@zephyr3d/scene 0.9.4 → 0.9.6

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 (517) hide show
  1. package/dist/animation/animationmask.js +224 -0
  2. package/dist/animation/animationmask.js.map +1 -0
  3. package/dist/animation/animationset.js +268 -67
  4. package/dist/animation/animationset.js.map +1 -1
  5. package/dist/animation/animationtrack.js.map +1 -1
  6. package/dist/animation/eulerrotationtrack.js +3 -0
  7. package/dist/animation/eulerrotationtrack.js.map +1 -1
  8. package/dist/animation/fixed_geometry_cache_track.js +7 -0
  9. package/dist/animation/fixed_geometry_cache_track.js.map +1 -1
  10. package/dist/animation/ik_modifier.js.map +1 -1
  11. package/dist/animation/joint_dynamics/collision.js +6 -4
  12. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  13. package/dist/animation/joint_dynamics/controller.js +390 -43
  14. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  15. package/dist/animation/joint_dynamics/joint_dynamics_system.js +62 -3
  16. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  17. package/dist/animation/joint_dynamics/solver.js +4 -3
  18. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  19. package/dist/animation/joint_dynamics/types.js.map +1 -1
  20. package/dist/animation/joint_dynamics_modifier.js +2 -0
  21. package/dist/animation/joint_dynamics_modifier.js.map +1 -1
  22. package/dist/animation/morphtarget.js +3 -72
  23. package/dist/animation/morphtarget.js.map +1 -1
  24. package/dist/animation/morphtrack.js +3 -0
  25. package/dist/animation/morphtrack.js.map +1 -1
  26. package/dist/animation/pca_geometry_cache_track.js +3 -0
  27. package/dist/animation/pca_geometry_cache_track.js.map +1 -1
  28. package/dist/animation/proptrack.js +3 -0
  29. package/dist/animation/proptrack.js.map +1 -1
  30. package/dist/animation/rotationtrack.js +3 -0
  31. package/dist/animation/rotationtrack.js.map +1 -1
  32. package/dist/animation/scaletrack.js +3 -0
  33. package/dist/animation/scaletrack.js.map +1 -1
  34. package/dist/animation/skeleton.js +254 -79
  35. package/dist/animation/skeleton.js.map +1 -1
  36. package/dist/animation/skeleton_modifier.js.map +1 -1
  37. package/dist/animation/spring_modifier.js.map +1 -1
  38. package/dist/animation/translationtrack.js +3 -0
  39. package/dist/animation/translationtrack.js.map +1 -1
  40. package/dist/app/engine.js +171 -107
  41. package/dist/app/engine.js.map +1 -1
  42. package/dist/app/scriptregistry.js +251 -80
  43. package/dist/app/scriptregistry.js.map +1 -1
  44. package/dist/asset/assetmanager.js +344 -365
  45. package/dist/asset/assetmanager.js.map +1 -1
  46. package/dist/asset/loaders/loader.js +1 -6
  47. package/dist/asset/loaders/loader.js.map +1 -1
  48. package/dist/asset/loaders/zabc/zabc_loader.js.map +1 -1
  49. package/dist/asset/model.js +1000 -131
  50. package/dist/asset/model.js.map +1 -1
  51. package/dist/avatar/wardrobe.js +474 -0
  52. package/dist/avatar/wardrobe.js.map +1 -0
  53. package/dist/index.d.ts +1126 -199
  54. package/dist/index.js +3 -2
  55. package/dist/index.js.map +1 -1
  56. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +6 -3
  57. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  58. package/dist/material/mixins/pbr/common.js +72 -15
  59. package/dist/material/mixins/pbr/common.js.map +1 -1
  60. package/dist/material/msdf_text.js +3 -3
  61. package/dist/material/msdf_text.js.map +1 -1
  62. package/dist/material/msdf_text_sprite.js +4 -4
  63. package/dist/material/msdf_text_sprite.js.map +1 -1
  64. package/dist/material/pbrblueprint.js +102 -102
  65. package/dist/material/pbrblueprint.js.map +1 -1
  66. package/dist/render/envlight.js +54 -1
  67. package/dist/render/envlight.js.map +1 -1
  68. package/dist/render/sky.js +9 -0
  69. package/dist/render/sky.js.map +1 -1
  70. package/dist/scene/batchgroup.js +11 -13
  71. package/dist/scene/batchgroup.js.map +1 -1
  72. package/dist/scene/environment.js +15 -2
  73. package/dist/scene/environment.js.map +1 -1
  74. package/dist/scene/mesh.js +79 -16
  75. package/dist/scene/mesh.js.map +1 -1
  76. package/dist/scene/scene.js +1 -0
  77. package/dist/scene/scene.js.map +1 -1
  78. package/dist/scene/scene_node.js +203 -2
  79. package/dist/scene/scene_node.js.map +1 -1
  80. package/dist/text/font/cff_font.js +890 -0
