@woosh/meep-engine 3.55.0 → 3.57.0

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 (650) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/DUPLICATION_REVIEW_2026_10_24.md +1072 -0
  4. package/src/core/binary/BitSet.js +1 -1
  5. package/src/core/binary/FLOAT16_MAX.d.ts +2 -0
  6. package/src/core/binary/FLOAT16_MAX.d.ts.map +1 -0
  7. package/src/core/binary/FLOAT16_MAX.js +1 -0
  8. package/src/core/binary/base58/base58_encode.js +2 -2
  9. package/src/core/binary/type/TypeBuilder.js +1 -1
  10. package/src/core/bvh2/bvh3/BVH.js +1 -1
  11. package/src/core/bvh2/bvh3/ebvh_optimize_treelet.d.ts.map +1 -1
  12. package/src/core/bvh2/bvh3/ebvh_optimize_treelet.js +7 -3
  13. package/src/core/bvh2/bvh3/ebvh_update_hierarchy_bounds.d.ts.map +1 -1
  14. package/src/core/bvh2/bvh3/ebvh_update_hierarchy_bounds.js +5 -1
  15. package/src/core/bvh2/bvh3/query/compute_tight_near_far_clipping_planes.d.ts.map +1 -1
  16. package/src/core/bvh2/bvh3/query/compute_tight_near_far_clipping_planes.js +195 -246
  17. package/src/core/collection/CuckooFilter.js +1 -1
  18. package/src/core/collection/array/isArrayEqual.d.ts.map +1 -1
  19. package/src/core/collection/array/isArrayEqual.js +33 -58
  20. package/src/core/collection/array/typed/array_buffer_hash.d.ts.map +1 -1
  21. package/src/core/collection/array/typed/array_buffer_hash.js +41 -39
  22. package/src/core/collection/array/typed/float32_array_hash.js +38 -38
  23. package/src/core/collection/array/typed/uint16_array_hash.d.ts +2 -1
  24. package/src/core/collection/array/typed/uint16_array_hash.d.ts.map +1 -1
  25. package/src/core/collection/array/typed/uint16_array_hash.js +30 -29
  26. package/src/core/collection/array/typed/uint32_array_hash.d.ts +2 -1
  27. package/src/core/collection/array/typed/uint32_array_hash.d.ts.map +1 -1
  28. package/src/core/collection/array/typed/uint32_array_hash.js +21 -20
  29. package/src/core/collection/array/typed/uint8_array_hash.d.ts +2 -1
  30. package/src/core/collection/array/typed/uint8_array_hash.d.ts.map +1 -1
  31. package/src/core/collection/array/typed/uint8_array_hash.js +37 -36
  32. package/src/core/collection/array/typed/uint_array_for_count.js +2 -2
  33. package/src/core/collection/list/List.d.ts.map +1 -1
  34. package/src/core/collection/list/List.js +3 -19
  35. package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
  36. package/src/core/collection/table/RowFirstTable.js +4 -28
  37. package/src/core/debug/matchers/DescribeAs.d.ts.map +1 -1
  38. package/src/core/debug/matchers/DescribeAs.js +62 -64
  39. package/src/core/function/FunctionCompiler.js +4 -4
  40. package/src/core/function/objectsEqual.d.ts.map +1 -1
  41. package/src/core/function/objectsEqual.js +3 -2
  42. package/src/core/geom/2d/bvh/BVH2D.d.ts.map +1 -1
  43. package/src/core/geom/2d/bvh/BVH2D.js +4 -3
  44. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts +5 -2
  45. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts.map +1 -1
  46. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.js +49 -11
  47. package/src/core/geom/2d/hash-grid/shg_query_elements_circle.d.ts.map +1 -1
  48. package/src/core/geom/2d/hash-grid/shg_query_elements_circle.js +122 -159
  49. package/src/core/geom/2d/hash-grid/shg_query_elements_line.d.ts.map +1 -1
  50. package/src/core/geom/2d/hash-grid/shg_query_elements_line.js +8 -5
  51. package/src/core/geom/2d/polygon/polygon2_rasterize_coverage.d.ts +18 -0
  52. package/src/core/geom/2d/polygon/polygon2_rasterize_coverage.d.ts.map +1 -0
  53. package/src/core/geom/2d/polygon/polygon2_rasterize_coverage.js +97 -0
  54. package/src/core/geom/2d/r-tree/StaticR2Tree.js +2 -2
  55. package/src/core/geom/2d/triangle/tri2_rasterize_coverage.d.ts +21 -0
  56. package/src/core/geom/2d/triangle/tri2_rasterize_coverage.d.ts.map +1 -0
  57. package/src/core/geom/2d/triangle/tri2_rasterize_coverage.js +54 -0
  58. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts.map +1 -1
  59. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +20 -53
  60. package/src/core/geom/3d/aabb/aabb3_score_boxes_SAH.d.ts +1 -1
  61. package/src/core/geom/3d/aabb/aabb3_score_boxes_SAH.d.ts.map +1 -1
  62. package/src/core/geom/3d/aabb/aabb3_score_boxes_SAH.js +11 -42
  63. package/src/core/geom/3d/atlas/pack/atlas_pack_charts.d.ts.map +1 -1
  64. package/src/core/geom/3d/atlas/pack/atlas_pack_charts.js +30 -32
  65. package/src/core/geom/3d/atlas/param/atlas_chart_parameterize_bff.d.ts.map +1 -1
  66. package/src/core/geom/3d/atlas/param/atlas_chart_parameterize_bff.js +1 -5
  67. package/src/core/geom/3d/atlas/param/atlas_chart_parameterize_lscm.d.ts.map +1 -1
  68. package/src/core/geom/3d/atlas/param/atlas_chart_parameterize_lscm.js +1 -15
  69. package/src/core/geom/3d/atlas/segment/atlas_merge_charts.d.ts.map +1 -1
  70. package/src/core/geom/3d/atlas/segment/atlas_merge_charts.js +105 -116
  71. package/src/core/geom/3d/line/line3_compute_segment_point_distance_sqr.d.ts.map +1 -1
  72. package/src/core/geom/3d/line/line3_compute_segment_point_distance_sqr.js +36 -54
  73. package/src/core/geom/3d/plane/plane3_compute_intersection_objects.d.ts +5 -10
