@zephyr3d/scene 0.6.1 → 0.7.1

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 (754) hide show
  1. package/dist/animation/animation.js +142 -31
  2. package/dist/animation/animation.js.map +1 -1
  3. package/dist/animation/animationset.js +186 -73
  4. package/dist/animation/animationset.js.map +1 -1
  5. package/dist/animation/animationtrack.js +66 -10
  6. package/dist/animation/animationtrack.js.map +1 -1
  7. package/dist/animation/eulerrotationtrack.js +40 -20
  8. package/dist/animation/eulerrotationtrack.js.map +1 -1
  9. package/dist/animation/morphtarget.js +20 -38
  10. package/dist/animation/morphtarget.js.map +1 -1
  11. package/dist/animation/morphtrack.js +59 -22
  12. package/dist/animation/morphtrack.js.map +1 -1
  13. package/dist/animation/proptrack.js +186 -0
  14. package/dist/animation/proptrack.js.map +1 -0
  15. package/dist/animation/rotationtrack.js +28 -11
  16. package/dist/animation/rotationtrack.js.map +1 -1
  17. package/dist/animation/scaletrack.js +28 -11
  18. package/dist/animation/scaletrack.js.map +1 -1
  19. package/dist/animation/skeleton.js +238 -82
  20. package/dist/animation/skeleton.js.map +1 -1
  21. package/dist/animation/translationtrack.js +29 -11
  22. package/dist/animation/translationtrack.js.map +1 -1
  23. package/dist/app/api.js +52 -0
  24. package/dist/app/api.js.map +1 -0
  25. package/dist/app/app.js +165 -0
  26. package/dist/app/app.js.map +1 -0
  27. package/dist/app/engine.js +300 -0
  28. package/dist/app/engine.js.map +1 -0
  29. package/dist/app/inputmgr.js +351 -0
  30. package/dist/app/inputmgr.js.map +1 -0
  31. package/dist/app/runtimescript.js +62 -0
  32. package/dist/app/runtimescript.js.map +1 -0
  33. package/dist/app/screen.js +318 -0
  34. package/dist/app/screen.js.map +1 -0
  35. package/dist/app/scriptingsystem.js +224 -0
  36. package/dist/app/scriptingsystem.js.map +1 -0
  37. package/dist/app/scriptregistry.js +421 -0
  38. package/dist/app/scriptregistry.js.map +1 -0
  39. package/dist/asset/assetmanager.js +823 -321
  40. package/dist/asset/assetmanager.js.map +1 -1
  41. package/dist/asset/builtin.js +12 -48
  42. package/dist/asset/builtin.js.map +1 -1
  43. package/dist/asset/loaders/dds/dds.js +23 -95
  44. package/dist/asset/loaders/dds/dds.js.map +1 -1
  45. package/dist/asset/loaders/dds/dds_loader.js +9 -19
  46. package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
  47. package/dist/asset/loaders/gltf/gltf_loader.js +50 -48
  48. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  49. package/dist/asset/loaders/gltf/helpers.js +33 -16
  50. package/dist/asset/loaders/gltf/helpers.js.map +1 -1
  51. package/dist/asset/loaders/hdr/hdr.js +39 -27
  52. package/dist/asset/loaders/hdr/hdr.js.map +1 -1
  53. package/dist/asset/loaders/image/tga_Loader.js +15 -17
  54. package/dist/asset/loaders/image/tga_Loader.js.map +1 -1
  55. package/dist/asset/loaders/image/webimage_loader.js +51 -50
  56. package/dist/asset/loaders/image/webimage_loader.js.map +1 -1
  57. package/dist/asset/loaders/loader.js +2 -2
  58. package/dist/asset/loaders/loader.js.map +1 -1
  59. package/dist/asset/model.js +160 -6
  60. package/dist/asset/model.js.map +1 -1
  61. package/dist/blitter/bilateralblur.js +0 -1
  62. package/dist/blitter/bilateralblur.js.map +1 -1
  63. package/dist/blitter/blitter.js +28 -31
  64. package/dist/blitter/blitter.js.map +1 -1
  65. package/dist/blitter/box.js +0 -1
  66. package/dist/blitter/box.js.map +1 -1
  67. package/dist/blitter/copy.js.map +1 -1
  68. package/dist/blitter/gaussianblur.js +23 -23
  69. package/dist/blitter/gaussianblur.js.map +1 -1
  70. package/dist/camera/base.js +139 -34
  71. package/dist/camera/base.js.map +1 -1
  72. package/dist/camera/camera.js +760 -172
  73. package/dist/camera/camera.js.map +1 -1
  74. package/dist/camera/fps.js +21 -27
  75. package/dist/camera/fps.js.map +1 -1
  76. package/dist/camera/orbit.js +134 -59
  77. package/dist/camera/orbit.js.map +1 -1
  78. package/dist/camera/orthocamera.js +52 -21
  79. package/dist/camera/orthocamera.js.map +1 -1
  80. package/dist/camera/perspectivecamera.js +60 -34
  81. package/dist/camera/perspectivecamera.js.map +1 -1
  82. package/dist/index.d.ts +17031 -6901
  83. package/dist/index.js +60 -21
  84. package/dist/index.js.map +1 -1
  85. package/dist/material/blinn.js +5 -0
  86. package/dist/material/blinn.js.map +1 -1
  87. package/dist/material/grassmaterial.js +6 -1
  88. package/dist/material/grassmaterial.js.map +1 -1
  89. package/dist/material/lambert.js +6 -1
  90. package/dist/material/lambert.js.map +1 -1
  91. package/dist/material/material.js +356 -77
  92. package/dist/material/material.js.map +1 -1
  93. package/dist/material/meshmaterial.js +505 -162
  94. package/dist/material/meshmaterial.js.map +1 -1
  95. package/dist/material/mixins/albedocolor.js +5 -1
  96. package/dist/material/mixins/albedocolor.js.map +1 -1
  97. package/dist/material/mixins/foliage.js +3 -3
  98. package/dist/material/mixins/foliage.js.map +1 -1
  99. package/dist/material/mixins/lightmodel/blinnphong.js +18 -5
  100. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  101. package/dist/material/mixins/lightmodel/lambert.js +6 -6
  102. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  103. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +242 -0
  104. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -0
  105. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +52 -15
  106. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  107. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +27 -9