  81. package/dist/text/font/cff_font.js.map +1 -0
  82. package/dist/text/font/font_asset.js +17 -3
  83. package/dist/text/font/font_asset.js.map +1 -1
  84. package/dist/text/msdf/generator.js.map +1 -1
  85. package/dist/text/msdf/shape.js +4 -1
  86. package/dist/text/msdf/shape.js.map +1 -1
  87. package/dist/text/runtime/msdf_text_atlas_manager.js +4 -1
  88. package/dist/text/runtime/msdf_text_atlas_manager.js.map +1 -1
  89. package/dist/utility/blueprint/material/inputs.js +1157 -1154
  90. package/dist/utility/blueprint/material/inputs.js.map +1 -1
  91. package/dist/utility/bounding_volume.js.map +1 -1
  92. package/dist/utility/pmrem.js +34 -8
  93. package/dist/utility/pmrem.js.map +1 -1
  94. package/dist/utility/serialization/manager.js +22 -9
  95. package/dist/utility/serialization/manager.js.map +1 -1
  96. package/dist/utility/serialization/scene/animation.js +700 -7
  97. package/dist/utility/serialization/scene/animation.js.map +1 -1
  98. package/dist/utility/serialization/scene/mesh.js +64 -4
  99. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  100. package/dist/utility/serialization/scene/node.js +187 -8
  101. package/dist/utility/serialization/scene/node.js.map +1 -1
  102. package/dist/utility/serialization/types.js.map +1 -1
  103. package/dist/utility/textures/sheenlut.js +138 -0
  104. package/dist/utility/textures/sheenlut.js.map +1 -0
  105. package/package.json +2 -2
  106. package/dist/animation/ik/ik_chain_builder.js +0 -68
  107. package/dist/animation/ik/ik_chain_builder.js.map +0 -1
  108. package/dist/animation/ik/ik_pole_constraint.js +0 -123
  109. package/dist/animation/ik/ik_pole_constraint.js.map +0 -1
  110. package/dist/animation/ik/ik_track.js +0 -96
  111. package/dist/animation/ik/ik_track.js.map +0 -1
  112. package/dist/animation/ik_postprocessor.js +0 -71
  113. package/dist/animation/ik_postprocessor.js.map +0 -1
  114. package/dist/animation/joint_dynamics/math.js +0 -16
  115. package/dist/animation/joint_dynamics/math.js.map +0 -1
  116. package/dist/animation/manual_transform_processor.js +0 -156
  117. package/dist/animation/manual_transform_processor.js.map +0 -1
  118. package/dist/animation/skeleton_postprocessor.js +0 -50
  119. package/dist/animation/skeleton_postprocessor.js.map +0 -1
  120. package/dist/animation/spring2/collision.js +0 -469
  121. package/dist/animation/spring2/collision.js.map +0 -1
  122. package/dist/animation/spring2/constraints.js +0 -329
  123. package/dist/animation/spring2/constraints.js.map +0 -1
  124. package/dist/animation/spring2/controller.js +0 -434
  125. package/dist/animation/spring2/controller.js.map +0 -1
  126. package/dist/animation/spring2/math.js +0 -16
  127. package/dist/animation/spring2/math.js.map +0 -1
  128. package/dist/animation/spring2/solver.js +0 -624
  129. package/dist/animation/spring2/solver.js.map +0 -1
  130. package/dist/animation/spring2/spring_system.js +0 -118
  131. package/dist/animation/spring2/spring_system.js.map +0 -1
  132. package/dist/animation/spring2/types.js +0 -19
  133. package/dist/animation/spring2/types.js.map +0 -1
  134. package/dist/animation/spring_postprocessor.js +0 -54
  135. package/dist/animation/spring_postprocessor.js.map +0 -1
  136. package/dist/asset/loaders/gltf/gltf_loader.js +0 -1273
  137. package/dist/asset/loaders/gltf/gltf_loader.js.map +0 -1
  138. package/dist/asset/loaders/gltf/helpers.js +0 -331
  139. package/dist/asset/loaders/gltf/helpers.js.map +0 -1
  140. package/dist/material/sprite3d.js +0 -301
  141. package/dist/material/sprite3d.js.map +0 -1
  142. package/dist/material/sprite3d_std.js +0 -116
  143. package/dist/material/sprite3d_std.js.map +0 -1
  144. package/dist/material/sprite3dblueprint.js +0 -235
  145. package/dist/material/sprite3dblueprint.js.map +0 -1
  146. package/dist/material/sprite_sdf.js +0 -106
  147. package/dist/material/sprite_sdf.js.map +0 -1
  148. package/dist/material/terrainmaterial.js +0 -368
  149. package/dist/material/terrainmaterial.js.map +0 -1