  74. package/src/core/geom/3d/plane/plane3_compute_intersection_objects.d.ts.map +1 -1
  75. package/src/core/geom/3d/plane/plane3_compute_intersection_objects.js +20 -82
  76. package/src/core/geom/3d/plane/plane3_slerp.d.ts.map +1 -1
  77. package/src/core/geom/3d/plane/plane3_slerp.js +87 -102
  78. package/src/core/geom/3d/polygon/polygon3_compute_normal.d.ts +12 -0
  79. package/src/core/geom/3d/polygon/polygon3_compute_normal.d.ts.map +1 -1
  80. package/src/core/geom/3d/polygon/polygon3_compute_normal.js +107 -60
  81. package/src/core/geom/3d/ray/ray3_compute_closest_point.d.ts.map +1 -1
  82. package/src/core/geom/3d/ray/ray3_compute_closest_point.js +37 -43
  83. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  84. package/src/core/geom/3d/shape/ConvexHullShape3D.js +5 -16
  85. package/src/core/geom/3d/shape/MeshShape3D.js +2 -56
  86. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  87. package/src/core/geom/3d/shape/TransformedShape3D.js +10 -7
  88. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/UnionShape3D.js +9 -3
  90. package/src/core/geom/3d/shape/json/shape_to_type.js +2 -2
  91. package/src/core/geom/3d/sphere/harmonics/SH3_COEFFICIENTS.js +17 -17
  92. package/src/core/geom/3d/tetrahedra/TetrahedralMesh.d.ts.map +1 -1
  93. package/src/core/geom/3d/tetrahedra/TetrahedralMesh.js +6 -2
  94. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts.map +1 -1
  95. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.js +3 -2
  96. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts +20 -2
  97. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts.map +1 -1
  98. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.js +52 -37
  99. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_face_normals.d.ts.map +1 -1
  100. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_face_normals.js +40 -56
  101. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
  102. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +251 -260
  103. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.d.ts.map +1 -1
  104. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_wedge_attribute_quadrics.js +104 -113
  105. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_resolve_t_junctions.d.ts.map +1 -1
  106. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_resolve_t_junctions.js +227 -238
  107. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  108. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +15 -24
  109. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.d.ts.map +1 -1
  110. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.js +31 -115
  111. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.d.ts.map +1 -1
  112. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.js +142 -150
  113. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  114. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +151 -194
  115. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_incenter.d.ts.map +1 -1
  116. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_incenter.js +60 -85
  117. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.d.ts.map +1 -1
  118. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.js +156 -171
  119. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_face_find_path.d.ts.map +1 -1
  120. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_face_find_path.js +8 -44
  121. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_face_find_path_polyanya.d.ts.map +1 -1
  122. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_face_find_path_polyanya.js +2 -7
  123. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts.map +1 -1
  124. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.js +3 -2
  125. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_segment_penetrates_surface.d.ts.map +1 -1
  126. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_segment_penetrates_surface.js +128 -133
  127. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts +8 -14
  128. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts.map +1 -1
  129. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.js +36 -82
  130. package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_ray_intersection.js +7 -144
  132. package/src/core/geom/ConicRay.d.ts.map +1 -1
  133. package/src/core/geom/ConicRay.js +230 -237
  134. package/src/core/localization/LocaleDataset.d.ts +6 -0
  135. package/src/core/localization/LocaleDataset.d.ts.map +1 -1
  136. package/src/core/localization/LocaleDataset.js +48 -37
  137. package/src/core/localization/LocalizationEngine.d.ts.map +1 -1
  138. package/src/core/localization/LocalizationEngine.js +3 -2
  139. package/src/core/math/lookup/ParameterLookupTable.d.ts.map +1 -1
  140. package/src/core/math/lookup/ParameterLookupTable.js +3 -1
  141. package/src/core/math/spline/spline3_hermite_intersection_spline3_hermite_nd.d.ts.map +1 -1
  142. package/src/core/math/spline/spline3_hermite_intersection_spline3_hermite_nd.js +330 -400
  143. package/src/core/math/spline/spline3_hermite_nearest_point.d.ts +16 -0
  144. package/src/core/math/spline/spline3_hermite_nearest_point.d.ts.map +1 -1