  108. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  109. package/dist/material/mixins/lit.js +19 -7
  110. package/dist/material/mixins/lit.js.map +1 -1
  111. package/dist/material/mixins/pbr/brdf.js +134 -0
  112. package/dist/material/mixins/pbr/brdf.js.map +1 -0
  113. package/dist/material/mixins/pbr/common.js +68 -85
  114. package/dist/material/mixins/pbr/common.js.map +1 -1
  115. package/dist/material/mixins/texture.js +101 -83
  116. package/dist/material/mixins/texture.js.map +1 -1
  117. package/dist/material/mixins/vertexcolor.js +6 -2
  118. package/dist/material/mixins/vertexcolor.js.map +1 -1
  119. package/dist/material/particle.js +272 -0
  120. package/dist/material/particle.js.map +1 -0
  121. package/dist/material/pbrblueprint.js +344 -0
  122. package/dist/material/pbrblueprint.js.map +1 -0
  123. package/dist/material/pbrmr.js +10 -0
  124. package/dist/material/pbrmr.js.map +1 -1
  125. package/dist/material/pbrsg.js +10 -0
  126. package/dist/material/pbrsg.js.map +1 -1
  127. package/dist/material/shader/helper.js +533 -316
  128. package/dist/material/shader/helper.js.map +1 -1
  129. package/dist/material/sprite.js +301 -0
  130. package/dist/material/sprite.js.map +1 -0
  131. package/dist/material/sprite3d.js +301 -0
  132. package/dist/material/sprite3d.js.map +1 -0
  133. package/dist/material/sprite3d_std.js +116 -0
  134. package/dist/material/sprite3d_std.js.map +1 -0
  135. package/dist/material/sprite3dblueprint.js +235 -0
  136. package/dist/material/sprite3dblueprint.js.map +1 -0
  137. package/dist/material/sprite_std.js +116 -0
  138. package/dist/material/sprite_std.js.map +1 -0
  139. package/dist/material/spriteblueprint.js +235 -0
  140. package/dist/material/spriteblueprint.js.map +1 -0
  141. package/dist/material/terrain-cm.js +606 -0
  142. package/dist/material/terrain-cm.js.map +1 -0
  143. package/dist/material/terrainmaterial.js +59 -54
  144. package/dist/material/terrainmaterial.js.map +1 -1
  145. package/dist/material/unlit.js +5 -0
  146. package/dist/material/unlit.js.map +1 -1
  147. package/dist/material/water.js +415 -0
  148. package/dist/material/water.js.map +1 -0
  149. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
  150. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
  151. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
  152. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
  153. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
  154. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
  155. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
  156. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
  157. package/dist/node_modules/es-module-lexer/dist/lexer.js +5 -0
  158. package/dist/node_modules/es-module-lexer/dist/lexer.js.map +1 -0
  159. package/dist/posteffect/bloom.js +39 -54
  160. package/dist/posteffect/bloom.js.map +1 -1
  161. package/dist/posteffect/compositor.js +95 -128
  162. package/dist/posteffect/compositor.js.map +1 -1
  163. package/dist/posteffect/fxaa.js +10 -18
  164. package/dist/posteffect/fxaa.js.map +1 -1
  165. package/dist/posteffect/grayscale.js +9 -17
  166. package/dist/posteffect/grayscale.js.map +1 -1
  167. package/dist/posteffect/motionblur.js +105 -0
  168. package/dist/posteffect/motionblur.js.map +1 -0
  169. package/dist/posteffect/posteffect.js +66 -35
  170. package/dist/posteffect/posteffect.js.map +1 -1
  171. package/dist/posteffect/sao.js +13 -21
  172. package/dist/posteffect/sao.js.map +1 -1
  173. package/dist/posteffect/ssr.js +65 -103
  174. package/dist/posteffect/ssr.js.map +1 -1
  175. package/dist/posteffect/taa.js +175 -0
  176. package/dist/posteffect/taa.js.map +1 -0
  177. package/dist/posteffect/tonemap.js +12 -20
  178. package/dist/posteffect/tonemap.js.map +1 -1
  179. package/dist/render/abuffer_oit.js +38 -25
  180. package/dist/render/abuffer_oit.js.map +1 -1
  181. package/dist/render/clipmap.js +424 -106
  182. package/dist/render/clipmap.js.map +1 -1
  183. package/dist/render/cluster_light.js +11 -9
  184. package/dist/render/cluster_light.js.map +1 -1
  185. package/dist/render/cull_visitor.js +51 -13
  186. package/dist/render/cull_visitor.js.map +1 -1
  187. package/dist/render/depthpass.js +15 -7
  188. package/dist/render/depthpass.js.map +1 -1
  189. package/dist/render/drawable.js +15 -0
  190. package/dist/render/drawable.js.map +1 -0
  191. package/dist/render/drawable_mixin.js +121 -44
  192. package/dist/render/drawable_mixin.js.map +1 -1
  193. package/dist/render/envlight.js +86 -141
  194. package/dist/render/envlight.js.map +1 -1
  195. package/dist/render/fbm_wavegenerator.js +236 -0
  196. package/dist/render/fbm_wavegenerator.js.map +1 -0
  197. package/dist/render/fft_wavegenerator.js +131 -114
  198. package/dist/render/fft_wavegenerator.js.map +1 -1
  199. package/dist/render/fullscreenquad.js +2 -2
  200. package/dist/render/fullscreenquad.js.map +1 -1
  201. package/dist/render/gerstner_wavegenerator.js +100 -48
  202. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  203. package/dist/render/globalbindgroup_allocator.js +7 -3
  204. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  205. package/dist/render/hzb.js +7 -5
  206. package/dist/render/hzb.js.map +1 -1
  207. package/dist/render/lightpass.js +28 -27
  208. package/dist/render/lightpass.js.map +1 -1
  209. package/dist/render/objectcolorpass.js +6 -9
  210. package/dist/render/objectcolorpass.js.map +1 -1
  211. package/dist/render/primitive.js +213 -105
