wDAfyB,MAAM;IAiB3B;;;;OAIG;IACH,wBAA+B;IAE/B;;;;;OAKG;IACH,yBAAsC;IAEtC;;;;;;;;;OASG;IACH,2BAAkC;IAElC;;;;;OAKG;IACH,yBAAsB;IAEtB;;;;OAIG;IACH,4BAAgC;IAEhC;;;;OAIG;IACH,2BAAuB;IAEvB;;;;OAIG;IACH,mBAAgB;IAEhB;;;;OAIG;IACH,oBAAgB;IAEhB;;;;;;;OAOG;IACH,mBAAe;IAEf;;;OAGG;IACH,8BAA+B;IAE/B;;;OAGG;IACH,8BAA+B;IAG/B;;;;OAIG;IACH,+BAA4B;IAE5B;;;;OAIG;IACH,kCAA+B;IAE/B;;;OAGG;IACH,kBAAe;IAGf;;;;;;OAMG;IACH,+BAJW,MAAM,iCAsChB;IAED;;;;;OAKG;IACH,sBAJW,cAAc,cACd,OAAO,GACL,OAAO,CAqDnB;IAED;;;;;OAKG;IACH,yBAJW,cAAc,cACd,OAAO,GACL,OAAO,CA6DnB;IAED;;;OAGG;IACH,kBAFa,MAAM,CAIlB;IAED;;;OAGG;IACH,yBAFa,MAAM,CAIlB;IAED;;;;;OAKG;IACH,sBAJW,MAAM,qBACN,EAAE,SAmCZ;IAED;;;;;;;OAOG;IACH,6BANW,EAAE,iBACF,MAAM,aACN,MAAM,GACJ,MAAM,CAoClB;IAED;;;;;;;OAOG;IACH,4BAJW,MAAM,GACJ,EAAE,CA0Bd;IAED;;;;;OAKG;IACH,yBAJW,KAAK,EAAE,GACL,IAAI,CAmPhB;IAED;;;;OAIG;IACH,mCAHW,KAAK,EAAE,GACL,OAAO,CAenB;IAED;;;;;OAKG;IACH,gCAHW,KAAK,WAAS,GACb,OAAO,CASlB;IAED;;;OAGG;IACH,uBAFa,KAAK,EAAE,CAInB;IAED;;;;OAIG;IACH,kCAHW,KAAK,EAAE,GACL,OAAO,CAgBnB;IAED;;;;OAIG;IACH,4BAHW,KAAK,WAAS,GACZ,OAAO,CAanB;IAED;;;;OAIG;IACH,8BAHW,KAAK,GACH,OAAO,CAkBnB;IAED;;;;OAIG;IACH,iCAHW,MAAM,GACJ,IAAI,CAmBhB;IAED;;;;;OAKG;IACH,+BAHW,MAAM,GACJ,MAAM,CAOlB;IAED;;;;OAIG;IACH,2BAiBC;IAED;;;OAGG;IACH,gBAFa,MAAM,CAQlB;IAED;;;;;OAKG;IACH,gCAJW,MAAM,GAEJ,IAAI,CAQhB;IAED;;;;OAIG;IACH,0BAHW,MAAM,GACJ,OAAO,CAMnB;IAED;;;;OAIG;IACH,qCAHW,MAAM,GACJ,OAAO,CAMnB;IAED;;;;OAIG;IACH,wBAHW,MAAM,GACJ,OAAO,CAwCnB;IAED;;;;;OAKG;IACH,2BAHW,MAAM,EAAE,GACN,IAAI,CAQhB;IAED;;;;;OAKG;IACH,qCAJW,MAAM,SACN,KAAK,GACH,IAAI,CAUhB;IAED;;;;;OAKG;IACH,4CAJW,MAAM,mBACN,MAAM,GACJ,IAAI,CAiBhB;IAED;;;;;;;OAOG;IACH,mDAgBC;IAED;;;;OAIG;IACH,iCAHW,WAAS,KAAK,GACZ,MAAM,CAalB;IAED;;;;OAIG;IACH,wCAFa,MAAM,CAUlB;IAED;;;;;;;OAOG;IACH;gBAFqB,MAAM;;MA2B1B;IAED;;;;;;;;OAQG;IACH,mCAJW,MAAM,0BAEJ,IAAI,CAqBhB;IAED;;;;;;;OAOG;IACH,4CALW,MAAM,mBACN,MAAM,4BAEJ,IAAI,CAuChB;IAED;;;;;OAKG;IACH,oCAJW,MAAM,mBACN,MAAM,OAUhB;IAED;;;;;;OAMG;IACH,6BAJW,MAAM,+DAEJ,OAAO,CAInB;IAED;;;;;OAKG;IACH,6BAJW,MAAM,mEAiBhB;IAED;;;;;;;OAOG;IACH,iCALW,MAAM,mEAahB;IAED;;;;;;;OAOG;IACH,sDALW,KAAK,sCAGH,IAAI,CAiBhB;IAED;;;;;;;;;;;;;OAaG;IACH,gEAJ6B,OAAO,YACzB,MAAM,GACJ,IAAI,CAsEhB;IAED;;;;;;;OAOG;IACH,uEAFa,IAAI,CA0DhB;IAkBD;;;;;;;;;;OAUG;IACH,qHAJiC,MAAM,KAAK,IAAI,kBAEnC,IAAI,CAahB;IAED;;;;;;OAMG;IACH,2CALW,MAAM,qCAGJ,IAAI,CAShB;IAED;;;;;;;OAOG;IACH,+CAyBC;IAED;;;;;;OAMG;IACH,iDAsBC;IAED;;;;;OAKG;IACH,wCAgCC;IAED;;;;;OAKG;IACH,0CA2BC;IAED;;;;;;;;;OASG;IACH,kCARW,MAAM,sCAGJ,IAAI,CAuBhB;IAED;;;;;;;;;OASG;IACH,qCARW,MAAM,sCAGJ,OAAO,CAkCnB;IAED;;;;;;;;;;OAUG;IACH,+BATW,MAAM,cACN,MAAM,uCAGJ,IAAI,CAiChB;IAED;;;;;;;;;;OAUG;IACH,kCATW,MAAM,cACN,MAAM,sCAGJ,OAAO,CA2CnB;IAED;;;;;;;OAOG;IACH,kBANW,MAAM,QACN,MAAM,gBAEJ,IAAI,CAmBhB;IAED;;;;OAIG;IACH,+BAHW,MAAM,GACJ,OAAO,CAenB;IAED;;;;OAIG;IACH,SAHa,IAAI,CAShB;IAED;;;;;OAKG;IACH,YAHa,IAAI,CAgBhB;IAED;;;;OAIG;IACH,yCAHW,MAAM,kEAkBhB;IAED;;;;;OAKG;IACH,mBAHW,sBAAsB,6BACpB,IAAI,CA6DhB;IAED;;;;;OAKG;IACH,qEAHW,CAAC,cAAc,EAAE,MAAM,EAAE,UAAU,OAAO,EAAE,cAAc,EAAE,MAAM,KAAK,IAAI,GACzE,IAAI,CAkEhB;IAED;;;OAGG;IACH,WAFa,OAAO,CAInB;IAED;;;;;OAKG;IACH,+BAJW,CAAC,WAAW,EAAE,MAAM,KAAK,IAAI,kBAE3B,IAAI,CAgBhB;IAGL;;;;;OAKG;IACH,mCAFU,OAAO,CAEwC;IAIzD;;OAEG;IACH,4BAnoBgB,UAAU,MAAM,CAAC,CAmoBoB;IAErD;;OAEG;IACH,iCArae,MAAM,wCAGJ,OAAO,CAka+B;IA1oBnD;;;OAGG;IACH,qBAFY,UAAU,MAAM,CAAC,CAY5B;CAwmBJ;6BArmEY,OAAO,gCAAgC,EAAE,KAAK,CAAC,CAAC,CAAC;6BAIjD,OAAO,qBAAqB,EAAE,cAAc"}
@@ -21,6 +21,19 @@ import { EventType } from "./EventType.js";
21
21
  * @typedef {import("./EntityObserver.js").EntityObserver} EntityObserver
22
22
  */
23
23
 
