@woosh/meep-engine 3.9.0 → 3.11.0

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 (832) hide show
  1. package/README.md +168 -152
  2. package/build/bundle-worker-image-decoder.js +1 -1
  3. package/build/bundle-worker-terrain.js +1 -1
  4. package/package.json +3 -2
  5. package/src/REVIEW_2026_08_06.md +610 -610
  6. package/src/avif/encode_image_source.d.ts +70 -0
  7. package/src/avif/encode_image_source.d.ts.map +1 -0
  8. package/src/avif/encode_image_source.js +117 -0
  9. package/src/avif/encoder_worker.js +15 -126
  10. package/src/avif/index.d.ts +4 -2
  11. package/src/avif/index.js +21 -2
  12. package/src/avif/native/DECISIONS.md +537 -0
  13. package/src/avif/native/NOTICE.md +61 -0
  14. package/src/avif/native/api/AvifDecoder.d.ts +67 -0
  15. package/src/avif/native/api/AvifDecoder.d.ts.map +1 -0
  16. package/src/avif/native/api/AvifDecoder.js +121 -0
  17. package/src/avif/native/api/apply_transformations.d.ts +30 -0
  18. package/src/avif/native/api/apply_transformations.d.ts.map +1 -0
  19. package/src/avif/native/api/apply_transformations.js +120 -0
  20. package/src/avif/native/api/avif_to_sampler2d.d.ts +25 -0
  21. package/src/avif/native/api/avif_to_sampler2d.d.ts.map +1 -0
  22. package/src/avif/native/api/avif_to_sampler2d.js +42 -0
  23. package/src/avif/native/api/convert_to_rgba.d.ts +54 -0
  24. package/src/avif/native/api/convert_to_rgba.d.ts.map +1 -0
  25. package/src/avif/native/api/convert_to_rgba.js +204 -0
  26. package/src/avif/native/api/decode_avif.d.ts +24 -0
  27. package/src/avif/native/api/decode_avif.d.ts.map +1 -0
  28. package/src/avif/native/api/decode_avif.js +111 -0
  29. package/src/avif/native/api/decode_image_item.d.ts +18 -0
  30. package/src/avif/native/api/decode_image_item.d.ts.map +1 -0
  31. package/src/avif/native/api/decode_image_item.js +234 -0
  32. package/src/avif/native/api/encode_avif.d.ts +73 -0
  33. package/src/avif/native/api/encode_avif.d.ts.map +1 -0
  34. package/src/avif/native/api/encode_avif.js +488 -0
  35. package/src/avif/native/api/sampler2d_to_avif.d.ts +22 -0
  36. package/src/avif/native/api/sampler2d_to_avif.d.ts.map +1 -0
  37. package/src/avif/native/api/sampler2d_to_avif.js +108 -0
  38. package/src/avif/native/av1/decode/Av1FrameContext.d.ts +286 -0
  39. package/src/avif/native/av1/decode/Av1FrameContext.d.ts.map +1 -0
  40. package/src/avif/native/av1/decode/Av1FrameContext.js +622 -0
  41. package/src/avif/native/av1/decode/block_decoded.d.ts +27 -0
  42. package/src/avif/native/av1/decode/block_decoded.d.ts.map +1 -0
  43. package/src/avif/native/av1/decode/block_decoded.js +59 -0
  44. package/src/avif/native/av1/decode/decode_av1_still.d.ts +22 -0
  45. package/src/avif/native/av1/decode/decode_av1_still.d.ts.map +1 -0
  46. package/src/avif/native/av1/decode/decode_av1_still.js +309 -0
  47. package/src/avif/native/av1/decode/decode_coefficients.d.ts +20 -0
  48. package/src/avif/native/av1/decode/decode_coefficients.d.ts.map +1 -0
  49. package/src/avif/native/av1/decode/decode_coefficients.js +259 -0
  50. package/src/avif/native/av1/decode/decode_palette.d.ts +28 -0
  51. package/src/avif/native/av1/decode/decode_palette.d.ts.map +1 -0
  52. package/src/avif/native/av1/decode/decode_palette.js +442 -0
  53. package/src/avif/native/av1/decode/decode_tile.d.ts +14 -0
  54. package/src/avif/native/av1/decode/decode_tile.d.ts.map +1 -0
  55. package/src/avif/native/av1/decode/decode_tile.js +1213 -0
  56. package/src/avif/native/av1/decode/get_scan.d.ts +16 -0
  57. package/src/avif/native/av1/decode/get_scan.d.ts.map +1 -0
  58. package/src/avif/native/av1/decode/get_scan.js +138 -0
  59. package/src/avif/native/av1/decode/read_lr.d.ts +35 -0
  60. package/src/avif/native/av1/decode/read_lr.d.ts.map +1 -0
  61. package/src/avif/native/av1/decode/read_lr.js +277 -0
  62. package/src/avif/native/av1/decode/read_transform_type.d.ts +19 -0
  63. package/src/avif/native/av1/decode/read_transform_type.d.ts.map +1 -0
  64. package/src/avif/native/av1/decode/read_transform_type.js +92 -0
  65. package/src/avif/native/av1/decode/reconstruct.d.ts +36 -0
  66. package/src/avif/native/av1/decode/reconstruct.d.ts.map +1 -0
  67. package/src/avif/native/av1/decode/reconstruct.js +241 -0
  68. package/src/avif/native/av1/decode/transform_type.d.ts +49 -0
  69. package/src/avif/native/av1/decode/transform_type.d.ts.map +1 -0
  70. package/src/avif/native/av1/decode/transform_type.js +137 -0
  71. package/src/avif/native/av1/encode/Av1BlockSnapshot.d.ts +81 -0
  72. package/src/avif/native/av1/encode/Av1BlockSnapshot.d.ts.map +1 -0
  73. package/src/avif/native/av1/encode/Av1BlockSnapshot.js +299 -0
  74. package/src/avif/native/av1/encode/Av1EncodeContext.d.ts +384 -0
  75. package/src/avif/native/av1/encode/Av1EncodeContext.d.ts.map +1 -0
  76. package/src/avif/native/av1/encode/Av1EncodeContext.js +590 -0
  77. package/src/avif/native/av1/encode/build_headers.d.ts +50 -0
  78. package/src/avif/native/av1/encode/build_headers.d.ts.map +1 -0
  79. package/src/avif/native/av1/encode/build_headers.js +359 -0
  80. package/src/avif/native/av1/encode/choose_chroma_alpha.d.ts +26 -0
  81. package/src/avif/native/av1/encode/choose_chroma_alpha.d.ts.map +1 -0
  82. package/src/avif/native/av1/encode/choose_chroma_alpha.js +90 -0
  83. package/src/avif/native/av1/encode/choose_filters.d.ts +21 -0
  84. package/src/avif/native/av1/encode/choose_filters.d.ts.map +1 -0
  85. package/src/avif/native/av1/encode/choose_filters.js +318 -0
  86. package/src/avif/native/av1/encode/choose_restoration.d.ts +35 -0
  87. package/src/avif/native/av1/encode/choose_restoration.d.ts.map +1 -0
  88. package/src/avif/native/av1/encode/choose_restoration.js +616 -0
  89. package/src/avif/native/av1/encode/decode_effort.d.ts +57 -0
  90. package/src/avif/native/av1/encode/decode_effort.d.ts.map +1 -0
  91. package/src/avif/native/av1/encode/decode_effort.js +59 -0
  92. package/src/avif/native/av1/encode/encode_av1_still.d.ts +17 -0
  93. package/src/avif/native/av1/encode/encode_av1_still.d.ts.map +1 -0
  94. package/src/avif/native/av1/encode/encode_av1_still.js +194 -0
  95. package/src/avif/native/av1/encode/encode_effort.d.ts +56 -0
  96. package/src/avif/native/av1/encode/encode_effort.d.ts.map +1 -0
  97. package/src/avif/native/av1/encode/encode_effort.js +97 -0
  98. package/src/avif/native/av1/encode/encode_tile.d.ts +26 -0
  99. package/src/avif/native/av1/encode/encode_tile.d.ts.map +1 -0
  100. package/src/avif/native/av1/encode/encode_tile.js +2331 -0
  101. package/src/avif/native/av1/encode/quantise.d.ts +51 -0
  102. package/src/avif/native/av1/encode/quantise.d.ts.map +1 -0
  103. package/src/avif/native/av1/encode/quantise.js +212 -0
  104. package/src/avif/native/av1/encode/write_coefficients.d.ts +42 -0
  105. package/src/avif/native/av1/encode/write_coefficients.d.ts.map +1 -0
  106. package/src/avif/native/av1/encode/write_coefficients.js +367 -0
  107. package/src/avif/native/av1/encode/write_lr.d.ts +33 -0
  108. package/src/avif/native/av1/encode/write_lr.d.ts.map +1 -0
  109. package/src/avif/native/av1/encode/write_lr.js +174 -0
  110. package/src/avif/native/av1/encode/write_transform_type.d.ts +21 -0
  111. package/src/avif/native/av1/encode/write_transform_type.d.ts.map +1 -0
  112. package/src/avif/native/av1/encode/write_transform_type.js +70 -0
  113. package/src/avif/native/av1/entropy/CdfContext.d.ts +167 -0
  114. package/src/avif/native/av1/entropy/CdfContext.d.ts.map +1 -0
  115. package/src/avif/native/av1/entropy/CdfContext.js +433 -0
  116. package/src/avif/native/av1/entropy/SymbolReader.d.ts +103 -0
  117. package/src/avif/native/av1/entropy/SymbolReader.d.ts.map +1 -0
  118. package/src/avif/native/av1/entropy/SymbolReader.js +317 -0
  119. package/src/avif/native/av1/entropy/SymbolWriter.d.ts +107 -0
  120. package/src/avif/native/av1/entropy/SymbolWriter.d.ts.map +1 -0
