@woosh/meep-engine 3.57.0 → 3.58.0

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 (1396) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/ecs/component/editors/ColorEditor.js +2 -2
  3. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleEffectDocument.js +2 -5
  5. package/editor/tools/GridPaintTool.js +2 -2
  6. package/editor/view/node-graph/NodeGraphEditorView.d.ts +1 -1
  7. package/editor/view/node-graph/NodeGraphEditorView.d.ts.map +1 -1
  8. package/editor/view/node-graph/NodeGraphEditorView.js +2 -2
  9. package/editor/view/node-graph/NodeGraphView.d.ts +0 -1
  10. package/editor/view/node-graph/NodeGraphView.d.ts.map +1 -1
  11. package/editor/view/node-graph/NodeGraphView.js +0 -2
  12. package/package.json +1 -1
  13. package/src/core/bvh8/build/NodeProxy.js +2 -2
  14. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +4 -4
  15. package/src/core/bvh8/build/bvh8_build_for_geometry.js +2 -2
  16. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.d.ts +1 -1
  17. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +1 -1
  18. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts +17 -0
  19. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.d.ts.map +1 -0
  20. package/src/core/geom/2d/triangle/tri2_intersects_aabb2.js +64 -0
  21. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts +23 -0
  22. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.d.ts.map +1 -0
  23. package/src/core/geom/2d/triangle/tri2_rasterize_barycentric.js +81 -0
  24. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.d.ts.map +1 -1
  25. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +36 -99
  26. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts +0 -11
  27. package/src/core/geom/3d/aabb/aabb3_build_frustum.d.ts.map +1 -1
  28. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +15 -20
  29. package/src/core/geom/3d/box/box3_raycast.d.ts +1 -1
  30. package/src/core/geom/3d/box/box3_raycast.js +1 -1
  31. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +1 -1
  32. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +1 -1
  33. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +3 -3
  34. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +3 -3
  35. package/src/core/geom/3d/shape/HeightMapShape3D.js +2 -2
  36. package/src/core/geom/3d/shape/MeshShape3D.d.ts +2 -2
  37. package/src/core/geom/3d/shape/MeshShape3D.js +2 -2
  38. package/src/core/geom/3d/shape/PosedShape3D.js +2 -2
  39. package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts +0 -7
  40. package/src/core/geom/3d/sphere/sphere_matrix4_transform.d.ts.map +1 -1
  41. package/src/core/geom/3d/sphere/sphere_matrix4_transform.js +0 -4
  42. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.d.ts +1 -1
  43. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_compute_tet_quality.js +1 -1
  44. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +1 -1
  45. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +1 -1
  46. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts +1 -1
  47. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +1 -1
  48. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.d.ts +1 -1
  49. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_fuse_duplicate_edges.js +1 -1
  50. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +2 -2
  51. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +2 -2
  52. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts +0 -14
  53. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.d.ts.map +1 -1
  54. package/src/core/geom/3d/topology/struct/binary/io/face/bt_face_poke.js +0 -5
  55. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +151 -151
  56. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_collapse_fold_limit.js +1 -1
  57. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.d.ts +1 -1
  58. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_vertex_adjacent_faces.js +1 -1
  59. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.d.ts.map +1 -1
  60. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js +1 -2
  61. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts +0 -8
  62. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.d.ts.map +1 -1
  63. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.js +25 -36
  64. package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts +137 -0
  65. package/src/core/geom/clipmap/ClipmapCascadePlacement.d.ts.map +1 -0
  66. package/src/core/geom/clipmap/ClipmapCascadePlacement.js +350 -0
  67. package/src/core/geom/polyline/polyline_simplify_by_error.d.ts +16 -0
  68. package/src/core/geom/polyline/polyline_simplify_by_error.d.ts.map +1 -0
  69. package/src/core/geom/polyline/polyline_simplify_by_error.js +52 -0
  70. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +1 -1
  71. package/src/core/geom/vec3/v3_quaternion_apply.js +1 -1
  72. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +2 -2
  73. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +2 -2
  74. package/src/core/geom/vec3/v3_triple_cross.d.ts +1 -1
  75. package/src/core/geom/vec3/v3_triple_cross.js +1 -1
  76. package/src/engine/asset/preloader/AssetPreloader.d.ts +0 -5
  77. package/src/engine/asset/preloader/AssetPreloader.d.ts.map +1 -1
  78. package/src/engine/asset/preloader/AssetPreloader.js +0 -6
  79. package/src/engine/ecs/terrain/tiles/TerrainTile.d.ts.map +1 -1
  80. package/src/engine/ecs/terrain/tiles/TerrainTile.js +25 -12
  81. package/src/engine/graphics/ecs/decal/v2/Decal.d.ts +2 -2
  82. package/src/engine/graphics/ecs/decal/v2/Decal.js +2 -2
  83. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +420 -418
  85. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.d.ts +1 -0
  86. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +10 -0
  87. package/src/engine/graphics/ecs/particles/ParticleEffect.js +3 -3
  88. package/src/engine/graphics/ecs/path/tube/build/makeTubeStream.js +2 -2
  89. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts +12 -0
  90. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.d.ts.map +1 -1
  91. package/src/engine/graphics/geometry/buffered/build_height_field_geometry.js +29 -2
  92. package/src/engine/graphics/texture/sprite/prototypeSpriteCutoutGeometry.js +1 -1
  93. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +2 -1
  94. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -1
  95. package/src/engine/graphics3/ShadedGeometrySystem.js +7 -5
  96. package/src/engine/graphics3/Trail3DSystem.d.ts +1 -1
