@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 +1,117 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { MASS_PROPERTIES_SIZE } from "./MASS_PROPERTIES_SIZE.js";
3
+
4
+ /**
5
+ * The hull's bounding box, for the scale of the inward-winding check.
6
+ * @type {Float64Array}
7
+ */
8
+ const scratch_bounds = new Float64Array(6);
9
+
10
+ /**
11
+ * Mass properties of a solid convex hull, in its own frame (see {@link MASS_PROPERTIES_SIZE}).
12
+ *
13
+ * The solid is cut into one tetrahedron per surface triangle, each fanned from a common reference
14
+ * point: the hull's first vertex. Over a closed, outward-wound surface the signed tetrahedra sum
15
+ * to the solid whatever point they share, so the point is chosen for round-off — on the hull, the
16
+ * coordinates entering the products stay on the scale of the hull rather than of its distance
17
+ * from the frame's origin. For a tetrahedron with a vertex at the reference and the others at
18
+ * v1, v2, v3 (relative), with D = v1 · (v2 × v3) six times its signed volume and v4 = v1 + v2 + v3:
19
+ *
20
+ * volume D / 6, centroid v4 / 4, ∫ x_i x_j dV = D / 120 · (Σ_k v_k,i · v_k,j over v1..v4)
21
+ *
22
+ * The second moments about the reference are then moved to the centre of mass by the parallel
23
+ * axis theorem. The construction is Box3D's hull mass (hull.c, `b3ComputeHullMass` and the hull
24
+ * builder's inertia pass; MIT, Erin Catto), applied to the hull's triangles.
25
+ *
26
+ * The vertices are read as stored (`Float32Array`) and every product is formed in float64.
27
+ *
28
+ * A hull with no volume (flat, or no triangles) is the empty solid: all zeros. A hull wound inward
29
+ * sums to minus its volume and is refused (dev assert); with asserts stripped it too reads as all
30
+ * zeros.
31
+ *
32
+ * @param {Float64Array|number[]} out receives {@link MASS_PROPERTIES_SIZE} doubles
33
+ * @param {import("../../../core/geom/3d/shape/ConvexHullShape3D.js").ConvexHullShape3D} shape a
34
+ * closed, outward-CCW hull, as {@link ConvexHullShape3D.from} builds
35
+ * @param {number} density kg/m³
36
+ */
37
+ export function convex_hull_mass_properties(out, shape, density) {
38
+ assert.isNumber(density, 'density');
39
+
40
+ const v = shape.vertices;
41
+ const idx = shape.indices;
42
+ const triangle_count = idx.length / 3;
43
+
44
+ if (v.length < 3 || triangle_count === 0) {
45
+ out.fill(0, 0, MASS_PROPERTIES_SIZE);
46
+ return;
47
+ }
48
+
49
+ const ox = v[0], oy = v[1], oz = v[2];
50
+
51
+ let volume6 = 0;
52
+ let sx = 0, sy = 0, sz = 0;
53
+ let xx = 0, yy = 0, zz = 0, xy = 0, xz = 0, yz = 0;
54
+
55
+ for (let t = 0; t < triangle_count; t++) {
56
+ const ia = idx[t * 3] * 3, ib = idx[t * 3 + 1] * 3, ic = idx[t * 3 + 2] * 3;
57
+
58
+ const x1 = v[ia] - ox, y1 = v[ia + 1] - oy, z1 = v[ia + 2] - oz;
59
+ const x2 = v[ib] - ox, y2 = v[ib + 1] - oy, z2 = v[ib + 2] - oz;
60
+ const x3 = v[ic] - ox, y3 = v[ic + 1] - oy, z3 = v[ic + 2] - oz;
61
+
62
+ // D = v1 · (v2 × v3)
63
+ const D = x1 * (y2 * z3 - z2 * y3) + y1 * (z2 * x3 - x2 * z3) + z1 * (x2 * y3 - y2 * x3);
64
+
65
+ const x4 = x1 + x2 + x3, y4 = y1 + y2 + y3, z4 = z1 + z2 + z3;
66
+
67
+ volume6 += D;
68
+ sx += D * x4;
69
+ sy += D * y4;
70
+ sz += D * z4;
71
+
72
+ xx += D * (x1 * x1 + x2 * x2 + x3 * x3 + x4 * x4);
73
+ yy += D * (y1 * y1 + y2 * y2 + y3 * y3 + y4 * y4);
74
+ zz += D * (z1 * z1 + z2 * z2 + z3 * z3 + z4 * z4);
75
+ xy += D * (x1 * y1 + x2 * y2 + x3 * y3 + x4 * y4);
76
+ xz += D * (x1 * z1 + x2 * z2 + x3 * z3 + x4 * z4);
77
+ yz += D * (y1 * z1 + y2 * z2 + y3 * z3 + y4 * z4);
78
+ }
79
+
80
+ // An inward-wound hull sums to minus its volume. ConvexHullShape3D's own volume is the
81
+ // magnitude, so nothing upstream catches it; here it would weigh as nothing. A flat hull sums
82
+ // to zero, give or take rounding on the scale of its extent.