  212. package/dist/render/primitive.js.map +1 -1
  213. package/dist/render/render_queue.js +49 -24
  214. package/dist/render/render_queue.js.map +1 -1
  215. package/dist/render/renderbundle_wrapper.js +65 -15
  216. package/dist/render/renderbundle_wrapper.js.map +1 -1
  217. package/dist/render/renderer.js +324 -189
  218. package/dist/render/renderer.js.map +1 -1
  219. package/dist/render/renderpass.js +43 -84
  220. package/dist/render/renderpass.js.map +1 -1
  221. package/dist/render/rendertarget.js +5 -0
  222. package/dist/render/rendertarget.js.map +1 -0
  223. package/dist/render/screenrendertarget.js +56 -0
  224. package/dist/render/screenrendertarget.js.map +1 -0
  225. package/dist/render/shadowmap_pass.js +5 -6
  226. package/dist/render/shadowmap_pass.js.map +1 -1
  227. package/dist/render/sky.js +867 -542
  228. package/dist/render/sky.js.map +1 -1
  229. package/dist/render/weightedblended_oit.js +13 -15
  230. package/dist/render/weightedblended_oit.js.map +1 -1
  231. package/dist/scene/basesprite.js +296 -0
  232. package/dist/scene/basesprite.js.map +1 -0
  233. package/dist/scene/batchgroup.js +22 -7
  234. package/dist/scene/batchgroup.js.map +1 -1
  235. package/dist/scene/environment.js +78 -49
  236. package/dist/scene/environment.js.map +1 -1
  237. package/dist/scene/graph_node.js +2 -3
  238. package/dist/scene/graph_node.js.map +1 -1
  239. package/dist/scene/light.js +49 -92
  240. package/dist/scene/light.js.map +1 -1
  241. package/dist/scene/mesh.js +298 -89
  242. package/dist/scene/mesh.js.map +1 -1
  243. package/dist/scene/octree.js +371 -162
  244. package/dist/scene/octree.js.map +1 -1
  245. package/dist/scene/particlesys.js +687 -0
  246. package/dist/scene/particlesys.js.map +1 -0
  247. package/dist/scene/raycast_visitor.js +26 -13
  248. package/dist/scene/raycast_visitor.js.map +1 -1
  249. package/dist/scene/scene.js +312 -85
  250. package/dist/scene/scene.js.map +1 -1
  251. package/dist/scene/scene_node.js +663 -105
  252. package/dist/scene/scene_node.js.map +1 -1
  253. package/dist/scene/sprite.js +18 -0
  254. package/dist/scene/sprite.js.map +1 -0
  255. package/dist/scene/sprite3d.js +18 -0
  256. package/dist/scene/sprite3d.js.map +1 -0
  257. package/dist/scene/terrain/grass.js +48 -49
  258. package/dist/scene/terrain/grass.js.map +1 -1
  259. package/dist/scene/terrain/heightfield.js +46 -44
  260. package/dist/scene/terrain/heightfield.js.map +1 -1
  261. package/dist/scene/terrain/patch.js +20 -29
  262. package/dist/scene/terrain/patch.js.map +1 -1
  263. package/dist/scene/terrain/quadtree.js +58 -27
  264. package/dist/scene/terrain/quadtree.js.map +1 -1
  265. package/dist/scene/terrain/terrain.js +31 -45
  266. package/dist/scene/terrain/terrain.js.map +1 -1
  267. package/dist/scene/terrain-cm/grass.js +604 -0
  268. package/dist/scene/terrain-cm/grass.js.map +1 -0
  269. package/dist/scene/terrain-cm/grassmaterial.js +162 -0
  270. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -0
  271. package/dist/scene/terrain-cm/terrain-cm.js +550 -0
  272. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -0
  273. package/dist/scene/water.js +383 -0
  274. package/dist/scene/water.js.map +1 -0
  275. package/dist/shaders/atmosphere.js +945 -0
  276. package/dist/shaders/atmosphere.js.map +1 -0
  277. package/dist/shaders/fog.js +116 -0
  278. package/dist/shaders/fog.js.map +1 -0
  279. package/dist/shaders/misc.js.map +1 -1
  280. package/dist/shaders/noise.js +217 -8
  281. package/dist/shaders/noise.js.map +1 -1
  282. package/dist/shaders/pbr.js.map +1 -1
  283. package/dist/shaders/shadow.js +8 -8
  284. package/dist/shaders/shadow.js.map +1 -1
  285. package/dist/shaders/ssr.js +87 -39
  286. package/dist/shaders/ssr.js.map +1 -1
  287. package/dist/shaders/temporal.js +216 -0
  288. package/dist/shaders/temporal.js.map +1 -0
  289. package/dist/shaders/water.js +42 -20
  290. package/dist/shaders/water.js.map +1 -1
  291. package/dist/shadow/esm.js +32 -14
  292. package/dist/shadow/esm.js.map +1 -1
  293. package/dist/shadow/pcf_opt.js +12 -13
  294. package/dist/shadow/pcf_opt.js.map +1 -1
  295. package/dist/shadow/pcf_pd.js +12 -13
  296. package/dist/shadow/pcf_pd.js.map +1 -1
  297. package/dist/shadow/shader.js +40 -0
  298. package/dist/shadow/shader.js.map +1 -0
  299. package/dist/shadow/shadow_impl.js.map +1 -1
  300. package/dist/shadow/shadowmapper.js +73 -44
  301. package/dist/shadow/shadowmapper.js.map +1 -1
  302. package/dist/shadow/ssm.js +15 -16
  303. package/dist/shadow/ssm.js.map +1 -1
  304. package/dist/shadow/vsm.js +33 -16
  305. package/dist/shadow/vsm.js.map +1 -1
  306. package/dist/shapes/box.js +187 -83
  307. package/dist/shapes/box.js.map +1 -1
  308. package/dist/shapes/cylinder.js +101 -43
  309. package/dist/shapes/cylinder.js.map +1 -1
  310. package/dist/shapes/plane.js +70 -29
  311. package/dist/shapes/plane.js.map +1 -1
  312. package/dist/shapes/shape.js +121 -17
  313. package/dist/shapes/shape.js.map +1 -1
  314. package/dist/shapes/sphere.js +78 -44
  315. package/dist/shapes/sphere.js.map +1 -1
  316. package/dist/shapes/tetrahedron.js +255 -0
  317. package/dist/shapes/tetrahedron.js.map +1 -0
  318. package/dist/shapes/torus.js +76 -55
  319. package/dist/shapes/torus.js.map +1 -1
  320. package/dist/src/animation/animation.js +127 -0
  321. package/dist/src/animation/animation.js.map +1 -0
  322. package/dist/src/animation/animationset.js +255 -0
  323. package/dist/src/animation/animationset.js.map +1 -0