  150. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  151. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  152. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  153. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  154. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  155. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  156. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  157. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  158. package/dist/render/deferredlightpass.js +0 -510
  159. package/dist/render/deferredlightpass.js.map +0 -1
  160. package/dist/render/deferredshadowlightpass.js +0 -428
  161. package/dist/render/deferredshadowlightpass.js.map +0 -1
  162. package/dist/render/gbufferpass.js +0 -50
  163. package/dist/render/gbufferpass.js.map +0 -1
  164. package/dist/scene/sdftextsprite.js +0 -322
  165. package/dist/scene/sdftextsprite.js.map +0 -1
  166. package/dist/scene/sprite3d.js +0 -18
  167. package/dist/scene/sprite3d.js.map +0 -1
  168. package/dist/scene/terrain/grass.js +0 -280
  169. package/dist/scene/terrain/grass.js.map +0 -1
  170. package/dist/scene/terrain/heightfield.js +0 -475
  171. package/dist/scene/terrain/heightfield.js.map +0 -1
  172. package/dist/scene/terrain/patch.js +0 -532
  173. package/dist/scene/terrain/patch.js.map +0 -1
  174. package/dist/scene/terrain/quadtree.js +0 -461
  175. package/dist/scene/terrain/quadtree.js.map +0 -1
  176. package/dist/scene/terrain/terrain.js +0 -231
  177. package/dist/scene/terrain/terrain.js.map +0 -1
  178. package/dist/src/animation/animation.js +0 -127
  179. package/dist/src/animation/animation.js.map +0 -1
  180. package/dist/src/animation/animationset.js +0 -255
  181. package/dist/src/animation/animationset.js.map +0 -1
  182. package/dist/src/animation/animationtrack.js +0 -34
  183. package/dist/src/animation/animationtrack.js.map +0 -1
  184. package/dist/src/animation/eulerrotationtrack.js +0 -52
  185. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  186. package/dist/src/animation/morphtarget.js +0 -93
  187. package/dist/src/animation/morphtarget.js.map +0 -1
  188. package/dist/src/animation/morphtrack.js +0 -70
  189. package/dist/src/animation/morphtrack.js.map +0 -1
  190. package/dist/src/animation/proptrack.js +0 -161
  191. package/dist/src/animation/proptrack.js.map +0 -1
  192. package/dist/src/animation/rotationtrack.js +0 -51
  193. package/dist/src/animation/rotationtrack.js.map +0 -1
  194. package/dist/src/animation/scaletrack.js +0 -50
  195. package/dist/src/animation/scaletrack.js.map +0 -1
  196. package/dist/src/animation/skeleton.js +0 -204
  197. package/dist/src/animation/skeleton.js.map +0 -1
  198. package/dist/src/animation/translationtrack.js +0 -50
  199. package/dist/src/animation/translationtrack.js.map +0 -1
  200. package/dist/src/app/app.js +0 -129
  201. package/dist/src/app/app.js.map +0 -1
  202. package/dist/src/app/inputmgr.js +0 -267
  203. package/dist/src/app/inputmgr.js.map +0 -1
  204. package/dist/src/asset/assetmanager.js +0 -404
  205. package/dist/src/asset/assetmanager.js.map +0 -1
  206. package/dist/src/asset/builtin.js +0 -337
  207. package/dist/src/asset/builtin.js.map +0 -1
  208. package/dist/src/asset/loaders/dds/dds.js +0 -470
  209. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  210. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  211. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  212. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  213. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  214. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  215. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  216. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  217. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  218. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  219. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  220. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  221. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  222. package/dist/src/asset/loaders/loader.js +0 -45
  223. package/dist/src/asset/loaders/loader.js.map +0 -1
  224. package/dist/src/asset/model.js +0 -414
  225. package/dist/src/asset/model.js.map +0 -1
  226. package/dist/src/blitter/bilateralblur.js +0 -221
  227. package/dist/src/blitter/bilateralblur.js.map +0 -1
  228. package/dist/src/blitter/blitter.js +0 -390
  229. package/dist/src/blitter/blitter.js.map +0 -1
  230. package/dist/src/blitter/box.js +0 -118
  231. package/dist/src/blitter/box.js.map +0 -1
