@woosh/meep-engine 3.43.0 → 3.45.0

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 (466) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/prototypeEditorShell.d.ts.map +1 -1
  3. package/editor/prototypeEditorShell.js +4 -2
  4. package/package.json +1 -1
  5. package/src/core/collection/array/array_sort_insertion_ascending.d.ts +19 -0
  6. package/src/core/collection/array/array_sort_insertion_ascending.d.ts.map +1 -0
  7. package/src/core/collection/array/array_sort_insertion_ascending.js +31 -0
  8. package/src/core/geom/3d/aabb/aabb3_array_round_outward_f32.d.ts +27 -0
  9. package/src/core/geom/3d/aabb/aabb3_array_round_outward_f32.d.ts.map +1 -0
  10. package/src/core/geom/3d/aabb/aabb3_array_round_outward_f32.js +39 -0
  11. package/src/core/geom/3d/aabb/aabb3_from_v3_array.d.ts.map +1 -1
  12. package/src/core/geom/3d/aabb/aabb3_from_v3_array.js +4 -1
  13. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +2 -2
  14. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
  15. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +1 -1
  16. package/src/core/geom/3d/pose/pose3_apply_inverse_point_array.d.ts +21 -0
  17. package/src/core/geom/3d/pose/pose3_apply_inverse_point_array.d.ts.map +1 -0
  18. package/src/core/geom/3d/pose/pose3_apply_inverse_point_array.js +36 -0
  19. package/src/core/geom/3d/pose/pose3_apply_point_array.d.ts +25 -0
  20. package/src/core/geom/3d/pose/pose3_apply_point_array.d.ts.map +1 -0
  21. package/src/core/geom/3d/pose/pose3_apply_point_array.js +40 -0
  22. package/src/core/geom/3d/pose/pose3_compose_array.d.ts +28 -0
  23. package/src/core/geom/3d/pose/pose3_compose_array.d.ts.map +1 -0
  24. package/src/core/geom/3d/pose/pose3_compose_array.js +41 -0
  25. package/src/core/geom/3d/pose/pose3_to_local_array.d.ts +29 -0
  26. package/src/core/geom/3d/pose/pose3_to_local_array.d.ts.map +1 -0
  27. package/src/core/geom/3d/pose/pose3_to_local_array.js +42 -0
  28. package/src/core/geom/3d/quaternion/quat3_clamp_angle_array.d.ts +28 -0
  29. package/src/core/geom/3d/quaternion/quat3_clamp_angle_array.d.ts.map +1 -0
  30. package/src/core/geom/3d/quaternion/quat3_clamp_angle_array.js +66 -0
  31. package/src/core/geom/3d/quaternion/quat3_multiply_conjugate_left_array.d.ts +22 -0
  32. package/src/core/geom/3d/quaternion/quat3_multiply_conjugate_left_array.d.ts.map +1 -0
  33. package/src/core/geom/3d/quaternion/quat3_multiply_conjugate_left_array.js +30 -0
  34. package/src/core/geom/3d/quaternion/quat3_multiply_conjugate_right_array.d.ts +23 -0
  35. package/src/core/geom/3d/quaternion/quat3_multiply_conjugate_right_array.d.ts.map +1 -0
  36. package/src/core/geom/3d/quaternion/quat3_multiply_conjugate_right_array.js +31 -0
  37. package/src/core/geom/3d/triangle/tri3_compute_normal_area_weighted_array.d.ts +26 -0
  38. package/src/core/geom/3d/triangle/tri3_compute_normal_area_weighted_array.d.ts.map +1 -0
  39. package/src/core/geom/3d/triangle/tri3_compute_normal_area_weighted_array.js +46 -0
  40. package/src/core/geom/vec3/v3_distance_array.d.ts +11 -0
  41. package/src/core/geom/vec3/v3_distance_array.d.ts.map +1 -0
  42. package/src/core/geom/vec3/v3_distance_array.js +19 -0
  43. package/src/core/geom/vec3/v3_normalize_array_checked.d.ts +23 -0
  44. package/src/core/geom/vec3/v3_normalize_array_checked.d.ts.map +1 -0
  45. package/src/core/geom/vec3/v3_normalize_array_checked.js +49 -0
  46. package/src/core/geom/vec3/v3_reject_array.d.ts +15 -0
  47. package/src/core/geom/vec3/v3_reject_array.d.ts.map +1 -0
  48. package/src/core/geom/vec3/v3_reject_array.js +32 -0
  49. package/src/core/graph/csr/csr_build_incidence.d.ts +26 -0
  50. package/src/core/graph/csr/csr_build_incidence.d.ts.map +1 -0
  51. package/src/core/graph/csr/csr_build_incidence.js +71 -0
  52. package/src/core/graph/csr/csr_graph_color_greedy.d.ts +25 -0
  53. package/src/core/graph/csr/csr_graph_color_greedy.d.ts.map +1 -0
  54. package/src/core/graph/csr/csr_graph_color_greedy.js +83 -0
  55. package/src/core/graph/csr/csr_graph_validate_coloring.d.ts +15 -0
  56. package/src/core/graph/csr/csr_graph_validate_coloring.d.ts.map +1 -0
  57. package/src/core/graph/csr/csr_graph_validate_coloring.js +33 -0
  58. package/src/core/math/linalg/matrix_symmetric_3x3_solve_ldlt.d.ts +26 -0
  59. package/src/core/math/linalg/matrix_symmetric_3x3_solve_ldlt.d.ts.map +1 -0
  60. package/src/core/math/linalg/matrix_symmetric_3x3_solve_ldlt.js +71 -0
  61. package/src/core/math/max2_exact.d.ts +15 -0
  62. package/src/core/math/max2_exact.d.ts.map +1 -0
  63. package/src/core/math/max2_exact.js +30 -0
  64. package/src/core/math/min2_exact.d.ts +20 -0
  65. package/src/core/math/min2_exact.d.ts.map +1 -0
  66. package/src/core/math/min2_exact.js +35 -0
  67. package/src/engine/Clock.d.ts +15 -0
  68. package/src/engine/Clock.d.ts.map +1 -1
  69. package/src/engine/Clock.js +29 -5
  70. package/src/engine/Engine.d.ts.map +1 -1
  71. package/src/engine/Engine.js +11 -19
  72. package/src/engine/ecs/ik/IKGoalSystem.d.ts.map +1 -1
  73. package/src/engine/ecs/ik/IKGoalSystem.js +3 -19
  74. package/src/engine/ecs/parent/parent_entity_model_of.d.ts +17 -0
  75. package/src/engine/ecs/parent/parent_entity_model_of.d.ts.map +1 -0
  76. package/src/engine/ecs/parent/parent_entity_model_of.js +26 -0
  77. package/src/engine/ecs/transform/t64_read_pose_array.d.ts +15 -0
  78. package/src/engine/ecs/transform/t64_read_pose_array.d.ts.map +1 -0
  79. package/src/engine/ecs/transform/t64_read_pose_array.js +24 -0
  80. package/src/engine/graphics/ecs/mesh-v2/MeshSkin.d.ts +57 -0
  81. package/src/engine/graphics/ecs/mesh-v2/MeshSkin.d.ts.map +1 -0
  82. package/src/engine/graphics/ecs/mesh-v2/MeshSkin.js +84 -0
  83. package/src/engine/graphics/geometry/geometry_construct_triangle_normal_area_weighted.d.ts +2 -0
  84. package/src/engine/graphics/geometry/geometry_construct_triangle_normal_area_weighted.d.ts.map +1 -1
  85. package/src/engine/graphics/geometry/geometry_construct_triangle_normal_area_weighted.js +10 -21
  86. package/src/engine/graphics3/AnimationGraphSystem.d.ts +28 -13
  87. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -1
  88. package/src/engine/graphics3/AnimationGraphSystem.js +107 -64
  89. package/src/engine/graphics3/AnimationSystem.d.ts +29 -15
  90. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -1
  91. package/src/engine/graphics3/AnimationSystem.js +112 -61
  92. package/src/engine/graphics3/MeshSkinSystem.d.ts +56 -0
  93. package/src/engine/graphics3/MeshSkinSystem.d.ts.map +1 -0