  121. package/src/avif/native/av1/entropy/SymbolWriter.js +352 -0
  122. package/src/avif/native/av1/entropy/coefficient_context.d.ts +71 -0
  123. package/src/avif/native/av1/entropy/coefficient_context.d.ts.map +1 -0
  124. package/src/avif/native/av1/entropy/coefficient_context.js +325 -0
  125. package/src/avif/native/av1/entropy/partition_cdf.d.ts +54 -0
  126. package/src/avif/native/av1/entropy/partition_cdf.d.ts.map +1 -0
  127. package/src/avif/native/av1/entropy/partition_cdf.js +98 -0
  128. package/src/avif/native/av1/entropy/symbol_cost.d.ts +37 -0
  129. package/src/avif/native/av1/entropy/symbol_cost.d.ts.map +1 -0
  130. package/src/avif/native/av1/entropy/symbol_cost.js +76 -0
  131. package/src/avif/native/av1/filter/cdef.d.ts +15 -0
  132. package/src/avif/native/av1/filter/cdef.d.ts.map +1 -0
  133. package/src/avif/native/av1/filter/cdef.js +313 -0
  134. package/src/avif/native/av1/filter/loop_filter.d.ts +14 -0
  135. package/src/avif/native/av1/filter/loop_filter.d.ts.map +1 -0
  136. package/src/avif/native/av1/filter/loop_filter.js +377 -0
  137. package/src/avif/native/av1/filter/loop_restoration.d.ts +42 -0
  138. package/src/avif/native/av1/filter/loop_restoration.d.ts.map +1 -0
  139. package/src/avif/native/av1/filter/loop_restoration.js +451 -0
  140. package/src/avif/native/av1/filter/superres.d.ts +18 -0
  141. package/src/avif/native/av1/filter/superres.d.ts.map +1 -0
  142. package/src/avif/native/av1/filter/superres.js +86 -0
  143. package/src/avif/native/av1/grain/FilmGrainState.d.ts +62 -0
  144. package/src/avif/native/av1/grain/FilmGrainState.d.ts.map +1 -0
  145. package/src/avif/native/av1/grain/FilmGrainState.js +87 -0
  146. package/src/avif/native/av1/grain/film_grain.d.ts +16 -0
  147. package/src/avif/native/av1/grain/film_grain.d.ts.map +1 -0
  148. package/src/avif/native/av1/grain/film_grain.js +623 -0
  149. package/src/avif/native/av1/obu/FrameHeader.d.ts +248 -0
  150. package/src/avif/native/av1/obu/FrameHeader.d.ts.map +1 -0
  151. package/src/avif/native/av1/obu/FrameHeader.js +381 -0
  152. package/src/avif/native/av1/obu/ObuHeader.d.ts +53 -0
  153. package/src/avif/native/av1/obu/ObuHeader.d.ts.map +1 -0
  154. package/src/avif/native/av1/obu/ObuHeader.js +62 -0
  155. package/src/avif/native/av1/obu/SequenceHeader.d.ts +157 -0
  156. package/src/avif/native/av1/obu/SequenceHeader.d.ts.map +1 -0
  157. package/src/avif/native/av1/obu/SequenceHeader.js +225 -0
  158. package/src/avif/native/av1/obu/for_each_obu.d.ts +24 -0
  159. package/src/avif/native/av1/obu/for_each_obu.d.ts.map +1 -0
  160. package/src/avif/native/av1/obu/for_each_obu.js +50 -0
  161. package/src/avif/native/av1/obu/parse_frame_header.d.ts +18 -0
  162. package/src/avif/native/av1/obu/parse_frame_header.d.ts.map +1 -0
  163. package/src/avif/native/av1/obu/parse_frame_header.js +841 -0
  164. package/src/avif/native/av1/obu/parse_obu_header.d.ts +23 -0
  165. package/src/avif/native/av1/obu/parse_obu_header.d.ts.map +1 -0
  166. package/src/avif/native/av1/obu/parse_obu_header.js +69 -0
  167. package/src/avif/native/av1/obu/parse_sequence_header.d.ts +17 -0
  168. package/src/avif/native/av1/obu/parse_sequence_header.d.ts.map +1 -0
  169. package/src/avif/native/av1/obu/parse_sequence_header.js +263 -0
  170. package/src/avif/native/av1/obu/write_frame_header.d.ts +16 -0
  171. package/src/avif/native/av1/obu/write_frame_header.d.ts.map +1 -0
  172. package/src/avif/native/av1/obu/write_frame_header.js +579 -0
  173. package/src/avif/native/av1/obu/write_sequence_header.d.ts +17 -0
  174. package/src/avif/native/av1/obu/write_sequence_header.d.ts.map +1 -0
  175. package/src/avif/native/av1/obu/write_sequence_header.js +189 -0
  176. package/src/avif/native/av1/predict/IntraPredictionState.d.ts +49 -0
  177. package/src/avif/native/av1/predict/IntraPredictionState.d.ts.map +1 -0
  178. package/src/avif/native/av1/predict/IntraPredictionState.js +58 -0
  179. package/src/avif/native/av1/predict/intra_filter_type.d.ts +17 -0
  180. package/src/avif/native/av1/predict/intra_filter_type.d.ts.map +1 -0
  181. package/src/avif/native/av1/predict/intra_filter_type.js +79 -0
  182. package/src/avif/native/av1/predict/predict_chroma_from_luma.d.ts +50 -0
  183. package/src/avif/native/av1/predict/predict_chroma_from_luma.d.ts.map +1 -0
  184. package/src/avif/native/av1/predict/predict_chroma_from_luma.js +153 -0
  185. package/src/avif/native/av1/predict/predict_intra.d.ts +42 -0
  186. package/src/avif/native/av1/predict/predict_intra.d.ts.map +1 -0
  187. package/src/avif/native/av1/predict/predict_intra.js +803 -0
  188. package/src/avif/native/av1/predict/predict_palette.d.ts +23 -0
  189. package/src/avif/native/av1/predict/predict_palette.d.ts.map +1 -0
  190. package/src/avif/native/av1/predict/predict_palette.js +36 -0
  191. package/src/avif/native/av1/tables/av1_symbols.d.ts +411 -0
  192. package/src/avif/native/av1/tables/av1_symbols.d.ts.map +1 -0
  193. package/src/avif/native/av1/tables/av1_symbols.js +419 -0
  194. package/src/avif/native/av1/tables/block_tables.d.ts +181 -0
  195. package/src/avif/native/av1/tables/block_tables.d.ts.map +1 -0
  196. package/src/avif/native/av1/tables/block_tables.js +270 -0
  197. package/src/avif/native/av1/tables/cdf_tables.d.ts +961 -0
  198. package/src/avif/native/av1/tables/cdf_tables.d.ts.map +1 -0
  199. package/src/avif/native/av1/tables/cdf_tables.js +1893 -0
  200. package/src/avif/native/av1/tables/coefficient_tables.d.ts +41 -0
  201. package/src/avif/native/av1/tables/coefficient_tables.d.ts.map +1 -0
  202. package/src/avif/native/av1/tables/coefficient_tables.js +82 -0
  203. package/src/avif/native/av1/tables/derived_block_tables.d.ts +15 -0
  204. package/src/avif/native/av1/tables/derived_block_tables.d.ts.map +1 -0
  205. package/src/avif/native/av1/tables/derived_block_tables.js +23 -0
  206. package/src/avif/native/av1/tables/filter_tables.d.ts +171 -0
  207. package/src/avif/native/av1/tables/filter_tables.d.ts.map +1 -0
  208. package/src/avif/native/av1/tables/filter_tables.js +313 -0
  209. package/src/avif/native/av1/tables/grain_tables.d.ts +11 -0
  210. package/src/avif/native/av1/tables/grain_tables.d.ts.map +1 -0
  211. package/src/avif/native/av1/tables/grain_tables.js +190 -0
  212. package/src/avif/native/av1/tables/prediction_tables.d.ts +141 -0
  213. package/src/avif/native/av1/tables/prediction_tables.d.ts.map +1 -0
  214. package/src/avif/native/av1/tables/prediction_tables.js +223 -0
  215. package/src/avif/native/av1/tables/quantizer_matrix_tables.d.ts +21 -0
  216. package/src/avif/native/av1/tables/quantizer_matrix_tables.d.ts.map +1 -0
  217. package/src/avif/native/av1/tables/quantizer_matrix_tables.js +38 -0
  218. package/src/avif/native/av1/tables/quantizer_tables.d.ts +21 -0
  219. package/src/avif/native/av1/tables/quantizer_tables.d.ts.map +1 -0
  220. package/src/avif/native/av1/tables/quantizer_tables.js +160 -0
  221. package/src/avif/native/av1/tables/scan_tables.d.ts +321 -0
  222. package/src/avif/native/av1/tables/scan_tables.d.ts.map +1 -0
  223. package/src/avif/native/av1/tables/scan_tables.js +727 -0
  224. package/src/avif/native/av1/tables/segmentation_tables.d.ts +31 -0
  225. package/src/avif/native/av1/tables/segmentation_tables.d.ts.map +1 -0
  226. package/src/avif/native/av1/tables/segmentation_tables.js +48 -0
  227. package/src/avif/native/av1/tables/transform_tables.d.ts +91 -0
  228. package/src/avif/native/av1/tables/transform_tables.d.ts.map +1 -0
  229. package/src/avif/native/av1/tables/transform_tables.js +140 -0
  230. package/src/avif/native/av1/tables/unpack_table.d.ts +33 -0
  231. package/src/avif/native/av1/tables/unpack_table.d.ts.map +1 -0
  232. package/src/avif/native/av1/tables/unpack_table.js +73 -0
  233. package/src/avif/native/av1/transform/forward_transform_2d.d.ts +61 -0