83
+ shape.compute_bounding_box(scratch_bounds);
84
+ const extent = Math.max(scratch_bounds[3] - scratch_bounds[0], scratch_bounds[4] - scratch_bounds[1], scratch_bounds[5] - scratch_bounds[2]);
85
+ assert.ok(volume6 >= -1e-9 * extent * extent * extent,
86
+ `convex_hull_mass_properties: the hull's signed volume is ${volume6 / 6}, its triangles are wound inward; ConvexHullShape3D.from takes them outward CCW`);
87
+
88
+ if (!(volume6 > 0)) {
89
+ out.fill(0, 0, MASS_PROPERTIES_SIZE);
90
+ return;
91
+ }
92
+
93
+ const volume = volume6 / 6;
94
+
95
+ // centre of mass relative to the reference: Σ D·v4/4 over Σ D
96
+ const inv = 0.25 / volume6;
97
+ const cx = sx * inv, cy = sy * inv, cz = sz * inv;
98
+
99
+ // ∫ x_i x_j dV about the reference
100
+ const k = 1 / 120;
101
+ const ixx = xx * k, iyy = yy * k, izz = zz * k, ixy = xy * k, ixz = xz * k, iyz = yz * k;
102
+
103
+ const mass = density * volume;
104
+
105
+ out[0] = mass;
106
+ out[1] = ox + cx;
107
+ out[2] = oy + cy;
108
+ out[3] = oz + cz;
109
+
110
+ // Tensor about the centre: about the reference, less the centre's own share (parallel axis).
111
+ out[4] = density * ((iyy + izz) - volume * (cy * cy + cz * cz));
112
+ out[5] = density * ((ixx + izz) - volume * (cx * cx + cz * cz));
113
+ out[6] = density * ((ixx + iyy) - volume * (cx * cx + cy * cy));
114
+ out[7] = -density * (ixy - volume * cx * cy);
115
+ out[8] = -density * (ixz - volume * cx * cz);
116
+ out[9] = -density * (iyz - volume * cy * cz);
117
+ }
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Add one part of a compound solid to an accumulated record, in place (see
3
+ * {@link MASS_PROPERTIES_SIZE}). `part` is expressed in the part's own frame — as a shape function
4
+ * writes it — and is placed in the accumulator's frame (the body's) at `position` and `rotation`:
5
+ * the part's pose relative to the body origin, e.g. a child collider's local pose under its body.
6
+ *
7
+ * The result is again mass, centre of mass and the tensor about that centre: the part's tensor is
8
+ * turned into the body frame (R·I·Rᵀ), its centre placed (R·c + position), and both the
9
+ * accumulated solid's and the part's tensors moved onto the combined centre by the parallel axis
10
+ * theorem, I + m(|d|²E - d·dᵀ). A record of all zeros is the empty solid, so an accumulation starts
11
+ * from a fresh `Float64Array(MASS_PROPERTIES_SIZE)`; a part of no mass changes nothing.
12
+ *
13
+ * This is Box3D's `b3UpdateBodyMassData` (body.c, MIT, Erin Catto) done one part at a time, so it
14
+ * needs no second pass over the parts once the centre is known.
15
+ *
16
+ * @param {Float64Array|number[]} accumulator in/out, {@link MASS_PROPERTIES_SIZE} doubles in the
17
+ * body frame
18
+ * @param {Float64Array|number[]} part {@link MASS_PROPERTIES_SIZE} doubles in the part's frame
19
+ * @param {ArrayLike<number>} position the part frame's origin in the body frame, as [x, y, z]
20
+ * @param {ArrayLike<number>} rotation the part frame's orientation in the body frame, a unit
21
+ * quaternion as [x, y, z, w]
22
+ */
23
+ export function mass_properties_accumulate(accumulator: Float64Array | number[], part: Float64Array | number[], position: ArrayLike<number>, rotation: ArrayLike<number>): void;
24
+ //# sourceMappingURL=mass_properties_accumulate.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mass_properties_accumulate.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/inertia/mass_properties_accumulate.js"],"names":[],"mappings":"AAUA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wDAPW,YAAY,GAAC,MAAM,EAAE,QAErB,YAAY,GAAC,MAAM,EAAE,YACrB,UAAU,MAAM,CAAC,YACjB,UAAU,MAAM,CAAC,QA+D3B"}
@@ -0,0 +1,93 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { quat3_to_matrix3 } from "../../../core/geom/3d/quaternion/quat3_to_matrix3.js";
3
+
4
+ /**
5
+ * Rotation of the part being added, from {@link quat3_to_matrix3}: element `3a + j` is row j of
6
+ * column a of the rotation matrix R.
7
+ * @type {Float64Array}
8
+ */
9
+ const scratch_rotation = new Float64Array(9);
10
+
11
+ /**
12
+ * Add one part of a compound solid to an accumulated record, in place (see
13
+ * {@link MASS_PROPERTIES_SIZE}). `part` is expressed in the part's own frame — as a shape function
14
+ * writes it — and is placed in the accumulator's frame (the body's) at `position` and `rotation`:
15
+ * the part's pose relative to the body origin, e.g. a child collider's local pose under its body.