  94. package/src/engine/graphics3/MeshSkinSystem.js +317 -0
  95. package/src/engine/graphics3/MeshSystem.d.ts +15 -35
  96. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -1
  97. package/src/engine/graphics3/MeshSystem.js +21 -298
  98. package/src/engine/graphics3/RowChains.d.ts +76 -0
  99. package/src/engine/graphics3/RowChains.d.ts.map +1 -0
  100. package/src/engine/graphics3/RowChains.js +347 -0
  101. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +6 -0
  102. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  103. package/src/engine/graphics3/ShadedGeometrySystem.js +329 -309
  104. package/src/engine/graphics3/animation/AnimationClips.d.ts +56 -0
  105. package/src/engine/graphics3/animation/AnimationClips.d.ts.map +1 -0
  106. package/src/engine/graphics3/animation/AnimationClips.js +79 -0
  107. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +13 -14
  108. package/src/engine/graphics3/animation/ClipListPlayer.d.ts.map +1 -1
  109. package/src/engine/graphics3/animation/ClipListPlayer.js +262 -263
  110. package/src/engine/graphics3/animation/write_clip_playback.d.ts +3 -3
  111. package/src/engine/graphics3/animation/write_clip_playback.js +4 -4
  112. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +5 -0
  113. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts.map +1 -1
  114. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +80 -75
  115. package/src/engine/graphics3/prefab/PrefabInstance.d.ts +4 -24
  116. package/src/engine/graphics3/prefab/PrefabInstance.d.ts.map +1 -1
  117. package/src/engine/graphics3/prefab/PrefabInstance.js +60 -80
  118. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts +16 -3
  119. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -1
  120. package/src/engine/graphics3/prefab/prefab_instantiate.js +49 -12
  121. package/src/engine/graphics3/prefab/prefab_place.d.ts +31 -17
  122. package/src/engine/graphics3/prefab/prefab_place.d.ts.map +1 -1
  123. package/src/engine/graphics3/prefab/prefab_place.js +175 -130
  124. package/src/engine/graphics3/register_clips.d.ts +93 -0
  125. package/src/engine/graphics3/register_clips.d.ts.map +1 -0
  126. package/src/engine/graphics3/register_clips.js +166 -0
  127. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +9 -0
  128. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  129. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +3 -1
  130. package/src/engine/physics/cloth/MEASUREMENTS.md +795 -0
  131. package/src/engine/physics/cloth/PLAN.md +349 -17
  132. package/src/engine/physics/cloth/build/ClothProxy.d.ts +113 -61
  133. package/src/engine/physics/cloth/build/ClothProxy.d.ts.map +1 -1
  134. package/src/engine/physics/cloth/build/ClothProxy.js +142 -77
  135. package/src/engine/physics/cloth/build/cloth_bind_in_frame.d.ts +44 -0
  136. package/src/engine/physics/cloth/build/cloth_bind_in_frame.d.ts.map +1 -0
  137. package/src/engine/physics/cloth/build/cloth_bind_in_frame.js +107 -0
  138. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts +43 -30
  139. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  140. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +371 -284
  141. package/src/engine/physics/cloth/build/cloth_proxy_from_mesh.d.ts +62 -0
  142. package/src/engine/physics/cloth/build/cloth_proxy_from_mesh.d.ts.map +1 -0
  143. package/src/engine/physics/cloth/build/cloth_proxy_from_mesh.js +275 -0
  144. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +7 -0
  145. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  146. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +85 -67
  147. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts.map +1 -1
  148. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +19 -101
  149. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +2 -5
  150. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  151. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +7 -15
  152. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +1 -1
  153. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  154. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +17 -62
  155. package/src/engine/physics/cloth/ecs/Cloth.d.ts +17 -9
  156. package/src/engine/physics/cloth/ecs/Cloth.d.ts.map +1 -1
  157. package/src/engine/physics/cloth/ecs/Cloth.js +220 -212
  158. package/src/engine/physics/cloth/ecs/ClothColliderFlags.d.ts +0 -1
  159. package/src/engine/physics/cloth/ecs/ClothColliderFlags.js +6 -19
  160. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +1 -2
  161. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
  162. package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +3 -12
  163. package/src/engine/physics/cloth/ecs/ClothDynamicsFlags.js +6 -0
  164. package/src/engine/physics/cloth/ecs/ClothHold.d.ts +91 -0
  165. package/src/engine/physics/cloth/ecs/ClothHold.d.ts.map +1 -0
  166. package/src/engine/physics/cloth/ecs/ClothHold.js +103 -0
  167. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +254 -48
  168. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  169. package/src/engine/physics/cloth/ecs/ClothInstance.js +277 -47
  170. package/src/engine/physics/cloth/ecs/ClothPin.d.ts +73 -0
  171. package/src/engine/physics/cloth/ecs/ClothPin.d.ts.map +1 -0
  172. package/src/engine/physics/cloth/ecs/ClothPin.js +92 -0
  173. package/src/engine/physics/cloth/ecs/ClothPinSerializationAdapter.d.ts +36 -0
  174. package/src/engine/physics/cloth/ecs/ClothPinSerializationAdapter.d.ts.map +1 -0
  175. package/src/engine/physics/cloth/ecs/ClothPinSerializationAdapter.js +61 -0
  176. package/src/engine/physics/cloth/ecs/ClothRig.d.ts +23 -17
  177. package/src/engine/physics/cloth/ecs/ClothRig.d.ts.map +1 -1
  178. package/src/engine/physics/cloth/ecs/ClothRig.js +29 -27
  179. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +12 -14
  180. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  181. package/src/engine/physics/cloth/ecs/ClothSystem.js +20 -15
  182. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +57 -36
  183. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  184. package/src/engine/physics/cloth/ecs/ClothWorld.js +754 -207
  185. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +12 -13
  186. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  187. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +20 -14
  188. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts +63 -11
  189. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  190. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +297 -101