  324. package/dist/src/animation/animationtrack.js +34 -0
  325. package/dist/src/animation/animationtrack.js.map +1 -0
  326. package/dist/src/animation/eulerrotationtrack.js +52 -0
  327. package/dist/src/animation/eulerrotationtrack.js.map +1 -0
  328. package/dist/src/animation/morphtarget.js +93 -0
  329. package/dist/src/animation/morphtarget.js.map +1 -0
  330. package/dist/src/animation/morphtrack.js +70 -0
  331. package/dist/src/animation/morphtrack.js.map +1 -0
  332. package/dist/src/animation/proptrack.js +161 -0
  333. package/dist/src/animation/proptrack.js.map +1 -0
  334. package/dist/src/animation/rotationtrack.js +51 -0
  335. package/dist/src/animation/rotationtrack.js.map +1 -0
  336. package/dist/src/animation/scaletrack.js +50 -0
  337. package/dist/src/animation/scaletrack.js.map +1 -0
  338. package/dist/src/animation/skeleton.js +204 -0
  339. package/dist/src/animation/skeleton.js.map +1 -0
  340. package/dist/src/animation/translationtrack.js +50 -0
  341. package/dist/src/animation/translationtrack.js.map +1 -0
  342. package/dist/{app.js → src/app/app.js} +18 -40
  343. package/dist/src/app/app.js.map +1 -0
  344. package/dist/{input → src/app}/inputmgr.js +41 -16
  345. package/dist/src/app/inputmgr.js.map +1 -0
  346. package/dist/src/asset/assetmanager.js +404 -0
  347. package/dist/src/asset/assetmanager.js.map +1 -0
  348. package/dist/src/asset/builtin.js +337 -0
  349. package/dist/src/asset/builtin.js.map +1 -0
  350. package/dist/src/asset/loaders/dds/dds.js +470 -0
  351. package/dist/src/asset/loaders/dds/dds.js.map +1 -0
  352. package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
  353. package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
  354. package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
  355. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
  356. package/dist/src/asset/loaders/gltf/helpers.js +327 -0
  357. package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
  358. package/dist/src/asset/loaders/hdr/hdr.js +180 -0
  359. package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
  360. package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
  361. package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
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+ {"version":3,"file":"octree.js","sources":["../../src/scene/octree.ts"],"sourcesContent":["import type { Nullable } from '@zephyr3d/base';\r\nimport { Vector3, AABB, nextPowerOf2, ASSERT } from '@zephyr3d/base';\r\nimport type { GraphNode } from './graph_node';\r\nimport type { Scene } from './scene';\r\nimport type { Visitor } from './visitor';\r\n\r\n/**\r\n * Child placement within an octree node.\r\n *\r\n * @remarks\r\n * Encodes the child octant by the sign of \\((x, y, z)\\):\r\n * - `P` for positive, `N` for negative.\r\n * - Example: `PPN` means \\(+x, +y, -z\\).\r\n *\r\n * @public\r\n */\r\nexport enum OctreePlacement {\r\n PPP = 0,\r\n PPN = 1,\r\n PNP = 2,\r\n PNN = 3,\r\n NPP = 4,\r\n NPN = 5,\r\n NNP = 6,\r\n NNN = 7\r\n}\r\n\r\n/**\r\n * A single node (cell) within the octree hierarchy.\r\n *\r\n * @remarks\r\n * - Holds scene graph nodes that spatially belong to the node's region.\r\n * - Computes tight and loosed AABBs on demand.\r\n * - Provides navigation to parent/children based on placement.\r\n *\r\n * @public\r\n */\r\nexport class OctreeNode {\r\n /** @internal */\r\n private _chunk: Nullable<OctreeNodeChunk>;\r\n /** @internal */\r\n private _position: number;\r\n /** @internal */\r\n private _nodes: GraphNode[];\r\n /** @internal */\r\n private _box: Nullable<AABB>;\r\n /** @internal */\r\n private _boxLoosed: Nullable<AABB>;\r\n /**\r\n * Create an empty octree node.\r\n *\r\n * @remarks\r\n * Nodes are created and wired by `OctreeNodeChunk`.\r\n */\r\n constructor() {\r\n this._chunk = null;\r\n this._position = 0;\r\n this._nodes = [];\r\n this._box = null;\r\n this._boxLoosed = null;\r\n }\r\n /**\r\n * Get all scene nodes contained in this octree node.\r\n *\r\n * @remarks\r\n * The returned array is owned by the node and may be mutated internally.\r\n *\r\n * @returns An array of scene nodes currently held by this octree node.\r\n */\r\n getNodes() {\r\n return this._nodes;\r\n }\r\n /**\r\n * Get the hierarchical level index of this node.\r\n *\r\n * @remarks\r\n * Level 0 is the root chunk; higher levels are finer subdivisions.\r\n *\r\n * @returns The level index of this octree node.\r\n */\r\n getLevel() {\r\n return this._chunk!.getLevel();\r\n }\r\n /**\r\n * Add a scene node to this octree node.\r\n *\r\n * @param node - Scene node to add.\r\n */\r\n addNode(node: GraphNode) {\r\n if (node && this._nodes.indexOf(node) < 0) {\r\n this._nodes.push(node);\r\n node.octreeNode = this;\r\n }\r\n }\r\n /**\r\n * Remove a scene node from this octree node.\r\n *\r\n * @param node - Scene node to remove.\r\n */\r\n removeNode(node: GraphNode) {\r\n const index = this._nodes.indexOf(node);\r\n if (index >= 0) {\r\n this._nodes.splice(index, 1);\r\n node.octreeNode = null;\r\n }\r\n }\r\n /**\r\n * Remove all scene nodes from this octree node.\r\n */\r\n clearNodes() {\r\n for (const node of this._nodes) {\r\n node.octreeNode = null;\r\n }\r\n this._nodes = [];\r\n }\r\n /**\r\n * Assign the chunk that owns this node.\r\n *\r\n * @param chunk - Owning chunk.\r\n */\r\n setChunk(chunk: OctreeNodeChunk) {\r\n ASSERT(!!chunk, 'Invalid chunk');\r\n this._chunk = chunk;\r\n }\r\n /**\r\n * Get the chunk that owns this node.\r\n *\r\n * @returns The `OctreeNodeChunk` that owns this node.