  145. package/src/core/math/spline/spline3_hermite_nearest_point.js +134 -167
  146. package/src/core/model/DebouncedObservedBoolean.d.ts +1 -2
  147. package/src/core/model/DebouncedObservedBoolean.d.ts.map +1 -1
  148. package/src/core/model/DebouncedObservedBoolean.js +1 -1
  149. package/src/core/model/node-graph/node/NodeInstance.d.ts.map +1 -1
  150. package/src/core/model/node-graph/node/NodeInstance.js +2 -7
  151. package/src/core/model/node-graph/node/parameter/NodeParameterDescription.js +1 -1
  152. package/src/core/model/object/optional_equality.d.ts +3 -3
  153. package/src/core/model/object/optional_equality.d.ts.map +1 -1
  154. package/src/core/model/object/optional_equality.js +10 -27
  155. package/src/core/model/object/write_property.js +1 -1
  156. package/src/core/model/reactive/evaluation/MultiPredicateEvaluator.js +2 -2
  157. package/src/core/primitives/strings/string_compute_byte_size.d.ts +3 -3
  158. package/src/core/primitives/strings/string_compute_byte_size.d.ts.map +1 -1
  159. package/src/core/primitives/strings/string_compute_byte_size.js +8 -21
  160. package/src/core/process/executor/ConcurrentExecutor.d.ts.map +1 -1
  161. package/src/core/process/executor/ConcurrentExecutor.js +14 -2
  162. package/src/engine/achievements/gateway/StorageAchievementGateway.d.ts +6 -3
  163. package/src/engine/achievements/gateway/StorageAchievementGateway.d.ts.map +1 -1
  164. package/src/engine/achievements/gateway/StorageAchievementGateway.js +31 -75
  165. package/src/engine/asset/loaders/SVGAssetLoader.d.ts.map +1 -1
  166. package/src/engine/asset/loaders/SVGAssetLoader.js +33 -31
  167. package/src/engine/control/first-person/math/criticallyDampedSpring.d.ts.map +1 -1
  168. package/src/engine/control/first-person/math/criticallyDampedSpring.js +3 -14
  169. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  170. package/src/engine/ecs/EntityComponentDataset.js +4 -1
  171. package/src/engine/ecs/storage/binary/object/BinaryObjectSerializationAdapter.d.ts +0 -2
  172. package/src/engine/ecs/storage/binary/object/BinaryObjectSerializationAdapter.d.ts.map +1 -1
  173. package/src/engine/ecs/storage/binary/object/BinaryObjectSerializationAdapter.js +3 -3
  174. package/src/engine/ecs/terrain/ecs/layers/TerrainLayer.js +2 -2
  175. package/src/engine/ecs/transform/Transform64.d.ts +21 -0
  176. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  177. package/src/engine/ecs/transform/Transform64.js +26 -0
  178. package/src/engine/graphics/sh3/path_tracer/geometry/sort_triangles_by_distance_to_point.js +1 -1
  179. package/src/engine/graphics/texture/sampler/sampler2d_channel_compute_min_indices.js +1 -1
  180. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  181. package/src/engine/graphics3/WaterSystem.js +2 -1
  182. package/src/engine/graphics3/prefab/prefab_skin_frame.d.ts.map +1 -1
  183. package/src/engine/graphics3/prefab/prefab_skin_frame.js +1 -12
  184. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts +1 -1
  185. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts.map +1 -1
  186. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.js +141 -137
  187. package/src/engine/input/ecs/systems/InputControllerSystem.d.ts.map +1 -1
  188. package/src/engine/input/ecs/systems/InputControllerSystem.js +13 -3
  189. package/src/engine/input/ecs/systems/InputSystem.d.ts.map +1 -1
  190. package/src/engine/input/ecs/systems/InputSystem.js +2 -1
  191. package/src/engine/intelligence/behavior/composite/ParallelBehavior.d.ts +1 -1
  192. package/src/engine/intelligence/behavior/composite/ParallelBehavior.d.ts.map +1 -1
  193. package/src/engine/intelligence/behavior/composite/ParallelBehavior.js +4 -1
  194. package/src/engine/intelligence/behavior/decorator/InvertStatusBehavior.d.ts.map +1 -1
  195. package/src/engine/intelligence/behavior/decorator/InvertStatusBehavior.js +3 -1
  196. package/src/engine/intelligence/behavior/decorator/RepeatBehavior.d.ts.map +1 -1
  197. package/src/engine/intelligence/behavior/decorator/RepeatBehavior.js +3 -1
  198. package/src/engine/intelligence/behavior/decorator/RepeatBehaviorSerializationAdapter.d.ts.map +1 -1
  199. package/src/engine/intelligence/behavior/decorator/RepeatBehaviorSerializationAdapter.js +39 -33
  200. package/src/engine/intelligence/behavior/util/ConditionalBehavior.d.ts +5 -0
  201. package/src/engine/intelligence/behavior/util/ConditionalBehavior.d.ts.map +1 -1
  202. package/src/engine/intelligence/behavior/util/ConditionalBehavior.js +93 -75
  203. package/src/engine/intelligence/behavior/util/RotationBehavior.d.ts.map +1 -1
  204. package/src/engine/intelligence/behavior/util/RotationBehavior.js +79 -76
  205. package/src/engine/intelligence/blackboard/BlackboardStack.d.ts +1 -0
  206. package/src/engine/intelligence/blackboard/BlackboardStack.d.ts.map +1 -1
  207. package/src/engine/intelligence/blackboard/BlackboardStack.js +159 -123
  208. package/src/engine/intelligence/mcts/StateNode.d.ts.map +1 -1
  209. package/src/engine/intelligence/mcts/StateNode.js +366 -364
  210. package/src/engine/intelligence/resource/ResourceAllocationSolver.js +1 -1