  191. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts +9 -7
  192. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.d.ts.map +1 -1
  193. package/src/engine/physics/cloth/ecs/cloth_dynamics_map.js +12 -10
  194. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +3 -3
  195. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  196. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +60 -120
  197. package/src/engine/physics/cloth/ecs/cloth_geodesic.d.ts +37 -0
  198. package/src/engine/physics/cloth/ecs/cloth_geodesic.d.ts.map +1 -0
  199. package/src/engine/physics/cloth/ecs/cloth_geodesic.js +135 -0
  200. package/src/engine/physics/cloth/ecs/cloth_holds.d.ts +97 -0
  201. package/src/engine/physics/cloth/ecs/cloth_holds.d.ts.map +1 -0
  202. package/src/engine/physics/cloth/ecs/cloth_holds.js +583 -0
  203. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts +2 -2
  204. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  205. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +168 -51
  206. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +17 -22
  207. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  208. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +55 -117
  209. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts +21 -6
  210. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.d.ts.map +1 -1
  211. package/src/engine/physics/cloth/ecs/cloth_seed_subtree.js +51 -42
  212. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts +5 -0
  213. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  214. package/src/engine/physics/cloth/ecs/cloth_write_back.js +62 -50
  215. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.d.ts.map +1 -1
  216. package/src/engine/physics/cloth/ecs/cloth_write_back_rig.js +65 -58
  217. package/src/engine/physics/cloth/playground/cloth_playground_build.d.ts.map +1 -1
  218. package/src/engine/physics/cloth/playground/cloth_playground_build.js +2 -3
  219. package/src/engine/physics/cloth/playground/collide_main.js +3 -29
  220. package/src/engine/physics/cloth/playground/garment_build.d.ts.map +1 -1
  221. package/src/engine/physics/cloth/playground/garment_build.js +17 -5
  222. package/src/engine/physics/cloth/playground/garment_main.js +5 -20
  223. package/src/engine/physics/cloth/playground/main.js +6 -48
  224. package/src/engine/physics/cloth/playground/rig_build.d.ts.map +1 -1
  225. package/src/engine/physics/cloth/playground/rig_build.js +302 -296
  226. package/src/engine/physics/cloth/playground/rig_main.js +947 -955
  227. package/src/engine/physics/cloth/playground/wind_main.js +8 -7
  228. package/src/engine/physics/cloth/solver/ClothState.d.ts +45 -7
  229. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  230. package/src/engine/physics/cloth/solver/ClothState.js +79 -83
  231. package/src/engine/physics/cloth/solver/cloth_color_particles.d.ts +10 -8
  232. package/src/engine/physics/cloth/solver/cloth_color_particles.d.ts.map +1 -1
  233. package/src/engine/physics/cloth/solver/cloth_color_particles.js +30 -102
  234. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts +6 -1
  235. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  236. package/src/engine/physics/cloth/solver/cloth_contact_find.js +9 -3
  237. package/src/engine/physics/cloth/solver/cloth_hold_line.d.ts +114 -0
  238. package/src/engine/physics/cloth/solver/cloth_hold_line.d.ts.map +1 -0
  239. package/src/engine/physics/cloth/solver/cloth_hold_line.js +350 -0
  240. package/src/engine/physics/cloth/solver/cloth_kinetic_energy.d.ts +21 -0
  241. package/src/engine/physics/cloth/solver/cloth_kinetic_energy.d.ts.map +1 -0
  242. package/src/engine/physics/cloth/solver/cloth_kinetic_energy.js +45 -0
  243. package/src/engine/physics/cloth/solver/cloth_particle_coupling.d.ts +32 -0
  244. package/src/engine/physics/cloth/solver/cloth_particle_coupling.d.ts.map +1 -0
  245. package/src/engine/physics/cloth/solver/cloth_particle_coupling.js +133 -0
  246. package/src/engine/physics/cloth/solver/cloth_particle_of_source.d.ts +16 -0
  247. package/src/engine/physics/cloth/solver/cloth_particle_of_source.d.ts.map +1 -0
  248. package/src/engine/physics/cloth/solver/cloth_particle_of_source.js +19 -0
  249. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +6 -2
  250. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  251. package/src/engine/physics/cloth/solver/cloth_self_find.js +19 -68
  252. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  253. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +30 -65
  254. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +24 -12
  255. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  256. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +24 -12
  257. package/src/engine/physics/cloth/solver/cloth_step.d.ts +16 -0
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@@ -0,0 +1,62 @@
1
+ /**
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+ * @typedef {import("../../../graphics3/prefab/Prefab.js").Prefab} Prefab
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+ * @typedef {import("../../../../shade/renderer/animation/Skin.js").Skin} Skin
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+ * @typedef {import("./cloth_proxy_from_joints.js").ClothProxyBuildResult} ClothProxyBuildResult
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+ */
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+ /**
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+ * # Building a proxy for a sheet: one joint per vertex, and the triangles between them
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+ *
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+ * A sheet — a flag, a banner, a curtain, a cloth dropped on a sphere — is a
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+ * triangle mesh, and what drives its render mesh is a skin with **one joint per
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+ * vertex**: each vertex weighted wholly to its own joint, every joint hanging
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+ * straight off one root joint. That skin is ordinary; the engine draws it the way
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+ * it draws any skinned model, and cloth moves its joints the way it moves a
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+ * cape's. This builds the proxy for it — §11.3's steps 4, 6 and 10 over a mesh
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+ * that is already welded and already a particle set:
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+ *
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+ * - **a hard stretch row per edge**, every edge of every triangle once;
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+ * - **a hinge per interior edge** — the shared edge, then the wing opposite it in
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+ * each triangle, which is `cloth_bend_row`'s stencil order. The stencil is built
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+ * here rather than read through `bt_edge_read_diamond`, whose quad puts the
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+ * shared edge in the middle;
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+ * - the bind pose of every joint in the root joint's, and the root joint as the
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+ * frame the sheet is simulated in.
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+ *
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+ * **Nothing is pinned.** Which vertices are held is the scene's business — a pole
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+ * holding a flag's hoist, a hook holding a ribbon's top — and a `ClothPin` names
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+ * them by particle, which is their position in `joint_names`.
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+ *
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+ * ## What is refused, and why at build
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+ *
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+ * §7 P8: a triangle with no area (no normal, no stencil), an edge three triangles
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+ * share (no single hinge across it), joints that do not all hang from the same
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+ * root, and a name the skin does not have. Each is an authoring mistake, and each
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+ * comes back as a message naming it rather than as a sheet that misbehaves.
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+ *
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+ * ## The rest shape is assumed flat where it bends
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+ *
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+ * The hinge is §6's quadratic stencil, which annihilates a planar rest shape and
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+ * every affine image of it and reads a curved rest as already bent (§18). A flag,
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+ * a sheet and a circle skirt cut flat are what this serves; a tube is not.
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+ *
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+ * @author Alex Goldring
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+ * @copyright Company Named Limited (c) 2026
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+ */
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+ /**
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+ * Build a proxy from the joints of a sheet's skin and the triangles over them.
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+ *
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+ * @param {Prefab} prefab the compiled model the joints are nodes of
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+ * @param {Skin} skin one of the prefab's skins — joints as node indices
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+ * @param {string[]} joint_names one joint per vertex; particle `i` is `joint_names[i]`
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+ * @param {Int32Array|number[]} triangles indices into `joint_names`, 3 per triangle
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+ * @param {object} [options]
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+ * @param {string} [options.name]
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+ * @returns {ClothProxyBuildResult}
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+ */
56
+ export function cloth_proxy_from_mesh(prefab: Prefab, skin: Skin, joint_names: string[], triangles: Int32Array | number[], { name }?: {
57
+ name?: string;
58
+ }): ClothProxyBuildResult;
59
+ export type Prefab = import("../../../graphics3/prefab/Prefab.js").Prefab;
60
+ export type Skin = import("../../../../shade/renderer/animation/Skin.js").Skin;
61
+ export type ClothProxyBuildResult = import("./cloth_proxy_from_joints.js").ClothProxyBuildResult;
62
+ //# sourceMappingURL=cloth_proxy_from_mesh.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"cloth_proxy_from_mesh.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/build/cloth_proxy_from_mesh.js"],"names":[],"mappings":"AAIA;;;;GAIG;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsCG;AAEH;;;;;;;;;;GAUG;AACH,8CARW,MAAM,QACN,IAAI,eACJ,MAAM,EAAE,aACR,UAAU,GAAC,MAAM,EAAE;IAEF,IAAI,GAArB,MAAM;IACJ,qBAAqB,CA8MjC;qBApQY,OAAO,qCAAqC,EAAE,MAAM;mBACpD,OAAO,8CAA8C,EAAE,IAAI;oCAC3D,OAAO,8BAA8B,EAAE,qBAAqB"}
@@ -0,0 +1,275 @@
1
+ import { tri3_area } from "../../../../core/geom/3d/triangle/tri3_area.js";
2
+ import { ClothProxy } from "./ClothProxy.js";
3
+ import { cloth_bind_in_frame, cloth_bind_scaled_above } from "./cloth_bind_in_frame.js";
4
+
5
+ /**
6
+ * @typedef {import("../../../graphics3/prefab/Prefab.js").Prefab} Prefab
7
+ * @typedef {import("../../../../shade/renderer/animation/Skin.js").Skin} Skin
8
+ * @typedef {import("./cloth_proxy_from_joints.js").ClothProxyBuildResult} ClothProxyBuildResult
9
+ */
10
+
11
+ /**
12
+ * # Building a proxy for a sheet: one joint per vertex, and the triangles between them
13
+ *
14
+ * A sheet — a flag, a banner, a curtain, a cloth dropped on a sphere — is a
15
+ * triangle mesh, and what drives its render mesh is a skin with **one joint per
16
+ * vertex**: each vertex weighted wholly to its own joint, every joint hanging
17
+ * straight off one root joint. That skin is ordinary; the engine draws it the way
18
+ * it draws any skinned model, and cloth moves its joints the way it moves a
19
+ * cape's. This builds the proxy for it — §11.3's steps 4, 6 and 10 over a mesh
20
+ * that is already welded and already a particle set:
21
+ *
22
+ * - **a hard stretch row per edge**, every edge of every triangle once;
23
+ * - **a hinge per interior edge** — the shared edge, then the wing opposite it in
24
+ * each triangle, which is `cloth_bend_row`'s stencil order. The stencil is built
