@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 +1,250 @@
1
+ import { tri3_classify_shared_edge_array } from "../../../../core/geom/3d/triangle/tri3_classify_shared_edge.js";
2
+ import { TriangleEdgeFlags } from "../../../../core/geom/3d/triangle/TriangleEdgeFlags.js";
3
+ import { TRIANGLE_FEATURE_ID_OFFSET } from "./triangle_buffer_layout.js";
4
+
5
+ // The class of an edge of one height-field triangle comes from the slopes of it and of its neighbour
6
+ // across the edge: `0`, {@link TriangleEdgeFlags.FlatAB} or {@link TriangleEdgeFlags.ConcaveAB}. In the
7
+ // heightmap's (u, v, h) frame a triangle with slopes (gu, gv) has the outward normal (-gu, -gv, 1); the
8
+ // frame is orthonormal, so the angles and sides the classes compare are the body frame's.
9
+ //
10
+ // The classifier's inputs are staged in `edge`: the triangle's normal at EDGE_OWN, the neighbour's at
11
+ // EDGE_NEIGHBOUR, and at EDGE_FAR the neighbour's far corner less a corner of the edge. Handed over as
12
+ // numbers they were boxed, nine a classification: the four samples of the height field leave no
13
+ // inlining budget for the call.
14
+ const EDGE_OWN = 0;
15
+ const EDGE_NEIGHBOUR = 3;
16
+ const EDGE_FAR = 6;
17
+ const edge = new Float64Array(9);
18
+
19
+ /**
20
+ * Classify the edge staged in {@link edge}.
21
+ * @returns {number}
22
+ */
23
+ function classify_staged() {
24
+ return tri3_classify_shared_edge_array(edge, EDGE_OWN, edge, EDGE_NEIGHBOUR, edge, EDGE_FAR);
25
+ }
26
+
27
+ /**
28
+ * {@link TriangleEdgeFlags} of the edges of one triangle {@link heightmap_enumerate_triangles} wrote into
29
+ * a triangle buffer (its corners: {@link heightmap_triangle_vertex_flat}): for each of its edges, whether the triangle across — the other half of its sub-cell across
30
+ * the diagonal, a neighbouring sub-cell's across a grid line — lies in its plane (FLAT), bends up
31
+ * (CONCAVE), or neither, a real edge; the rim of the footprint has no neighbour and is real. The
32
+ * classes are {@link tri3_classify_shared_edge}'s, as {@link MeshShape3D#get_triangle_edge_flags} gives
33
+ * a mesh.
34
+ *
35
+ * Nothing is stored. The triangle's own three corners are in the buffer; the far corner of each
36
+ * neighbour — three of them — is sampled exactly as the enumerator samples corners (the same
37
+ * Catmull-Rom filter, the same `i / seg_u`, `j / seg_v` products). A contact pays for this only on the
38
+ * triangles whose contacts the narrowphase has to judge, never per enumerated triangle.
39
+ *
40
+ * The edges are numbered as the enumerator winds the triangle: of `(A, D, B)`, A→D (the sub-cell's
41
+ * low-u side), D→B (the diagonal) and B→A (its low-v side); of `(D, C, B)`, D→C (high v), C→B
42
+ * (high u) and B→D (the diagonal).
43
+ *
44
+ * @param {HeightMapShape3D} shape
45
+ * @param {Float64Array} triangles a triangle buffer the enumerator wrote
46
+ * @param {number} offset float index of the triangle's entry
47
+ * @returns {number}
48
+ */
49
+ export function heightmap_triangle_edge_flags(shape, triangles, offset) {
50
+ const sampler = shape.sampler;
51
+ const N = shape.tessellation;
52
+
53
+ const seg_u = (sampler.width - 1) * N;
54
+ const seg_v = (sampler.height - 1) * N;
55
+
56
+ // fid = (j · seg_u + i) · 2 + triangle + 1
57
+ const index = triangles[offset + TRIANGLE_FEATURE_ID_OFFSET] - 1;
58
+ const triangle = index & 1;
59
+ const cell = (index - triangle) / 2;
60
+ const j = Math.floor(cell / seg_u);
61
+ const i = cell - j * seg_u;
62
+
63
+ const inv_segU = 1 / seg_u;
64
+ const inv_segV = 1 / seg_v;
65
+
66
+ const du = shape.size[0] * inv_segU;
67
+ const dv = shape.size[2] * inv_segV;
68
+ const inv_du = 1 / du;
69
+ const inv_dv = 1 / dv;
70
+
71
+ // the corners' heights: the triangle's own along the height axis, the fourth sampled
72
+ shape._ensure_basis();
73
+ const b = shape._basis;
74
+ const nx = b[6], ny = b[7], nz = b[8];
75
+
76
+ const h0 = nx * triangles[offset] + ny * triangles[offset + 1] + nz * triangles[offset + 2];
77
+ const h1 = nx * triangles[offset + 3] + ny * triangles[offset + 4] + nz * triangles[offset + 5];
78
+ const h2 = nx * triangles[offset + 6] + ny * triangles[offset + 7] + nz * triangles[offset + 8];
79
+
80
+ let flags;
81
+
82
+ // A neighbour with slopes (nu, nv) is staged as the normal (-nu, -nv, 1).