  97. package/src/engine/graphics3/Trail3DSystem.js +1 -1
  98. package/src/engine/graphics3/WaterSystem.d.ts +60 -0
  99. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  100. package/src/engine/graphics3/WaterSystem.js +733 -300
  101. package/src/engine/graphics3/make_default_environment.d.ts.map +1 -1
  102. package/src/engine/graphics3/make_default_environment.js +2 -4
  103. package/src/engine/graphics3/prefab/prefab_place.js +1 -1
  104. package/src/engine/navigation/mesh/build/clip_soup_against_overhangs.js +628 -628
  105. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  106. package/src/engine/physics/inertia/world_inverse_inertia.js +1 -1
  107. package/src/engine/physics/narrowphase/narrowphase_step.js +1 -1
  108. package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts +0 -1
  109. package/src/engine/sound/simulation/render/reverbImpulseResponse.d.ts.map +1 -1
  110. package/src/engine/sound/simulation/render/reverbImpulseResponse.js +0 -6
  111. package/src/engine/sound/simulation/render/reverb_band_tails.d.ts +1 -1
  112. package/src/engine/sound/simulation/render/reverb_band_tails.js +1 -1
  113. package/src/engine/sound/sopra/runtime/EventInstance.js +1 -1
  114. package/src/generation/foliage/CROWN_FULLNESS_BRIEF_2026_10_26.md +86 -0
  115. package/src/generation/foliage/FOLIAGE_DESIGN.md +87 -30
  116. package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +486 -0
  117. package/src/generation/foliage/REAL_TIME_TREES_BRIEF_2026_10_27.md +86 -0
  118. package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +346 -0
  119. package/src/generation/foliage/analysis/crown_opacity_measure.d.ts.map +1 -1
  120. package/src/generation/foliage/analysis/crown_opacity_measure.js +80 -102
  121. package/src/generation/foliage/analysis/foliage_measure_leaf_area.d.ts.map +1 -1
  122. package/src/generation/foliage/analysis/foliage_measure_leaf_area.js +1 -7
  123. package/src/generation/foliage/analysis/tree_crown_opacity.js +1 -1
  124. package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts +66 -0
  125. package/src/generation/foliage/analysis/tree_leaf_area_targets.d.ts.map +1 -0
  126. package/src/generation/foliage/analysis/tree_leaf_area_targets.js +95 -0
  127. package/src/generation/foliage/analysis/tree_render_cost.d.ts +88 -0
  128. package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -0
  129. package/src/generation/foliage/analysis/tree_render_cost.js +157 -0
  130. package/src/generation/foliage/asset/TreeAsset.d.ts +7 -6
  131. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
  132. package/src/generation/foliage/asset/TreeAsset.js +10 -7
  133. package/src/generation/foliage/asset/TreeLODAsset.d.ts +24 -11
  134. package/src/generation/foliage/asset/TreeLODAsset.d.ts.map +1 -1
  135. package/src/generation/foliage/asset/TreeLODAsset.js +49 -20
  136. package/src/generation/foliage/asset/generate_tree.d.ts +11 -0
  137. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
  138. package/src/generation/foliage/asset/generate_tree.js +84 -10
  139. package/src/generation/foliage/asset/tree_lod_plan.d.ts +71 -0
  140. package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -0
  141. package/src/generation/foliage/asset/tree_lod_plan.js +119 -0
  142. package/src/generation/foliage/config/BranchGeneratorConfig.d.ts +0 -10
  143. package/src/generation/foliage/config/BranchGeneratorConfig.d.ts.map +1 -1
  144. package/src/generation/foliage/config/BranchGeneratorConfig.js +1 -23
  145. package/src/generation/foliage/config/ShootGrowthConfig.d.ts +45 -10
  146. package/src/generation/foliage/config/ShootGrowthConfig.d.ts.map +1 -1
  147. package/src/generation/foliage/config/ShootGrowthConfig.js +70 -16
  148. package/src/generation/foliage/config/ShootSystemRule.d.ts +12 -12
  149. package/src/generation/foliage/config/ShootSystemRule.d.ts.map +1 -1
  150. package/src/generation/foliage/config/ShootSystemRule.js +24 -20
  151. package/src/generation/foliage/config/TreeLODConfig.d.ts +14 -37
  152. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
  153. package/src/generation/foliage/config/TreeLODConfig.js +23 -116
  154. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts +2 -1
  155. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts.map +1 -1
  156. package/src/generation/foliage/config/TreeSpeciesConfig.js +2 -7
  157. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts +6 -4
  158. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts.map +1 -1
  159. package/src/generation/foliage/material/foliage_atlas_cutout.js +32 -27
  160. package/src/generation/foliage/material/foliage_material_from_samplers.d.ts +13 -0
  161. package/src/generation/foliage/material/foliage_material_from_samplers.d.ts.map +1 -0
  162. package/src/generation/foliage/material/foliage_material_from_samplers.js +69 -0
  163. package/src/generation/foliage/material/foliage_tile.d.ts +19 -0
  164. package/src/generation/foliage/material/foliage_tile.d.ts.map +1 -1
  165. package/src/generation/foliage/material/foliage_tile.js +9 -1
  166. package/src/generation/foliage/material/leaf_geometry.d.ts +7 -0
  167. package/src/generation/foliage/material/leaf_geometry.d.ts.map +1 -1
  168. package/src/generation/foliage/material/leaf_geometry.js +21 -9
  169. package/src/generation/foliage/material/make_foliage_material.d.ts +2 -3
  170. package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -1
  171. package/src/generation/foliage/material/make_foliage_material.js +3 -57
  172. package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts +14 -0
  173. package/src/generation/foliage/material/tree_cluster_atlas_pack.d.ts.map +1 -0
  174. package/src/generation/foliage/material/tree_cluster_atlas_pack.js +28 -0
  175. package/src/generation/foliage/material/tree_cluster_bake.d.ts +74 -0
  176. package/src/generation/foliage/material/tree_cluster_bake.d.ts.map +1 -0
  177. package/src/generation/foliage/material/tree_cluster_bake.js +415 -0
  178. package/src/generation/foliage/material/tree_cluster_press.d.ts +18 -0
  179. package/src/generation/foliage/material/tree_cluster_press.d.ts.map +1 -0
  180. package/src/generation/foliage/material/tree_cluster_press.js +83 -0
  181. package/src/generation/foliage/material/tree_cluster_tiles.d.ts +46 -0
  182. package/src/generation/foliage/material/tree_cluster_tiles.d.ts.map +1 -0
  183. package/src/generation/foliage/material/tree_cluster_tiles.js +75 -0