25
+ * here rather than read through `bt_edge_read_diamond`, whose quad puts the
26
+ * shared edge in the middle;
27
+ * - the bind pose of every joint in the root joint's, and the root joint as the
28
+ * frame the sheet is simulated in.
29
+ *
30
+ * **Nothing is pinned.** Which vertices are held is the scene's business — a pole
31
+ * holding a flag's hoist, a hook holding a ribbon's top — and a `ClothPin` names
32
+ * them by particle, which is their position in `joint_names`.
33
+ *
34
+ * ## What is refused, and why at build
35
+ *
36
+ * §7 P8: a triangle with no area (no normal, no stencil), an edge three triangles
37
+ * share (no single hinge across it), joints that do not all hang from the same
38
+ * root, and a name the skin does not have. Each is an authoring mistake, and each
39
+ * comes back as a message naming it rather than as a sheet that misbehaves.
40
+ *
41
+ * ## The rest shape is assumed flat where it bends
42
+ *
43
+ * The hinge is §6's quadratic stencil, which annihilates a planar rest shape and
44
+ * every affine image of it and reads a curved rest as already bent (§18). A flag,
45
+ * a sheet and a circle skirt cut flat are what this serves; a tube is not.
46
+ *
47
+ * @author Alex Goldring
48
+ * @copyright Company Named Limited (c) 2026
49
+ */
50
+
51
+ /**
52
+ * Build a proxy from the joints of a sheet's skin and the triangles over them.
53
+ *
54
+ * @param {Prefab} prefab the compiled model the joints are nodes of
55
+ * @param {Skin} skin one of the prefab's skins — joints as node indices
56
+ * @param {string[]} joint_names one joint per vertex; particle `i` is `joint_names[i]`
57
+ * @param {Int32Array|number[]} triangles indices into `joint_names`, 3 per triangle
58
+ * @param {object} [options]
59
+ * @param {string} [options.name]
60
+ * @returns {ClothProxyBuildResult}
61
+ */
62
+ export function cloth_proxy_from_mesh(prefab, skin, joint_names, triangles, { name = "" } = {}) {
63
+ if (prefab === undefined || prefab === null || prefab.isPrefab !== true) {
64
+ return refuse(`${name}: no prefab`);
65
+ }
66
+
67
+ if (skin === undefined || skin === null) {
68
+ return refuse(`${name}: no skin`);
69
+ }
70
+
71
+ const joints = skin.joints;
72
+ const parent_of = prefab.parent;
73
+ const name_of = prefab.name;
74
+
75
+ /**
76
+ * @type {Map<number, number>} node index → position in the skin's joints
77
+ */
78
+ const index_of = new Map();
79
+
80
+ /**
81
+ * @type {Map<string, number>}
82
+ */
83
+ const by_name = new Map();
84
+
85
+ for (let i = 0; i < joints.length; i++) {
86
+ index_of.set(joints[i], i);
87
+
88
+ const joint_name = name_of[joints[i]];
89
+
90
+ if (joint_name !== "" && !by_name.has(joint_name)) {
91
+ by_name.set(joint_name, joints[i]);
92
+ }
93
+ }
94
+
95
+ const particle_count = joint_names.length;
96
+
97
+ if (particle_count === 0) {
98
+ return refuse(`${name}: no joints`);
99
+ }
100
+
101
+ const node = new Int32Array(particle_count);
102
+
103
+ const seen = new Set();
104
+
105
+ for (let i = 0; i < particle_count; i++) {
106
+ const found = by_name.get(joint_names[i]);
107
+
108
+ if (found === undefined) {
109
+ return refuse(`${name}: the skin has no joint named "${joint_names[i]}"`);
110
+ }
111
+
112
+ if (seen.has(found)) {
113
+ return refuse(`${name}: "${joint_names[i]}" is named twice`);
114
+ }
115
+
116
+ seen.add(found);
117
+
118
+ node[i] = found;
119
+ }
120
+
121
+ // One root for every vertex joint: the frame, and what the write-back
122
+ // expresses each joint against.
123
+ const frame_node = parent_of[node[0]];
124
+
125
+ for (let i = 1; i < particle_count; i++) {
126
+ if (parent_of[node[i]] !== frame_node) {
127
+ return refuse(
128
+ `${name}: "${joint_names[0]}" hangs from "${name_of[frame_node] ?? 'nothing'}" and "${joint_names[i]}"`
129
+ + ` from "${name_of[parent_of[node[i]]] ?? 'nothing'}" — a sheet's joints hang from one root joint`
130
+ );
131
+ }
132
+ }
133
+
134
+ if (frame_node < 0 || !index_of.has(frame_node)) {
135
+ return refuse(`${name}: the sheet's joints hang from "${name_of[frame_node] ?? 'nothing'}", which is not a joint of this skin`);
136
+ }
137
+
138
+ const triangle_count = Math.floor(triangles.length / 3);
139
+
140
+ if (triangle_count * 3 !== triangles.length) {
141
+ return refuse(`${name}: ${triangles.length} triangle indices is not a whole number of triangles`);
142
+ }
143
+
144
+ // Every vertex joint hangs from the frame, so one walk up from any of them asks the lot.
145
+ const scaled = cloth_bind_scaled_above(prefab, node[0]);
146
+
147
+ if (scaled >= 0) {
148
+ const local = prefab.local[scaled];
149
+
150
+ return refuse(
151
+ `${name}: "${name_of[scaled]}", above "${name_of[node[0]]}", is scaled by (${local.scale_x}, ${local.scale_y}, ${local.scale_z}) at rest;`
152
+ + ` cloth poses its joints rigidly, so it would simulate a different garment from the one drawn`
153
+ );
154
+ }
155
+
156
+ const pose = cloth_bind_in_frame(prefab, frame_node);
157
+
158
+ const rest_position = new Float32Array(particle_count * 3);
159
+ const rest_rotation = new Float32Array(particle_count * 4);
160
+
161
+ for (let i = 0; i < particle_count; i++) {
162
+ const p = pose(node[i]);
163
+
164
+ rest_position[i * 3] = p[0];
165
+ rest_position[i * 3 + 1] = p[1];
166
+ rest_position[i * 3 + 2] = p[2];
167
+
168
+ rest_rotation[i * 4] = p[3];
169
+ rest_rotation[i * 4 + 1] = p[4];
170
+ rest_rotation[i * 4 + 2] = p[5];
171
+ rest_rotation[i * 4 + 3] = p[6];
172
+ }
173
+
174
+ /**
175
+ * Every edge once, keyed by its two particles, with the wing opposite it in
176
+ * each triangle that has it.
177
+ * @type {Map<number, {a: number, b: number, wings: number[]}>}
178
+ */
179
+ const edges = new Map();
180
+
181
+ for (let t = 0; t < triangle_count; t++) {
182
+ const i0 = triangles[t * 3];
183
+ const i1 = triangles[t * 3 + 1];
184
+ const i2 = triangles[t * 3 + 2];
185
+
186
+ for (const index of [i0, i1, i2]) {
187
+ if (!(index >= 0 && index < particle_count)) {
188
+ return refuse(`${name}: triangle ${t} names particle ${index} of ${particle_count}`);
189
+ }
190
+ }
191
+
192
+ if (tri3_area(
193
+ rest_position[i0 * 3], rest_position[i0 * 3 + 1], rest_position[i0 * 3 + 2],
194
+ rest_position[i1 * 3], rest_position[i1 * 3 + 1], rest_position[i1 * 3 + 2],
195
+ rest_position[i2 * 3], rest_position[i2 * 3 + 1], rest_position[i2 * 3 + 2]
196
+ ) <= 0) {
197
+ return refuse(
198
+ `${name}: triangle ${t} ("${joint_names[i0]}", "${joint_names[i1]}", "${joint_names[i2]}") has no area,`