  232. package/dist/src/blitter/copy.js +0 -22
  233. package/dist/src/blitter/copy.js.map +0 -1
  234. package/dist/src/blitter/gaussianblur.js +0 -228
  235. package/dist/src/blitter/gaussianblur.js.map +0 -1
  236. package/dist/src/camera/base.js +0 -92
  237. package/dist/src/camera/base.js.map +0 -1
  238. package/dist/src/camera/camera.js +0 -1005
  239. package/dist/src/camera/camera.js.map +0 -1
  240. package/dist/src/camera/fps.js +0 -238
  241. package/dist/src/camera/fps.js.map +0 -1
  242. package/dist/src/camera/orbit.js +0 -245
  243. package/dist/src/camera/orbit.js.map +0 -1
  244. package/dist/src/camera/orthocamera.js +0 -167
  245. package/dist/src/camera/orthocamera.js.map +0 -1
  246. package/dist/src/camera/perspectivecamera.js +0 -141
  247. package/dist/src/camera/perspectivecamera.js.map +0 -1
  248. package/dist/src/index.js +0 -120
  249. package/dist/src/index.js.map +0 -1
  250. package/dist/src/material/blinn.js +0 -81
  251. package/dist/src/material/blinn.js.map +0 -1
  252. package/dist/src/material/grassmaterial.js +0 -113
  253. package/dist/src/material/grassmaterial.js.map +0 -1
  254. package/dist/src/material/lambert.js +0 -92
  255. package/dist/src/material/lambert.js.map +0 -1
  256. package/dist/src/material/material.js +0 -301
  257. package/dist/src/material/material.js.map +0 -1
  258. package/dist/src/material/meshmaterial.js +0 -704
  259. package/dist/src/material/meshmaterial.js.map +0 -1
  260. package/dist/src/material/mixins/albedocolor.js +0 -76
  261. package/dist/src/material/mixins/albedocolor.js.map +0 -1
  262. package/dist/src/material/mixins/foliage.js +0 -47
  263. package/dist/src/material/mixins/foliage.js.map +0 -1
  264. package/dist/src/material/mixins/lightmodel/blinnphong.js +0 -112
  265. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +0 -1
  266. package/dist/src/material/mixins/lightmodel/lambert.js +0 -58
  267. package/dist/src/material/mixins/lightmodel/lambert.js.map +0 -1
  268. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +0 -178
  269. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +0 -1
  270. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +0 -139
  271. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +0 -1
  272. package/dist/src/material/mixins/lit.js +0 -476
  273. package/dist/src/material/mixins/lit.js.map +0 -1
  274. package/dist/src/material/mixins/pbr/common.js +0 -918
  275. package/dist/src/material/mixins/pbr/common.js.map +0 -1
  276. package/dist/src/material/mixins/texture.js +0 -172
  277. package/dist/src/material/mixins/texture.js.map +0 -1
  278. package/dist/src/material/mixins/vertexcolor.js +0 -56
  279. package/dist/src/material/mixins/vertexcolor.js.map +0 -1
  280. package/dist/src/material/particle.js +0 -178
  281. package/dist/src/material/particle.js.map +0 -1
  282. package/dist/src/material/pbrmr.js +0 -97
  283. package/dist/src/material/pbrmr.js.map +0 -1
  284. package/dist/src/material/pbrsg.js +0 -97
  285. package/dist/src/material/pbrsg.js.map +0 -1
  286. package/dist/src/material/shader/helper.js +0 -1209
  287. package/dist/src/material/shader/helper.js.map +0 -1
  288. package/dist/src/material/terrain-cm.js +0 -606
  289. package/dist/src/material/terrain-cm.js.map +0 -1
  290. package/dist/src/material/terrainmaterial.js +0 -375
  291. package/dist/src/material/terrainmaterial.js.map +0 -1
  292. package/dist/src/material/unlit.js +0 -41
  293. package/dist/src/material/unlit.js.map +0 -1
  294. package/dist/src/material/water.js +0 -417
  295. package/dist/src/material/water.js.map +0 -1
  296. package/dist/src/posteffect/bloom.js +0 -361
  297. package/dist/src/posteffect/bloom.js.map +0 -1
  298. package/dist/src/posteffect/compositor.js +0 -226
  299. package/dist/src/posteffect/compositor.js.map +0 -1
  300. package/dist/src/posteffect/fxaa.js +0 -273
  301. package/dist/src/posteffect/fxaa.js.map +0 -1
  302. package/dist/src/posteffect/grayscale.js +0 -69
  303. package/dist/src/posteffect/grayscale.js.map +0 -1
  304. package/dist/src/posteffect/motionblur.js +0 -96
  305. package/dist/src/posteffect/motionblur.js.map +0 -1
  306. package/dist/src/posteffect/posteffect.js +0 -126
  307. package/dist/src/posteffect/posteffect.js.map +0 -1
  308. package/dist/src/posteffect/sao.js +0 -324