  184. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +22 -4
  185. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -1
  186. package/src/generation/foliage/mesh/foliage_collect_attachments.js +26 -14
  187. package/src/generation/foliage/mesh/tree_cluster_cards.d.ts +61 -0
  188. package/src/generation/foliage/mesh/tree_cluster_cards.d.ts.map +1 -0
  189. package/src/generation/foliage/mesh/tree_cluster_cards.js +114 -0
  190. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +121 -0
  191. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -0
  192. package/src/generation/foliage/mesh/tree_cluster_representatives.js +309 -0
  193. package/src/generation/foliage/mesh/tree_clusters.d.ts +71 -0
  194. package/src/generation/foliage/mesh/tree_clusters.d.ts.map +1 -0
  195. package/src/generation/foliage/mesh/tree_clusters.js +174 -0
  196. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  197. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +577 -172
  198. package/src/generation/foliage/mesh/tree_mesh_build_clusters.d.ts +25 -0
  199. package/src/generation/foliage/mesh/tree_mesh_build_clusters.d.ts.map +1 -0
  200. package/src/generation/foliage/mesh/tree_mesh_build_clusters.js +144 -0
  201. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +7 -10
  202. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -1
  203. package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +13 -39
  204. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  205. package/src/generation/foliage/presets/make_tree_species_preset.js +80 -208
  206. package/src/generation/foliage/skeleton/ShootFrameworkHash.d.ts +5 -2
  207. package/src/generation/foliage/skeleton/ShootFrameworkHash.d.ts.map +1 -1
  208. package/src/generation/foliage/skeleton/ShootFrameworkHash.js +13 -8
  209. package/src/generation/foliage/skeleton/ShootGirth.d.ts.map +1 -1
  210. package/src/generation/foliage/skeleton/ShootGirth.js +6 -5
  211. package/src/generation/foliage/skeleton/ShootLightField.d.ts +9 -0
  212. package/src/generation/foliage/skeleton/ShootLightField.d.ts.map +1 -1
  213. package/src/generation/foliage/skeleton/ShootLightField.js +25 -0
  214. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts +89 -0
  215. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts.map +1 -0
  216. package/src/generation/foliage/skeleton/ShootWoodHash.js +195 -0
  217. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +6 -0
  218. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -1
  219. package/src/generation/foliage/skeleton/TreeSkeleton.js +9 -0
  220. package/src/generation/foliage/skeleton/shoot_demography.d.ts +17 -4
  221. package/src/generation/foliage/skeleton/shoot_demography.d.ts.map +1 -1
  222. package/src/generation/foliage/skeleton/shoot_demography.js +22 -6
  223. package/src/generation/foliage/skeleton/shoot_geometry.d.ts +5 -6
  224. package/src/generation/foliage/skeleton/shoot_geometry.d.ts.map +1 -1
  225. package/src/generation/foliage/skeleton/shoot_geometry.js +29 -12
  226. package/src/generation/foliage/skeleton/shoot_systems_simulate.d.ts +43 -4
  227. package/src/generation/foliage/skeleton/shoot_systems_simulate.d.ts.map +1 -1
  228. package/src/generation/foliage/skeleton/shoot_systems_simulate.js +537 -70
  229. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts +30 -5
  230. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts.map +1 -1
  231. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.js +46 -10
  232. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.d.ts +10 -0
  233. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.d.ts.map +1 -0
  234. package/src/generation/foliage/skeleton/tree_skeleton_bind_skin_joints.js +12 -0
  235. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  236. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +2 -1
  237. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts +4 -0
  238. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts.map +1 -1
  239. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js +102 -6
  240. package/src/shade/descriptor/binding/BindGroupLayoutEntry.js +6 -6
  241. package/src/shade/descriptor/pipeline/render/ColorTargetState.js +2 -2
  242. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +3 -3
  243. package/src/shade/playground/additive_blending/main.js +529 -529
  244. package/src/shade/playground/avboit/main.js +1 -1
  245. package/src/shade/playground/basis_textures/main.js +365 -365
  246. package/src/shade/playground/caldera/main.js +1 -1
  247. package/src/shade/playground/contact_shadows/main.js +1 -1
  248. package/src/shade/playground/foliage_wind/main.js +289 -289
  249. package/src/shade/playground/mesh_row_ceiling/main.js +1 -1
  250. package/src/shade/playground/particle_ecs/main.js +1 -1
  251. package/src/shade/playground/particle_system/main.js +1 -1
  252. package/src/shade/playground/sh_exponential/main.js +1 -1
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  1362. package/src/engine/graphics3/Trail3DSystem3.d.ts +0 -10
  1363. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +0 -1
  1364. package/src/engine/graphics3/Trail3DSystem3.js +0 -10
  1365. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +0 -10
  1366. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +0 -1
  1367. package/src/engine/graphics3/VolumetricLightMapSystem3.js +0 -10
  1368. package/src/engine/graphics3/WaterSystem3.d.ts +0 -10
  1369. package/src/engine/graphics3/WaterSystem3.d.ts.map +0 -1
  1370. package/src/engine/graphics3/WaterSystem3.js +0 -10
  1371. package/src/engine/network/convertPathToURL.d.ts +0 -2
  1372. package/src/engine/network/convertPathToURL.d.ts.map +0 -1
  1373. package/src/engine/network/convertPathToURL.js +0 -2
  1374. package/src/format/image/png/crc32.d.ts +0 -2
  1375. package/src/format/image/png/crc32.d.ts.map +0 -1
  1376. package/src/format/image/png/crc32.js +0 -7
  1377. package/src/shade/renderer/camera/OrbitalCameraController.d.ts +0 -2
  1378. package/src/shade/renderer/camera/OrbitalCameraController.d.ts.map +0 -1
  1379. package/src/shade/renderer/camera/OrbitalCameraController.js +0 -1
  1380. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.d.ts +0 -16
  1381. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.d.ts.map +0 -1
  1382. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.js +0 -17
  1383. package/src/shade/renderer/geometry/sdf/SDF_BUILD_SETTINGS_STRUCT.js +0 -8
  1384. package/src/shade/renderer/geometry/sdf/SFD_BUILD_WORKGROUP_SIZE.js +0 -1