16
+ *
17
+ * The result is again mass, centre of mass and the tensor about that centre: the part's tensor is
18
+ * turned into the body frame (R·I·Rᵀ), its centre placed (R·c + position), and both the
19
+ * accumulated solid's and the part's tensors moved onto the combined centre by the parallel axis
20
+ * theorem, I + m(|d|²E - d·dᵀ). A record of all zeros is the empty solid, so an accumulation starts
21
+ * from a fresh `Float64Array(MASS_PROPERTIES_SIZE)`; a part of no mass changes nothing.
22
+ *
23
+ * This is Box3D's `b3UpdateBodyMassData` (body.c, MIT, Erin Catto) done one part at a time, so it
24
+ * needs no second pass over the parts once the centre is known.
25
+ *
26
+ * @param {Float64Array|number[]} accumulator in/out, {@link MASS_PROPERTIES_SIZE} doubles in the
27
+ * body frame
28
+ * @param {Float64Array|number[]} part {@link MASS_PROPERTIES_SIZE} doubles in the part's frame
29
+ * @param {ArrayLike<number>} position the part frame's origin in the body frame, as [x, y, z]
30
+ * @param {ArrayLike<number>} rotation the part frame's orientation in the body frame, a unit
31
+ * quaternion as [x, y, z, w]
32
+ */
33
+ export function mass_properties_accumulate(accumulator, part, position, rotation) {
34
+ const m = part[0];
35
+ assert.greaterThanOrEqual(m, 0, 'part mass');
36
+
37
+ if (m === 0) {
38
+ return;
39
+ }
40
+
41
+ quat3_to_matrix3(scratch_rotation, 0, rotation[0], rotation[1], rotation[2], rotation[3]);
42
+ const R = scratch_rotation;
43
+ const r00 = R[0], r10 = R[1], r20 = R[2];
44
+ const r01 = R[3], r11 = R[4], r21 = R[5];
45
+ const r02 = R[6], r12 = R[7], r22 = R[8];
46
+
47
+ // The part's centre in the body frame.
48
+ const lx = part[1], ly = part[2], lz = part[3];
49
+ const px = r00 * lx + r01 * ly + r02 * lz + position[0];
50
+ const py = r10 * lx + r11 * ly + r12 * lz + position[1];
51
+ const pz = r20 * lx + r21 * ly + r22 * lz + position[2];
52
+
53
+ // The part's tensor in the body frame, R·T·Rᵀ, T symmetric.
54
+ const a = part[4], b = part[5], c = part[6], d = part[7], e = part[8], f = part[9];
55
+
56
+ // rows of R·T
57
+ const t00 = r00 * a + r01 * d + r02 * e, t01 = r00 * d + r01 * b + r02 * f, t02 = r00 * e + r01 * f + r02 * c;
58
+ const t10 = r10 * a + r11 * d + r12 * e, t11 = r10 * d + r11 * b + r12 * f, t12 = r10 * e + r11 * f + r12 * c;
59
+ const t20 = r20 * a + r21 * d + r22 * e, t21 = r20 * d + r21 * b + r22 * f, t22 = r20 * e + r21 * f + r22 * c;
60
+
61
+ // (R·T)·Rᵀ: element (j, k) is row j of R·T against row k of R
62
+ const ixx = t00 * r00 + t01 * r01 + t02 * r02;
63
+ const iyy = t10 * r10 + t11 * r11 + t12 * r12;
64
+ const izz = t20 * r20 + t21 * r21 + t22 * r22;
65
+ const ixy = t00 * r10 + t01 * r11 + t02 * r12;
66
+ const ixz = t00 * r20 + t01 * r21 + t02 * r22;
67
+ const iyz = t10 * r20 + t11 * r21 + t12 * r22;
68
+
69
+ // The combined centre.
70
+ const M = accumulator[0];
71
+ const cx = accumulator[1], cy = accumulator[2], cz = accumulator[3];
72
+
73
+ const total = M + m;
74
+ const nx = (M * cx + m * px) / total;
75
+ const ny = (M * cy + m * py) / total;
76
+ const nz = (M * cz + m * pz) / total;
77
+
78
+ // Each solid's offset from the combined centre.
79
+ const ax = cx - nx, ay = cy - ny, az = cz - nz;
80
+ const bx = px - nx, by = py - ny, bz = pz - nz;
81
+
82
+ accumulator[0] = total;
83
+ accumulator[1] = nx;
84
+ accumulator[2] = ny;
85
+ accumulator[3] = nz;
86
+
87
+ accumulator[4] += ixx + M * (ay * ay + az * az) + m * (by * by + bz * bz);
88
+ accumulator[5] += iyy + M * (ax * ax + az * az) + m * (bx * bx + bz * bz);
89
+ accumulator[6] += izz + M * (ax * ax + ay * ay) + m * (bx * bx + by * by);
90
+ accumulator[7] += ixy - M * ax * ay - m * bx * by;
91
+ accumulator[8] += ixz - M * ax * az - m * bx * bz;
92
+ accumulator[9] += iyz - M * ay * az - m * by * bz;
93
+ }
@@ -0,0 +1,46 @@
1
+ /**
2
+ * Mass properties of a solid sphere, in its own frame (see {@link MASS_PROPERTIES_SIZE}):
3
+ * mass ρ·4/3·πr³, centred on its origin, ⅖mr² about every axis.