  211. package/src/engine/navigation/ecs/components/Path.d.ts.map +1 -1
  212. package/src/engine/navigation/ecs/components/Path.js +2 -1
  213. package/src/engine/navigation/ecs/path_following/PathFollowingSystem.d.ts.map +1 -1
  214. package/src/engine/navigation/ecs/path_following/PathFollowingSystem.js +5 -2
  215. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  216. package/src/engine/physics/body/SolverBodyState.js +2 -6
  217. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  218. package/src/engine/physics/ccd/linear_sweep.js +3 -16
  219. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.d.ts.map +1 -1
  220. package/src/engine/physics/cloth/build/cloth_proxy_from_joints.js +2 -16
  221. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts +13 -1
  222. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +15 -4
  224. package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
  225. package/src/engine/physics/ecs/PhysicsSystem.js +2 -5
  226. package/src/engine/physics/inertia/locked_inverse_inertia.d.ts +12 -0
  227. package/src/engine/physics/inertia/locked_inverse_inertia.d.ts.map +1 -0
  228. package/src/engine/physics/inertia/locked_inverse_inertia.js +22 -0
  229. package/src/engine/physics/integration/integrate_velocity.d.ts.map +1 -1
  230. package/src/engine/physics/integration/integrate_velocity.js +3 -18
  231. package/src/engine/physics/mls-mpm/MLS_MPM.d.ts +1 -0
  232. package/src/engine/physics/mls-mpm/MLS_MPM.d.ts.map +1 -1
  233. package/src/engine/physics/mls-mpm/MLS_MPM.js +5 -4
  234. package/src/engine/physics/narrowphase/convex_decomposition.d.ts.map +1 -1
  235. package/src/engine/physics/narrowphase/convex_decomposition.js +7 -16
  236. package/src/engine/physics/vehicle/RaycastVehicle.d.ts.map +1 -1
  237. package/src/engine/physics/vehicle/RaycastVehicle.js +15 -5
  238. package/src/engine/save/StorageBackedList.d.ts +5 -0
  239. package/src/engine/save/StorageBackedList.d.ts.map +1 -1
  240. package/src/engine/save/StorageBackedList.js +161 -144
  241. package/src/engine/simulation/Ticker.d.ts.map +1 -1
  242. package/src/engine/simulation/Ticker.js +394 -391
  243. package/src/engine/sound/simulation/probe/AcousticProbeField.d.ts.map +1 -1
  244. package/src/engine/sound/simulation/probe/AcousticProbeField.js +6 -19
  245. package/src/engine/sound/simulation/probe/probe_edge_visible.d.ts +15 -0
  246. package/src/engine/sound/simulation/probe/probe_edge_visible.d.ts.map +1 -1
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@@ -1,14 +1,39 @@
1
+ import { tree_wind_bend_limit } from "../animation/tree_wind_bend_limit.js";
2
+ import { TreeSpeciesConfig } from "../config/TreeSpeciesConfig.js";
3
+ import { TREE_WIND_REFERENCE_SPEED } from "../config/TreeWindConfig.js";
4
+ import {
5
+ tree_skeleton_compute_joint_mechanics,
6
+ tree_skeleton_compute_segment_compliance,
7
+ tree_skeleton_compute_segment_mechanics
8
+ } from "./tree_skeleton_compute_joint_mechanics.js";
9
+
1
10
  const SCRATCH_POS = new Float32Array(3);
2
11
  const SCRATCH_TAN = new Float32Array(3);
3
12
  const SCRATCH_PARAM = new Float32Array(3);
4
13
 
5
14
  /**
6
- * Selects up to `max_joints` structural skeleton nodes in strict topological pre-order
7
- * (`joint_parents[j] < j`) from `skeleton.graph` for GPU skeletal wind animation (`Skin`),
8
- * and writes `[primary_joint_index, parent_joint_index]` into `skeleton.attr_node_joint` for every node.
15
+ * Derives the wind joints of a tree for GPU skeletal wind animation (`Skin`) from how its wood bends, in strict
16
+ * topological pre-order (`joint_parents[j] < j`), and writes `[primary_joint_index, parent_joint_index]` into
17
+ * `skeleton.attr_node_joint` for every node, and each joint's pivot and turn in the reference wind into the skeleton
18
+ * (`TreeSkeleton.set_joints`).
19
+ *
20
+ * Joints go where the rig would otherwise hide visible sway. Every segment bends by its share of its branch's bend in a
21
+ * `TREE_WIND_REFERENCE_SPEED` wind (beam elements, `tree_skeleton_compute_segment_mechanics`), saturated as the rig
22
+ * shows it (`tree_wind_bend_limit`). Walking each branch from its base:
23
+ *
24
+ * - while the branch has no joint, its bending is lost: a bend `theta` moves what the segment carries by up to
25
+ * `theta * reach`, so the branch gets a joint at the first node past which that sum is still over the tolerance;
26
+ * - a joint rotates its whole span about its own pivot, so a bend `theta` at a distance `x` along the span lands
27
+ * `theta * x` off, and a new joint starts where that error would pass the tolerance.
28
+ *
29
+ * The tolerance is `species.wind.deflection_tolerance`, a distance in metres. So stiff or bare wood takes few joints,
30
+ * slender leafy wood many, and a tall tree, whose bends move more, more than a small one. Node 0, the trunk
31
+ * base, is always joint 0 and stays anchored. Branches of a `root` generator never get a joint, so surface roots stay
32
+ * bound to their parent's stationary base joint and do not lift out of the soil in wind. `species.wind.max_joints` is
33
+ * only a safety net: past it, the joints that would hide the least sway are dropped.