83
+ const e = edge;
84
+ e[EDGE_OWN + 2] = 1;
85
+ e[EDGE_NEIGHBOUR + 2] = 1;
86
+
87
+ if (triangle === 0) {
88
+ // (A, D, B)
89
+ const hA = h0, hD = h1, hB = h2;
90
+ const hC = sampler.sampleChannelCatmullRomUV((i + 1) * inv_segU, (j + 1) * inv_segV, 0);
91
+
92
+ const gu = (hB - hA) * inv_du, gv = (hD - hA) * inv_dv;
93
+ e[EDGE_OWN] = -gu;
94
+ e[EDGE_OWN + 1] = -gv;
95
+
96
+ // D→B, the diagonal, against (D, C, B), whose far corner is C
97
+ e[EDGE_NEIGHBOUR] = -((hC - hD) * inv_du);
98
+ e[EDGE_NEIGHBOUR + 1] = -((hC - hB) * inv_dv);
99
+ e[EDGE_FAR] = du; e[EDGE_FAR + 1] = 0; e[EDGE_FAR + 2] = hC - hD;
100
+ flags = classify_staged() << 1;
101
+
102
+ if (i >= 1) {
103
+ // A→D against (i-1, j)'s (D, C, B), far corner (i-1, j+1)
104
+ const h = sampler.sampleChannelCatmullRomUV((i - 1) * inv_segU, (j + 1) * inv_segV, 0);
105
+ e[EDGE_NEIGHBOUR] = -((hD - h) * inv_du);
106
+ e[EDGE_NEIGHBOUR + 1] = -((hD - hA) * inv_dv);
107
+ e[EDGE_FAR] = -du; e[EDGE_FAR + 1] = dv; e[EDGE_FAR + 2] = h - hA;
108
+ flags |= classify_staged();
109
+ }
110
+
111
+ if (j >= 1) {
112
+ // B→A against (i, j-1)'s (D, C, B), far corner (i+1, j-1)
113
+ const h = sampler.sampleChannelCatmullRomUV((i + 1) * inv_segU, (j - 1) * inv_segV, 0);
114
+ e[EDGE_NEIGHBOUR] = -((hB - hA) * inv_du);
115
+ e[EDGE_NEIGHBOUR + 1] = -((hB - h) * inv_dv);
116
+ e[EDGE_FAR] = du; e[EDGE_FAR + 1] = -dv; e[EDGE_FAR + 2] = h - hA;
117
+ flags |= classify_staged() << 2;
118
+ }
119
+ } else {
120
+ // (D, C, B)
121
+ const hD = h0, hC = h1, hB = h2;
122
+ const hA = sampler.sampleChannelCatmullRomUV(i * inv_segU, j * inv_segV, 0);
123
+
124
+ const gu = (hC - hD) * inv_du, gv = (hC - hB) * inv_dv;
125
+ e[EDGE_OWN] = -gu;
126
+ e[EDGE_OWN + 1] = -gv;
127
+
128
+ // B→D, the diagonal, against (A, D, B), whose far corner is A
129
+ e[EDGE_NEIGHBOUR] = -((hB - hA) * inv_du);
130
+ e[EDGE_NEIGHBOUR + 1] = -((hD - hA) * inv_dv);
131
+ e[EDGE_FAR] = -du; e[EDGE_FAR + 1] = 0; e[EDGE_FAR + 2] = hA - hB;
132
+ flags = classify_staged() << 2;
133
+
134
+ if (j <= seg_v - 2) {
135
+ // D→C against (i, j+1)'s (A, D, B), far corner (i, j+2)
136
+ const h = sampler.sampleChannelCatmullRomUV(i * inv_segU, (j + 2) * inv_segV, 0);
137
+ e[EDGE_NEIGHBOUR] = -((hC - hD) * inv_du);
138
+ e[EDGE_NEIGHBOUR + 1] = -((h - hD) * inv_dv);
139
+ e[EDGE_FAR] = 0; e[EDGE_FAR + 1] = dv; e[EDGE_FAR + 2] = h - hD;
140
+ flags |= classify_staged();
141
+ }
142
+
143
+ if (i <= seg_u - 2) {
144
+ // C→B against (i+1, j)'s (A, D, B), far corner (i+2, j)
145
+ const h = sampler.sampleChannelCatmullRomUV((i + 2) * inv_segU, j * inv_segV, 0);
146
+ e[EDGE_NEIGHBOUR] = -((h - hB) * inv_du);
147
+ e[EDGE_NEIGHBOUR + 1] = -((hC - hB) * inv_dv);
148
+ e[EDGE_FAR] = du; e[EDGE_FAR + 1] = 0; e[EDGE_FAR + 2] = h - hB;
149
+ flags |= classify_staged() << 1;
150
+ }
151
+ }
152
+
153
+ return flags;
154
+ }
155
+
156
+ /**
157
+ * Grid steps from a vertex to its six neighbours, counter-clockwise in (u, v): the sub-cells are cut
158
+ * along the D→B diagonal, (i, j+1)–(i+1, j), so the diagonal neighbours are (−1, +1) and (+1, −1).