\r\n */\r\n getChunk() {\r\n return this._chunk;\r\n }\r\n /**\r\n * Set the node's linear position index within the owning chunk.\r\n *\r\n * @param index - Position index.\r\n */\r\n setPosition(index: number) {\r\n this._position = index;\r\n }\r\n /**\r\n * Get the node's linear position index within the owning chunk.\r\n *\r\n * @returns The linear position index of this node.\r\n */\r\n getPosition() {\r\n return this._position;\r\n }\r\n /**\r\n * Get the tight AABB of this node, computed from its existing children.\r\n *\r\n * @remarks\r\n * - Computed lazily by merging all child boxes from the next chunk level.\r\n * - Returns `null` if no child contributes a valid box.\r\n *\r\n * @returns The tight `AABB` of this node, or `null` if unavailable.\r\n */\r\n getBox() {\r\n if (this._box === null) {\r\n const box = new AABB();\r\n box.beginExtend();\r\n for (let i = 0; i < 8; i++) {\r\n const child = this.getChild(i);\r\n if (child) {\r\n const childBox = child.getBox();\r\n if (childBox) {\r\n box.extend(childBox.minPoint);\r\n box.extend(childBox.maxPoint);\r\n }\r\n }\r\n }\r\n if (box.isValid()) {\r\n this._box = box;\r\n }\r\n }\r\n return this._box;\r\n }\r\n /**\r\n * Get the loosed AABB of this node.\r\n *\r\n * @remarks\r\n * The loosed AABB expands the node by half a node size in each direction,\r\n * forming a conservative region used for stable placement.\r\n *\r\n * @returns The loosed `AABB` of this node.\r\n */\r\n getBoxLoosed() {\r\n if (this._boxLoosed === null) {\r\n ASSERT(!!this._chunk, 'Invalid chunk');\r\n const d = this._chunk.getDimension();\r\n const nodeSize = this._chunk.getNodeSize();\r\n const halfWorldSize = this._chunk.getWorldSize() * 0.5;\r\n const px = this._position % d;\r\n const py = Math.floor(this._position / d) % d;\r\n const pz = Math.floor(Math.floor(this._position / d) / d);\r\n const minPoint = new Vector3(px - 0.5, py - 0.5, pz - 0.5)\r\n .scaleBy(nodeSize)\r\n .subBy(new Vector3(halfWorldSize, halfWorldSize, halfWorldSize));\r\n const maxPoint = new Vector3(\r\n minPoint.x + nodeSize * 2,\r\n minPoint.y + nodeSize * 2,\r\n minPoint.z + nodeSize * 2\r\n );\r\n this._boxLoosed = new AABB(minPoint, maxPoint);\r\n }\r\n return this._boxLoosed;\r\n }\r\n /**\r\n * Get the minimum (tight) corner point of this node in world space.\r\n *\r\n * @returns The minimum corner as a `Vector3`.\r\n */\r\n getMinPoint() {\r\n ASSERT(!!this._chunk, 'Invalid chunk');\r\n const d = this._chunk.getDimension();\r\n const nodeSize = this._chunk.getNodeSize();\r\n const halfWorldSize = this._chunk.getWorldSize() * 0.5;\r\n const px = this._position % d;\r\n const py = Math.floor(this._position / d) % d;\r\n const pz = Math.floor(Math.floor(this._position / d) / d);\r\n return new Vector3(px, py, pz)\r\n .scaleBy(nodeSize)\r\n .subBy(new Vector3(halfWorldSize, halfWorldSize, halfWorldSize));\r\n }\r\n /**\r\n * Get the maximum (tight) corner point of this node in world space.\r\n *\r\n * @returns The maximum corner as a `Vector3`.\r\n */\r\n getMaxPoint() {\r\n ASSERT(!!this._chunk, 'Invalid chunk');\r\n const d = this._chunk.getDimension();\r\n const nodeSize = this._chunk.getNodeSize();\r\n const halfWorldSize = this._chunk.getWorldSize() * 0.5;\r\n const px = (this._position % d) + 1;\r\n const py = (Math.floor(this._position / d) % d) + 1;\r\n const pz = Math.floor(Math.floor(this._position / d) / d) + 1;\r\n return new Vector3(px, py, pz)\r\n .scaleBy(nodeSize)\r\n .subBy(new Vector3(halfWorldSize, halfWorldSize, halfWorldSize));\r\n }\r\n /**\r\n * Get the loosed minimum corner point of this node in world space.\r\n *\r\n * @returns The loosed minimum corner as a `Vector3`.\r\n */\r\n getMinPointLoosed() {\r\n const halfNodeSize = this._chunk!.getNodeSize() * 0.5;\r\n return this.getMinPoint().subBy(new Vector3(halfNodeSize, halfNodeSize, halfNodeSize));\r\n }\r\n /**\r\n * Get the loosed maximum corner point of this node in world space.\r\n *\r\n * @returns The loosed maximum corner as a `Vector3`.\r\n */\r\n getMaxPointLoosed() {\r\n const halfNodeSize = this._chunk!.getNodeSize() * 0.5;\r\n return this.getMaxPoint().addBy(new Vector3(halfNodeSize, halfNodeSize, halfNodeSize));\r\n }\r\n /**\r\n * Get a child node by placement from the next (finer) chunk.\r\n *\r\n * @param placement - Child octant placement.\r\n *\r\n * @remarks\r\n * Returns `null` if the next chunk does not exist or the child is absent.\r\n *\r\n * @returns The child `OctreeNode`, or `null` if not present.\r\n */\r\n getChild(placement: OctreePlacement) {\r\n ASSERT(!!this._chunk, 'Invalid chunk');\r\n const next = this._chunk.getNext();\r\n return next ? next.getNode(this._chunk.getChildIndex(this._position, placement)) : null;\r\n }\r\n /**\r\n * Get or create a child node by placement from the next (finer) chunk.\r\n *\r\n * @param placement - Child octant placement.\r\n *\r\n * @remarks\r\n * Returns `null` if the next chunk does not exist.\r\n *\r\n * @returns The existing or newly created child `OctreeNode`, or `null` if creation is not possible.\r\n */\r\n getOrCreateChild(placement: OctreePlacement) {\r\n ASSERT(!!this._chunk, 'Invalid chunk');\r\n const next = this._chunk.getNext();\r\n return next ? next.getOrCreateNode(this._chunk.getChildIndex(this._position, placement)) : null;\r\n }\r\n /**\r\n * Get the parent node from the previous (coarser) chunk.\r\n *\r\n * @remarks\r\n * Returns `null` if the previous chunk does not exist or the parent is absent.\r\n *\r\n * @returns The parent `OctreeNode`, or `null` if not present.