24
+ /**
25
+ * Throw an assertion's message, built from the values it checks. Written
26
+ * `assert.ok(condition || assertion_failed(`... ${value} ...`))`, the template is evaluated only once
27
+ * the condition has failed. As `assert.ok`'s second argument it was built on every call that passed:
28
+ * on {@link EntityComponentDataset#getComponent}, every call any system makes. It is only ever
29
+ * reached from inside an `assert.*` argument, so a consumer that strips the assert strips it too.
30
+ * @param {string} message
31
+ * @returns {never}
32
+ */
33
+ function assertion_failed(message) {
34
+ throw new Error(message);
35
+ }
36
+
24
37
  /**
25
38
  *
26
39
  * @param {number} entityIndex
@@ -257,7 +270,7 @@ export class EntityComponentDataset {
257
270
  */
258
271
  promiseComponent(entity, component_type) {
259
272
 
260
- assert.ok(this.entityExists(entity), `Entity ${entity} doesn't exist`);
273
+ assert.ok(this.entityExists(entity) || assertion_failed(`Entity ${entity} doesn't exist`));
261
274
 
262
275
  const self = this;
263
276
  return new Promise(function (resolve, reject) {
@@ -440,7 +453,7 @@ export class EntityComponentDataset {
440
453
  * @returns {Array}
441
454
  */
442
455
  getComponents(entity, component_classes) {
443
- assert.ok(this.entityExists(entity), `Entity ${entity} doesn't exist`);
456
+ assert.ok(this.entityExists(entity) || assertion_failed(`Entity ${entity} doesn't exist`));
444
457
 
445
458
  assert.notNull(component_classes, "component_classes");
446
459
  assert.defined(component_classes, "component_classes");
@@ -488,7 +501,7 @@ export class EntityComponentDataset {
488
501
  ) {
489
502
 
490
503
  assert.isNonNegativeInteger(entity_id, 'entity_id');
491
- assert.ok(this.entityExists(entity_id), `Entity ${entity_id} doesn't exist`);
504
+ assert.ok(this.entityExists(entity_id) || assertion_failed(`Entity ${entity_id} doesn't exist`));
492
505
  assert.isArray(output, "output");
493
506
  assert.isNonNegativeInteger(output_offset, 'output_offset');
494
507
 
@@ -526,7 +539,7 @@ export class EntityComponentDataset {
526
539
  */
527
540
  getAllComponents(entity_id) {
528
541
  assert.isNonNegativeInteger(entity_id, 'entity_id');
529
- assert.ok(this.entityExists(entity_id), `Entity ${entity_id} doesn't exist`);
542
+ assert.ok(this.entityExists(entity_id) || assertion_failed(`Entity ${entity_id} doesn't exist`));
530
543
 
531
544
  const ret = [];
532
545
 
@@ -934,7 +947,7 @@ export class EntityComponentDataset {
934
947
  */
935
948
  getEntityGeneration(entity_id) {
936
949
  assert.isNonNegativeInteger(entity_id, 'entity_id');
937
- assert.ok(this.entityExists(entity_id), `Entity ${entity_id} does not exist`);
950
+ assert.ok(this.entityExists(entity_id) || assertion_failed(`Entity ${entity_id} does not exist`));
938
951
 