199
+ + ` so no normal and no hinge across it`
200
+ );
201
+ }
202
+
203
+ const corners = [i0, i1, i2];
204
+
205
+ for (let k = 0; k < 3; k++) {
206
+ const a = corners[k];
207
+ const b = corners[(k + 1) % 3];
208
+ const wing = corners[(k + 2) % 3];
209
+
210
+ const lo = a < b ? a : b;
211
+ const hi = a < b ? b : a;
212
+
213
+ const key = lo * particle_count + hi;
214
+
215
+ let edge = edges.get(key);
216
+
217
+ if (edge === undefined) {
218
+ edge = { a: lo, b: hi, wings: [] };
219
+
220
+ edges.set(key, edge);
221
+ }
222
+
223
+ edge.wings.push(wing);
224
+
225
+ if (edge.wings.length > 2) {
226
+ return refuse(
227
+ `${name}: the edge "${joint_names[lo]}"–"${joint_names[hi]}" is shared by more than two triangles,`
228
+ + ` so there is no one hinge across it`
229
+ );
230
+ }
231
+ }
232
+ }
233
+
234
+ const edge = [];
235
+ const hinge = [];
236
+
237
+ for (const { a, b, wings } of edges.values()) {
238
+ edge.push(a, b);
239
+
240
+ if (wings.length === 2) {
241
+ hinge.push(a, b, wings[0], wings[1]);
242
+ }
243
+ }
244
+
245
+ const particle_name = joint_names.slice();
246
+
247
+ return {
248
+ proxy: ClothProxy.from({
249
+ name,
250
+ joint: Array.from(node, n => index_of.get(n)),
251
+ output: new Uint8Array(particle_count).fill(1),
252
+ // every joint hangs straight off the frame
253
+ parent: new Int32Array(particle_count).fill(-1),
254
+ edge,
255
+ skip: [],
256
+ hinge,
257
+ triangle: Int32Array.from(triangles),
258
+ frame: index_of.get(frame_node),
259
+ rest_position,
260
+ rest_rotation,
261
+ particle_name
262
+ }),
263
+ groups: [],
264
+ error: ""
265
+ };
266
+ }
267
+
268
+ /**
269
+ * @param {string} error
270
+ * @returns {ClothProxyBuildResult}
271
+ * @private
272
+ */
273
+ function refuse(error) {
274
+ return { proxy: null, groups: [], error };
275
+ }
@@ -164,6 +164,13 @@ export class ClothColliderIndex {
164
164
  * ignores it, so a distance in the shape's local frame is a distance in
165
165
  * world space.
166
166
  *
167
+ * A pose equal to the one the record already holds is not refit: its
168
+ * bounds were fit to exactly this pair of poses when either last changed —
169
+ * here, in {@link placePose}, or in {@link advance} — so the refit would
170
+ * write what is there. That is what a collider that never moves costs, and
171
+ * why nothing has to say it will not: 1.43 µs per collider per step
172
+ * refitting, 0.42 µs skipping, of which {@link advance} is 0.32.
173
+ *
167
174
  * @param {number} handle
168
175
  * @param {number} tx
169
176
  * @param {number} ty
@@ -1 +1 @@
1
- {"version":3,"file":"ClothColliderIndex.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/collider/ClothColliderIndex.js"],"names":[],"mappings":"AA2CA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgFG;AACH;IAEI;;;;;;OAMG;IACH,OAFU,YAAY,CAEM;IAE5B;;;;;OAKG;IACH,MAFU,UAAU,CAEK;IAEzB;;;;OAIG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;;OAMG;IACH,eAFU,MAAM,CAEE;IAElB;;;;;;OAMG;IACH,qBAFU,MAAM,CAEQ;IAoFxB;;;;;;;;;;;OAWG;IACH,sCAPW,MAAM,aACN,MAAM,SACN,MAAM,QACN,MAAM,UACN,MAAM,GACJ,MAAM,CA8DlB;IAED;;;;;;;OAOG;IACH,eAHW,MAAM,GACJ,IAAI,CAoChB;IAED;;;;OAIG;IACH,eAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;;OAIG;IACH,WAFa,IAAI,CAuDhB;IAED;;;;;;;;;;;;;;;;;OAiBG;IACH,gBAVW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,IAAI,CA8BhB;IAwID;;;;;;;;;;;;;;;OAeG;IACH,kBAVW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,IAAI,CAmBhB;IAED;;;;;;;;OAQG;IACH,mBALW,MAAM,YACN,MAAM,aACN,MAAM,GACJ,IAAI,CAoBhB;IAED;;;;;OAKG;IACH,kBALW,MAAM,SACN,MAAM,QACN,MAAM,GACJ,IAAI,CAWhB;IAED;;;OAGG;IACH,iBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,WAdW,MAAM,EAAE,SACR,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,QACN,MAAM,YACN,OAAO,GAGL,MAAM,CAWlB;IAED;;;;;;;;;;;OAWG;IACH,gBARW,MAAM,EAAE,OACR,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,SACN,MAAM,QACN,MAAM,WACN,OAAO,GACL,MAAM,CA6DlB;;CAyGJ"}
1
+ {"version":3,"file":"ClothColliderIndex.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/collider/ClothColliderIndex.js"],"names":[],"mappings":"AAkDA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgFG;AACH;IAEI;;;;;;OAMG;IACH,OAFU,YAAY,CAEM;IAE5B;;;;;OAKG;IACH,MAFU,UAAU,CAEK;IAEzB;;;;OAIG;IACH,OAFU,MAAM,CAEN;IAEV;;;;;;OAMG;IACH,eAFU,MAAM,CAEE;IAElB;;;;;;OAMG;IACH,qBAFU,MAAM,CAEQ;IAoFxB;;;;;;;;;;;OAWG;IACH,sCAPW,MAAM,aACN,MAAM,SACN,MAAM,QACN,MAAM,UACN,MAAM,GACJ,MAAM,CA8DlB;IAED;;;;;;;OAOG;IACH,eAHW,MAAM,GACJ,IAAI,CAkChB;IAED;;;;OAIG;IACH,eAHW,MAAM,GACJ,OAAO,CAInB;IAED;;;OAGG;IACH,mBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;;OAIG;IACH,WAFa,IAAI,CA4ChB;IAED;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,gBAVW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,IAAI,CAqBhB;IAsLD;;;;;;;;;;;;;;;OAeG;IACH,kBAVW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,IAAI,CAqBhB;IAED;;;;;;;;OAQG;IACH,mBALW,MAAM,YACN,MAAM,aACN,MAAM,GACJ,IAAI,CAoBhB;IAED;;;;;OAKG;IACH,kBALW,MAAM,SACN,MAAM,QACN,MAAM,GACJ,IAAI,CAWhB;IAED;;;OAGG;IACH,iBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,WAdW,MAAM,EAAE,SACR,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,SACN,MAAM,QACN,MAAM,YACN,OAAO,GAGL,MAAM,CAWlB;IAED;;;;;;;;;;;OAWG;IACH,gBARW,MAAM,EAAE,OACR,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,cAClC,MAAM,SACN,MAAM,QACN,MAAM,WACN,OAAO,GACL,MAAM,CA6DlB;;CAyGJ"}
@@ -1,8 +1,15 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
2
  import { BVH, NULL_NODE } from "../../../../core/bvh2/bvh3/BVH.js";
3
+ import { number_compare_ascending } from "../../../../core/primitives/numbers/number_compare_ascending.js";
3
4
  import {
4
5
  bvh_query_user_data_intersects_aabb
5
6
  } from "../../../../core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js";
7
+ import { array_copy } from "../../../../core/collection/array/array_copy.js";
8
+ import { array_range_equal_strict } from "../../../../core/collection/array/array_range_equal_strict.js";
9
+ import { array_remove_first } from "../../../../core/collection/array/array_remove_first.js";
10
+ import { array_sort_insertion_ascending } from "../../../../core/collection/array/array_sort_insertion_ascending.js";
11
+ import { aabb3_array_round_outward_f32 } from "../../../../core/geom/3d/aabb/aabb3_array_round_outward_f32.js";
12
+ import { FAT_LINEAR } from "../../broadphase/compute_fat_world_aabb.js";
6
13
  import {
7
14
  CCR_AABB_MAX_X,
8
15
  CCR_AABB_MAX_Y,
@@ -341,11 +348,9 @@ export class ClothColliderIndex {
341
348
  const node = this.#node[handle];
342
349
 