4
+ *
5
+ * @param {Float64Array|number[]} out receives {@link MASS_PROPERTIES_SIZE} doubles
6
+ * @param {import("../../../core/geom/3d/shape/SphereShape3D.js").SphereShape3D} shape
7
+ * @param {number} density kg/m³
8
+ */
9
+ export function sphere_mass_properties(out: Float64Array | number[], shape: import("../../../core/geom/3d/shape/SphereShape3D.js").SphereShape3D, density: number): void;
10
+ /**
11
+ * Mass properties of a solid box, in its own frame (see {@link MASS_PROPERTIES_SIZE}): with half
12
+ * extents (a, b, c), mass ρ·8abc, centred on its origin, m(b² + c²)/3 about X and likewise about
13
+ * Y and Z.
14
+ *
15
+ * @param {Float64Array|number[]} out receives {@link MASS_PROPERTIES_SIZE} doubles
16
+ * @param {import("../../../core/geom/3d/shape/BoxShape3D.js").BoxShape3D} shape
17
+ * @param {number} density kg/m³
18
+ */
19
+ export function box_mass_properties(out: Float64Array | number[], shape: import("../../../core/geom/3d/shape/BoxShape3D.js").BoxShape3D, density: number): void;
20
+ /**
21
+ * Mass properties of a solid cylinder along Y, in its own frame (see {@link MASS_PROPERTIES_SIZE}):
22
+ * radius r and full height h, mass ρ·πr²h, centred on its origin, ½mr² about Y and
23
+ * m(3r² + h²)/12 about X and Z.
24
+ *
25
+ * @param {Float64Array|number[]} out receives {@link MASS_PROPERTIES_SIZE} doubles
26
+ * @param {import("../../../core/geom/3d/shape/CylinderShape3D.js").CylinderShape3D} shape
27
+ * @param {number} density kg/m³
28
+ */
29
+ export function cylinder_mass_properties(out: Float64Array | number[], shape: import("../../../core/geom/3d/shape/CylinderShape3D.js").CylinderShape3D, density: number): void;
30
+ /**
31
+ * Mass properties of a solid capsule along Y, in its own frame (see {@link MASS_PROPERTIES_SIZE}):
32
+ * a cylinder of radius r and length h (`shape.height`, the straight section) capped by two
33
+ * hemispheres, centred on its origin.
34
+ *
35
+ * The cylinder contributes its own inertia; the two caps together are a sphere of mass m_s, ⅖m_s·r²
36
+ * about every axis taken about their flat faces' centres, moved out to the capsule's centre: each
37
+ * cap's centre of mass is 3r/8 past its face, so the shift about X and Z adds
38
+ * m_s·((h/2 + 3r/8)² - (3r/8)²) = m_s·h·(2h + 3r)/8. The same composition as Box3D's
39
+ * `b3ComputeCapsuleMass` (capsule.c, MIT, Erin Catto).
40
+ *
41
+ * @param {Float64Array|number[]} out receives {@link MASS_PROPERTIES_SIZE} doubles
42
+ * @param {import("../../../core/geom/3d/shape/CapsuleShape3D.js").CapsuleShape3D} shape
43
+ * @param {number} density kg/m³
44
+ */
45
+ export function capsule_mass_properties(out: Float64Array | number[], shape: import("../../../core/geom/3d/shape/CapsuleShape3D.js").CapsuleShape3D, density: number): void;
46
+ //# sourceMappingURL=primitive_mass_properties.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"primitive_mass_properties.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/inertia/primitive_mass_properties.js"],"names":[],"mappings":"AAyBA;;;;;;;GAOG;AACH,4CAJW,YAAY,GAAC,MAAM,EAAE,SACrB,OAAO,8CAA8C,EAAE,aAAa,WACpE,MAAM,QAUhB;AAED;;;;;;;;GAQG;AACH,yCAJW,YAAY,GAAC,MAAM,EAAE,SACrB,OAAO,2CAA2C,EAAE,UAAU,WAC9D,MAAM,QAchB;AAED;;;;;;;;GAQG;AACH,8CAJW,YAAY,GAAC,MAAM,EAAE,SACrB,OAAO,gDAAgD,EAAE,eAAe,WACxE,MAAM,QAWhB;AAED;;;;;;;;;;;;;;GAcG;AACH,6CAJW,YAAY,GAAC,MAAM,EAAE,SACrB,OAAO,+CAA+C,EAAE,cAAc,WACtE,MAAM,QAkBhB"}
@@ -0,0 +1,118 @@
1
+ import { assert } from "../../../core/assert.js";
2
+
3
+ /**
4
+ * Write a record centred on the shape's origin with a diagonal tensor — every primitive here is
5
+ * symmetric about its own origin and axes.