  309. package/dist/src/posteffect/sao.js.map +0 -1
  310. package/dist/src/posteffect/ssr.js +0 -489
  311. package/dist/src/posteffect/ssr.js.map +0 -1
  312. package/dist/src/posteffect/taa.js +0 -172
  313. package/dist/src/posteffect/taa.js.map +0 -1
  314. package/dist/src/posteffect/tonemap.js +0 -94
  315. package/dist/src/posteffect/tonemap.js.map +0 -1
  316. package/dist/src/render/abuffer_oit.js +0 -361
  317. package/dist/src/render/abuffer_oit.js.map +0 -1
  318. package/dist/src/render/clipmap.js +0 -851
  319. package/dist/src/render/clipmap.js.map +0 -1
  320. package/dist/src/render/cluster_light.js +0 -333
  321. package/dist/src/render/cluster_light.js.map +0 -1
  322. package/dist/src/render/cull_visitor.js +0 -187
  323. package/dist/src/render/cull_visitor.js.map +0 -1
  324. package/dist/src/render/depthpass.js +0 -68
  325. package/dist/src/render/depthpass.js.map +0 -1
  326. package/dist/src/render/drawable_mixin.js +0 -227
  327. package/dist/src/render/drawable_mixin.js.map +0 -1
  328. package/dist/src/render/envlight.js +0 -463
  329. package/dist/src/render/envlight.js.map +0 -1
  330. package/dist/src/render/fbm_wavegenerator.js +0 -251
  331. package/dist/src/render/fbm_wavegenerator.js.map +0 -1
  332. package/dist/src/render/fft_wavegenerator.js +0 -1006
  333. package/dist/src/render/fft_wavegenerator.js.map +0 -1
  334. package/dist/src/render/fullscreenquad.js +0 -38
  335. package/dist/src/render/fullscreenquad.js.map +0 -1
  336. package/dist/src/render/gerstner_wavegenerator.js +0 -314
  337. package/dist/src/render/gerstner_wavegenerator.js.map +0 -1
  338. package/dist/src/render/globalbindgroup_allocator.js +0 -60
  339. package/dist/src/render/globalbindgroup_allocator.js.map +0 -1
  340. package/dist/src/render/hzb.js +0 -273
  341. package/dist/src/render/hzb.js.map +0 -1
  342. package/dist/src/render/lightpass.js +0 -172
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@@ -1,469 +0,0 @@
1
- import { Vector3 } from '@zephyr3d/base';
2
- import { EPSILON, ColliderForce } from './types.js';
3
-
4
- // Collision detection & response - direct port of SPCRJointDynamicsJob.cs Collision class
5
- const _pushoutSphereDirection = new Vector3();
6
- const _pushoutSphereScaled = new Vector3();
7
- const _pushoutCapsuleVecN = new Vector3();
8
- const _pushoutCapsuleTargetVec = new Vector3();
9
- const _pushoutCapsuleTail = new Vector3();
10
- const _pushoutCapsulePosOnVec = new Vector3();
11
- const _pushoutCapsulePushVec = new Vector3();
12
- const _pushoutCapsuleScaled = new Vector3();
13
- const _pushInSphereDirection = new Vector3();
14
- const _pushInSphereDirectionN = new Vector3();
15
- const _pushInSphereScaled = new Vector3();
16
- const _pushInCapsuleVecN = new Vector3();
17
- const _pushInCapsuleTargetVec = new Vector3();
18
- const _pushInCapsuleTail = new Vector3();
19
- const _pushInCapsulePosOnVec = new Vector3();
20
- const _pushInCapsulePullVec = new Vector3();
21
- const _pushInCapsulePullVecN = new Vector3();
22
- const _pushInCapsuleScaled = new Vector3();
23
- const _collisionSphereDir = new Vector3();
24
- const _collisionSphereDirN = new Vector3();
25
- const _collisionSphereToCenter = new Vector3();
26
- const _collisionSphereScaled = new Vector3();
27
- const _collisionSphereDiff = new Vector3();
28
- const _collisionCapsuleTail = new Vector3();
29
- const _collisionCapsulePointDir = new Vector3();
30
- const _collisionCapsulePtOnCol = new Vector3();
31
- const _collisionCapsulePtOnLine = new Vector3();
32
- const _collisionCapsuleDiff = new Vector3();
33
- const _collisionCapsuleTempLineResult = {
34
- hit: false,
35
- pointOnLine: new Vector3(),
36
- pointOnCollider: new Vector3(),
37
- radius: 0
38
- };
39
- const _nearestCross0 = new Vector3();
40
- const _nearestCross1 = new Vector3();
41
- const _nearestN1 = new Vector3();
42
- const _nearestN2 = new Vector3();
43
- const _nearestPosDiff = new Vector3();
44
- const _nearestPointOnP = new Vector3();
45
- const _nearestPointOnQ = new Vector3();
46
- const _nearestPointDiff = new Vector3();
47
- const _nearestResult = {
48
- tP: 0,
49
- tQ: 0,
50
- pointOnP: new Vector3(),
51
- pointOnQ: new Vector3(),
52
- sqrDistance: 0
53
- };
54
- const _surfaceNoHit = {
55
- hit: false,
56
- intersectionPoint: new Vector3(),