  1385. package/src/shade/renderer/geometry/sdf/chunk_blas_query_sdf.js +0 -49
  1386. package/src/shade/renderer/geometry/sdf/chunk_blas_query_volume_sign.js +0 -90
  1387. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +0 -126
  1388. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.d.ts +0 -8
  1389. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.d.ts.map +0 -1
  1390. package/src/shade/renderer/light/environment/octahedral_uv_to_direction.js +0 -10
  1391. package/src/shade/renderer/particles/shaders/shader_particle_init_free_list.js +0 -62
  1392. package/src/shade/renderer/shadow/vsm/VSMMoverTracker.js +0 -153
  1393. package/src/shade/renderer/shadow/vsm/VSM_MOVER_LAYOUT.js +0 -75
  1394. package/src/shade/renderer/shadow/vsm/shader/chunk_vsm_append_mover.js +0 -32
  1395. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_movers.js +0 -184
  1396. package/src/shade/renderer/shadow/vsm/shader/shader_vsm_skinned_movers.js +0 -109
@@ -6,7 +6,7 @@
6
6
  * @param {BinaryTopology} mesh
7
7
  * @param {number} face_id
8
8
  * @returns {number} number of faces written to output
9
- * @see bt_face_get_neighbour_faces
9
+ * @see bt_face_get_edge_adjacent_faces
10
10
  */
11
11
  export function bt_face_get_vertex_adjacent_faces(output: number[] | Uint32Array, output_offset: number, mesh: BinaryTopology, face_id: number): number;
12
12
  //# sourceMappingURL=bt_face_get_vertex_adjacent_faces.d.ts.map
@@ -9,7 +9,7 @@ import { NULL_POINTER } from "../BinaryTopology.js";
9
9
  * @param {BinaryTopology} mesh
10
10
  * @param {number} face_id
11
11
  * @returns {number} number of faces written to output
12
- * @see bt_face_get_neighbour_faces
12
+ * @see bt_face_get_edge_adjacent_faces
13
13
  */
14
14
  export function bt_face_get_vertex_adjacent_faces(
15
15
  output,
@@ -1 +1 @@
1
- {"version":3,"file":"bt_mesh_build_face_bvh.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,6EAkEC"}
1
+ {"version":3,"file":"bt_mesh_build_face_bvh.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_face_bvh.js"],"names":[],"mappings":"AAEA;;;;;;GAMG;AACH,6EAiEC"}
@@ -24,8 +24,7 @@ export function bt_mesh_build_face_bvh(bvh, mesh) {
24
24
  * The face pool can have holes: `bt_face_kill` leaves the slot unallocated with its loop
25
25
  * pointer at NULL_POINTER, and reading a loop at that address is off the end of the
26
26
  * DataView. The navmesh pipeline compacts only inside three conditional branches, so "the
27
- * caller hands us a packed mesh" was a precondition no caller could honour. The sibling
28
- * builder, `bt_mesh_build_surface_triangle_bvh`, skips them the same way.
27
+ * caller hands us a packed mesh" was a precondition no caller could honour.
29
28
  */
30
29
  if (!mesh.faces.is_allocated(face_id)) {
31
30
  continue;
@@ -18,12 +18,4 @@ export const SURFACE_PARITY_RAY_DIRECTIONS: number[];
18
18
  * @type {number}
19
19
  */
20
20
  export const SURFACE_PARITY_RAY_COUNT: number;
21
- /**
22
- * Build a BVH whose leaves are the mesh's triangular faces, each leaf's `user_data` being the source face
23
- * id. The BVH is cleared first, so it may be reused across calls.
24
- *
25
- * @deprecated Use {@link bt_mesh_build_face_bvh} instead
26
- * @type {(bvh: import("../../../../../../bvh2/bvh3/BVH.js").BVH, mesh: import("../BinaryTopology.js").BinaryTopology) => void}
27
- */
28
- export const bt_mesh_build_surface_triangle_bvh: (bvh: import("../../../../../../bvh2/bvh3/BVH.js").BVH, mesh: import("../BinaryTopology.js").BinaryTopology) => void;
29
21
  //# sourceMappingURL=bt_mesh_surface_ray_parity.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"bt_mesh_surface_ray_parity.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;GAaG;AACH,4CAFU,MAAM,EAAE,CAMhB;AAEF;;;GAGG;AACH,uCAFU,MAAM,CAEiE;AAEjF;;;;;;GAMG;AACH,iDAFU,CAAC,GAAG,EAAE,OAAO,oCAAoC,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,sBAAsB,EAAE,cAAc,KAAK,IAAI,CAErD"}
1
+ {"version":3,"file":"bt_mesh_surface_ray_parity.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/core/geom/3d/topology/struct/binary/query/bt_mesh_surface_ray_parity.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AACH,4CAFU,MAAM,EAAE,CAMhB;AAEF;;;GAGG;AACH,uCAFU,MAAM,CAEiE"}
@@ -1,36 +1,25 @@
1
- import { bt_mesh_build_face_bvh } from "./bt_mesh_build_face_bvh.js";
2
-
3
- /**
4
- * Three irrational, mutually unrelated ray directions for the parity-raycast majority vote used by
5
- * point-in-closed-surface tests.
6
- *
7
- * A single ray is fragile at grazing edges and vertices, where a hit can be counted twice or not at all;
8
- * three independent directions settle the vote correctly except in vanishingly improbable configurations.
9
- *
10
- * Each row is roughly unit length so the AABB-vs-ray slab test in the BVH query does not degenerate.
11
- * Hand-picked rather than randomised so the classification is fully deterministic — which is why these
12
- * digits must not be "tidied": two callers previously carried them digit-for-digit and any edit to one
13
- * copy would silently have given the two classifiers different tie-breaking on the same mesh.
14
- *
15
- * @type {number[]}
16
- */
17
- export const SURFACE_PARITY_RAY_DIRECTIONS = [
18
- 0.97123, 0.18927, 0.14431,
19
- 0.34219, 0.91283, -0.22971,
20
- -0.51237, 0.27894, 0.81235,
21
- ];
22
-
23
- /**
24
- * Number of rays in {@link SURFACE_PARITY_RAY_DIRECTIONS}.
25
- * @type {number}
26
- */
27
- export const SURFACE_PARITY_RAY_COUNT = SURFACE_PARITY_RAY_DIRECTIONS.length / 3;
28
-
29
- /**
30
- * Build a BVH whose leaves are the mesh's triangular faces, each leaf's `user_data` being the source face
31
- * id. The BVH is cleared first, so it may be reused across calls.
32
- *
33
- * @deprecated Use {@link bt_mesh_build_face_bvh} instead
34
- * @type {(bvh: import("../../../../../../bvh2/bvh3/BVH.js").BVH, mesh: import("../BinaryTopology.js").BinaryTopology) => void}
35
- */
36
- export const bt_mesh_build_surface_triangle_bvh = bt_mesh_build_face_bvh;
1
+ /**
2
+ * Three irrational, mutually unrelated ray directions for the parity-raycast majority vote used by
3
+ * point-in-closed-surface tests.
4
+ *
5
+ * A single ray is fragile at grazing edges and vertices, where a hit can be counted twice or not at all;
6
+ * three independent directions settle the vote correctly except in vanishingly improbable configurations.
7
+ *
8
+ * Each row is roughly unit length so the AABB-vs-ray slab test in the BVH query does not degenerate.