\r\n */\r\n getParent() {\r\n ASSERT(!!this._chunk, 'Invalid chunk');\r\n const prev = this._chunk.getPrev();\r\n return prev ? prev.getNode(this._chunk.getParentIndex(this._position)) : null;\r\n }\r\n /**\r\n * Get or create the parent node from the previous (coarser) chunk.\r\n *\r\n * @remarks\r\n * Returns `null` if the previous chunk does not exist.\r\n *\r\n * @returns The existing or newly created parent `OctreeNode`, or `null` if creation is not possible.\r\n */\r\n getOrCreateParent() {\r\n ASSERT(!!this._chunk, 'Invalid chunk');\r\n const prev = this._chunk.getPrev();\r\n return prev ? prev.getOrCreateNode(this._chunk.getParentIndex(this._position)) : null;\r\n }\r\n /**\r\n * Create all eight children for this node in the next (finer) chunk.\r\n *\r\n * @remarks\r\n * No-op when the next chunk does not exist.\r\n */\r\n createChildren() {\r\n this.getOrCreateChild(OctreePlacement.PPP);\r\n this.getOrCreateChild(OctreePlacement.PPN);\r\n this.getOrCreateChild(OctreePlacement.PNP);\r\n this.getOrCreateChild(OctreePlacement.PNN);\r\n this.getOrCreateChild(OctreePlacement.NPP);\r\n this.getOrCreateChild(OctreePlacement.NPN);\r\n this.getOrCreateChild(OctreePlacement.NNP);\r\n this.getOrCreateChild(OctreePlacement.NNN);\r\n }\r\n /**\r\n * Traverse this node and existing children in pre-order.\r\n *\r\n * @param v - Visitor invoked on each node; if it returns `true`, traversal continues into children.\r\n *\r\n * @remarks\r\n * Children are visited in octant order [PPP, PPN, PNP, PNN, NPP, NPN, NNP, NNN].\r\n */\r\n traverse(v: Visitor<OctreeNode>) {\r\n if (v.visit(this)) {\r\n for (let i = 0; i < 8; i++) {\r\n const child = this.getChild(i);\r\n if (child) {\r\n child.traverse(v);\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * A grid of octree nodes at a specific level of detail.\r\n *\r\n * @remarks\r\n * - Each chunk represents a uniform grid of (d x d x d) nodes, where (d = 2^\\{level\\}).\r\n * - Chunks are linked as a hierarchy from coarse (root) to fine (leaf) via `prev`/`next`.\r\n * - Nodes are created lazily and indexed by a linear index.\r\n *\r\n * @public\r\n */\r\nexport class OctreeNodeChunk {\r\n /** @internal */\r\n private _level: number;\r\n /** @internal */\r\n private _dimension: number;\r\n /** @internal */\r\n private _nodeSize: number;\r\n /** @internal */\r\n private _prev: Nullable<OctreeNodeChunk>;\r\n /** @internal */\r\n private _next: Nullable<OctreeNodeChunk>;\r\n /** @internal */\r\n private readonly _octree: Octree;\r\n /** @internal */\r\n private readonly _nodeMap: Map<number, OctreeNode>;\r\n /**\r\n * Create a chunk for the given octree.\r\n *\r\n * @param octree - Owning octree.\r\n */\r\n constructor(octree: Octree) {\r\n this._octree = octree;\r\n this._level = 0;\r\n this._dimension = 0;\r\n this._nodeSize = 0;\r\n this._next = null;\r\n this._prev = null;\r\n this._nodeMap = new Map();\r\n }\r\n /** @internal */\r\n get nodeMap() {\r\n return this._nodeMap;\r\n }\r\n /**\r\n * Get an octree node by linear index.\r\n *\r\n * @param index - Linear index within this chunk.\r\n *\r\n * @returns The `OctreeNode` at the index, or `null` if absent.\r\n */\r\n getNode(index: number) {\r\n return this._nodeMap.get(index) || null;\r\n }\r\n /**\r\n * Get or create an octree node by linear index.\r\n *\r\n * @param index - Linear index within this chunk.\r\n *\r\n * @returns The existing or newly created `OctreeNode`.\r\n */\r\n getOrCreateNode(index: number) {\r\n let node = this.getNode(index);\r\n if (!node) {\r\n node = new OctreeNode();\r\n node.setChunk(this);\r\n node.setPosition(index);\r\n this._nodeMap.set(index, node);\r\n }\r\n return node;\r\n }\r\n /**\r\n * Ensure the node chain (this level and all parents) exists for a given index.\r\n *\r\n * @param index - Linear index at this level.\r\n *\r\n * @returns The `OctreeNode` at this level; parent nodes are created as needed.\r\n */\r\n getOrCreateNodeChain(index: number) {\r\n const node = this.getOrCreateNode(index);\r\n if (this._prev) {\r\n this._prev.getOrCreateNodeChain(this.getParentIndex(index));\r\n }\r\n return node;\r\n }\r\n /**\r\n * Remove and clear all nodes in this chunk.\r\n *\r\n * @remarks\r\n * Also detaches all scene nodes held by each `OctreeNode`.\r\n */\r\n clearNodes() {\r\n for (const key of this._nodeMap.keys()) {\r\n this._nodeMap.get(key)!.clearNodes();\r\n this._nodeMap.delete(key);\r\n }\r\n }\r\n /**\r\n * Compute the child index in the next chunk for a given parent index and placement.\r\n *\r\n * @param index - Parent node index in this chunk.\r\n * @param placement - Child octant placement.\r\n *\r\n * @returns The linear index of the child in the next chunk.\r\n */\r\n getChildIndex(index: number, placement: OctreePlacement) {\r\n const dim = this._dimension;\r\n let px = 2 * (index % dim);\r\n let py = 2 * (Math.floor(index / dim) % dim);\r\n let pz = 2 * Math.floor(Math.floor(index / dim) / dim);\r\n switch (placement) {\r\n case OctreePlacement.PPP:\r\n ++px;\r\n ++py;\r\n ++pz;\r\n break;\r\n case OctreePlacement.PPN:\r\n ++px;\r\n ++py;\r\n break;\r\n case OctreePlacement.PNP:\r\n ++px;\r\n ++pz;\r\n break;\r\n case OctreePlacement.PNN:\r\n ++px;\r\n break;\r\n case OctreePlacement.NPP:\r\n ++py;\r\n ++pz;\r\n break;\r\n case OctreePlacement.NPN:\r\n ++py;\r\n break;\r\n case OctreePlacement.NNP:\r\n ++pz;\r\n break;\r\n case OctreePlacement.NNN:\r\n break;\r\n default:\r\n ASSERT(false, 'getChildIndex: Got invalid index');\r\n return 0;\r\n }\r\n const dimension2 = 2 * dim;\r\n return pz * dimension2 * dimension2 + py * dimension2 + px;\r\n }\r\n /**\r\n * Compute the parent index in the previous chunk for a given child index.