6
+ *
7
+ * @param {Float64Array|number[]} out
8
+ * @param {number} mass
9
+ * @param {number} ixx
10
+ * @param {number} iyy
11
+ * @param {number} izz
12
+ */
13
+ function write_centred_diagonal(out, mass, ixx, iyy, izz) {
14
+ out[0] = mass;
15
+ out[1] = 0;
16
+ out[2] = 0;
17
+ out[3] = 0;
18
+ out[4] = ixx;
19
+ out[5] = iyy;
20
+ out[6] = izz;
21
+ out[7] = 0;
22
+ out[8] = 0;
23
+ out[9] = 0;
24
+ }
25
+
26
+ /**
27
+ * Mass properties of a solid sphere, in its own frame (see {@link MASS_PROPERTIES_SIZE}):
28
+ * mass ρ·4/3·πr³, centred on its origin, ⅖mr² about every axis.
29
+ *
30
+ * @param {Float64Array|number[]} out receives {@link MASS_PROPERTIES_SIZE} doubles
31
+ * @param {import("../../../core/geom/3d/shape/SphereShape3D.js").SphereShape3D} shape
32
+ * @param {number} density kg/m³
33
+ */
34
+ export function sphere_mass_properties(out, shape, density) {
35
+ assert.isNumber(density, 'density');
36
+
37
+ const r = shape.radius;
38
+ const mass = density * (4 / 3) * Math.PI * r * r * r;
39
+ const i = 0.4 * mass * r * r;
40
+
41
+ write_centred_diagonal(out, mass, i, i, i);
42
+ }
43
+
44
+ /**
45
+ * Mass properties of a solid box, in its own frame (see {@link MASS_PROPERTIES_SIZE}): with half
46
+ * extents (a, b, c), mass ρ·8abc, centred on its origin, m(b² + c²)/3 about X and likewise about
47
+ * Y and Z.
48
+ *
49
+ * @param {Float64Array|number[]} out receives {@link MASS_PROPERTIES_SIZE} doubles
50
+ * @param {import("../../../core/geom/3d/shape/BoxShape3D.js").BoxShape3D} shape
51
+ * @param {number} density kg/m³
52
+ */
53
+ export function box_mass_properties(out, shape, density) {
54
+ assert.isNumber(density, 'density');
55
+
56
+ const h = shape.half_extents;
57
+ const a2 = h.x * h.x, b2 = h.y * h.y, c2 = h.z * h.z;
58
+ const mass = density * 8 * h.x * h.y * h.z;
59
+
60
+ write_centred_diagonal(out, mass,
61
+ mass * (b2 + c2) / 3,
62
+ mass * (a2 + c2) / 3,
63
+ mass * (a2 + b2) / 3
64
+ );
65
+ }
66
+
67
+ /**
68
+ * Mass properties of a solid cylinder along Y, in its own frame (see {@link MASS_PROPERTIES_SIZE}):
69
+ * radius r and full height h, mass ρ·πr²h, centred on its origin, ½mr² about Y and
70
+ * m(3r² + h²)/12 about X and Z.
71
+ *
72
+ * @param {Float64Array|number[]} out receives {@link MASS_PROPERTIES_SIZE} doubles
73
+ * @param {import("../../../core/geom/3d/shape/CylinderShape3D.js").CylinderShape3D} shape
74
+ * @param {number} density kg/m³
75
+ */
76
+ export function cylinder_mass_properties(out, shape, density) {
77
+ assert.isNumber(density, 'density');
78
+
79
+ const r = shape.radius;
80
+ const h = shape.height;
81
+ const mass = density * Math.PI * r * r * h;
82
+ const across = mass * (3 * r * r + h * h) / 12;
83
+
84
+ write_centred_diagonal(out, mass, across, 0.5 * mass * r * r, across);
85
+ }
86
+
87
+ /**
88
+ * Mass properties of a solid capsule along Y, in its own frame (see {@link MASS_PROPERTIES_SIZE}):
89
+ * a cylinder of radius r and length h (`shape.height`, the straight section) capped by two
90
+ * hemispheres, centred on its origin.
91
+ *
92
+ * The cylinder contributes its own inertia; the two caps together are a sphere of mass m_s, ⅖m_s·r²
93
+ * about every axis taken about their flat faces' centres, moved out to the capsule's centre: each
94
+ * cap's centre of mass is 3r/8 past its face, so the shift about X and Z adds
95
+ * m_s·((h/2 + 3r/8)² - (3r/8)²) = m_s·h·(2h + 3r)/8. The same composition as Box3D's
96
+ * `b3ComputeCapsuleMass` (capsule.c, MIT, Erin Catto).