  234. package/src/avif/native/av1/transform/forward_transform_2d.d.ts.map +1 -0
  235. package/src/avif/native/av1/transform/forward_transform_2d.js +574 -0
  236. package/src/avif/native/av1/transform/inverse_transform_1d.d.ts +76 -0
  237. package/src/avif/native/av1/transform/inverse_transform_1d.d.ts.map +1 -0
  238. package/src/avif/native/av1/transform/inverse_transform_1d.js +590 -0
  239. package/src/avif/native/av1/transform/inverse_transform_2d.d.ts +46 -0
  240. package/src/avif/native/av1/transform/inverse_transform_2d.d.ts.map +1 -0
  241. package/src/avif/native/av1/transform/inverse_transform_2d.js +180 -0
  242. package/src/avif/native/av1/util/ceil_log2.d.ts +13 -0
  243. package/src/avif/native/av1/util/ceil_log2.d.ts.map +1 -0
  244. package/src/avif/native/av1/util/ceil_log2.js +18 -0
  245. package/src/avif/native/av1/util/floor_log2.d.ts +20 -0
  246. package/src/avif/native/av1/util/floor_log2.d.ts.map +1 -0
  247. package/src/avif/native/av1/util/floor_log2.js +20 -0
  248. package/src/avif/native/av1/util/round2.d.ts +22 -0
  249. package/src/avif/native/av1/util/round2.d.ts.map +1 -0
  250. package/src/avif/native/av1/util/round2.js +27 -0
  251. package/src/avif/native/av1/util/round2_signed.d.ts +14 -0
  252. package/src/avif/native/av1/util/round2_signed.d.ts.map +1 -0
  253. package/src/avif/native/av1/util/round2_signed.js +17 -0
  254. package/src/avif/native/av1/util/tile_log2.d.ts +16 -0
  255. package/src/avif/native/av1/util/tile_log2.d.ts.map +1 -0
  256. package/src/avif/native/av1/util/tile_log2.js +23 -0
  257. package/src/avif/native/bitstream/BitReader.d.ts +174 -0
  258. package/src/avif/native/bitstream/BitReader.d.ts.map +1 -0
  259. package/src/avif/native/bitstream/BitReader.js +391 -0
  260. package/src/avif/native/bitstream/BitWriter.d.ts +122 -0
  261. package/src/avif/native/bitstream/BitWriter.d.ts.map +1 -0
  262. package/src/avif/native/bitstream/BitWriter.js +351 -0
  263. package/src/avif/native/color/ColourTransform.d.ts +62 -0
  264. package/src/avif/native/color/ColourTransform.d.ts.map +1 -0
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  794. package/src/avif/codec/dec/avif_dec.wasm +0 -0
  795. package/src/avif/codec/enc/README.md +0 -37
  796. package/src/avif/codec/enc/avif_enc.cpp +0 -216
  797. package/src/avif/codec/enc/avif_enc.d.ts +0 -3
  798. package/src/avif/codec/enc/avif_enc.d.ts.map +0 -1
  799. package/src/avif/codec/enc/avif_enc.js +0 -6144
  800. package/src/avif/codec/enc/avif_enc.wasm +0 -0
  801. package/src/avif/codec/enc/avif_enc_mt.d.ts +0 -3
  802. package/src/avif/codec/enc/avif_enc_mt.d.ts.map +0 -1
  803. package/src/avif/codec/enc/avif_enc_mt.js +0 -6811
  804. package/src/avif/codec/enc/avif_enc_mt.wasm +0 -0
  805. package/src/avif/codec/enc/avif_enc_mt.worker.d.mts +0 -2
  806. package/src/avif/codec/enc/avif_enc_mt.worker.d.mts.map +0 -1
  807. package/src/avif/codec/enc/avif_enc_mt.worker.d.ts +0 -11
  808. package/src/avif/codec/enc/avif_enc_mt.worker.d.ts.map +0 -1
  809. package/src/avif/codec/enc/avif_enc_mt.worker.js +0 -171
  810. package/src/avif/codec/enc/avif_enc_mt.worker.mjs +0 -1
  811. package/src/avif/decode.d.ts +0 -3
  812. package/src/avif/decode.d.ts.map +0 -1
  813. package/src/avif/decode.js +0 -42
  814. package/src/avif/encode.d.ts +0 -3
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  816. package/src/avif/encode.js +0 -75
  817. package/src/avif/meta.d.ts +0 -24
  818. package/src/avif/meta.d.ts.map +0 -1
  819. package/src/avif/meta.js +0 -23
  820. package/src/avif/tsconfig.tsbuildinfo +0 -1
  821. package/src/avif/utils.d.ts +0 -17
  822. package/src/avif/utils.d.ts.map +0 -1
  823. package/src/avif/utils.js +0 -31
  824. package/src/engine/asset/loaders/image/jpeg/idct8x8_fixed.d.ts +0 -23
  825. package/src/engine/asset/loaders/image/jpeg/idct8x8_fixed.d.ts.map +0 -1
  826. package/src/engine/asset/loaders/image/jpeg/idct8x8_fixed.js +0 -214
  827. package/src/engine/asset/loaders/image/png/inflate.d.ts +0 -7
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  829. package/src/engine/asset/loaders/image/png/inflate.js +0 -20
  830. package/src/engine/save/GameStateLoader.d.ts +0 -49
  831. package/src/engine/save/GameStateLoader.d.ts.map +0 -1
  832. package/src/engine/save/GameStateLoader.js +0 -168
@@ -23,15 +23,20 @@ export class PhysicsSystem extends System<any> {
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  dependencies: (typeof Transform | typeof RigidBody)[];
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  components_used: (ResourceAccessSpecification<typeof Transform> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider>)[];
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  /**
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+ * Body slots, the awake / sleeping sets, and generation counters.
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  * @type {BodyStorage}
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  * @readonly
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  */
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  readonly storage: BodyStorage;
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  /**
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+ * Broadphase tree holding every static collider leaf. The step never
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+ * refits it — statics do not move.
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  * @type {BVH}
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  */
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  staticBvh: BVH;
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  /**
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+ * Broadphase tree holding every dynamic and kinematic collider leaf.
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+ * Leaves carry a velocity-fattened AABB and are refit each step.
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  * @type {BVH}
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  */
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  dynamicBvh: BVH;
@@ -43,9 +48,8 @@ export class PhysicsSystem extends System<any> {
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  readonly manifolds: ManifoldStore;
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  /**
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  * Per-frame list of broadphase-overlapping pairs, each in
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- * entity-canonical role order (A = the smaller entity id see
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- * generate_pairs). Cleared at the top of each step; purely
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- * intra-step state.
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+ * entity-canonical role order (A = the smaller entity id). Cleared at
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+ * the top of each step.
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  * @type {PairList}
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  */
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  pairs: PairList;
@@ -56,11 +60,9 @@ export class PhysicsSystem extends System<any> {
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  */
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  contactEvents: ContactEventBuffer;
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  /**
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- * Per-frame island partitioning of the awake-body + contact graph.
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- * Rebuilt after narrowphase, consumed by the solver (and, in the
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- * follow-up slice, by the per-island atomic sleep test). Bodies
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- * static and kinematic act as constraint anchors and do not enlarge