9
+ * Hand-picked rather than randomised so the classification is fully deterministic — which is why these
10
+ * digits must not be "tidied": two callers previously carried them digit-for-digit and any edit to one
11
+ * copy would silently have given the two classifiers different tie-breaking on the same mesh.
12
+ *
13
+ * @type {number[]}
14
+ */
15
+ export const SURFACE_PARITY_RAY_DIRECTIONS = [
16
+ 0.97123, 0.18927, 0.14431,
17
+ 0.34219, 0.91283, -0.22971,
18
+ -0.51237, 0.27894, 0.81235,
19
+ ];
20
+
21
+ /**
22
+ * Number of rays in {@link SURFACE_PARITY_RAY_DIRECTIONS}.
23
+ * @type {number}
24
+ */
25
+ export const SURFACE_PARITY_RAY_COUNT = SURFACE_PARITY_RAY_DIRECTIONS.length / 3;
@@ -0,0 +1,137 @@
1
+ /**
2
+ * The smallest window side, cells, at which a child nests `margin` parent cells inside its parent with
3
+ * corners in multiples of `step`: a child covers half its parent, so the other half must hold the
4
+ * margin on both sides, rounded out to the corner lattice.
5
+ *
6
+ * @param {number} step
7
+ * @param {number} margin parent cells
8
+ * @returns {number}
9
+ */
10
+ export function clipmap_cascade_nest_resolution_min(step: number, margin: number): number;
11
+ /**
12
+ * What {@link ClipmapCascadePlacementplace } did.
13
+ */
14
+ export type ClipmapCascadePlacementResult = number;
15
+ /**
16
+ * What {@link ClipmapCascadePlacement#place} did.
17
+ * @readonly
18
+ * @enum {number}
19
+ */
20
+ export const ClipmapCascadePlacementResult: Readonly<{
21
+ /** The window held. */
22
+ Held: 0;
23
+ /** The window moved, and the rest of the stack stayed. */
24
+ Moved: 1;
25
+ /** The move would have left a child outside its parent: the whole stack was re-placed. */
26
+ Jumped: 2;
27
+ }>;
28
+ /**
29
+ * Where the windows of a stack of nested cascades are, around one anchor: the CPU half of a clipmap
30
+ * whose levels must each stay inside the next, so that what leaves a cascade is inside its parent.
31
+ * Written for the fluid's cascades (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7) and shared by the
32
+ * probe clipmap's brick and probe cascades (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.1, §8.1); each
33
+ * passes its own step, hysteresis and margin.
34
+ *
35
+ * Cascade `c` has cells of `cell_size·2^c` and the same resolution N; its window is
36
+ * `[corner, corner + N)` in its own cells, and world cell `g` of it covers `[g·h_c, (g + 1)·h_c)`, so
37
+ * the lattices nest: child cells `2G` and `2G + 1` lie in parent cell `G`. Every corner change goes
38
+ * through the window maths: {@link ClipmapWindowSet} places, `window_scroll_regions` says what a move
39
+ * exposed, and storage wraps, so a window that moves keeps every cell it still holds.
40
+ *
41
+ * **Placement** ({@link place}), coarsest first:
42
+ * 1. the hysteretic rule (`ClipmapWindowSet#place`: corners in multiples of `step`, moved once the
43
+ * anchor is more than `step / 2 + hysteresis` cells from the window's centre);
44
+ * 2. a jump check: if that leaves the cascade's window not inside its parent's, or its child's window
45
+ * not inside its own, the move is a jump and the **whole stack is re-placed** ({@link place_all});
46
+ * 3. the nesting clamp (`ClipmapWindowSet#clamp_corner`): the corner is held so that its window keeps
47
+ * `nest_margin` parent cells inside its parent's, and so that its child's window keeps the margin
48
+ * inside its own. Both ranges hold the corner it had, so both clamps together land in both.
49
+ *
50
+ * {@link place_all} places every cascade, coarsest first, by the hysteretic rule, and clamps each into
51
+ * its parent: the first placement, and the answer to a jump.
52
+ *
53
+ * {@link begin} remembers every corner, so that after a frame's placements {@link moved} and
54
+ * {@link previous_corner} say what to fill.
55
+ *
56
+ * Nothing here allocates once constructed.
57
+ */
58
+ export class ClipmapCascadePlacement {
59
+ /**
60
+ * @param {object} options
61
+ * @param {number} options.cascade_count
62
+ * @param {ArrayLike<number>} options.resolution cells on each axis, powers of two and multiples of
63
+ * `step`; at least {@link clipmap_cascade_nest_resolution_min} when there is more than one
64
+ * cascade
65
+ * @param {number} options.cell_size metres, cascade 0's
66
+ * @param {number} options.step cells a corner moves in
67
+ * @param {number} options.hysteresis cells past half a step the anchor goes from a window's centre
68
+ * before it moves
69
+ * @param {number} options.nest_margin parent cells a child's window keeps from every face of its
70
+ * parent's
71
+ */
72
+ constructor({ cascade_count, resolution, cell_size, step, hysteresis, nest_margin }: {
73
+ cascade_count: number;
74
+ resolution: ArrayLike<number>;
75
+ cell_size: number;
76
+ step: number;
77
+ hysteresis: number;
78
+ nest_margin: number;
79
+ });
80
+ /** @returns {number} */
81
+ get cascade_count(): number;
82
+ /** @returns {Readonly<Int32Array>} */
83
+ get resolution(): Readonly<Int32Array>;
84
+ /**
85
+ * Whether the stack has been placed.
86
+ * @returns {boolean}
87
+ */
88
+ get placed(): boolean;
89
+ /**
90
+ * A cascade's cell, metres: `cell_size·2^c`.
91
+ * @param {number} cascade
92
+ * @returns {number}
93
+ */
94
+ cell_size(cascade: number): number;
95
+ /**
96
+ * @param {number} cascade
97
+ * @param {number} axis
98
+ * @returns {number} the cascade's corner on the axis, in its own cells
99
+ */
100
+ corner(cascade: number, axis: number): number;
101
+ /**
102
+ * @param {number} cascade
103
+ * @param {number} axis
104
+ * @returns {number} the corner it had at the last {@link begin}
105
+ */
106
+ previous_corner(cascade: number, axis: number): number;
107
+ /**
108
+ * @param {number} cascade
109
+ * @returns {boolean} whether its corner moved since the last {@link begin}
110
+ */
111
+ moved(cascade: number): boolean;
112
+ /**
113
+ * Remember every corner: what {@link moved} and {@link previous_corner} compare with.