159
+ * Consecutive pairs bound the six triangles around the vertex.
160
+ */
161
+ const RING_DI = [1, 0, -1, -1, 0, 1];
162
+ const RING_DJ = [0, 1, 1, 0, -1, -1];
163
+
164
+ /** Scratch: the six neighbours' heights, then the six triangles' normals. */
165
+ const ring_h = new Float64Array(6);
166
+ const ring_n = new Float64Array(18);
167
+
168
+ /** The far-vertex offset of the vertex test, which needs none. */
169
+ const ZERO = new Float64Array(3);
170
+
171
+ /**
172
+ * Whether corner `k` of one triangle {@link heightmap_enumerate_triangles} wrote into a triangle buffer
173
+ * is a FLAT vertex ({@link TriangleEdgeFlags.FlatVertexA} shifted by `k`): every one of the six edges
174
+ * meeting at that grid vertex is FLAT, the six triangles around it pairwise in one plane across each.
175
+ * A vertex on the rim of the footprint has rim edges, which are real, and is not.
176
+ *
177
+ * Corners are numbered as the enumerator winds the triangle: A, D, B of `(A, D, B)`; D, C, B of
178
+ * `(D, C, B)`. Nothing is stored: the six neighbours are sampled exactly as the enumerator samples
179
+ * corners, so a vertex has one answer from every triangle around it. Asked only for a corner a contact
180
+ * lies on.
181
+ *
182
+ * @param {HeightMapShape3D} shape
183
+ * @param {Float64Array} triangles a triangle buffer the enumerator wrote
184
+ * @param {number} offset float index of the triangle's entry
185
+ * @param {number} k corner, 0..2
186
+ * @returns {boolean}
187
+ */
188
+ export function heightmap_triangle_vertex_flat(shape, triangles, offset, k) {
189
+ const sampler = shape.sampler;
190
+ const N = shape.tessellation;
191
+
192
+ const seg_u = (sampler.width - 1) * N;
193
+ const seg_v = (sampler.height - 1) * N;
194
+
195
+ // fid = (j · seg_u + i) · 2 + triangle + 1
196
+ const index = triangles[offset + TRIANGLE_FEATURE_ID_OFFSET] - 1;
197
+ const triangle = index & 1;
198
+ const cell = (index - triangle) / 2;
199
+ const j = Math.floor(cell / seg_u);
200
+ const i = cell - j * seg_u;
201
+
202
+ // the corner's grid vertex: (A, D, B) = (i, j), (i, j+1), (i+1, j); (D, C, B) = (i, j+1), (i+1, j+1), (i+1, j)
203
+ const vi = i + (triangle === 0 ? (k === 2 ? 1 : 0) : (k === 0 ? 0 : 1));
204
+ const vj = j + (triangle === 0 ? (k === 1 ? 1 : 0) : (k === 2 ? 0 : 1));
205
+
206
+ if (vi <= 0 || vj <= 0 || vi >= seg_u || vj >= seg_v) {
207
+ return false;
208
+ }
209
+
210
+ const inv_segU = 1 / seg_u;
211
+ const inv_segV = 1 / seg_v;
212
+
213
+ const du = shape.size[0] * inv_segU;
214
+ const dv = shape.size[2] * inv_segV;
215
+
216
+ // the vertex's own height along the height axis, as the enumerator placed it
217
+ shape._ensure_basis();
218
+ const b = shape._basis;
219
+ const p = offset + k * 3;
220
+ const h = b[6] * triangles[p] + b[7] * triangles[p + 1] + b[8] * triangles[p + 2];
221
+
222
+ for (let r = 0; r < 6; r++) {
223
+ ring_h[r] = sampler.sampleChannelCatmullRomUV((vi + RING_DI[r]) * inv_segU, (vj + RING_DJ[r]) * inv_segV, 0) - h;
224
+ }
225
+
226
+ // the six triangles' normals in (u, v, h), all of one handedness: (r − V) × (r' − V)
227
+ for (let r = 0; r < 6; r++) {
228
+ const s = (r + 1) % 6;
229
+
230
+ const pu = RING_DI[r] * du, pv = RING_DJ[r] * dv, ph = ring_h[r];
231
+ const qu = RING_DI[s] * du, qv = RING_DJ[s] * dv, qh = ring_h[s];
232
+
233