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- * islands.
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+ * Per-frame island partitioning of the awake-body + contact graph,
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+ * consumed by the solver and the sleep test. Static and kinematic
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+ * bodies act as constraint anchors and do not enlarge islands.
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  * @type {IslandBuilder}
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  */
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  islands: IslandBuilder;
@@ -91,14 +93,9 @@ export class PhysicsSystem extends System<any> {
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  sleepTimeThreshold: number;
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  /**
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  * Number of TGS substeps per `fixedUpdate`. Each substep re-runs the
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- * velocity + position solve at `dt / substeps` against contacts whose
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- * penetration is re-derived analytically from the bodies' moved poses
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- * narrowphase still runs once per outer step. Higher counts buy
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- * stack stability, high-mass-ratio robustness, and smoother
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- * trajectories at a near-linear solver cost (sleeping islands are
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- * unaffected — they never enter the loop).
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- *
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- * `1` reproduces the non-substepped (single-step) solve.
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+ * velocity + position solve at `dt / substeps`. Higher counts buy stack
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+ * stability, high-mass-ratio robustness and smoother trajectories, at
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+ * near-linear solver cost. `1` gives a plain single-step solve.
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  * @type {number}
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  */
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  substeps: number;
@@ -115,15 +112,12 @@ export class PhysicsSystem extends System<any> {
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  */
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  positionIterations: number;
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  /**
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- * Contact softness frequency, Hz (Box2D-v3 soft step, hybrid form:
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- * the velocity rows get the hertz/ζ-derived mass + impulse-decay
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- * scales; penetration recovery stays in the split-impulse position
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- * pass). The decay term is what lets resting stacks converge
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- * asymptotically instead of ringing in the hard form's limit cycle
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- * just above the sleep threshold. Clamped per step to an eighth of
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- * the substep rate. `0` = hard contacts (bit-exact legacy rows).
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- * Pairs with a non-dynamic side use 2× this frequency (stiffer, so
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- * piles don't sag into the ground). @type {number}
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+ * Contact softness frequency, Hz. Softening is what lets resting stacks
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+ * settle instead of ringing just above the sleep threshold; `0` gives
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+ * hard contacts. Clamped per step to an eighth of the substep rate.
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+ * Pairs with a non-dynamic side use this frequency — stiffer, so
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+ * piles don't sag into the ground.
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+ * @type {number}
127
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  */
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  contactHertz: number;
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  /**
@@ -186,9 +180,11 @@ export class PhysicsSystem extends System<any> {
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  */
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  __joints: Joint[];
188
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  /**
189
- * Lowest free index in {@link __joints} for slot reuse on link.
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+ * Freed {@link __joints} slot ids, reused LIFO by {@link link_joint} so
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+ * ids stay dense. Solve order does not follow it — {@link __joints_sorted}
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+ * owns that.
190
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  * @private
191
- * @type {number}
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+ * @type {number[]}
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  */
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  private __joint_free;
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  /**
@@ -248,13 +244,11 @@ export class PhysicsSystem extends System<any> {
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  */
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  __ccd_start_pos: Float64Array;
250
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  /**
251
- * Optional shared interpolation log to produce per-step pose snapshots
252
- * into (the {@link InterpolationSystem}'s log). When set and only then —
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- * each fixedUpdate restores every awake {@link Interpolated} body's live
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- * components from the previous tick (undoing render-time interpolation so
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- * the sim reads authoritative state), then records the post-step state
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- * under the current `entityManager.fixedStepTick`. Null on a headless /
257
- * non-rendering world, where the producer work is skipped entirely.
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+ * Set this to the {@link InterpolationSystem}'s log to get render
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+ * interpolation: each step then restores every awake {@link Interpolated}
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+ * body's authoritative pose before simulating, and records the result
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+ * afterwards. Leave `null` on a headless world the work is skipped
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+ * entirely.
258
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  * @type {InterpolationLog|null}
259
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  */
260
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  interpolationLog: InterpolationLog | null;
@@ -569,10 +563,10 @@ export class PhysicsSystem extends System<any> {
569
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  * as-is; zero it via {@link setLinearVelocity} if the teleport should also
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  * stop the body.
571
565
  *
572
- * Works for STATIC bodies too: their broadphase leaves (which the step
573
- * never refits) are re-homed to the new pose, and sleeping bodies at both
574
- * the old and the new location are woken a moved support drops what
575
- * rested on it, and whatever the static moved into must react.
566
+ * Works for STATIC bodies too: their broadphase leaves are re-homed to
567
+ * the new pose, and sleepers at both the old and the new location are
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+ * woken a moved support drops what rested on it, and whatever it moved
569
+ * into must react.
576
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  *
577
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  * @param {RigidBody} rigidBody
578
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  * @param {Vector3|{x:number,y:number,z:number}} position world position
@@ -632,13 +626,13 @@ export class PhysicsSystem extends System<any> {
632
626
  */
633
627
  private __atomic_sleep_island_range;
634
628
  /**
635
- * Broadphase raycast against both BVHs. Fills `result` with the nearest
629
+ * Raycast against both broadphase trees. Fills `result` with the nearest
636
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  * hit and returns `true` on hit, `false` on miss.
637
631
  *
638
- * Narrowphase refinement against the actual shape geometry is a
639
- * follow-up for now `result.t` is the distance to the leaf's
640
- * inflated AABB and `result.normal` is the AABB face normal. Both are
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- * exact for AABB-shaped colliders.
632
+ * Resolves to the BVH leaf, not the shape: `result.t` is the distance to
633
+ * the leaf's inflated AABB and `result.normal` is that AABB's face
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+ * normal. Exact for AABB-shaped colliders, approximate for the rest
635
+ * use {@link shapeCast} when you need the true surface.
642
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  *
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  * @param {Ray3} ray origin + unit direction + `tMax`
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  * @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
@@ -648,17 +642,12 @@ export class PhysicsSystem extends System<any> {
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  */
649
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  raycast(ray: Ray3, result: PhysicsSurfacePoint, filter?: (entity: number, collider: Collider) => boolean): boolean;
650
644
  /**
651
- * Sweep a convex shape along a ray and find the first body it
652
- * would hit. The shape starts at `ray.origin` oriented by
653
- * `rotation` and translates along `ray.direction` for up to
654
- * `ray.tMax` units. Returns the nearest impact within that
655
- * interval.
645
+ * Sweep a convex shape along a ray and return the first body it hits.
646
+ * The shape starts at `ray.origin` oriented by `rotation` and translates
647
+ * along `ray.direction` for up to `ray.tMax` units.
656
648
  *
657
- * The "swept AABB" broadphase finds candidate bodies whose BVH
658
- * leaves overlap the shape's swept volume; the narrowphase then
659
- * bisects [0, t] on GJK overlap to find the time-of-impact for
660
- * each candidate. Best-t early termination skips candidates that
661
- * can't tighten the answer.
649
+ * Unlike {@link raycast} this resolves against the real shapes, so `t` is
650
+ * a true time of impact rather than a distance to a bounding box.
662
651
  *
663
652
  * @param {Ray3} ray origin + unit direction + `tMax`
664
653
  * @param {AbstractShape3D} shape
@@ -674,33 +663,20 @@ export class PhysicsSystem extends System<any> {
674
663
  w: number;
675
664
  }, result: PhysicsSurfacePoint, filter?: (entity: number, collider: Collider) => boolean): boolean;
676
665
  /**
677
- * Speculative overlap query: find all bodies whose collider would
678
- * overlap the given convex shape placed at the given world pose,
679
- * without mutating the simulation. Intended for kinematic /
680
- * character controllers that need to test "would I collide if I
681
- * moved here?" before committing the move.
682
- *
683
- * Pipeline:
684
- * 1. The shape's world AABB is computed from `position` + `rotation`.
685
- * 2. Both broadphase trees (static + dynamic) are queried for
686
- * bodies whose leaf AABB overlaps that envelope.
687
- * 3. Each candidate is GJK-tested in world frame. Convex
688
- * candidates run one GJK call; concave candidates (heightmap,
689
- * mesh) run per-triangle GJK via the decomposition path.
690
- * 4. The optional `filter` is consulted before the GJK test
691
- * useful for skipping the caller's own body, allies, sensors,
692
- * etc.
693
- *
694
- * The output buffer is filled with overlapping bodies' `body_id`
695
- * values (uint32 with packed generation), starting at
696
- * `output_offset`. The caller is responsible for sizing the buffer;
697
- * IDs past its end are dropped silently and the count caps at the
698
- * available space.
699
- *
700
- * The query shape must be convex. Concave query shapes throw —
701
- * they're typically static terrain and not used as kinematic
702
- * probes; the M×N triangle-pair cost wouldn't be worth the rare
703
- * use case.
666
+ * Find every body whose collider overlaps the given convex shape at the
667
+ * given world pose, without mutating the simulation. Intended for
668
+ * kinematic / character controllers testing "would I collide if I moved
669
+ * here?" before committing the move.
670
+ *
671
+ * Writes overlapping bodies' packed `body_id` values into `output` from
672
+ * `output_offset`. Sizing the buffer is the caller's job: ids past its
673
+ * end are dropped silently and the returned count caps at the space
674
+ * available.
675
+ *
676
+ * `filter` runs before the shape test, which is the expensive part use
677
+ * it to skip the caller's own body, allies, sensors.
678
+ *
679
+ * The query shape must be convex; a concave one throws.
704
680
  *
705
681
  * @param {AbstractShape3D} shape convex query shape, in its local frame
706
682
  * @param {{x:number,y:number,z:number}} position world position of
@@ -723,6 +699,19 @@ export class PhysicsSystem extends System<any> {
723
699
  z: number;
724
700
  w: number;
725
701
  }, output: Uint32Array | number[], output_offset: number, filter?: (entity: number, collider: Collider) => boolean): number;
702
+ /**
703
+ * Re-shape both broadphase trees so subsequent queries — {@link raycast},
704
+ * {@link shapeCast}, {@link overlap}, and the per-step broadphase — walk
705
+ * fewer nodes.
706
+ *
707
+ * Call it once after a level's statics are linked. Statics keep the win
708
+ * for good (~12% fewer nodes visited); the dynamic tree's fades within
709
+ * seconds as bodies move, so repeat calls are not worth scheduling. Costs
710
+ * ~20 ms for 4000 bodies — a load-time operation, not a per-frame one.
711
+ *
712
+ * @returns {void}
713
+ */
714
+ optimize(): void;
726
715
  /**
727
716
  * Wake propagation through contact pairs. Runs BEFORE broadphase so a
728
717
  * body woken here participates in THIS frame's broadphase / narrowphase
@@ -849,7 +838,6 @@ export class PhysicsSystem extends System<any> {
849
838
  * @private
850
839
  */
851
840
  private __interp_record;
852
- fixedUpdate(dt: any): void;
853
841
  /**
854
842
  * @readonly
855
843
  * @type {boolean}
@@ -1 +1 @@
1
- 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BAAqB"}
1
+ 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@@ -1,6 +1,7 @@
1
1
  import { assert } from "../../../core/assert.js";
2
2
  import { BinaryBuffer } from "../../../core/binary/BinaryBuffer.js";
3
3
  import { BVH } from "../../../core/bvh2/bvh3/BVH.js";
4
+ import { ebvh_optimize_treelet } from "../../../core/bvh2/bvh3/ebvh_optimize_treelet.js";
4
5
  import {
5
6
  bvh_query_user_data_intersects_aabb
6
7
  } from "../../../core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js";
@@ -129,17 +130,22 @@ export class PhysicsSystem extends System {
129
130
  ];
130
131
 