343
350
  if (node === NULL_NODE) {
344
- const at = this.#planes.indexOf(handle);
351
+ const planes = this.#planes;
345
352
 
346
- if (at >= 0) {
347
- this.#planes.splice(at, 1);
348
- }
353
+ array_remove_first(planes, handle, 0, planes.length);
349
354
  } else {
350
355
  this.#bvh.remove_leaf(node);
351
356
  this.#bvh.release_node(node);
@@ -419,22 +424,11 @@ export class ClothColliderIndex {
419
424
  this.max_inflation = table[r + CCR_INFLATION];
420
425
  }
421
426
 
422
- const moved = table[r + CCR_PREV_TX] !== table[r + CCR_TX]
423
- || table[r + CCR_PREV_TY] !== table[r + CCR_TY]
424
- || table[r + CCR_PREV_TZ] !== table[r + CCR_TZ]
425
- || table[r + CCR_PREV_QX] !== table[r + CCR_QX]
426
- || table[r + CCR_PREV_QY] !== table[r + CCR_QY]
427
- || table[r + CCR_PREV_QZ] !== table[r + CCR_QZ]
428
- || table[r + CCR_PREV_QW] !== table[r + CCR_QW];
429
-
430
- table[r + CCR_PREV_TX] = table[r + CCR_TX];
431
- table[r + CCR_PREV_TY] = table[r + CCR_TY];
432
- table[r + CCR_PREV_TZ] = table[r + CCR_TZ];
427
+ // A pose is seven contiguous slots, translation then rotation, in
428
+ // both the current and the previous half of the record.
429
+ const moved = !array_range_equal_strict(table, r + CCR_PREV_TX, table, r + CCR_TX, POSE_SLOTS);
433
430
 
434
- table[r + CCR_PREV_QX] = table[r + CCR_QX];
435
- table[r + CCR_PREV_QY] = table[r + CCR_QY];
436
- table[r + CCR_PREV_QZ] = table[r + CCR_QZ];
437
- table[r + CCR_PREV_QW] = table[r + CCR_QW];
431
+ array_copy(table, r + CCR_TX, table, r + CCR_PREV_TX, POSE_SLOTS);
438
432
 
439
433
  if (moved) {
440
434
  cloth_collider_refit_bounds(table, handle, CCR_STRIDE);
@@ -451,6 +445,13 @@ export class ClothColliderIndex {
451
445
  * ignores it, so a distance in the shape's local frame is a distance in
452
446
  * world space.
453
447
  *
448
+ * A pose equal to the one the record already holds is not refit: its
449
+ * bounds were fit to exactly this pair of poses when either last changed —
450
+ * here, in {@link placePose}, or in {@link advance} — so the refit would
451
+ * write what is there. That is what a collider that never moves costs, and
452
+ * why nothing has to say it will not: 1.43 µs per collider per step
453
+ * refitting, 0.42 µs skipping, of which {@link advance} is 0.32.
454
+ *
454
455
  * @param {number} handle
455
456
  * @param {number} tx
456
457
  * @param {number} ty
@@ -471,6 +472,35 @@ export class ClothColliderIndex {
471
472
 
472
473
  const r = handle * CCR_STRIDE;
473
474
 
475
+ if (table[r + CCR_TX] === tx && table[r + CCR_TY] === ty && table[r + CCR_TZ] === tz
476
+ && table[r + CCR_QX] === qx && table[r + CCR_QY] === qy
477
+ && table[r + CCR_QZ] === qz && table[r + CCR_QW] === qw
478
+ // no leaf — never posed, or a plane, which is never in the tree — refits regardless
479
+ && this.#node[handle] !== NULL_NODE) {
480
+ return;
481
+ }
482
+
483
+ this.#pose(handle, tx, ty, tz, qx, qy, qz, qw);
484
+ }
485
+
486
+ /**
487
+ * Write the current pose and refit, unconditionally.
488
+ *
489
+ * @param {number} handle
490
+ * @param {number} tx
491
+ * @param {number} ty
492
+ * @param {number} tz
493
+ * @param {number} qx
494
+ * @param {number} qy
495
+ * @param {number} qz
496
+ * @param {number} qw
497
+ * @private
498
+ */
499
+ #pose(handle, tx, ty, tz, qx, qy, qz, qw) {
500
+ const table = this.table;
501
+
502
+ const r = handle * CCR_STRIDE;
503
+
474
504
  if (table[r + CCR_TX] !== tx || table[r + CCR_TY] !== ty || table[r + CCR_TZ] !== tz
475
505
  || table[r + CCR_QX] !== qx || table[r + CCR_QY] !== qy
476
506
  || table[r + CCR_QZ] !== qz || table[r + CCR_QW] !== qw) {
@@ -561,9 +591,15 @@ export class ClothColliderIndex {
561
591
  if (lower < STORED_AABB[axis] || upper > STORED_AABB[axis + 3]) contained = false;
562
592
  // A one-step outlier must not leave a scene-sized leaf behind once
563
593
  // motion stops. Allow ordinary jitter to keep spending the slack.
594
+ // The yardstick is twice what a store would write now: the slack
595
+ // on both sides plus the outward rounding, which grows each side by
596
+ // under one float32 step of its magnitude. Without that term a leaf
597
+ // far enough out that a step outgrows the slack — past about four
598
+ // hundred kilometres — would read as oversized straight after being
599
+ // stored, and be re-homed every step.
564
600
  if (STORED_AABB[axis + 3] - STORED_AABB[axis]
565
- > 2 * (upper - lower + 2 * BVH_LEAF_SLACK
566
- + (Math.abs(lower) + Math.abs(upper)) * FLOAT32_ROUNDING)) oversized = true;
601
+ > 2 * (upper - lower + 2 * FAT_LINEAR
602
+ + (Math.abs(lower) + Math.abs(upper) + 2 * FAT_LINEAR) * FLOAT32_STEP)) oversized = true;
567
603
  }
568
604
 