97
+ *
98
+ * @param {Float64Array|number[]} out receives {@link MASS_PROPERTIES_SIZE} doubles
99
+ * @param {import("../../../core/geom/3d/shape/CapsuleShape3D.js").CapsuleShape3D} shape
100
+ * @param {number} density kg/m³
101
+ */
102
+ export function capsule_mass_properties(out, shape, density) {
103
+ assert.isNumber(density, 'density');
104
+
105
+ const r = shape.radius;
106
+ const h = shape.height;
107
+
108
+ const cylinder_mass = density * Math.PI * r * r * h;
109
+ const sphere_mass = density * (4 / 3) * Math.PI * r * r * r;
110
+
111
+ const sphere_i = 0.4 * sphere_mass * r * r;
112
+ const cap_shift = 0.125 * sphere_mass * (3 * r + 2 * h) * h;
113
+
114
+ const across = cylinder_mass * (3 * r * r + h * h) / 12 + sphere_i + cap_shift;
115
+ const along = 0.5 * cylinder_mass * r * r + sphere_i;
116
+
117
+ write_centred_diagonal(out, cylinder_mass + sphere_mass, across, along, across);
118
+ }
@@ -0,0 +1,27 @@
1
+ /**
2
+ * Write a body's {@link RigidBody#mass} and {@link RigidBody#inverseInertiaLocal} from a
3
+ * mass-properties record (see {@link MASS_PROPERTIES_SIZE}) in the body's frame — one shape's, or
4
+ * a compound's from {@link mass_properties_accumulate}.
5
+ *
6
+ * **The record must already fit how meep solves a body**, and this does not change that: the
7
+ * solver turns a body about its Transform64 origin, with a diagonal inverse inertia in the body's
8
+ * frame. It has no centre-of-mass offset and no full tensor. So the record's centre of mass must
9
+ * be the body origin and its principal axes the body's axes. Arrange the colliders for it — place
10
+ * a compound's child colliders so their combined centre falls on the body origin, and orient the
11
+ * body frame along the solid's principal axes. Asserts (dev) refuse a record whose centre is off
12
+ * the origin by more than a millionth of its radius of gyration, or whose off-diagonal entries
13
+ * exceed a millionth of its largest moment; a production build, with asserts stripped, writes the
14
+ * diagonal regardless, which misrepresents such a body.
15
+ *
16
+ * A principal moment of zero is written as an inverse of zero, which
17
+ * {@link RigidBody#inverseInertiaLocal} reads as that rotation being locked. No shape function
18
+ * writes one: a solid with no extent along an axis has no volume, so no mass, and is refused above.
19
+ * It takes mass concentrated on an axis — a record written by hand for a point mass or an ideal thin
20
+ * rod.
21
+ *
22
+ * @param {import("../ecs/RigidBody.js").RigidBody} rigidBody
23
+ * @param {Float64Array|number[]} mass_properties {@link MASS_PROPERTIES_SIZE} doubles in the body
24
+ * frame
25
+ */
26
+ export function rigid_body_set_mass_properties(rigidBody: import("../ecs/RigidBody.js").RigidBody, mass_properties: Float64Array | number[]): void;
27
+ //# sourceMappingURL=rigid_body_set_mass_properties.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"rigid_body_set_mass_properties.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/inertia/rigid_body_set_mass_properties.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,0DAJW,OAAO,qBAAqB,EAAE,SAAS,mBACvC,YAAY,GAAC,MAAM,EAAE,QA4B/B"}
@@ -0,0 +1,62 @@
1
+ import { assert } from "../../../core/assert.js";
2
+ import { v3_set } from "../../../core/geom/vec3/v3_set.js";
3
+
4
+ /**
5
+ * How far from the body's frame a record may be and still be written: the centre of mass within
6
+ * this fraction of the solid's radius of gyration of the origin, each off-diagonal entry within
7
+ * this fraction of the largest moment.
8
+ * @type {number}
9
+ */
10
+ const TOLERANCE = 1e-6;
11
+
12
+ /**
13
+ * Write a body's {@link RigidBody#mass} and {@link RigidBody#inverseInertiaLocal} from a
14
+ * mass-properties record (see {@link MASS_PROPERTIES_SIZE}) in the body's frame — one shape's, or
15
+ * a compound's from {@link mass_properties_accumulate}.
16
+ *
17
+ * **The record must already fit how meep solves a body**, and this does not change that: the
18
+ * solver turns a body about its Transform64 origin, with a diagonal inverse inertia in the body's
19
+ * frame. It has no centre-of-mass offset and no full tensor. So the record's centre of mass must
20
+ * be the body origin and its principal axes the body's axes. Arrange the colliders for it — place
21
+ * a compound's child colliders so their combined centre falls on the body origin, and orient the
22
+ * body frame along the solid's principal axes. Asserts (dev) refuse a record whose centre is off
23
+ * the origin by more than a millionth of its radius of gyration, or whose off-diagonal entries
24
+ * exceed a millionth of its largest moment; a production build, with asserts stripped, writes the
25
+ * diagonal regardless, which misrepresents such a body.
26
+ *
27
+ * A principal moment of zero is written as an inverse of zero, which
28
+ * {@link RigidBody#inverseInertiaLocal} reads as that rotation being locked. No shape function
29
+ * writes one: a solid with no extent along an axis has no volume, so no mass, and is refused above.
30
+ * It takes mass concentrated on an axis — a record written by hand for a point mass or an ideal thin
31
+ * rod.