+ ring_n[r * 3] = pv * qh - ph * qv;
234
+ ring_n[r * 3 + 1] = ph * qu - pu * qh;
235
+ ring_n[r * 3 + 2] = pu * qv - pv * qu;
236
+ }
237
+
238
+ // the edge to neighbour r + 1 lies between triangles r and r + 1
239
+ for (let r = 0; r < 6; r++) {
240
+ const s = (r + 1) % 6;
241
+
242
+ const flat = tri3_classify_shared_edge_array(ring_n, r * 3, ring_n, s * 3, ZERO, 0) === TriangleEdgeFlags.FlatAB;
243
+
244
+ if (!flat) {
245
+ return false;
246
+ }
247
+ }
248
+
249
+ return true;
250
+ }
@@ -13,22 +13,25 @@
13
13
  * warm-start matching and per-substep redetect)
14
14
  *
15
15
  * Triangles are AABB-filtered: a triangle is emitted iff its tight AABB
16
- * (min/max across its 3 vertices) overlaps the query AABB. This is a
17
- * linear O(N) scan over the mesh's surface triangles — no surface-BVH
18
- * yet (the existing BVH on MeshShape3D is over the *tet* decomposition
19
- * used by `contains_point`, with different leaf semantics). For meshes
20
- * up to a few thousand triangles the linear scan is comfortably faster
21
- * than a BVH would be after broadphase has already given us a tight
22
- * query AABB; we can graduate to a per-mesh surface BVH later.
16
+ * (min/max across its 3 vertices) overlaps the query AABB, touching
17
+ * included. The candidates come from the shape's surface BVH
18
+ * ({@link MeshShape3D#get_surface_bvh}, built on the first call), behind an
19
+ * early-out on the shape's bounding box, so the cost follows the triangles
20
+ * near the query rather than the mesh: this was a linear scan over every
21
+ * triangle, re-run by the concave redetect every substep — ~4.4 ns a
22
+ * triangle, 5 ms a step for one box resting on a 200k-triangle floor.
23
23
  *
24
24
  * Determinism: triangles are emitted in the natural index order, so
25
25
  * feature_id values inside `output` rise monotonically over a single
26
26
  * call. The narrowphase relies on this for stable contact-manifold
27
- * pairing across frames.
27
+ * pairing across frames — and the order decides which contacts the
28
+ * dedup and reduction keep, so the BVH's hits are sorted back into index
29
+ * order: the output is exactly what the linear scan wrote.
28
30
  *
29
- * Caller is responsible for ensuring
30
- * `output.length - offset >= shape.indices.length / 3 * TRIANGLE_FLOAT_STRIDE`
31
- * in the worst case (every triangle overlaps).
31
+ * Returns the TRUE overlap count. Writes past the end of `output` are
32
+ * dropped (typed-array semantics), so a caller whose buffer is short of
33
+ * `count * TRIANGLE_FLOAT_STRIDE` floats past `offset` must grow it and
34
+ * call again rather than read past what fit.
32
35
  *
33
36
  * @param {Float64Array} output
34
37
  * @param {number} offset float-index into output
@@ -42,4 +45,17 @@
42
45
  * @returns {number} number of triangles written
43
46
  */
44
47
  export function mesh_enumerate_triangles(output: Float64Array, offset: number, shape: MeshShape3D, aabb_min_x: number, aabb_min_y: number, aabb_min_z: number, aabb_max_x: number, aabb_max_y: number, aabb_max_z: number): number;
48
+ /**
49
+ * {@link mesh_enumerate_triangles} with the query box read from `aabb[aabb_offset ..+5]`
50
+ * (`[min x, min y, min z, max x, max y, max z]`, the shape's body-local frame): this is past what V8
51
+ * inlines, and a call that is not inlined boxes each number passed to it.