114
+ */
115
+ begin(): void;
116
+ /**
117
+ * Place every cascade, coarsest first, by the hysteretic rule, each child clamped into its parent.
118
+ *
119
+ * @param {number} x the anchor, world metres
120
+ * @param {number} y
121
+ * @param {number} z
122
+ */
123
+ place_all(x: number, y: number, z: number): void;
124
+ /**
125
+ * Place one cascade: the hysteretic rule, then the jump check, then the nesting clamp. Before the
126
+ * first {@link place_all} this places the whole stack.
127
+ *
128
+ * @param {number} cascade
129
+ * @param {number} x the anchor, world metres
130
+ * @param {number} y
131
+ * @param {number} z
132
+ * @returns {ClipmapCascadePlacementResult}
133
+ */
134
+ place(cascade: number, x: number, y: number, z: number): ClipmapCascadePlacementResult;
135
+ #private;
136
+ }
137
+ //# sourceMappingURL=ClipmapCascadePlacement.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ClipmapCascadePlacement.d.ts","sourceRoot":"","sources":["../../../../../src/core/geom/clipmap/ClipmapCascadePlacement.js"],"names":[],"mappings":"AAgCA;;;;;;;;GAQG;AACH,0DAJW,MAAM,UACN,MAAM,GACJ,MAAM,CAMlB;;;;4CAtCS,MAAM;AAHhB;;;;GAIG;AACH;IACI,uBAAuB;;IAEvB,0DAA0D;;IAE1D,0FAA0F;;GAE3F;AA+BH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH;IAiBI;;;;;;;;;;;;OAYG;IACH;QAX2B,aAAa,EAA7B,MAAM;QACqB,UAAU,EAArC,UAAU,MAAM,CAAC;QAGD,SAAS,EAAzB,MAAM;QACU,IAAI,EAApB,MAAM;QACU,UAAU,EAA1B,MAAM;QAEU,WAAW,EAA3B,MAAM;OAkChB;IAED,wBAAwB;IACxB,4BAEC;IAED,sCAAsC;IACtC,uCAEC;IAED;;;OAGG;IACH,sBAEC;IAED;;;;OAIG;IACH,mBAHW,MAAM,GACJ,MAAM,CAIlB;IAED;;;;OAIG;IACH,gBAJW,MAAM,QACN,MAAM,GACJ,MAAM,CAIlB;IAED;;;;OAIG;IACH,yBAJW,MAAM,QACN,MAAM,GACJ,MAAM,CAIlB;IAED;;;OAGG;IACH,eAHW,MAAM,GACJ,OAAO,CAQnB;IAED;;OAEG;IACH,cAMC;IA8DD;;;;;;OAMG;IACH,aAJW,MAAM,KACN,MAAM,KACN,MAAM,QAyBhB;IAED;;;;;;;;;OASG;IACH,eANW,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,GACJ,6BAA6B,CAwCzC;;CACJ"}
@@ -0,0 +1,350 @@
1
+ import { assert } from "../../assert.js";
2
+ import { isPowerOfTwo } from "../../math/isPowerOfTwo.js";
3
+ import { ClipmapWindowSet } from "./ClipmapWindowSet.js";
4
+
5
+ /**
6
+ * What {@link ClipmapCascadePlacement#place} did.
7
+ * @readonly
8
+ * @enum {number}
9
+ */
10
+ export const ClipmapCascadePlacementResult = Object.freeze({
11
+ /** The window held. */
12
+ Held: 0,
13
+ /** The window moved, and the rest of the stack stayed. */
14
+ Moved: 1,
15
+ /** The move would have left a child outside its parent: the whole stack was re-placed. */
16
+ Jumped: 2,
17
+ });
18
+
19
+ /**
20
+ * Round down to a multiple of `step`.
21
+ */
22
+ function floor_to(value, step) {
23
+ return Math.floor(value / step) * step;
24
+ }
25
+
26
+ /**
27
+ * Round up to a multiple of `step`.
28
+ */
29
+ function ceil_to(value, step) {
30
+ return Math.ceil(value / step) * step;
31
+ }
32
+
33
+ /**
34
+ * The smallest window side, cells, at which a child nests `margin` parent cells inside its parent with
35
+ * corners in multiples of `step`: a child covers half its parent, so the other half must hold the
36
+ * margin on both sides, rounded out to the corner lattice.
37
+ *
38
+ * @param {number} step
39
+ * @param {number} margin parent cells
40
+ * @returns {number}
41
+ */
42
+ export function clipmap_cascade_nest_resolution_min(step, margin) {
43
+ const child_margin = 2 * margin;
44
+
45
+ return child_margin + ceil_to(child_margin, step);
46
+ }
47
+
48
+ /**
49
+ * Where the windows of a stack of nested cascades are, around one anchor: the CPU half of a clipmap
50
+ * whose levels must each stay inside the next, so that what leaves a cascade is inside its parent.
51
+ * Written for the fluid's cascades (GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md §7) and shared by the
52
+ * probe clipmap's brick and probe cascades (PROBE_CLIPMAP_PROPOSAL_2026_10_27.md §7.1, §8.1); each
53
+ * passes its own step, hysteresis and margin.
54
+ *
55
+ * Cascade `c` has cells of `cell_size·2^c` and the same resolution N; its window is
56
+ * `[corner, corner + N)` in its own cells, and world cell `g` of it covers `[g·h_c, (g + 1)·h_c)`, so
57
+ * the lattices nest: child cells `2G` and `2G + 1` lie in parent cell `G`. Every corner change goes
58
+ * through the window maths: {@link ClipmapWindowSet} places, `window_scroll_regions` says what a move
59
+ * exposed, and storage wraps, so a window that moves keeps every cell it still holds.
60
+ *
61
+ * **Placement** ({@link place}), coarsest first:
62
+ * 1. the hysteretic rule (`ClipmapWindowSet#place`: corners in multiples of `step`, moved once the
63
+ * anchor is more than `step / 2 + hysteresis` cells from the window's centre);
64
+ * 2. a jump check: if that leaves the cascade's window not inside its parent's, or its child's window
65
+ * not inside its own, the move is a jump and the **whole stack is re-placed** ({@link place_all});
66
+ * 3. the nesting clamp (`ClipmapWindowSet#clamp_corner`): the corner is held so that its window keeps
67
+ * `nest_margin` parent cells inside its parent's, and so that its child's window keeps the margin
68
+ * inside its own. Both ranges hold the corner it had, so both clamps together land in both.