32
+ *
33
+ * @param {import("../ecs/RigidBody.js").RigidBody} rigidBody
34
+ * @param {Float64Array|number[]} mass_properties {@link MASS_PROPERTIES_SIZE} doubles in the body
35
+ * frame
36
+ */
37
+ export function rigid_body_set_mass_properties(rigidBody, mass_properties) {
38
+ const mass = mass_properties[0];
39
+ assert.greaterThan(mass, 0, 'rigid_body_set_mass_properties: the solid has no mass');
40
+
41
+ const cx = mass_properties[1], cy = mass_properties[2], cz = mass_properties[3];
42
+ const ixx = mass_properties[4], iyy = mass_properties[5], izz = mass_properties[6];
43
+ const ixy = mass_properties[7], ixz = mass_properties[8], iyz = mass_properties[9];
44
+
45
+ // The trace of the tensor about the centre is 2∫|r|² dm, so its mean square distance from the
46
+ // centre is trace / 2m.
47
+ const gyration_squared = (ixx + iyy + izz) / (2 * mass);
48
+ assert.ok(cx * cx + cy * cy + cz * cz <= TOLERANCE * TOLERANCE * gyration_squared,
49
+ `rigid_body_set_mass_properties: the centre of mass (${cx}, ${cy}, ${cz}) is not at the body origin; the solver turns a body about its origin`);
50
+
51
+ const largest = Math.max(ixx, iyy, izz);
52
+ const off_limit = TOLERANCE * largest;
53
+ assert.ok(Math.abs(ixy) <= off_limit && Math.abs(ixz) <= off_limit && Math.abs(iyz) <= off_limit,
54
+ `rigid_body_set_mass_properties: the body's axes are not the solid's principal axes (Ixy ${ixy}, Ixz ${ixz}, Iyz ${iyz}); the solver keeps a diagonal inertia`);
55
+
56
+ rigidBody.mass = mass;
57
+ v3_set(rigidBody.inverseInertiaLocal, 0,
58
+ ixx > 0 ? 1 / ixx : 0,
59
+ iyy > 0 ? 1 / iyy : 0,
60
+ izz > 0 ? 1 / izz : 0
61
+ );
62
+ }
@@ -26,34 +26,13 @@
26
26
  * @param {number[]|Float64Array} inv_inertia_local
27
27
  * Body-frame inverse inertia diagonal, `[x, y, z]` (typically `rb.inverseInertiaLocal`).
28
28
  * @param {number[]|Float64Array} rotation
29
- * Body orientation as a unit quaternion, `[x, y, z, w]` (typically `transform.rotation`).
29
+ * Body orientation as a unit quaternion, `[x, y, z, w]`. Not a Transform64's `rotation`, which
30
+ * allocates a view on every read: hand its `rotation_x..w` to {@link world_inverse_inertia_apply_raw}.
30
31
  * @param {number} vx
31
32
  * @param {number} vy
32
33
  * @param {number} vz
33
34
  */
34
35
  export function world_inverse_inertia_apply(result: number[] | Float64Array, result_offset: number, inv_inertia_local: number[] | Float64Array, rotation: number[] | Float64Array, vx: number, vy: number, vz: number): void;
35
- /**
36
- * Raw-float counterpart of {@link world_inverse_inertia_apply}: the same
37
- * `I_w⁻¹ = R · diag · R^T` application, with the inverse-inertia diagonal and
38
- * orientation quaternion passed as scalars rather than read off
39
- * three- / four-element arrays. The data-oriented contact / joint solver
40
- * reads these straight out of its `SolverBodyState` typed array, avoiding the
41
- * per-impulse object dereference on the hot path. The arithmetic is identical
42
- * to the object version (same operation order), so results are bit-identical.
43
- *
44
- * @param {number[]|Float64Array} result length >= 3
45
- * @param {number} result_offset
46
- * @param {number} ix
47
- * @param {number} iy
48
- * @param {number} iz Body-frame inverse inertia diagonal.
49
- * @param {number} qx
50
- * @param {number} qy
51
- * @param {number} qz
52
- * @param {number} qw Body orientation as a unit quaternion.
53
- * @param {number} vx
54
- * @param {number} vy
55
- * @param {number} vz
56
- */
57
36
  /**
58
37
  * Quadratic-form contribution of one body to a unit-axis velocity
59
38
  * constraint's effective mass: `(r × axis)ᵀ · I_w⁻¹ · (r × axis)`, where `r`
@@ -64,7 +43,8 @@ export function world_inverse_inertia_apply(result: number[] | Float64Array, res
64
43
  * raycast-vehicle's component path — each previously inlined the cross
65
44
  * product + {@link world_inverse_inertia_apply_raw} + dot themselves.
66
45
  * Identical operation order in every caller keeps the paths bit-identical
67
- * (the determinism contract).
46
+ * (the determinism contract): the arithmetic is
47
+ * {@link angular_effective_mass_array}'s, which this packs its scalars for.