131
132
  /**
133
+ * Body slots, the awake / sleeping sets, and generation counters.
132
134
  * @type {BodyStorage}
133
135
  * @readonly
134
136
  */
135
137
  storage = new BodyStorage();
136
138
 
137
139
  /**
140
+ * Broadphase tree holding every static collider leaf. The step never
141
+ * refits it — statics do not move.
138
142
  * @type {BVH}
139
143
  */
140
144
  staticBvh = new BVH();
141
145
 
142
146
  /**
147
+ * Broadphase tree holding every dynamic and kinematic collider leaf.
148
+ * Leaves carry a velocity-fattened AABB and are refit each step.
143
149
  * @type {BVH}
144
150
  */
145
151
  dynamicBvh = new BVH();
@@ -153,9 +159,8 @@ export class PhysicsSystem extends System {
153
159
 
154
160
  /**
155
161
  * Per-frame list of broadphase-overlapping pairs, each in
156
- * entity-canonical role order (A = the smaller entity id see
157
- * generate_pairs). Cleared at the top of each step; purely
158
- * intra-step state.
162
+ * entity-canonical role order (A = the smaller entity id). Cleared at
163
+ * the top of each step.
159
164
  * @type {PairList}
160
165
  */
161
166
  pairs = new PairList();
@@ -168,11 +173,9 @@ export class PhysicsSystem extends System {
168
173
  contactEvents = new ContactEventBuffer();
169
174
 
170
175
  /**
171
- * Per-frame island partitioning of the awake-body + contact graph.
172
- * Rebuilt after narrowphase, consumed by the solver (and, in the
173
- * follow-up slice, by the per-island atomic sleep test). Bodies
174
- * static and kinematic act as constraint anchors and do not enlarge
175
- * islands.
176
+ * Per-frame island partitioning of the awake-body + contact graph,
177
+ * consumed by the solver and the sleep test. Static and kinematic
178
+ * bodies act as constraint anchors and do not enlarge islands.
176
179
  * @type {IslandBuilder}
177
180
  */
178
181
  islands = new IslandBuilder();
@@ -207,14 +210,9 @@ export class PhysicsSystem extends System {
207
210
 