\r\n *\r\n * @param index - Child node index in this chunk.\r\n *\r\n * @returns The linear index of the parent in the previous chunk.\r\n */\r\n getParentIndex(index: number) {\r\n const dim = this._dimension;\r\n const px = index % dim >> 1;\r\n const py = Math.floor(index / dim) % dim >> 1;\r\n const pz = Math.floor(Math.floor(index / dim) / dim) >> 1;\r\n const d = dim >> 1;\r\n return px + py * d + pz * d * d;\r\n }\r\n /**\r\n * Node size at this chunk level.\r\n *\r\n * @remarks\r\n * Represents the world-space edge length for a cell at this level.\r\n *\r\n * @returns The world-space edge length per cell in this chunk.\r\n */\r\n getNodeSize() {\r\n return this._nodeSize;\r\n }\r\n /**\r\n * Root world size of the octree.\r\n *\r\n * @remarks\r\n * Same across all chunks; used to convert between world coordinates and indices.\r\n *\r\n * @returns The root world size (edge length) of the octree.\r\n */\r\n getWorldSize() {\r\n return this._octree.getRootSize();\r\n }\r\n /**\r\n * Dimension of this chunk (number of cells per axis).\r\n *\r\n * @remarks\r\n * Equals \\(2^\\{level\\}\\).\r\n *\r\n * @returns The dimension (cells per axis) for this chunk.\r\n */\r\n getDimension() {\r\n return this._dimension;\r\n }\r\n /**\r\n * Level index of this chunk (0 = root/coarsest).\r\n *\r\n * @returns The level index of this chunk.\r\n */\r\n getLevel() {\r\n return this._level;\r\n }\r\n /**\r\n * Whether this chunk currently has no created nodes.\r\n *\r\n * @returns True if the chunk has no nodes; otherwise false.\r\n */\r\n empty() {\r\n return this._nodeMap.size === 0;\r\n }\r\n /**\r\n * Next (finer) chunk in the hierarchy, or `null` if this is the finest.\r\n *\r\n * @returns The next `OctreeNodeChunk`, or `null` if none.\r\n */\r\n getNext() {\r\n return this._next;\r\n }\r\n /**\r\n * Previous (coarser) chunk in the hierarchy, or `null` if this is the root.\r\n *\r\n * @returns The previous `OctreeNodeChunk`, or `null` if none.\r\n */\r\n getPrev() {\r\n return this._prev;\r\n }\r\n /**\r\n * The octree that owns this chunk.\r\n *\r\n * @returns The owning `Octree` instance.\r\n */\r\n getOctree() {\r\n return this._octree;\r\n }\r\n /**\r\n * Set the level index.\r\n *\r\n * @param level - Level index for this chunk.\r\n */\r\n setLevel(level: number) {\r\n this._level = level;\r\n }\r\n /**\r\n * Set the dimension (cells per axis).\r\n *\r\n * @param dimension - Dimension for this chunk (typically \\(2^\\{level\\}\\)).\r\n */\r\n setDimension(dimension: number) {\r\n this._dimension = dimension;\r\n }\r\n /**\r\n * Set the node size at this level.\r\n *\r\n * @param size - World-space edge length per cell.\r\n */\r\n setNodeSize(size: number) {\r\n this._nodeSize = size;\r\n }\r\n /**\r\n * Link to the next (finer) chunk.\r\n *\r\n * @param chunk - The next chunk.\r\n */\r\n setNext(chunk: OctreeNodeChunk) {\r\n this._next = chunk;\r\n }\r\n /**\r\n * Link to the previous (coarser) chunk.\r\n *\r\n * @param chunk - The previous chunk.\r\n */\r\n setPrev(chunk: OctreeNodeChunk) {\r\n this._prev = chunk;\r\n }\r\n}\r\n\r\n/**\r\n * Spatial acceleration structure for scene graph nodes using an octree hierarchy.\r\n *\r\n * @remarks\r\n * - Organizes `GraphNode` instances into a multi-level grid of `OctreeNodeChunk`s.\r\n * - Supports dynamic resizing to accommodate large scenes while maintaining a minimum leaf size.\r\n * - Placement is driven by world-space AABBs; nodes are mapped to an appropriate level by size.\r\n * - Maintains a weak map from `GraphNode` to the current `OctreeNode` for efficient updates.\r\n *\r\n * Performance:\r\n * - Nodes and chunks are created lazily.\r\n * - Resizing re-inserts existing nodes; use sparingly and prefer reasonable initial sizes.\r\n *\r\n * Invariants:\r\n * - `rootSize` and `leafSize` are powers of two; `rootSize >= leafSize`.\r\n * - Level 0 chunk exists after initialization.\r\n *\r\n * @public\r\n */\r\nexport class Octree {\r\n /** @internal */\r\n private readonly _scene: Scene;\r\n /** @internal */\r\n private _chunks: OctreeNodeChunk[];\r\n /** @internal */\r\n private _rootSize: number;\r\n /** @internal */\r\n private readonly _maxRootSize: number;\r\n /** @internal */\r\n private _leafSize: number;\r\n /** @internal */\r\n private _rootNode: Nullable<OctreeNode>;\r\n /** @internal */\r\n private _nodeMap: WeakMap<GraphNode, OctreeNode>;\r\n /** @internal */\r\n private readonly _nodes: Set<GraphNode>;\r\n /**\r\n * Create an octree.\r\n *\r\n * @param scene - Owning scene instance.\r\n * @param rootSize - Initial root world size (edge length), power of two. Defaults to 8.\r\n * @param leafSize - Minimum leaf cell size (edge length), power of two. Defaults to 8.\r\n * @param maxRootSize - Hard cap for dynamic growth. Defaults to 65536.\r\n *\r\n * @remarks\r\n * The octree is initialized on construction; use `finalize()` to clear all data.\r\n */\r\n constructor(scene: Scene, rootSize = 8, leafSize = 8, maxRootSize = 65536) {\r\n this._scene = scene;\r\n this._chunks = [];\r\n this._rootSize = 0;\r\n this._leafSize = 0;\r\n this._rootNode = null;\r\n this._nodeMap = new WeakMap();\r\n this._nodes = new Set();\r\n this.initialize(rootSize, leafSize);\r\n this._maxRootSize = Math.max(maxRootSize, this._rootSize);\r\n }\r\n /**\r\n * Initialize the octree with specified root and leaf sizes.\r\n *\r\n * @param rootSize - Root world size (edge length).\r\n * @param leafSize - Leaf cell size (edge length).