9
34
  *
10
35
  * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton
11
- * @param {number} [max_joints=32]
36
+ * @param {TreeSpeciesConfig} species
12
37
  * @returns {{
13
38
  * joint_count: number,
14
39
  * joint_vertex_ids: Int32Array,
@@ -17,14 +42,14 @@ const SCRATCH_PARAM = new Float32Array(3);
17
42
  * joint_tangents: Float32Array,
18
43
  * joint_levels: Uint8Array,
19
44
  * joint_phases: Float32Array,
20
- * joint_t_norms: Float32Array,
21
- * joint_radii: Float32Array,
22
- * joint_lengths: Float32Array
23
- * }}
45
+ * joint_compliance: Float32Array,
46
+ * joint_natural_frequency: Float32Array
47
+ * }} `joint_compliance` (rad / (m/s)^2) and `joint_natural_frequency` (rad/s) are each joint's cantilever
48
+ * wind mechanics, see `tree_skeleton_compute_joint_mechanics`
24
49
  */
25
- export function tree_skeleton_assign_skin_joints(skeleton, max_joints = 32) {
50
+ export function tree_skeleton_assign_skin_joints(skeleton, species) {
26
51
  const vertex_count = skeleton.node_count;
27
- const budget = Math.max(1, max_joints | 0);
52
+ const budget = Math.max(1, species.wind.max_joints | 0);
28
53
 
29
54
  if (vertex_count === 0) {
30
55
  return {
@@ -35,95 +60,104 @@ export function tree_skeleton_assign_skin_joints(skeleton, max_joints = 32) {
35
60
  joint_tangents: new Float32Array([0, 1, 0]),
36
61
  joint_levels: new Uint8Array([0]),
37
62
  joint_phases: new Float32Array([0]),
38
- joint_t_norms: new Float32Array([0]),
39
- joint_radii: new Float32Array([0.1]),
40
- joint_lengths: new Float32Array([1.0])
63
+ joint_compliance: new Float32Array([0]),
64
+ joint_natural_frequency: new Float32Array([0])
41
65
  };
42
66
  }
43
67
 
44
- // Mark candidate nodes by branch-aware round-robin so the joint budget is distributed
45
- // across the trunk (2-4 joints) AND all primary boughs around 360° of the crown,
46
- // then iterate node IDs in ascending order to guarantee topological pre-order (parent < child).
47
- const is_selected = new Uint8Array(vertex_count);
48
- let selected_count = 0;
68
+ const tolerance = species.wind.deflection_tolerance;
69
+
70
+ const segments = tree_skeleton_compute_segment_mechanics(skeleton, species);
71
+ const segment_compliance = new Float64Array(skeleton.segment_count);
72
+ tree_skeleton_compute_segment_compliance(species, segments, segment_compliance);
73
+ const half_v2 = 0.5 * TREE_WIND_REFERENCE_SPEED * TREE_WIND_REFERENCE_SPEED;
49
74
 
50
- // Always include node 0 (trunk root) as joint 0
75
+ // Sway each selected node's joint keeps from being hidden; node 0 is always joint 0
76
+ const is_selected = new Uint8Array(vertex_count);
77
+ const kept_sway = new Float64Array(vertex_count);
78
+ // bend of the span each selected node's joint turns
79
+ const span_bend = new Float64Array(vertex_count);
51
80
  is_selected[0] = 1;
52
- selected_count = 1;
53
-
54
- const branch_count = skeleton.branch_count;
55
-
56
- // 1. Trunk / level-0 branches: pick up to 3 evenly spaced milestones (t ~ 0.35, 0.68, 1.0)
57
- const max_trunk_joints = Math.min(budget, Math.max(2, Math.min(5, Math.floor(budget * 0.2))));
58
- const trunk_targets = [0.38, 0.72, 1.0];
59
- for (let m = 0; m < trunk_targets.length && selected_count < max_trunk_joints; m++) {
60
- const target_t = trunk_targets[m];
61
- for (let b = 0; b < branch_count && selected_count < max_trunk_joints; b++) {
62
- if (skeleton.branch_level[b] !== 0) continue;
63
- const nodes = [];
64
- const edges = [];
65
- skeleton.collect_branch_chain(b, nodes, edges);
66
- let best_v = -1;
67
- let best_dist = Infinity;
68
- for (let i = 1; i < nodes.length; i++) {
69
- const v = nodes[i];
70
- if (is_selected[v]) continue;
71
- const d = Math.abs(skeleton.node_t_norm(v) - target_t);
72
- if (d < best_dist) {
73
- best_dist = d;
74
- best_v = v;
75
- }
76
- }
77
- if (best_v >= 0 && best_dist <= 0.28) {
78
- is_selected[best_v] = 1;
79
- selected_count++;
80
- }
81
+ kept_sway[0] = Infinity;
82
+ let selected_count = 1;
83
+
84
+ const nodes = [];
85
+ const edges = [];
86
+ let bend = new Float64Array(16);
87
+ let lost_beyond = new Float64Array(17);
88
+ for (let b = 0; b < skeleton.branch_count; b++) {
89
+ if (species.branches[skeleton.branch_generator[b]].root) continue;
90
+ skeleton.collect_branch_chain(b, nodes, edges);
91
+ const n = edges.length;
92
+ if (n === 0) continue;
93
+ if (bend.length < n) {
94
+ bend = new Float64Array(n * 2);
95
+ lost_beyond = new Float64Array(n * 2 + 1);
81
96
  }
82
- }
83
97
 
84
- // 2. Primary boughs (level === 1): first select root hinge nodes[0] so every bough pivots at its trunk collar,
85
- // then select a mid-bough node (~0.55) on a second pass for multi-segment bough bending.