208
211
  /**
209
212
  * Number of TGS substeps per `fixedUpdate`. Each substep re-runs the
210
- * velocity + position solve at `dt / substeps` against contacts whose
211
- * penetration is re-derived analytically from the bodies' moved poses
212
- * narrowphase still runs once per outer step. Higher counts buy
213
- * stack stability, high-mass-ratio robustness, and smoother
214
- * trajectories at a near-linear solver cost (sleeping islands are
215
- * unaffected — they never enter the loop).
216
- *
217
- * `1` reproduces the non-substepped (single-step) solve.
213
+ * velocity + position solve at `dt / substeps`. Higher counts buy stack
214
+ * stability, high-mass-ratio robustness and smoother trajectories, at
215
+ * near-linear solver cost. `1` gives a plain single-step solve.
218
216
  * @type {number}
219
217
  */
220
218
  substeps = 4;
@@ -234,15 +232,12 @@ export class PhysicsSystem extends System {
234
232
  positionIterations = 1;
235
233
 
236
234
  /**
237
- * Contact softness frequency, Hz (Box2D-v3 soft step, hybrid form:
238
- * the velocity rows get the hertz/ζ-derived mass + impulse-decay
239
- * scales; penetration recovery stays in the split-impulse position
240
- * pass). The decay term is what lets resting stacks converge
241
- * asymptotically instead of ringing in the hard form's limit cycle
242
- * just above the sleep threshold. Clamped per step to an eighth of
243
- * the substep rate. `0` = hard contacts (bit-exact legacy rows).
244
- * Pairs with a non-dynamic side use 2× this frequency (stiffer, so
245
- * piles don't sag into the ground). @type {number}
235
+ * Contact softness frequency, Hz. Softening is what lets resting stacks
236
+ * settle instead of ringing just above the sleep threshold; `0` gives
237
+ * hard contacts. Clamped per step to an eighth of the substep rate.
238
+ * Pairs with a non-dynamic side use this frequency — stiffer, so
239
+ * piles don't sag into the ground.
240
+ * @type {number}
246
241
  */
247
242
  contactHertz = 30;
248
243
 
@@ -316,9 +311,11 @@ export class PhysicsSystem extends System {
316
311
  __joints = [];
317
312
 
318
313
  /**
319
- * Lowest free index in {@link __joints} for slot reuse on link.
314
+ * Freed {@link __joints} slot ids, reused LIFO by {@link link_joint} so
315
+ * ids stay dense. Solve order does not follow it — {@link __joints_sorted}
316
+ * owns that.
320
317
  * @private
321
- * @type {number}
318
+ * @type {number[]}
322
319
  */
323
320
  __joint_free = [];
324
321
 
@@ -384,13 +381,11 @@ export class PhysicsSystem extends System {
384
381
  __ccd_start_pos = new Float64Array(0);
385
382
 
386
383
  /**
387
- * Optional shared interpolation log to produce per-step pose snapshots
388
- * into (the {@link InterpolationSystem}'s log). When set and only then —
389
- * each fixedUpdate restores every awake {@link Interpolated} body's live
390
- * components from the previous tick (undoing render-time interpolation so
391
- * the sim reads authoritative state), then records the post-step state
392
- * under the current `entityManager.fixedStepTick`. Null on a headless /
393
- * non-rendering world, where the producer work is skipped entirely.
384
+ * Set this to the {@link InterpolationSystem}'s log to get render
385
+ * interpolation: each step then restores every awake {@link Interpolated}
386
+ * body's authoritative pose before simulating, and records the result
387
+ * afterwards. Leave `null` on a headless world the work is skipped
388
+ * entirely.
394
389
  * @type {InterpolationLog|null}
395
390
  */
396
391
  interpolationLog = null;
@@ -1083,10 +1078,10 @@ export class PhysicsSystem extends System {
1083
1078
  * as-is; zero it via {@link setLinearVelocity} if the teleport should also
1084
1079
  * stop the body.
1085
1080
  *
1086
- * Works for STATIC bodies too: their broadphase leaves (which the step
1087
- * never refits) are re-homed to the new pose, and sleeping bodies at both
1088
- * the old and the new location are woken a moved support drops what
1089
- * rested on it, and whatever the static moved into must react.
1081
+ * Works for STATIC bodies too: their broadphase leaves are re-homed to
1082
+ * the new pose, and sleepers at both the old and the new location are
1083
+ * woken a moved support drops what rested on it, and whatever it moved
1084
+ * into must react.
1090
1085
  *
1091
1086
  * @param {RigidBody} rigidBody
1092
1087
  * @param {Vector3|{x:number,y:number,z:number}} position world position
@@ -1297,13 +1292,13 @@ export class PhysicsSystem extends System {
1297
1292
  }
1298
1293
 
1299
1294
  /**
1300
- * Broadphase raycast against both BVHs. Fills `result` with the nearest
1295
+ * Raycast against both broadphase trees. Fills `result` with the nearest
1301
1296
  * hit and returns `true` on hit, `false` on miss.
1302
1297
  *
1303
- * Narrowphase refinement against the actual shape geometry is a
1304
- * follow-up for now `result.t` is the distance to the leaf's
1305
- * inflated AABB and `result.normal` is the AABB face normal. Both are
1306
- * exact for AABB-shaped colliders.
1298
+ * Resolves to the BVH leaf, not the shape: `result.t` is the distance to
1299
+ * the leaf's inflated AABB and `result.normal` is that AABB's face
1300
+ * normal. Exact for AABB-shaped colliders, approximate for the rest
1301
+ * use {@link shapeCast} when you need the true surface.
1307
1302
  *
1308
1303
  * @param {Ray3} ray origin + unit direction + `tMax`
1309
1304
  * @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
@@ -1316,17 +1311,12 @@ export class PhysicsSystem extends System {
1316
1311
  }
1317
1312
 
1318
1313
  /**
1319
- * Sweep a convex shape along a ray and find the first body it
1320
- * would hit. The shape starts at `ray.origin` oriented by
1321
- * `rotation` and translates along `ray.direction` for up to
1322
- * `ray.tMax` units. Returns the nearest impact within that
1323
- * interval.
1314
+ * Sweep a convex shape along a ray and return the first body it hits.
1315
+ * The shape starts at `ray.origin` oriented by `rotation` and translates
1316
+ * along `ray.direction` for up to `ray.tMax` units.
1324
1317
  *
1325
- * The "swept AABB" broadphase finds candidate bodies whose BVH
1326
- * leaves overlap the shape's swept volume; the narrowphase then
1327
- * bisects [0, t] on GJK overlap to find the time-of-impact for
1328
- * each candidate. Best-t early termination skips candidates that
1329
- * can't tighten the answer.
1318
+ * Unlike {@link raycast} this resolves against the real shapes, so `t` is
1319
+ * a true time of impact rather than a distance to a bounding box.
1330
1320
  *
1331
1321
  * @param {Ray3} ray origin + unit direction + `tMax`
1332
1322
  * @param {AbstractShape3D} shape
@@ -1340,33 +1330,20 @@ export class PhysicsSystem extends System {
1340
1330
  }
1341
1331
 