57
- pushOut: new Vector3(),
58
- pointOnCollider: new Vector3(),
59
- radius: 0
60
- };
61
- const _surfaceTriCenter = new Vector3();
62
- const _surfaceEdgeAB = new Vector3();
63
- const _surfaceEdgeAC = new Vector3();
64
- const _surfacePlaneNormal = new Vector3();
65
- const _surfacePlaneNormalNeg = new Vector3();
66
- const _surfaceColliderDir = new Vector3();
67
- const _surfaceRayDir = new Vector3();
68
- const _surfaceRayDirN = new Vector3();
69
- const _surfaceTail = new Vector3();
70
- const _surfaceIntersection = new Vector3();
71
- const _surfacePushOut = new Vector3();
72
- const _surfaceToCol = new Vector3();
73
- const _surfaceEndVec = new Vector3();
74
- const _surfaceColDirVec = new Vector3();
75
- const _surfaceIntersecToEnd = new Vector3();
76
- const _surfaceColToEnd = new Vector3();
77
- const _surfaceColToIntersect = new Vector3();
78
- const _surfaceEVec = new Vector3();
79
- const _surfacePoc2 = new Vector3();
80
- const _triangleAp = new Vector3();
81
- const _triangleBp = new Vector3();
82
- const _triangleCp = new Vector3();
83
- const _triangleU = new Vector3();
84
- const _triangleV = new Vector3();
85
- const _triangleW = new Vector3();
86
- function writeCollisionResult(out, hit, point, copyPoint) {
87
- if (!out) {
88
- return {
89
- hit,
90
- point: copyPoint ? point.clone() : point
91
- };
92
- }
93
- if (!out.point) {
94
- out.point = new Vector3();
95
- }
96
- out.hit = hit;
97
- out.point.set(point);
98
- return out;
99
- }
100
- function writeLineCollisionResult(out, hit, pointOnLine, pointOnCollider, radius, copyVectors) {
101
- if (!out) {
102
- return {
103
- hit,
104
- pointOnLine: copyVectors ? pointOnLine.clone() : pointOnLine,
105
- pointOnCollider: copyVectors ? pointOnCollider.clone() : pointOnCollider,
106
- radius
107
- };
108
- }
109
- if (!out.pointOnLine) {
110
- out.pointOnLine = new Vector3();
111
- }
112
- if (!out.pointOnCollider) {
113
- out.pointOnCollider = new Vector3();
114
- }
115
- out.hit = hit;
116
- out.pointOnLine.set(pointOnLine);
117
- out.pointOnCollider.set(pointOnCollider);
118
- out.radius = radius;
119
- return out;
120
- }
121
- function writeSurfaceCheckResult(out, hit, intersectionPoint, pushOut, pointOnCollider, radius, copyVectors) {
122
- if (!out) {
123
- return {
124
- hit,
125
- intersectionPoint: copyVectors ? intersectionPoint.clone() : intersectionPoint,
126
- pushOut: copyVectors ? pushOut.clone() : pushOut,
127
- pointOnCollider: copyVectors ? pointOnCollider.clone() : pointOnCollider,
128
- radius
129
- };
130
- }
131
- if (!out.intersectionPoint) {
132
- out.intersectionPoint = new Vector3();
133
- }
134
- if (!out.pushOut) {
135
- out.pushOut = new Vector3();
136
- }
137
- if (!out.pointOnCollider) {
138
- out.pointOnCollider = new Vector3();
139
- }
140
- out.hit = hit;
141
- out.intersectionPoint.set(intersectionPoint);
142
- out.pushOut.set(pushOut);
143
- out.pointOnCollider.set(pointOnCollider);
144
- out.radius = radius;
145
- return out;
146
- }
147
- function writeNearestPointsResult(out, tP, tQ, pointOnP, pointOnQ, sqrDistance, copyVectors) {
148
- if (!out) {
149
- return {
150
- tP,
151
- tQ,
152
- pointOnP: copyVectors ? pointOnP.clone() : pointOnP,
153
- pointOnQ: copyVectors ? pointOnQ.clone() : pointOnQ,
154
- sqrDistance
155
- };
156
- }
157
- out.tP = tP;
158
- out.tQ = tQ;
159
- out.pointOnP.set(pointOnP);
160
- out.pointOnQ.set(pointOnQ);
161
- out.sqrDistance = sqrDistance;
162
- return out;
163
- }
164
- // Pushout (keep point outside collider)
165
- function pushoutFromSphere(center, radius, pointRadius, point, out) {
166
- const direction = Vector3.sub(point, center, _pushoutSphereDirection);
167
- const sqrLen = direction.magnitudeSq;
168
- if (sqrLen > EPSILON) {
169
- const dirLen = Math.sqrt(sqrLen) - pointRadius;
170
- if (dirLen < radius) {
171
- const scaled = Vector3.scale(direction, radius / dirLen, _pushoutSphereScaled);
172
- Vector3.add(center, scaled, scaled);
173
- return writeCollisionResult(out, true, scaled, !out);
174
- }
175
- }
176
- return writeCollisionResult(out, false, point, !out);
177
- }
178
- function pushoutFromCollider(colR, colRW, point, ptR, out) {
179
- if (colR.height <= EPSILON) {
180
- return pushoutFromSphere(colRW.positionCurrent, colRW.radius, ptR.pointRadius, point, out);
181