86
- for (let pass = 0; pass < 2 && selected_count < budget; pass++) {
87
- for (let b = 0; b < branch_count && selected_count < budget; b++) {
88
- if (skeleton.branch_level[b] !== 1) continue;
89
- const nodes = [];
90
- const edges = [];
91
- skeleton.collect_branch_chain(b, nodes, edges);
92
- if (nodes.length === 0) continue;
93
-
94
- if (pass === 0) {
95
- const root_v = nodes[0];
96
- if (!is_selected[root_v]) {
97
- is_selected[root_v] = 1;
98
+ // Each segment's bend as the rig shows it: the branch's total, saturated, shared out in proportion
99
+ let total = 0.0;
100
+ for (let i = 0; i < n; i++) {
101
+ bend[i] = half_v2 * segment_compliance[edges[i]];
102
+ total += bend[i];
103
+ }
104
+ const limit = tree_wind_bend_limit(species.wind.max_bend_angle, skeleton.branch_level[b]);
105
+ const shown = limit / (limit + total);
106
+ lost_beyond[n] = 0.0;
107
+ for (let i = n - 1; i >= 0; i--) {
108
+ bend[i] *= shown;
109
+ lost_beyond[i] = lost_beyond[i + 1] + bend[i] * segments.reach[edges[i]];
110
+ }
111
+
112
+ let jointed = false;
113
+ let pivot = 0.0;
114
+ let pivot_vertex = 0;
115
+ let error = 0.0;
116
+ let arc = 0.0;
117
+ for (let i = 0; i < n; i++) {
118
+ const v = nodes[i];
119
+ // a split fork starts on its parent's node, which is not this branch's to rotate
120
+ const placeable = v !== 0 && skeleton.node_branch_id(v) === b;
121
+ const len = skeleton.segment_length(edges[i]);
122
+ if (!jointed) {
123
+ if (placeable && lost_beyond[i] > tolerance) {
124
+ is_selected[v] = 1;
125
+ kept_sway[v] = lost_beyond[i];
98
126
  selected_count++;
127
+ jointed = true;
128
+ pivot = arc;
129
+ pivot_vertex = v;
99
130
  }
100
- } else if (nodes.length >= 3) {
101
- const mid_idx = Math.max(1, Math.min(nodes.length - 1, Math.round((nodes.length - 1) * 0.55)));
102
- const mid_v = nodes[mid_idx];
103
- if (!is_selected[mid_v]) {
104
- is_selected[mid_v] = 1;
131
+ } else {
132
+ const lumped = bend[i] * (arc + 0.5 * len - pivot);
133
+ if (placeable && error + lumped > tolerance) {
134
+ is_selected[v] = 1;
135
+ kept_sway[v] = error + lumped;
105
136
  selected_count++;
137
+ pivot = arc;
138
+ pivot_vertex = v;
139
+ error = 0.0;
106
140
  }
107
141
  }
142
+ if (jointed) {
143
+ error += bend[i] * (arc + 0.5 * len - pivot);
144
+ span_bend[pivot_vertex] += bend[i];
145
+ }
146
+ arc += len;
108
147
  }
109
148
  }
110
149
 
111
- // 3. Secondary branches (level >= 2): select root hinge nodes[0] across remaining budget
112
- for (let b = 0; b < branch_count && selected_count < budget; b++) {
113
- if (skeleton.branch_level[b] < 2) continue;
114
- const root_v = skeleton.branch_root_vertex[b];
115
- if (root_v >= 0 && !is_selected[root_v]) {
116
- is_selected[root_v] = 1;
117
- selected_count++;
150
+ // Safety net: keep the joints that keep the most sway
151
+ if (selected_count > budget) {
152
+ const ranked = [];
153
+ for (let v = 0; v < vertex_count; v++) {
154
+ if (is_selected[v]) ranked.push(v);
118
155
  }
119
- }
120
-
121
- // 4. If budget still has room, fill any remaining nodes in topological order
122
- for (let v = 1; v < vertex_count && selected_count < budget; v++) {
123
- if (!is_selected[v]) {
124
- is_selected[v] = 1;
125
- selected_count++;
156
+ ranked.sort((a, b) => kept_sway[b] - kept_sway[a] || a - b);
157
+ for (let i = budget; i < ranked.length; i++) {
158
+ is_selected[ranked[i]] = 0;
126
159
  }
160
+ selected_count = budget;
127
161
  }
128
162
 
129
163
  const joint_count = selected_count;
@@ -133,9 +167,8 @@ export function tree_skeleton_assign_skin_joints(skeleton, max_joints = 32) {
133
167
  const joint_tangents = new Float32Array(joint_count * 3);
134
168
  const joint_levels = new Uint8Array(joint_count);
135
169
  const joint_phases = new Float32Array(joint_count);
136
- const joint_t_norms = new Float32Array(joint_count);
137
- const joint_radii = new Float32Array(joint_count);
138
- const joint_lengths = new Float32Array(joint_count);
170
+ const joint_compliance = new Float32Array(joint_count);
171
+ const joint_natural_frequency = new Float32Array(joint_count);
139
172
 
140
173
  // Map each node to its active joint index (or closest selected ancestor joint index in `skeleton.graph`)
141
174
  const vertex_active_joint = new Int32Array(vertex_count);
@@ -163,22 +196,8 @@ export function tree_skeleton_assign_skin_joints(skeleton, max_joints = 32) {
163
196
  joint_tangents[j * 3 + 1] = SCRATCH_TAN[1];
164
197
  joint_tangents[j * 3 + 2] = SCRATCH_TAN[2];