1342
1332
  /**
1343
- * Speculative overlap query: find all bodies whose collider would
1344
- * overlap the given convex shape placed at the given world pose,
1345
- * without mutating the simulation. Intended for kinematic /
1346
- * character controllers that need to test "would I collide if I
1347
- * moved here?" before committing the move.
1333
+ * Find every body whose collider overlaps the given convex shape at the
1334
+ * given world pose, without mutating the simulation. Intended for
1335
+ * kinematic / character controllers testing "would I collide if I moved
1336
+ * here?" before committing the move.
1348
1337
  *
1349
- * Pipeline:
1350
- * 1. The shape's world AABB is computed from `position` + `rotation`.
1351
- * 2. Both broadphase trees (static + dynamic) are queried for
1352
- * bodies whose leaf AABB overlaps that envelope.
1353
- * 3. Each candidate is GJK-tested in world frame. Convex
1354
- * candidates run one GJK call; concave candidates (heightmap,
1355
- * mesh) run per-triangle GJK via the decomposition path.
1356
- * 4. The optional `filter` is consulted before the GJK test —
1357
- * useful for skipping the caller's own body, allies, sensors,
1358
- * etc.
1338
+ * Writes overlapping bodies' packed `body_id` values into `output` from
1339
+ * `output_offset`. Sizing the buffer is the caller's job: ids past its
1340
+ * end are dropped silently and the returned count caps at the space
1341
+ * available.
1359
1342
  *
1360
- * The output buffer is filled with overlapping bodies' `body_id`
1361
- * values (uint32 with packed generation), starting at
1362
- * `output_offset`. The caller is responsible for sizing the buffer;
1363
- * IDs past its end are dropped silently and the count caps at the
1364
- * available space.
1343
+ * `filter` runs before the shape test, which is the expensive part use
1344
+ * it to skip the caller's own body, allies, sensors.
1365
1345
  *
1366
- * The query shape must be convex. Concave query shapes throw —
1367
- * they're typically static terrain and not used as kinematic
1368
- * probes; the M×N triangle-pair cost wouldn't be worth the rare
1369
- * use case.
1346
+ * The query shape must be convex; a concave one throws.
1370
1347
  *
1371
1348
  * @param {AbstractShape3D} shape convex query shape, in its local frame
1372
1349
  * @param {{x:number,y:number,z:number}} position world position of
@@ -1383,6 +1360,24 @@ export class PhysicsSystem extends System {
1383
1360
  return overlap_shape_query(this, shape, position, rotation, output, output_offset, filter);
1384
1361
  }
1385
1362
 
1363
+ /**
1364
+ * Re-shape both broadphase trees so subsequent queries — {@link raycast},
1365
+ * {@link shapeCast}, {@link overlap}, and the per-step broadphase — walk
1366
+ * fewer nodes.
1367
+ *
1368
+ * Call it once after a level's statics are linked. Statics keep the win
1369
+ * for good (~12% fewer nodes visited); the dynamic tree's fades within
1370
+ * seconds as bodies move, so repeat calls are not worth scheduling. Costs
1371
+ * ~20 ms for 4000 bodies — a load-time operation, not a per-frame one.
1372
+ *
1373
+ * @returns {void}
1374
+ */
1375
+ optimize() {
1376
+ // empty and single-leaf trees are a no-op inside the optimizer
1377
+ ebvh_optimize_treelet(this.staticBvh);
1378
+ ebvh_optimize_treelet(this.dynamicBvh);
1379
+ }
1380
+
1386
1381
  /**
1387
1382
  * Wake propagation through contact pairs. Runs BEFORE broadphase so a
1388
1383
  * body woken here participates in THIS frame's broadphase / narrowphase
@@ -1893,6 +1888,17 @@ export class PhysicsSystem extends System {
1893
1888
  this.__interp_recorded_count = recorded_count;
1894
1889
  }
1895
1890
 
1891
+ /**
1892
+ * Advance the simulation by one step: forces, broadphase, narrowphase,
1893
+ * islands, the substep solve, CCD, sleep, and contact-event dispatch.
1894
+ * Reads and writes the linked {@link RigidBody} and {@link Transform}
1895
+ * components in place.
1896
+ *
1897
+ * Pass the same `dt` every step — warm-starting and sleep timing both
1898
+ * assume a fixed rate.
1899
+ *
1900
+ * @param {number} dt seconds
1901
+ */
1896
1902
  fixedUpdate(dt) {
1897
1903
  // Producer: restore authoritative pose (undo render interpolation)
1898
1904
  // before the sim reads any Transform this step.
@@ -64,11 +64,11 @@ export class FluidObstacleSystem extends System<any> {
64
64
  /**
65
65
  * @param {FluidComponent} fluid
66
66
  */
67
- static "__#349@#refresh_masks"(fluid: FluidComponent): void;
67
+ static "__#354@#refresh_masks"(fluid: FluidComponent): void;
68
68
  /**
69
69
  * @param {FluidComponent} fluid
70
70
  */
71
- static "__#349@#clear_field"(fluid: FluidComponent): void;
71
+ static "__#354@#clear_field"(fluid: FluidComponent): void;
72
72
  /**
73
73
  * Mark every cell of `fluid` whose centre lies within `inflation` of the
74
74
  * posed shape as solid. Iteration is clipped to the shape's world AABB
@@ -80,7 +80,7 @@ export class FluidObstacleSystem extends System<any> {
80
80
  * @param {number} inflation world-units SDF threshold
81
81
  * @param {Float64Array} point length-3 scratch
82
82
  */
83
- static "__#349@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
83
+ static "__#354@#voxelize"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array): void;
84
84
  /**
85
85
  * Write the obstacle's translation velocity onto every face of every cell
86
86
  * it voxelized — the moving-wall boundary condition. Runs AFTER the mask
@@ -100,7 +100,7 @@ export class FluidObstacleSystem extends System<any> {
100
100
  * @param {number} wvy
101
101
  * @param {number} wvz
102
102
  */
103
- static "__#349@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
103
+ static "__#354@#stamp_wall_velocity"(fluid: FluidComponent, posed: PosedShape3D, aabb: Float64Array, inflation: number, point: Float64Array, wvx: number, wvy: number, wvz: number): void;
104
104
  constructor();
105
105
  dependencies: (typeof FluidObstacle)[];
106
106
  components_used: (ResourceAccessSpecification<typeof Transform> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof FluidComponent> | ResourceAccessSpecification<typeof FluidObstacle>)[];