52
+ *
53
+ * @param {Float64Array} output
54
+ * @param {number} offset float-index into output
55
+ * @param {MeshShape3D} shape
56
+ * @param {Float64Array} aabb
57
+ * @param {number} aabb_offset
58
+ * @returns {number} number of triangles written
59
+ */
60
+ export function mesh_enumerate_triangles_array(output: Float64Array, offset: number, shape: MeshShape3D, aabb: Float64Array, aabb_offset: number): number;
45
61
  //# sourceMappingURL=mesh_enumerate_triangles.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"mesh_enumerate_triangles.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0CG;AACH,iDAXW,YAAY,UACZ,MAAM,kCAEN,MAAM,cACN,MAAM,cACN,MAAM,cACN,MAAM,cACN,MAAM,cACN,MAAM,GACJ,MAAM,CAqDlB"}
1
+ {"version":3,"file":"mesh_enumerate_triangles.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.js"],"names":[],"mappings":"AAyFA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6CG;AACH,iDAXW,YAAY,UACZ,MAAM,kCAEN,MAAM,cACN,MAAM,cACN,MAAM,cACN,MAAM,cACN,MAAM,cACN,MAAM,GACJ,MAAM,CAalB;AAKD;;;;;;;;;;;GAWG;AACH,uDAPW,YAAY,UACZ,MAAM,4BAEN,YAAY,eACZ,MAAM,GACJ,MAAM,CAqElB"}
@@ -1,5 +1,92 @@
1
+ import { COLUMN_CHILD_1, COLUMN_CHILD_2, COLUMN_USER_DATA, ELEMENT_WORD_COUNT, NULL_NODE } from "../../../../core/bvh2/bvh3/BVH.js";
1
2
  import { TRIANGLE_FEATURE_ID_OFFSET, TRIANGLE_FLOAT_STRIDE } from "./triangle_buffer_layout.js";
2
3
 
4
+ /**
5
+ * The BVH walk's own node stack — not SCRATCH_UINT32_TRAVERSAL_STACK, whose
6
+ * contract breaks when a caller that keeps its pointer in a local (as the
7
+ * physics raycast's broadphase walk does) reaches this from inside its walk.
8
+ * A depth-first walk that pushes both children holds at most one pending
9
+ * sibling per level, so this stays near the tree's height; grown on demand.
10
+ * @type {Uint32Array}
11
+ */
12
+ let stack = new Uint32Array(64);
13
+
14
+ /**
15
+ * The shape's bounding box, for the early-out.
16
+ * @type {Float64Array}
17
+ */
18
+ const shape_bounds = new Float64Array(6);
19
+
20
+ /**
21
+ * Triangle indices the BVH walk found, sorted before they are emitted. Grown
22
+ * by doubling, high-water mark kept; single-threaded narrowphase.
23
+ * @type {Uint32Array}
24
+ */
25
+ let found_triangles = new Uint32Array(256);
26
+
27
+ /**
28
+ * Up to this many found triangles, an insertion sort; past it, a radix sort.
29
+ * @type {number}
30
+ */
31
+ const INSERTION_SORT_LIMIT = 64;
32
+
33
+ /**
34
+ * The radix sort's other buffer; traded with {@link found_triangles} when a
35
+ * sort ends in it, so both keep the high-water length.
36
+ * @type {Uint32Array}
37
+ */
38
+ let sort_scratch = new Uint32Array(256);
39
+
40
+ /**
41
+ * Per-byte digit counts, then offsets, for the radix sort.
42
+ * @type {Int32Array}
43
+ */
44
+ const radix_counts = new Int32Array(256);
45
+
46
+ /**
47
+ * Widening applied to the query for the BVH walk only, relative to each
48
+ * bound's magnitude: one float32 ULP (2^-23). The BVH stores its boxes as
49
+ * float32, which is exact for float32 positions but rounds float64 positions
50
+ * to nearest — possibly inward. Rounding is monotonic, so a box rounded from
51
+ * a value that reaches the query still reaches the query widened by a ULP;
52
+ * the exact per-triangle test below then decides, so the walk can only add
53
+ * candidates, never lose one.
54
+ * @type {number}
55
+ */
56
+ const F32_RELATIVE_SLACK = 1 / (1 << 23);
57
+
58
+ /**
59
+ * The widening's floor: float32's smallest subnormal (2^-149), its ULP across
60
+ * the subnormal range, where a relative ULP of the bound would undershoot.
61
+ * @type {number}
62
+ */
63
+ const F32_MIN_SUBNORMAL = Math.pow(2, -149);
64
+
65
+ /**
66
+ * Float32's largest finite value. A position past it (±3.4e38) overflows to an
67
+ * infinite BVH box bound — outward for the face it is the extreme of, but a
68
+ * node's *nearer* bound can overflow too: a triangle wholly past +3.4e38 has a
69
+ * box minimum of +Infinity, beyond any finite query. A query bound at or past
70
+ * float32's range therefore reaches to infinity in the walk, so such nodes are
71
+ * still met; the exact test at the leaf decides.
72
+ * @type {number}
73
+ */
74
+ const F32_MAX = 3.4028234663852886e38;
75
+
76
+ // The two reach-to-infinity helpers overflow to ±Infinity by multiplying
77
+ // (3.4e38 × 1e300) rather than returning the `Infinity` constant: with the
78
+ // constant, V8 boxed the six query bounds, which cost 6–12% a query and 48 bytes.