69
+ *
70
+ * {@link place_all} places every cascade, coarsest first, by the hysteretic rule, and clamps each into
71
+ * its parent: the first placement, and the answer to a jump.
72
+ *
73
+ * {@link begin} remembers every corner, so that after a frame's placements {@link moved} and
74
+ * {@link previous_corner} say what to fill.
75
+ *
76
+ * Nothing here allocates once constructed.
77
+ */
78
+ export class ClipmapCascadePlacement {
79
+ /** @type {ClipmapWindowSet} */
80
+ #windows;
81
+ /** @type {Int32Array} */
82
+ #resolution = new Int32Array(3);
83
+ /** @type {number} */
84
+ #cell_size;
85
+ /** @type {number} */
86
+ #cascade_count;
87
+ /** @type {number} */
88
+ #step;
89
+ /** Child cells a child's window keeps from every face of its parent's: twice the parent cells. @type {number} */
90
+ #child_margin;
91
+ /** Every cascade's corner at {@link begin}, x, y, z a cascade. @type {Int32Array} */
92
+ #previous;
93
+ #placed = false;
94
+
95
+ /**
96
+ * @param {object} options
97
+ * @param {number} options.cascade_count
98
+ * @param {ArrayLike<number>} options.resolution cells on each axis, powers of two and multiples of
99
+ * `step`; at least {@link clipmap_cascade_nest_resolution_min} when there is more than one
100
+ * cascade
101
+ * @param {number} options.cell_size metres, cascade 0's
102
+ * @param {number} options.step cells a corner moves in
103
+ * @param {number} options.hysteresis cells past half a step the anchor goes from a window's centre
104
+ * before it moves
105
+ * @param {number} options.nest_margin parent cells a child's window keeps from every face of its
106
+ * parent's
107
+ */
108
+ constructor({ cascade_count, resolution, cell_size, step, hysteresis, nest_margin }) {
109
+ assert.isPositiveInteger(cascade_count, 'cascade_count');
110
+ assert.isFinite(cell_size, 'cell_size');
111
+ assert.greaterThan(cell_size, 0, 'cell_size');
112
+ assert.isPositiveInteger(step, 'step');
113
+ assert.isNonNegativeInteger(nest_margin, 'nest_margin');
114
+
115
+ const nest_min = clipmap_cascade_nest_resolution_min(step, nest_margin);
116
+
117
+ for (let axis = 0; axis < 3; axis++) {
118
+ assert.isPositiveInteger(resolution[axis], 'resolution');
119
+ assert.ok(isPowerOfTwo(resolution[axis]), 'resolution is a power of two on each axis');
120
+ assert.equal(resolution[axis] % step, 0, 'resolution is a multiple of the step on each axis');
121
+ assert.ok(cascade_count === 1 || resolution[axis] >= nest_min, `cascades nest from ${nest_min} cells an axis`);
122
+
123
+ this.#resolution[axis] = resolution[axis];
124
+ }
125
+
126
+ this.#cascade_count = cascade_count;
127
+ this.#cell_size = cell_size;
128
+ this.#step = step;
129
+ this.#child_margin = 2 * nest_margin;
130
+ this.#previous = new Int32Array(3 * cascade_count);
131
+
132
+ this.#windows = new ClipmapWindowSet({
133
+ level_count: cascade_count,
134
+ dimensions: 3,
135
+ size: this.#resolution,
136
+ step,
137
+ hysteresis,
138
+ });
139
+ }
140
+
141
+ /** @returns {number} */
142
+ get cascade_count() {
143
+ return this.#cascade_count;
144
+ }
145
+
146
+ /** @returns {Readonly<Int32Array>} */
147
+ get resolution() {
148
+ return this.#resolution;
149
+ }
150
+
151
+ /**
152
+ * Whether the stack has been placed.
153
+ * @returns {boolean}
154
+ */
155
+ get placed() {
156
+ return this.#placed;
157
+ }
158
+
159
+ /**
160
+ * A cascade's cell, metres: `cell_size·2^c`.
161
+ * @param {number} cascade
162
+ * @returns {number}
163
+ */
164
+ cell_size(cascade) {
165
+ return this.#cell_size * 2 ** cascade;
166
+ }
167
+
168
+ /**
169
+ * @param {number} cascade
170
+ * @param {number} axis
171
+ * @returns {number} the cascade's corner on the axis, in its own cells
172
+ */
173
+ corner(cascade, axis) {
174
+ return this.#windows.corner(cascade, axis);
175
+ }
176
+
177
+ /**
178
+ * @param {number} cascade
179
+ * @param {number} axis
180
+ * @returns {number} the corner it had at the last {@link begin}
181
+ */
182
+ previous_corner(cascade, axis) {
183
+ return this.#previous[3 * cascade + axis];
184
+ }
185
+
186
+ /**
187
+ * @param {number} cascade
188
+ * @returns {boolean} whether its corner moved since the last {@link begin}
189
+ */
190
+ moved(cascade) {
191
+ const base = 3 * cascade;
192
+
193
+ return this.#previous[base] !== this.corner(cascade, 0)
194
+ || this.#previous[base + 1] !== this.corner(cascade, 1)
195
+ || this.#previous[base + 2] !== this.corner(cascade, 2);
196
+ }
197
+
198
+ /**
199
+ * Remember every corner: what {@link moved} and {@link previous_corner} compare with.
200
+ */
201
+ begin() {
202
+ for (let c = 0; c < this.#cascade_count; c++) {
203
+ for (let axis = 0; axis < 3; axis++) {
204
+ this.#previous[3 * c + axis] = this.#placed ? this.corner(c, axis) : 0;
205
+ }
206
+ }
207
+ }
208
+
209
+ /**
210
+ * The lowest corner on one axis that keeps a child `margin` of its own cells inside a parent
211
+ * whose corner is `parent_in_child_cells`, on the corner lattice.
212
+ */
213
+ #nest_low(parent_in_child_cells, margin) {
214
+ return ceil_to(parent_in_child_cells + margin, this.#step);
215
+ }
216
+
217
+ /**
218
+ * The highest such corner, for a window of `n` cells.
219
+ */
220
+ #nest_high(parent_in_child_cells, n, margin) {
221
+ return floor_to(parent_in_child_cells + 2 * n - n - margin, this.#step);
222
+ }
223
+
224
+ /**
225
+ * Whether cascade `child`'s window lies inside cascade `child + 1`'s, margin or not.