165
198
 
166
- const b_v = skeleton.node_branch_id(v);
167
199
  joint_levels[j] = skeleton.node_level(v);
168
- joint_t_norms[j] = b_v > 0 ? Math.max(0.55, SCRATCH_PARAM[0]) : SCRATCH_PARAM[0];
169
200
  joint_phases[j] = SCRATCH_PARAM[2];
170
- joint_radii[j] = Math.max(0.005, skeleton.node_read_radius(v));
171
-
172
- if (b_v > 0 && b_v < skeleton.branch_count) {
173
- joint_lengths[j] = Math.max(0.2, skeleton.branch_length[b_v]);
174
- } else if (pj >= 0) {
175
- const dx = SCRATCH_POS[0] - joint_positions[pj * 3];
176
- const dy = SCRATCH_POS[1] - joint_positions[pj * 3 + 1];
177
- const dz = SCRATCH_POS[2] - joint_positions[pj * 3 + 2];
178
- joint_lengths[j] = Math.max(0.2, Math.hypot(dx, dy, dz));
179
- } else {
180
- joint_lengths[j] = 1.0;
181
- }
182
201
 
183
202
  vertex_active_joint[v] = j;
184
203
  const p_joint = pj >= 0 ? pj : 0;
@@ -190,6 +209,23 @@ export function tree_skeleton_assign_skin_joints(skeleton, max_joints = 32) {
190
209
  }
191
210
  }
192
211
 
212
+ // a joint turns its span; a span whose joint the safety net dropped turns with the joint above it
213
+ const joint_rotation = new Float64Array(joint_count);
214
+ for (let v = 0; v < vertex_count; v++) {
215
+ joint_rotation[vertex_active_joint[v]] += span_bend[v];
216
+ }
217
+ skeleton.set_joints(joint_vertex_ids, joint_rotation);
218
+
219
+ tree_skeleton_compute_joint_mechanics(
220
+ skeleton,
221
+ species,
222
+ segments,
223
+ joint_vertex_ids,
224
+ vertex_active_joint,
225
+ joint_compliance,
226
+ joint_natural_frequency
227
+ );
228
+
193
229
  return {
194
230
  joint_count,
195
231
  joint_vertex_ids,
@@ -198,8 +234,7 @@ export function tree_skeleton_assign_skin_joints(skeleton, max_joints = 32) {
198
234
  joint_tangents,
199
235
  joint_levels,
200
236
  joint_phases,
201
- joint_t_norms,
202
- joint_radii,
203
- joint_lengths
237
+ joint_compliance,
238
+ joint_natural_frequency
204
239
  };
205
240
  }
@@ -0,0 +1,112 @@
1
+ /**
2
+ * @typedef {Object} TreeSegmentMechanics
3
+ * @property {Float64Array} mid segment midpoints, `3` per segment
4
+ * @property {Float64Array} mass kg per segment (green wood + fresh leaves)
5
+ * @property {Float64Array} flex `integral dx / r^4` per segment (`0` in the soil)
6
+ * @property {Float64Array} moment drag moment carried by each segment per unit `0.5 rho v^2` (m^3)
7
+ * @property {Float64Array} mass_moment moment of the mass carried by each segment (kg m)
8
+ * @property {Float64Array} reach distance from each segment to the farthest point it carries, leaf cards included (m),
9
+ * so a bend of the segment by `theta` moves what it carries by up to `theta * reach`
10
+ */
11
+ /**
12
+ * Euler-Bernoulli beam elements of a tree's skeleton: every segment is a tapered beam carrying its bark's
13
+ * frontal area and, on foliage carriers, its share of leaf cards, with the mass of green wood and fresh leaves.
14
+ *
15
+ * Each element's drag and mass load every segment upstream of it, the moment arm being the distance to that
16
+ * segment's loaded part, and the element itself, as a uniform load at arm `L / 6`. A lateral loads the parent segment it hangs from only below its attachment point.
17
+ * Structural surface roots (`BranchGeneratorConfig.root`) lie in the soil: they carry no wind load and do not bend.
18
+ *
19
+ * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton
20
+ * @param {import("../config/TreeSpeciesConfig.js").TreeSpeciesConfig} species
21
+ * @returns {TreeSegmentMechanics}
22
+ */
23
+ export function tree_skeleton_compute_segment_mechanics(skeleton: import("./TreeSkeleton.js").TreeSkeleton, species: import("../config/TreeSpeciesConfig.js").TreeSpeciesConfig): TreeSegmentMechanics;
24
+ /**
25
+ * Wind compliance (rad / (m/s)^2) of every segment's own bending, `rho M_s flex_s / (E pi / 4)`: a joint's compliance
26
+ * is the sum over the segments of its span, and a segment bends by `0.5 * compliance * v^2` in a wind of speed `v`.
27
+ *
28
+ * @param {import("../config/TreeSpeciesConfig.js").TreeSpeciesConfig} species
29
+ * @param {TreeSegmentMechanics} segments
30
+ * @param {Float64Array} out per segment
31
+ */
32
+ export function tree_skeleton_compute_segment_compliance(species: import("../config/TreeSpeciesConfig.js").TreeSpeciesConfig, segments: TreeSegmentMechanics, out: Float64Array): void;
33
+ /**
34
+ * Wind mechanics of a tree's joints from its beam elements (`tree_skeleton_compute_segment_mechanics`).