569
605
  if (contained && !oversized) {
@@ -589,18 +625,18 @@ export class ClothColliderIndex {
589
625
  * Write a record's swept bounds plus its contact reach into {@link FAT_AABB}
590
626
  * with the slack the refit skip spends, and store them on the leaf.
591
627
  *
592
- * The slack is also what makes the tree's `Float32` nodes safe to hold a
593
- * `Float64` world, and it has two terms because one is not enough. The
594
- * constant covers jitter. The relative term covers the rounding
595
- * {@link BVH#node_set_aabb} does on the way in: a bound can move by an ulp,
596
- * and `Float32`'s ulp is a *proportion* of the magnitude — a millimetre at
597
- * ten kilometres out, but **a whole metre at ten thousand**, which is well
598
- * past the constant: measured, a leaf there comes back 45 cm inside its own
599
- * record. A bound that rounds inward past its slack is a leaf
600
- * smaller than the record it stands for, and that is a collider the tree
601
- * stops answering with — silently, and only far from the origin, which is
602
- * the worst shape a bug can have. Two ulps of the magnitude puts it back
603
- * outside at every scale the `Float64` table is kept for.
628
+ * The slack covers jitter; it does not cover the tree's `Float32` nodes
629
+ * holding a `Float64` world. {@link BVH#node_set_aabb} rounds each bound to
630
+ * the nearest `Float32`, and `Float32`'s step is a *proportion* of the
631
+ * magnitude — a millimetre at ten kilometres out, but **a whole metre at
632
+ * ten thousand**, which is well past any constant: measured, a leaf there
633
+ * fattened by 5 cm came back 45 cm inside its own record. A bound that
634
+ * rounds inward past its slack is a leaf smaller than the record it stands
635
+ * for, and that is a collider the tree stops answering with — silently,
636
+ * and only far from the origin, which is the worst shape a bug can have.
637
+ * So the fattened box is rounded outward to `Float32` before it is stored,
638
+ * which makes the store exact at every scale and leaves the constant to do
639
+ * only its own job.
604
640
  *
605
641
  * The exact test in {@link query} reads the `Float64` record, so the tree
606
642
  * only ever has to avoid a false **negative**; being generous here costs a
@@ -618,10 +654,12 @@ export class ClothColliderIndex {
618
654
  const lower = table[r + CCR_AABB_MIN_X + axis] - reach;
619
655
  const upper = table[r + CCR_AABB_MAX_X + axis] + reach;
620
656
 
621
- FAT_AABB[axis] = lower - BVH_LEAF_SLACK - Math.abs(lower) * FLOAT32_ROUNDING;
622
- FAT_AABB[axis + 3] = upper + BVH_LEAF_SLACK + Math.abs(upper) * FLOAT32_ROUNDING;
657
+ FAT_AABB[axis] = lower - FAT_LINEAR;
658
+ FAT_AABB[axis + 3] = upper + FAT_LINEAR;
623
659
  }
624
660
 
661
+ aabb3_array_round_outward_f32(FAT_AABB, 0, FAT_AABB, 0);
662
+
625
663
  this.#bvh.node_set_aabb(node, FAT_AABB);
626
664
  }
627
665
 
@@ -657,7 +695,9 @@ export class ClothColliderIndex {
657
695
  this.table[r + CCR_PREV_QZ] = qz;
658
696
  this.table[r + CCR_PREV_QW] = qw;
659
697
 
660
- this.setPose(handle, tx, ty, tz, qx, qy, qz, qw);
698
+ // Not {@link setPose}: the previous pose has just changed, so the
699
+ // bounds are stale even when the current one has not.
700
+ this.#pose(handle, tx, ty, tz, qx, qy, qz, qw);
661
701
  }
662
702
 
663
703
  /**
@@ -926,21 +966,19 @@ export class ClothColliderIndex {
926
966
  }
927
967
 
928
968
  /**
929
- * How far past a record's swept bounds its leaf is stored, metres. The same
930
- * constant `compute_fat_world_aabb` spends on a rigid body, and for the same
931
- * reason: a collider jittering inside its own slack must not cost a refit.
969
+ * One `Float32` step as a proportion of a value's magnitude, an upper bound
970
+ * for every normal `Float32`: 23 fraction bits, so a step is at most `2^-23`
971
+ * of the magnitude. The most an outward rounding can widen a bound by.
932
972
  * @type {number}
933
973
  */
934
- const BVH_LEAF_SLACK = 0.05;
974
+ const FLOAT32_STEP = 2 ** -23;
935
975
 
936
976
  /**
937
- * Two `Float32` ulps as a proportion of a value's magnitude — what a bound has
938
- * to be widened by to survive being stored in a `Float32` leaf whatever the
939
- * rounding does. `Float32` carries 23 fraction bits, so one ulp is `2^-23` of
940
- * the magnitude and two is the first multiple that is unconditionally outside.
977
+ * Slots in one pose, `[tx, ty, tz, qx, qy, qz, qw]`: {@link CCR_TX} to {@link CCR_QW}, and the same
978
+ * from {@link CCR_PREV_TX}.
941
979
  * @type {number}
942
980
  */
943
- const FLOAT32_ROUNDING = 2 ** -22;
981
+ const POSE_SLOTS = 7;
944
982
 
945
983
  /**
946
984
  * The box being queried, `[min_x, min_y, min_z, max_x, max_y, max_z]`: what the tree is walked with
@@ -972,23 +1010,12 @@ function sort_handles(handles) {
972
1010
  const n = handles.length;
973
1011
 
974
1012
  if (n > INSERTION_SORT_LIMIT) {
975
- handles.sort(ASCENDING);
1013
+ handles.sort(number_compare_ascending);
976
1014
 
977
1015
  return;
978
1016
  }
979
1017
 
980
- for (let i = 1; i < n; i++) {
981
- const handle = handles[i];
982
-
983
- let j = i - 1;
984
-
985
- while (j >= 0 && handles[j] > handle) {
986
- handles[j + 1] = handles[j];
987
- j--;
988
- }
989
-
990
- handles[j + 1] = handle;
991
- }
1018
+ array_sort_insertion_ascending(handles, 0, n);
992
1019
  }
993
1020
 
994
1021
  /**
@@ -1002,12 +1029,3 @@ const FAT_AABB = new Float64Array(6);
1002
1029
  * @type {Float32Array}
1003
1030
  */
1004
1031
  const STORED_AABB = new Float32Array(6);
1005
-
1006
- /**
1007
- * @param {number} a
1008
- * @param {number} b
1009
- * @returns {number}
1010
- */
1011
- function ASCENDING(a, b) {
1012
- return a - b;
1013
- }
@@ -1 +1 @@
1
- {"version":3,"file":"cloth_collider_bounds.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/collider/cloth_collider_bounds.js"],"names":[],"mappings":"AAqBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,oDAJW,MAAM,eACN,MAAM,GACJ,MAAM,CAIlB;AAED;;;;;;;;;;;;;;GAcG;AAEH;;;;;;;GAOG;AACH,mDALW,YAAY,GAAC,YAAY,UACzB,MAAM,UACN,MAAM,GACJ,IAAI,CAoBhB"}
1
+ {"version":3,"file":"cloth_collider_bounds.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/physics/cloth/collider/cloth_collider_bounds.js"],"names":[],"mappings":"AAkBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,oDAJW,MAAM,eACN,MAAM,GACJ,MAAM,CAIlB;AAED;;;;;;;;;;;;;;GAcG;AAEH;;;;;;;GAOG;AACH,mDALW,YAAY,GAAC,YAAY,UACzB,MAAM,UACN,MAAM,GACJ,IAAI,CA2BhB"}