226
+ */
227
+ #inside_parent(child) {
228
+ for (let axis = 0; axis < 3; axis++) {
229
+ const p = 2 * this.corner(child + 1, axis);
230
+ const c = this.corner(child, axis);
231
+ const n = this.#resolution[axis];
232
+
233
+ if (c < p || c + n > p + 2 * n) {
234
+ return false;
235
+ }
236
+ }
237
+
238
+ return true;
239
+ }
240
+
241
+ /**
242
+ * Hold cascade `c` nested inside its parent, and its child nested inside it.
243
+ */
244
+ #clamp(c) {
245
+ const windows = this.#windows;
246
+ const margin = this.#child_margin;
247
+ const step = this.#step;
248
+
249
+ for (let axis = 0; axis < 3; axis++) {
250
+ const n = this.#resolution[axis];
251
+
252
+ if (c + 1 < this.#cascade_count) {
253
+ const p = 2 * this.corner(c + 1, axis);
254
+
255
+ windows.clamp_corner(c, axis, this.#nest_low(p, margin), this.#nest_high(p, n, margin));
256
+ }
257
+
258
+ if (c > 0) {
259
+ // the child's corner in this cascade's cells, and the range of corners that keep it nested
260
+ const child = this.corner(c - 1, axis);
261
+ const lo = ceil_to((child + margin - n) / 2, step);
262
+ const hi = floor_to((child - margin) / 2, step);
263
+
264
+ windows.clamp_corner(c, axis, lo, hi);
265
+ }
266
+ }
267
+ }
268
+
269
+ /**
270
+ * Place every cascade, coarsest first, by the hysteretic rule, each child clamped into its parent.
271
+ *
272
+ * @param {number} x the anchor, world metres
273
+ * @param {number} y
274
+ * @param {number} z
275
+ */
276
+ place_all(x, y, z) {
277
+ assert.isFinite(x, 'x');
278
+ assert.isFinite(y, 'y');
279
+ assert.isFinite(z, 'z');
280
+
281
+ const windows = this.#windows;
282
+ const margin = this.#child_margin;
283
+
284
+ for (let c = this.#cascade_count - 1; c >= 0; c--) {
285
+ const h = this.cell_size(c);
286
+
287
+ windows.place(c, x / h, y / h, z / h);
288
+
289
+ if (c + 1 < this.#cascade_count) {
290
+ for (let axis = 0; axis < 3; axis++) {
291
+ const p = 2 * this.corner(c + 1, axis);
292
+
293
+ windows.clamp_corner(c, axis, this.#nest_low(p, margin), this.#nest_high(p, this.#resolution[axis], margin));
294
+ }
295
+ }
296
+ }
297
+
298
+ this.#placed = true;
299
+ }
300
+
301
+ /**
302
+ * Place one cascade: the hysteretic rule, then the jump check, then the nesting clamp. Before the
303
+ * first {@link place_all} this places the whole stack.
304
+ *
305
+ * @param {number} cascade
306
+ * @param {number} x the anchor, world metres
307
+ * @param {number} y
308
+ * @param {number} z
309
+ * @returns {ClipmapCascadePlacementResult}
310
+ */
311
+ place(cascade, x, y, z) {
312
+ assert.isNonNegativeInteger(cascade, 'cascade');
313
+ assert.lessThan(cascade, this.#cascade_count, 'cascade');
314
+ assert.isFinite(x, 'x');
315
+ assert.isFinite(y, 'y');
316
+ assert.isFinite(z, 'z');
317
+
318
+ if (!this.#placed) {
319
+ this.place_all(x, y, z);
320
+
321
+ return ClipmapCascadePlacementResult.Jumped;
322
+ }
323
+
324
+ const windows = this.#windows;
325
+ const h = this.cell_size(cascade);
326
+
327
+ const before_x = this.corner(cascade, 0);
328
+ const before_y = this.corner(cascade, 1);
329
+ const before_z = this.corner(cascade, 2);
330
+
331
+ windows.place(cascade, x / h, y / h, z / h);
332
+
333
+ const leaves_parent = cascade + 1 < this.#cascade_count && !this.#inside_parent(cascade);
334
+ const leaves_child = cascade > 0 && !this.#inside_parent(cascade - 1);
335
+
336
+ if (leaves_parent || leaves_child) {
337
+ this.place_all(x, y, z);
338
+
339
+ return ClipmapCascadePlacementResult.Jumped;
340
+ }
341
+
342
+ this.#clamp(cascade);
343
+
344
+ const moved = this.corner(cascade, 0) !== before_x
345
+ || this.corner(cascade, 1) !== before_y
346
+ || this.corner(cascade, 2) !== before_z;
347
+
348
+ return moved ? ClipmapCascadePlacementResult.Moved : ClipmapCascadePlacementResult.Held;
349
+ }
350
+ }
@@ -0,0 +1,16 @@
1
+ /**
2
+ * Douglas-Peucker over the points `[0, count)` of any sequence: keeps the first and the last, and between two kept
3
+ * points `a` and `b` keeps the point `worst(a, b, out)` names while its error exceeds `tolerance`, splitting there.
4
+ *
5
+ * The caller measures the error, so the same simplification serves a polyline in any space, or a sweep of rings.
6
+ *
7
+ * @param {Uint8Array} out_keep `count` flags, 1 where a point is kept
8
+ * @param {number} count
9
+ * @param {number} tolerance
10
+ * @param {function(number, number, Float64Array): void} worst writes into `out` the index of the point strictly
11
+ * between `a` and `b` that lies furthest from the simplified run `a`-`b`, and that point's error; only called when
12
+ * `b - a > 1`
13
+ * @returns {number} points kept
14
+ */
15
+ export function polyline_simplify_by_error(out_keep: Uint8Array, count: number, tolerance: number, worst: (arg0: number, arg1: number, arg2: Float64Array) => void): number;
16
+ //# sourceMappingURL=polyline_simplify_by_error.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"polyline_simplify_by_error.d.ts","sourceRoot":"","sources":["../../../../../src/core/geom/polyline/polyline_simplify_by_error.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;GAaG;AACH,qDARW,UAAU,SACV,MAAM,aACN,MAAM,gBACG,MAAM,QAAE,MAAM,QAAE,YAAY,KAAG,IAAI,GAG1C,MAAM,CAmClB"}