\r\n *\r\n * @remarks\r\n * - Clears any existing data.\r\n * - Builds chunk hierarchy from coarse to fine granularity.\r\n */\r\n initialize(rootSize: number, leafSize: number) {\r\n this.finalize();\r\n this._leafSize = leafSize;\r\n this._rootSize = Math.max(leafSize, rootSize);\r\n let n = 1;\r\n for (; rootSize >= leafSize * 2; leafSize *= 2, ++n) {\r\n // no-op\r\n }\r\n for (let i = 0; i < n; ++i, rootSize *= 0.5) {\r\n const chunk = new OctreeNodeChunk(this);\r\n chunk.setLevel(i);\r\n chunk.setNodeSize(rootSize);\r\n chunk.setDimension(1 << i);\r\n this._chunks.push(chunk);\r\n if (i > 0) {\r\n this._chunks[i - 1].setNext(chunk);\r\n chunk.setPrev(this._chunks[i - 1]);\r\n }\r\n }\r\n }\r\n /**\r\n * Free all nodes and chunks owned by this octree.\r\n *\r\n * @remarks\r\n * Resets sizes, root node, and placement maps.\r\n */\r\n finalize() {\r\n this._chunks.forEach((chunk) => chunk.clearNodes());\r\n this._chunks = [];\r\n this._rootSize = 0;\r\n this._leafSize = 0;\r\n this._rootNode = null;\r\n this._nodeMap = new WeakMap();\r\n }\r\n /**\r\n * Owning scene.\r\n *\r\n * @returns The `Scene` that owns this octree.\r\n */\r\n getScene() {\r\n return this._scene;\r\n }\r\n /**\r\n * Root world size (edge length).\r\n *\r\n * @returns The current root world size.\r\n */\r\n getRootSize() {\r\n return this._rootSize;\r\n }\r\n /**\r\n * Minimum leaf cell size (edge length).\r\n *\r\n * @returns The current leaf cell size.\r\n */\r\n getLeafSize() {\r\n return this._leafSize;\r\n }\r\n /**\r\n * Locate the best-fit node chain for a sphere.\r\n *\r\n * @param candidate - Optional current node containing the object (hint for reuse).\r\n * @param center - Sphere center in world coordinates.\r\n * @param radius - Sphere radius in world units.\r\n *\r\n * @remarks\r\n * - Chooses the finest level where node size is at least (4 \\\\times) radius.\r\n * - Returns `null` if the sphere lies outside the current octree bounds.\r\n * - If `candidate` already matches, it is returned directly.\r\n *\r\n * @returns The head `OctreeNode` of the located chain, or `null` if out of bounds.\r\n */\r\n locateNodeChain(candidate: Nullable<OctreeNode>, center: Vector3, radius: number) {\r\n let level = this._chunks.length - 1;\r\n while (level >= 0 && this._chunks[level].getNodeSize() < 4 * radius) {\r\n --level;\r\n }\r\n if (level < 0) {\r\n return null;\r\n }\r\n const dim = this._chunks[level].getDimension();\r\n const inv_node_size = 1 / this._chunks[level].getNodeSize();\r\n const px = Math.floor((center.x + this._rootSize * 0.5) * inv_node_size);\r\n const py = Math.floor((center.y + this._rootSize * 0.5) * inv_node_size);\r\n const pz = Math.floor((center.z + this._rootSize * 0.5) * inv_node_size);\r\n if (px >= dim || px < 0 || py >= dim || py < 0 || pz >= dim || pz < 0) {\r\n return null;\r\n }\r\n const index = px + py * dim + pz * dim * dim;\r\n if (candidate && candidate.getChunk()!.getLevel() === level && candidate.getPosition() === index) {\r\n return candidate;\r\n }\r\n return this._chunks[level].getOrCreateNodeChain(index);\r\n }\r\n /**\r\n * Get the root node (level 0, index 0), creating it if necessary.\r\n *\r\n * @returns The root `OctreeNode`.\r\n */\r\n getRootNode() {\r\n if (!this._rootNode) {\r\n this._rootNode = this._chunks[0].getOrCreateNode(0);\r\n }\r\n return this._rootNode;\r\n }\r\n /**\r\n * Number of chunks (levels) in the octree hierarchy.\r\n *\r\n * @returns The total number of chunk levels.\r\n */\r\n getNumChunks() {\r\n return this._chunks.length;\r\n }\r\n /**\r\n * Get a chunk by level index.\r\n *\r\n * @param level - Chunk level (0 is root).\r\n *\r\n * @returns The `OctreeNodeChunk` at the given level.\r\n */\r\n getChunk(level: number) {\r\n return this._chunks[level];\r\n }\r\n /**\r\n * Place or update a scene node in the octree.\r\n *\r\n * @param node - Scene graph node to place.\r\n *\r\n * @remarks\r\n * - Uses the node's world-space AABB to determine size and best-fit level.\r\n * - If the node does not fit within current bounds and growth is allowed,\r\n * the octree resizes (up to `maxRootSize`) and reinserts nodes.\r\n * - Nodes without valid bounds or with clip tests disabled fall back to the root.\r\n */\r\n placeNode(node: GraphNode) {\r\n const curNode = this._nodeMap.get(node) || null;\r\n let locatedNode: Nullable<OctreeNode> = this.getRootNode();\r\n if (node.clipTestEnabled) {\r\n const bbox = node.getWorldBoundingVolume()?.toAABB();\r\n if (bbox && bbox.isValid()) {\r\n const center = bbox.center;\r\n const extents = bbox.extents;\r\n let size = Math.min(Math.max(Math.max(extents.x, extents.y), extents.z), this._maxRootSize);\r\n if (Number.isNaN(size)) {\r\n size = this._maxRootSize;\r\n }\r\n locatedNode = this.locateNodeChain(curNode, center, size);\r\n if (!locatedNode) {\r\n let d = Math.min(\r\n Math.max(...Vector3.abs(bbox.minPoint), ...Vector3.abs(bbox.maxPoint)),\r\n this._maxRootSize\r\n );\r\n if (Number.isNaN(d)) {\r\n d = this._maxRootSize;\r\n }\r\n const newSize = nextPowerOf2(Math.ceil(Math.max(d * 2, 4 * size)));\r\n if (newSize <= this._maxRootSize) {\r\n this.resize(newSize);\r\n this.placeNode(node);\r\n return;\r\n } else {\r\n locatedNode = this.getRootNode();\r\n }\r\n }\r\n }\r\n }\r\n if (curNode !== locatedNode) {\r\n curNode?.removeNode(node);\r\n locatedNode?.addNode(node);\r\n this._nodeMap.set(node, locatedNode);\r\n }\r\n this._nodes.add(node);\r\n }\r\n /**\r\n * Remove a scene node from the octree.\r\n *\r\n * @param node - 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