939
952
  return this.entityGeneration[entity_id];
940
953
  }
@@ -1093,8 +1106,8 @@ export class EntityComponentDataset {
1093
1106
  * @returns {void}
1094
1107
  */
1095
1108
  removeComponentFromEntityByIndex(entity_id, component_index) {
1096
- assert.ok(this.entityExists(entity_id), `entity ${entity_id} does not exist`);
1097
- assert.ok(this.componentIndexExists(component_index), `componentIndex ${component_index} is out of bounds`);
1109
+ assert.ok(this.entityExists(entity_id) || assertion_failed(`entity ${entity_id} does not exist`));
1110
+ assert.ok(this.componentIndexExists(component_index) || assertion_failed(`componentIndex ${component_index} is out of bounds`));
1098
1111
 
1099
1112
  //check if component exists
1100
1113
  const componentOccupancyIndex = entity_id * this.componentTypeCount + component_index;
@@ -1243,12 +1256,13 @@ export class EntityComponentDataset {
1243
1256
  */
1244
1257
  addComponentToEntityByIndex(entity_id, component_index, component_instance) {
1245
1258
 
1246
- assert.ok(this.entityExists(entity_id), `entity ${entity_id} does not exist`);
1247
- assert.ok(this.componentIndexExists(component_index), `component_index ${component_index} is out of bounds`);
1259
+ assert.ok(this.entityExists(entity_id) || assertion_failed(`entity ${entity_id} does not exist`));
1260
+ assert.ok(this.componentIndexExists(component_index) || assertion_failed(`component_index ${component_index} is out of bounds`));
1248
1261
 
1249
1262
  assert.defined(component_instance, "component_instance");
1250
1263
 
1251
- assert.equal(this.getComponentByIndex(entity_id, component_index), undefined, `entity ${entity_id} already has component ${component_index}`);
1264
+ assert.ok(this.getComponentByIndex(entity_id, component_index) === undefined
1265
+ || assertion_failed(`entity ${entity_id} already has component ${component_index}. ${this.getComponentByIndex(entity_id, component_index)} !== undefined`));
1252
1266
 
1253
1267
 
1254
1268
  const componentOccupancyIndex = entity_id * this.componentTypeCount + component_index;
@@ -1287,8 +1301,8 @@ export class EntityComponentDataset {
1287
1301
  */
1288
1302
  getComponentByIndex(entity_id, component_index) {
1289
1303
 
1290
- assert.ok(this.entityExists(entity_id), `entity ${entity_id} does not exist`);
1291
- assert.ok(this.componentIndexExists(component_index), `component_index ${component_index} is out of bounds`);
1304
+ assert.ok(this.entityExists(entity_id) || assertion_failed(`entity ${entity_id} does not exist`));
1305
+ assert.ok(this.componentIndexExists(component_index) || assertion_failed(`component_index ${component_index} is out of bounds`));
1292
1306
 
1293
1307
 
1294
1308
  return this.components[component_index][entity_id];
@@ -1313,7 +1327,7 @@ export class EntityComponentDataset {
1313
1327
  */
1314
1328
  getComponent(entity_id, klass) {
1315
1329
  assert.isNonNegativeInteger(entity_id, 'entity_id');
1316
- assert.ok(this.entityExists(entity_id), `entity ${entity_id} does not exist`);
1330
+ assert.ok(this.entityExists(entity_id) || assertion_failed(`entity ${entity_id} does not exist`));
1317
1331
  assert.defined(klass, "klass");
1318
1332
 
1319
1333
  const componentIndex = this.computeComponentTypeIndex(klass);
@@ -1 +1 @@
1
- {"version":3,"file":"populateEngineSerializationRegistry.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/storage/populateEngineSerializationRegistry.js"],"names":[],"mappings":"AAgLA;;;;;;;;GAQG;AACH,iGA0GC"}
1
+ {"version":3,"file":"populateEngineSerializationRegistry.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/storage/populateEngineSerializationRegistry.js"],"names":[],"mappings":"AAoLA;;;;;;;;GAQG;AACH,iGA8GC"}