- }
182
- return pushoutFromCapsule(colR, colRW, point, ptR, out);
183
- }
184
- function pushoutFromCapsule(colR, colRW, point, ptR, out) {
185
- const capsuleVec = colRW.directionCurrent;
186
- const capsuleVecN = Vector3.normalize(capsuleVec, _pushoutCapsuleVecN);
187
- const capsulePos = colRW.positionCurrent;
188
- const targetVec = Vector3.sub(point, capsulePos, _pushoutCapsuleTargetVec);
189
- const distOnVec = Vector3.dot(capsuleVecN, targetVec);
190
- if (distOnVec <= EPSILON) {
191
- return pushoutFromSphere(capsulePos, colRW.radius, ptR.pointRadius, point, out);
192
- }
193
- if (distOnVec >= colR.height) {
194
- const tail = Vector3.add(capsulePos, capsuleVec, _pushoutCapsuleTail);
195
- return pushoutFromSphere(tail, colRW.radius * colR.radiusTailScale, ptR.pointRadius, point, out);
196
- }
197
- const posOnVec = Vector3.scale(capsuleVecN, distOnVec, _pushoutCapsulePosOnVec);
198
- Vector3.add(capsulePos, posOnVec, posOnVec);
199
- const pushVec = Vector3.sub(point, posOnVec, _pushoutCapsulePushVec);
200
- const sqrPushDist = pushVec.magnitudeSq;
201
- if (sqrPushDist > EPSILON) {
202
- const pushDist = Math.sqrt(sqrPushDist) - ptR.pointRadius;
203
- const r = colRW.radius * lerp(1.0, colR.radiusTailScale, distOnVec / colR.height);
204
- if (pushDist < r) {
205
- const scaled = Vector3.scale(pushVec, r / pushDist, _pushoutCapsuleScaled);
206
- Vector3.add(posOnVec, scaled, scaled);
207
- return writeCollisionResult(out, true, scaled, !out);
208
- }
209
- }
210
- return writeCollisionResult(out, false, point, !out);
211
- }
212
- // PushIn (keep point inside collider - inverse mode)
213
- function pushInFromSphere(center, radius, point, out) {
214
- const direction = Vector3.sub(center, point, _pushInSphereDirection);
215
- const sqrLen = direction.magnitudeSq;
216
- if (sqrLen > EPSILON && sqrLen > radius * radius) {
217
- const dirLen = Math.sqrt(sqrLen);
218
- const directionN = Vector3.normalize(direction, _pushInSphereDirectionN);
219
- const scaled = Vector3.scale(directionN, dirLen - radius, _pushInSphereScaled);
220
- Vector3.add(point, scaled, scaled);
221
- return writeCollisionResult(out, true, scaled, !out);
222
- }
223
- return writeCollisionResult(out, false, point, !out);
224
- }
225
- function pushInFromCollider(colR, colRW, point, out) {
226
- if (colR.height <= EPSILON) {
227
- return pushInFromSphere(colRW.positionCurrent, colRW.radius, point, out);
228
- }
229
- return pushInFromCapsule(colR, colRW, point, out);
230
- }
231
- function pushInFromCapsule(colR, colRW, point, out) {
232
- const capsuleVec = colRW.directionCurrent;
233
- const capsuleVecN = Vector3.normalize(capsuleVec, _pushInCapsuleVecN);
234
- const capsulePos = colRW.positionCurrent;
235
- const targetVec = Vector3.sub(point, capsulePos, _pushInCapsuleTargetVec);
236
- const distOnVec = Vector3.dot(capsuleVecN, targetVec);
237
- if (distOnVec <= EPSILON) {
238
- return pushInFromSphere(capsulePos, colRW.radius, point, out);
239
- }
240
- if (distOnVec >= colR.height) {
241
- const tail = Vector3.add(capsulePos, capsuleVec, _pushInCapsuleTail);
242
- return pushInFromSphere(tail, colRW.radius * colR.radiusTailScale, point, out);
243
- }
244
- const posOnVec = Vector3.scale(capsuleVecN, distOnVec, _pushInCapsulePosOnVec);
245
- Vector3.add(capsulePos, posOnVec, posOnVec);
246
- const pullVec = Vector3.sub(posOnVec, point, _pushInCapsulePullVec);
247
- const sqrPullDist = pullVec.magnitudeSq;
248
- if (sqrPullDist > EPSILON) {
249
- const r = colRW.radius * lerp(1.0, colR.radiusTailScale, colR.height / distOnVec);
250
- if (sqrPullDist > r * r) {
251
- const pullDist = Math.sqrt(sqrPullDist);
252
- const pullVecN = Vector3.normalize(pullVec, _pushInCapsulePullVecN);
253
- const scaled = Vector3.scale(pullVecN, pullDist - r, _pushInCapsuleScaled);
254
- Vector3.add(point, scaled, scaled);
255
- return writeCollisionResult(out, true, scaled, !out);
256
- }
257
- }
258
- return writeCollisionResult(out, false, point, !out);
259
- }
260
- // Line segment vs collider detection
261
- function collisionDetectionSphere(center, radius, point1, point2, out) {
262
- const dir = Vector3.sub(point2, point1, _collisionSphereDir);
263
- const dirLen = dir.magnitude;
264
- if (dirLen < EPSILON) {
265
- return writeLineCollisionResult(out, false, point1, center, radius, !out);