79
+
80
+ /** @param {number} max a widened query maximum @returns {number} */
81
+ function f32_reach_up(max) {
82
+ return max >= F32_MAX ? max * 1e300 : max;
83
+ }
84
+
85
+ /** @param {number} min a widened query minimum @returns {number} */
86
+ function f32_reach_down(min) {
87
+ return min <= -F32_MAX ? min * 1e300 : min;
88
+ }
89
+
3
90
  /**
4
91
  * Write the mesh's surface triangles that may overlap the given query
5
92
  * AABB into `output`, starting at float-index `offset`.
@@ -15,22 +102,25 @@ import { TRIANGLE_FEATURE_ID_OFFSET, TRIANGLE_FLOAT_STRIDE } from "./triangle_bu
15
102
  * warm-start matching and per-substep redetect)
16
103
  *
17
104
  * Triangles are AABB-filtered: a triangle is emitted iff its tight AABB
18
- * (min/max across its 3 vertices) overlaps the query AABB. This is a
19
- * linear O(N) scan over the mesh's surface triangles — no surface-BVH
20
- * yet (the existing BVH on MeshShape3D is over the *tet* decomposition
21
- * used by `contains_point`, with different leaf semantics). For meshes
22
- * up to a few thousand triangles the linear scan is comfortably faster
23
- * than a BVH would be after broadphase has already given us a tight
24
- * query AABB; we can graduate to a per-mesh surface BVH later.
105
+ * (min/max across its 3 vertices) overlaps the query AABB, touching
106
+ * included. The candidates come from the shape's surface BVH
107
+ * ({@link MeshShape3D#get_surface_bvh}, built on the first call), behind an
108
+ * early-out on the shape's bounding box, so the cost follows the triangles
109
+ * near the query rather than the mesh: this was a linear scan over every
110
+ * triangle, re-run by the concave redetect every substep — ~4.4 ns a
111
+ * triangle, 5 ms a step for one box resting on a 200k-triangle floor.
25
112
  *
26
113
  * Determinism: triangles are emitted in the natural index order, so
27
114
  * feature_id values inside `output` rise monotonically over a single
28
115
  * call. The narrowphase relies on this for stable contact-manifold
29
- * pairing across frames.
116
+ * pairing across frames — and the order decides which contacts the
117
+ * dedup and reduction keep, so the BVH's hits are sorted back into index
118
+ * order: the output is exactly what the linear scan wrote.
30
119
  *
31
- * Caller is responsible for ensuring
32
- * `output.length - offset >= shape.indices.length / 3 * TRIANGLE_FLOAT_STRIDE`
33
- * in the worst case (every triangle overlaps).
120
+ * Returns the TRUE overlap count. Writes past the end of `output` are
121
+ * dropped (typed-array semantics), so a caller whose buffer is short of
122
+ * `count * TRIANGLE_FLOAT_STRIDE` floats past `offset` must grow it and
123
+ * call again rather than read past what fit.
34
124
  *
35
125
  * @param {Float64Array} output
36
126
  * @param {number} offset float-index into output
@@ -48,6 +138,33 @@ export function mesh_enumerate_triangles(
48
138
  aabb_min_x, aabb_min_y, aabb_min_z,
49
139
  aabb_max_x, aabb_max_y, aabb_max_z
50
140
  ) {
141
+ const aabb = scratch_aabb;
142
+
143
+ aabb[0] = aabb_min_x; aabb[1] = aabb_min_y; aabb[2] = aabb_min_z;
144
+ aabb[3] = aabb_max_x; aabb[4] = aabb_max_y; aabb[5] = aabb_max_z;
145
+
146
+ return mesh_enumerate_triangles_array(output, offset, shape, aabb, 0);
147
+ }
148
+
149
+ /** Where {@link mesh_enumerate_triangles} packs its query box. */
150
+ const scratch_aabb = new Float64Array(6);
151
+
152
+ /**
153
+ * {@link mesh_enumerate_triangles} with the query box read from `aabb[aabb_offset ..+5]`
154
+ * (`[min x, min y, min z, max x, max y, max z]`, the shape's body-local frame): this is past what V8
155
+ * inlines, and a call that is not inlined boxes each number passed to it.