68
48
  *
69
49
  * @param {number} ix
70
50
  * @param {number} iy
@@ -83,5 +63,67 @@ export function world_inverse_inertia_apply(result: number[] | Float64Array, res
83
63
  * @returns {number}
84
64
  */
85
65
  export function angular_effective_mass_raw(ix: number, iy: number, iz: number, qx: number, qy: number, qz: number, qw: number, rx: number, ry: number, rz: number, ax: number, ay: number, az: number, scratch: number[] | Float64Array): number;
86
- export function world_inverse_inertia_apply_raw(result: any, result_offset: any, ix: any, iy: any, iz: any, qx: any, qy: any, qz: any, qw: any, vx: any, vy: any, vz: any): void;
66
+ /**
67
+ * {@link angular_effective_mass_raw} with every input read from an array and the result written to
68
+ * `result[result_offset]`: nothing crosses the call as a number, for the reason
69
+ * {@link world_inverse_inertia_apply_array} gives (a returned number is boxed as well).
70
+ *
71
+ * @param {number[]|Float64Array} result
72
+ * @param {number} result_offset
73
+ * @param {number[]|Float64Array} inv_inertia body-frame inverse inertia diagonal
74
+ * @param {number} inv_inertia_offset
75
+ * @param {number[]|Float64Array} rotation body orientation, a unit quaternion `[x, y, z, w]`
76
+ * @param {number} rotation_offset
77
+ * @param {number[]|Float64Array} lever body-relative application point
78
+ * @param {number} lever_offset
79
+ * @param {number[]|Float64Array} axis unit constraint axis
80
+ * @param {number} axis_offset
81
+ * @param {number[]|Float64Array} scratch length >= 3, clobbered
82
+ */
83
+ export function angular_effective_mass_array(result: number[] | Float64Array, result_offset: number, inv_inertia: number[] | Float64Array, inv_inertia_offset: number, rotation: number[] | Float64Array, rotation_offset: number, lever: number[] | Float64Array, lever_offset: number, axis: number[] | Float64Array, axis_offset: number, scratch: number[] | Float64Array): void;
84
+ /**
85
+ * Raw-float counterpart of {@link world_inverse_inertia_apply}: the same
86
+ * `I_w⁻¹ = R · diag · R^T` application, with the inverse-inertia diagonal and
87
+ * orientation quaternion passed as scalars rather than read off
88
+ * three- / four-element arrays. The arithmetic is {@link world_inverse_inertia_apply_array}'s,
89
+ * so results are bit-identical across every form.
90
+ *
91
+ * Packs its scalars into a module buffer and hands that to the array form. Small enough for V8 to
92
+ * inline, so a caller that inlines it passes nothing boxed; the array form it calls takes no doubles.
93
+ *
94
+ * @param {number[]|Float64Array} result length >= 3
95
+ * @param {number} result_offset
96
+ * @param {number} ix
97
+ * @param {number} iy
98
+ * @param {number} iz Body-frame inverse inertia diagonal.
99
+ * @param {number} qx
100
+ * @param {number} qy
101
+ * @param {number} qz
102
+ * @param {number} qw Body orientation as a unit quaternion.
103
+ * @param {number} vx
104
+ * @param {number} vy
105
+ * @param {number} vz
106
+ */
107
+ export function world_inverse_inertia_apply_raw(result: number[] | Float64Array, result_offset: number, ix: number, iy: number, iz: number, qx: number, qy: number, qz: number, qw: number, vx: number, vy: number, vz: number): void;
108
+ /**
109
+ * {@link world_inverse_inertia_apply_raw} with every input read from an array: the body-frame
110
+ * inverse-inertia diagonal from `inv_inertia[inv_inertia_offset ..+2]`, the orientation (a unit
111
+ * quaternion) from `rotation[rotation_offset ..+3]` and the vector from `v[v_offset ..+2]`. Every input
112
+ * is read before the result is written, so `result` may be `v`: the vector is transformed in place.
113
+ *
114
+ * The form for hot loops, and the one place the math lives. Its bytecode is past what V8 will inline,
115
+ * so a call to it is a real call, and a real call boxes each double argument into a new heap number:
116
+ * ten a call, through the scalar form, once per impulse per solver iteration. Arrays and offsets cross
117
+ * a call as they are.
118
+ *
119
+ * @param {number[]|Float64Array} result length >= result_offset + 3
120
+ * @param {number} result_offset
121
+ * @param {number[]|Float64Array} inv_inertia body-frame inverse inertia diagonal
122
+ * @param {number} inv_inertia_offset
123
+ * @param {number[]|Float64Array} rotation body orientation, a unit quaternion `[x, y, z, w]`
124
+ * @param {number} rotation_offset
125
+ * @param {number[]|Float64Array} v the world-space vector
126
+ * @param {number} v_offset
127
+ */
128
+ export function world_inverse_inertia_apply_array(result: number[] | Float64Array, result_offset: number, inv_inertia: number[] | Float64Array, inv_inertia_offset: number, rotation: number[] | Float64Array, rotation_offset: number, v: number[] | Float64Array, v_offset: number): void;
87
129
  //# sourceMappingURL=world_inverse_inertia.d.ts.map
@@ -1 +1 @@
1
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