35
+ *
36
+ * A joint rotates its span, the segments of its own branch that start at nodes bound to it (as the bark mesher
37
+ * skins them), from its pivot out to the next joints. Its quasi-static deflection is the curvature `M / (E I)`
38
+ * integrated over that span:
39
+ *
40
+ * - `out_compliance[j]` = `rho sum(M_s * flex_s) / (E pi / 4)`, rad / (m/s)^2, so that `chunk_foliage_wind_step`'s
41
+ * deflection `0.5 * compliance * v^2` is the beam's under drag `0.5 rho C_d A v^2`. A branch's joints share out its
42
+ * bend between them, however many there are.
43
+ * - `out_natural_frequency[j]` (rad/s) is the first-mode frequency of the joint's branch
44
+ * (`tree_skeleton_compute_branch_frequency`). The joints are samples of that mode, not separate oscillators, so a
45
+ * branch sways at its own frequency however many joints the rig cuts it into.
46
+ *
47
+ * So a joint deflects with the sail it carries and how slender its span is: a bare, short, thick stub carries
48
+ * almost nothing on a stiff span and barely moves, while a thin leafy twig whips. `E` is
49
+ * `species.wind.elastic_modulus`. A joint whose span holds no segment is rigid (compliance 0).
50
+ *
51
+ * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton
52
+ * @param {import("../config/TreeSpeciesConfig.js").TreeSpeciesConfig} species
53
+ * @param {TreeSegmentMechanics} segments
54
+ * @param {Int32Array} joint_vertex_ids skeleton node of each joint
55
+ * @param {Int32Array} node_joint joint each skeleton node is bound to
56
+ * @param {Float32Array} out_compliance per joint, rad / (m/s)^2
57
+ * @param {Float32Array} out_natural_frequency per joint, rad/s
58
+ */
59
+ export function tree_skeleton_compute_joint_mechanics(skeleton: import("./TreeSkeleton.js").TreeSkeleton, species: import("../config/TreeSpeciesConfig.js").TreeSpeciesConfig, segments: TreeSegmentMechanics, joint_vertex_ids: Int32Array, node_joint: Int32Array, out_compliance: Float32Array, out_natural_frequency: Float32Array): void;
60
+ /**
61
+ * First-mode natural frequency (rad/s) of every branch, bent as one cantilever about its root: the
62
+ * single-degree-of-freedom estimate `sqrt(K / J)`, rotational stiffness `K = (E pi / 4) Q / D_m` of the branch under
63
+ * its own weight distribution (`Q = sum(m d)`, the moment about its root of everything it carries, its laterals
64
+ * included; `D_m = sum(M_m,s * flex_s)` over its own segments, its rotation per unit of that moment) over the moment of
65
+ * inertia `J = sum(m d^2)` of everything it carries. Weighting each segment's flexibility by the moment it carries
66
+ * keeps an unloaded hair-thin tip from passing for the stiffness of the whole branch. A branch with no mass or no
67
+ * flexibility gets 0.
68
+ *
69
+ * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton
70
+ * @param {import("../config/TreeSpeciesConfig.js").TreeSpeciesConfig} species
71
+ * @param {TreeSegmentMechanics} segments
72
+ * @param {Float64Array} out per branch
73
+ */
74
+ export function tree_skeleton_compute_branch_frequency(skeleton: import("./TreeSkeleton.js").TreeSkeleton, species: import("../config/TreeSpeciesConfig.js").TreeSpeciesConfig, segments: TreeSegmentMechanics, out: Float64Array): void;
75
+ /**
76
+ * Wind compliance (rad / (m/s)^2) of every branch bent as one cantilever about its root: how far it would sway
77
+ * with a joint at its base.
78
+ *
79
+ * @param {import("./TreeSkeleton.js").TreeSkeleton} skeleton
80
+ * @param {import("../config/TreeSpeciesConfig.js").TreeSpeciesConfig} species
81
+ * @param {TreeSegmentMechanics} segments
82
+ * @param {Float64Array} out per branch
83
+ */
84
+ export function tree_skeleton_compute_branch_compliance(skeleton: import("./TreeSkeleton.js").TreeSkeleton, species: import("../config/TreeSpeciesConfig.js").TreeSpeciesConfig, segments: TreeSegmentMechanics, out: Float64Array): void;
85
+ export type TreeSegmentMechanics = {
86
+ /**
87
+ * segment midpoints, `3` per segment
88
+ */
89
+ mid: Float64Array;
90
+ /**
91
+ * kg per segment (green wood + fresh leaves)
92
+ */
93
+ mass: Float64Array;
94
+ /**
95
+ * `integral dx / r^4` per segment (`0` in the soil)
96
+ */
97
+ flex: Float64Array;
98
+ /**
99
+ * drag moment carried by each segment per unit `0.5 rho v^2` (m^3)
100
+ */
101
+ moment: Float64Array;
102
+ /**
103
+ * moment of the mass carried by each segment (kg m)
104
+ */
105
+ mass_moment: Float64Array;
106
+ /**
107
+ * distance from each segment to the farthest point it carries, leaf cards included (m),
108
+ * so a bend of the segment by `theta` moves what it carries by up to `theta * reach`
109
+ */
110
+ reach: Float64Array;
111
+ };
112
+ //# sourceMappingURL=tree_skeleton_compute_joint_mechanics.d.ts.map
@@ -0,0 +1 @@
1
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