156
+ *
157
+ * @param {Float64Array} output
158
+ * @param {number} offset float-index into output
159
+ * @param {MeshShape3D} shape
160
+ * @param {Float64Array} aabb
161
+ * @param {number} aabb_offset
162
+ * @returns {number} number of triangles written
163
+ */
164
+ export function mesh_enumerate_triangles_array(output, offset, shape, aabb, aabb_offset) {
165
+ const aabb_min_x = aabb[aabb_offset], aabb_min_y = aabb[aabb_offset + 1], aabb_min_z = aabb[aabb_offset + 2];
166
+ const aabb_max_x = aabb[aabb_offset + 3], aabb_max_y = aabb[aabb_offset + 4], aabb_max_z = aabb[aabb_offset + 5];
167
+
51
168
  const positions = shape.positions;
52
169
  const indices = shape.indices;
53
170
 
@@ -56,10 +173,27 @@ export function mesh_enumerate_triangles(
56
173
  return 0;
57
174
  }
58
175
 
176
+ // Early-out on the shape's bounds: every triangle lies inside them. Ahead
177
+ // of the BVH, so a mesh that is never approached never builds one.
178
+ shape.compute_bounding_box(shape_bounds);
179
+ if (
180
+ shape_bounds[0] > aabb_max_x || shape_bounds[3] < aabb_min_x
181
+ || shape_bounds[1] > aabb_max_y || shape_bounds[4] < aabb_min_y
182
+ || shape_bounds[2] > aabb_max_z || shape_bounds[5] < aabb_min_z
183
+ ) {
184
+ return 0;
185
+ }
186
+
187
+ const found = find_triangles(shape, aabb, aabb_offset);
188
+
189
+ sort_found_triangles(found, tri_count - 1);
190
+
59
191
  let count = 0;
60
192
  let cursor = offset;
61
193
 
62
- for (let t = 0; t < tri_count; t++) {
194
+ for (let k = 0; k < found; k++) {
195
+ const t = found_triangles[k];
196
+
63
197
  const i_a = indices[t * 3 ] * 3;
64
198
  const i_b = indices[t * 3 + 1] * 3;
65
199
  const i_c = indices[t * 3 + 2] * 3;
@@ -95,3 +229,148 @@ export function mesh_enumerate_triangles(
95
229
 
96
230
  return count;
97
231
  }
232
+
233
+ /**
234
+ * Walk the shape's surface BVH and collect, into {@link found_triangles}, the
235
+ * index of every triangle whose leaf box overlaps the query widened by
236
+ * {@link F32_RELATIVE_SLACK} — a superset of the triangles the exact test
237
+ * accepts, in traversal order.
238
+ *
239
+ * @param {MeshShape3D} shape
240
+ * @param {Float64Array} aabb the query box `[min x, min y, min z, max x, max y, max z]`
241
+ * @param {number} aabb_offset
242
+ * @returns {number} how many were found
243
+ */
244
+ function find_triangles(shape, aabb, aabb_offset) {
245
+ const aabb_min_x = aabb[aabb_offset], aabb_min_y = aabb[aabb_offset + 1], aabb_min_z = aabb[aabb_offset + 2];
246
+ const aabb_max_x = aabb[aabb_offset + 3], aabb_max_y = aabb[aabb_offset + 4], aabb_max_z = aabb[aabb_offset + 5];
247
+
248
+ const bvh = shape.get_surface_bvh();
249
+ const root = bvh.root;
250
+
251
+ if (root === NULL_NODE) {
252
+ return 0;
253
+ }
254
+
255
+ const min_x = f32_reach_down(aabb_min_x - Math.max(Math.abs(aabb_min_x) * F32_RELATIVE_SLACK, F32_MIN_SUBNORMAL));
256
+ const min_y = f32_reach_down(aabb_min_y - Math.max(Math.abs(aabb_min_y) * F32_RELATIVE_SLACK, F32_MIN_SUBNORMAL));
257
+ const min_z = f32_reach_down(aabb_min_z - Math.max(Math.abs(aabb_min_z) * F32_RELATIVE_SLACK, F32_MIN_SUBNORMAL));
258
+ const max_x = f32_reach_up(aabb_max_x + Math.max(Math.abs(aabb_max_x) * F32_RELATIVE_SLACK, F32_MIN_SUBNORMAL));
259
+ const max_y = f32_reach_up(aabb_max_y + Math.max(Math.abs(aabb_max_y) * F32_RELATIVE_SLACK, F32_MIN_SUBNORMAL));
260
+ const max_z = f32_reach_up(aabb_max_z + Math.max(Math.abs(aabb_max_z) * F32_RELATIVE_SLACK, F32_MIN_SUBNORMAL));
261
+
262
+ // Read the node columns directly, as ebvh_geometry_query_nearest_triangle_ray does.
263
+ const float32 = bvh.__data_float32;
264
+ const uint32 = bvh.__data_uint32;
265
+
266
+ let found = 0;
267
+
268
+ let pointer = 0;
269
+ stack[pointer++] = root;
270
+
271
+ while (pointer > 0) {
272
+ const node = stack[--pointer];
273
+ const address = node * ELEMENT_WORD_COUNT;
274
+
275
+ if (
276
+ float32[address] > max_x || float32[address + 3] < min_x
277
+ || float32[address + 1] > max_y || float32[address + 4] < min_y
278
+ || float32[address + 2] > max_z || float32[address + 5] < min_z
279
+ ) {
280
+ continue;
281
+ }
282
+
283
+ const child_1 = uint32[address + COLUMN_CHILD_1];
284
+
285
+ if (child_1 !== NULL_NODE) {
286
+ if (pointer + 2 > stack.length) {
287
+ const grown = new Uint32Array(stack.length * 2);
288
+ grown.set(stack);
289
+ stack = grown;
290
+ }
291
+
292
+ stack[pointer++] = child_1;
293
+ stack[pointer++] = uint32[address + COLUMN_CHILD_2];
294
+ continue;
295
+ }
296
+
297
+ if (found === found_triangles.length) {
298
+ const grown = new Uint32Array(found * 2);
299
+ grown.set(found_triangles);
300
+ found_triangles = grown;
301
+ }
302
+
303
+ found_triangles[found++] = uint32[address + COLUMN_USER_DATA];
304
+ }
305
+
306
+ return found;
307
+ }
308
+
309
+ /**
310
+ * Sort the first `count` entries of {@link found_triangles} ascending — back
311
+ * into the mesh's index order, which is the order the linear scan emitted in.
312
+ * Insertion sort for a few, else a byte-wise LSD radix sort through
313
+ * {@link sort_scratch}: linear, and no allocation (the typed-array sort it
314
+ * replaced needed a subarray view per call).
315
+ *
316
+ * @param {number} count
317
+ * @param {number} max_value no entry exceeds it (the mesh's last triangle index)
318
+ */
319
+ function sort_found_triangles(count, max_value) {
320
+ if (count > INSERTION_SORT_LIMIT) {
321
+ if (sort_scratch.length < count) {
322
+ sort_scratch = new Uint32Array(found_triangles.length);
323
+ }
324
+
325
+ let src = found_triangles;
326
+ let dst = sort_scratch;
327
+
328
+ // a pass per byte the largest index has
329
+ for (let shift = 0; shift < 32 && (max_value >>> shift) !== 0; shift += 8) {
330
+ radix_counts.fill(0);
331
+
332
+ for (let i = 0; i < count; i++) {
333
+ radix_counts[(src[i] >>> shift) & 255]++;
334
+ }
335
+
336
+ let sum = 0;
337
+ for (let d = 0; d < 256; d++) {
338
+ const c = radix_counts[d];
339
+ radix_counts[d] = sum;
340
+ sum += c;
341
+ }
342
+
343
+ for (let i = 0; i < count; i++) {
344
+ const v = src[i];
345
+ dst[radix_counts[(v >>> shift) & 255]++] = v;
346
+ }
347
+
348
+ const swap = src;
349
+ src = dst;
350
+ dst = swap;
351
+ }
352
+
353
+ // an odd number of passes leaves the sorted run in the scratch: trade the buffers
354
+ if (src !== found_triangles) {
355
+ sort_scratch = found_triangles;
356
+ found_triangles = src;
357
+ }
358
+
359
+ return;
360
+ }
361
+
362
+ const a = found_triangles;
363
+
364
+ for (let i = 1; i < count; i++) {
365
+ const v = a[i];
366
+
367
+ let j = i - 1;
368
+
369
+ while (j >= 0 && a[j] > v) {
370
+ a[j + 1] = a[j];
371
+ j--;
372
+ }
373
+
374
+ a[j + 1] = v;
375
+ }
376
+ }
@@ -21,7 +21,13 @@
21
21
  *
22
22
  * Stride 10 (rather than 9) is the small cost we pay for clean warm-start
23
23
  * matching; ID-based matching beats position-distance matching when shapes
24
- * slide along curved surfaces.
24
+ * slide along curved surfaces. {@link triangle_edge_flags} reads an entry
25
+ * to say which of the triangle's edges are real.
26
+ *
27
+ * A vertex two triangles share has the same coordinates, bit for bit, in
28
+ * both entries — both enumerators copy or compute each one by one expression
29
+ * — so a vertex or an edge can be recognised across triangles by its
30
+ * coordinates.
25
31
  *
26
32
  * @readonly
27
33
  * @type {number}
@@ -1 +1 @@
1
- {"version":3,"file":"triangle_buffer_layout.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,oCAFU,MAAM,CAEwB;AAExC;;;;GAIG;AACH,yCAFU,MAAM,CAE4B"}
1
+ {"version":3,"file":"triangle_buffer_layout.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,oCAFU,MAAM,CAEwB;AAExC;;;;GAIG;AACH,yCAFU,MAAM,CAE4B"}