266
- }
267
- const dirN = Vector3.scale(dir, 1 / dirLen, _collisionSphereDirN);
268
- const toCenter = Vector3.sub(center, point1, _collisionSphereToCenter);
269
- const dot = Vector3.dot(dirN, toCenter);
270
- const clamped = Math.max(0, Math.min(dot, dirLen));
271
- const ptOnLine = Vector3.scale(dirN, clamped, _collisionSphereScaled);
272
- Vector3.add(point1, ptOnLine, ptOnLine);
273
- const diff = Vector3.sub(center, ptOnLine, _collisionSphereDiff);
274
- const hit = diff.magnitudeSq <= radius * radius;
275
- return writeLineCollisionResult(out, hit, ptOnLine, center, radius, !out);
276
- }
277
- function collisionDetectionCapsule(colR, colRW, point1, point2, out) {
278
- const capsuleDir = colRW.directionCurrent;
279
- const capsulePos = colRW.positionCurrent;
280
- let res = collisionDetectionSphere(capsulePos, colRW.radius, point1, point2, out);
281
- if (res.hit) {
282
- return res;
283
- }
284
- const tail = Vector3.add(capsulePos, capsuleDir, _collisionCapsuleTail);
285
- res = collisionDetectionSphere(tail, colRW.radius * colR.radiusTailScale, point1, point2, _collisionCapsuleTempLineResult);
286
- if (res.hit) {
287
- return writeLineCollisionResult(out, true, res.pointOnLine, res.pointOnCollider, res.radius, !out);
288
- }
289
- const pointDir = Vector3.sub(point2, point1, _collisionCapsulePointDir);
290
- const nearest = computeNearestPoints(capsulePos, capsuleDir, point1, pointDir, _nearestResult);
291
- const t1 = Math.max(0, Math.min(1, nearest.tP));
292
- const r = colRW.radius * lerp(1.0, colR.radiusTailScale, t1);
293
- if (nearest.sqrDistance > r * r) {
294
- return writeLineCollisionResult(out, false, point1, capsulePos, r, !out);
295
- }
296
- const t2 = Math.max(0, Math.min(1, nearest.tQ));
297
- const ptOnCol = Vector3.scale(capsuleDir, t1, _collisionCapsulePtOnCol);
298
- Vector3.add(capsulePos, ptOnCol, ptOnCol);
299
- const ptOnLine = Vector3.scale(pointDir, t2, _collisionCapsulePtOnLine);
300
- Vector3.add(point1, ptOnLine, ptOnLine);
301
- const diff = Vector3.sub(ptOnCol, ptOnLine, _collisionCapsuleDiff);
302
- const hit = diff.magnitudeSq <= r * r;
303
- return writeLineCollisionResult(out, hit, ptOnLine, ptOnCol, r, !out);
304
- }
305
- function collisionDetection(colR, colRW, point1, point2, out) {
306
- if (colR.height <= EPSILON) {
307
- return collisionDetectionSphere(colRW.positionCurrent, colRW.radius, point1, point2, out);
308
- }
309
- return collisionDetectionCapsule(colR, colRW, point1, point2, out);
310
- }
311
- function pushInCollisionDetection(colR, colRW, point1, point2, out) {
312
- if (colR.height <= EPSILON) {
313
- return collisionDetectionSphere(colRW.positionCurrent, colRW.radius, point1, point2, out);
314
- }
315
- const res = collisionDetectionCapsule(colR, colRW, point1, point2, out);
316
- res.hit = false;
317
- return res;
318
- }
319
- // Nearest points between two line segments
320
- function computeNearestPoints(posP, dirP, posQ, dirQ, out) {
321
- const cross0 = Vector3.cross(dirQ, dirP, _nearestCross0);
322
- const n1 = Vector3.cross(dirP, cross0, _nearestN1);
323
- const cross1 = Vector3.cross(dirP, dirQ, _nearestCross1);
324
- const n2 = Vector3.cross(dirQ, cross1, _nearestN2);
325
- const dP_n2 = Vector3.dot(dirP, n2);
326
- const dQ_n1 = Vector3.dot(dirQ, n1);
327
- const posDiff = Vector3.sub(posQ, posP, _nearestPosDiff);
328
- const tP = dP_n2 !== 0 ? Vector3.dot(posDiff, n2) / dP_n2 : 0;
329
- const tQ = dQ_n1 !== 0 ? Vector3.dot(Vector3.scale(posDiff, -1, posDiff), n1) / dQ_n1 : 0;
330
- const pointOnP = Vector3.scale(dirP, tP, _nearestPointOnP);
331
- Vector3.add(posP, pointOnP, pointOnP);
332
- const pointOnQ = Vector3.scale(dirQ, tQ, _nearestPointOnQ);
333
- Vector3.add(posQ, pointOnQ, pointOnQ);
334
- const diff = Vector3.sub(pointOnQ, pointOnP, _nearestPointDiff);
335
- return writeNearestPointsResult(out, tP, tQ, pointOnP, pointOnQ, diff.magnitudeSq, !out);
336
- }
337
- // Surface collision (triangle-based)
338
- function checkSurfaceCollision(ptA, ptB, ptC, colliderPos, colR, colRW, out) {
339
- _surfaceNoHit.hit = false;
340
- _surfaceNoHit.intersectionPoint.setXYZ(0, 0, 0);
341
- _surfaceNoHit.pushOut.setXYZ(0, 0, 0);
342
- _surfaceNoHit.pointOnCollider.set(colliderPos);
343
- _surfaceNoHit.radius = colRW.radius;
344
- let pointOnCollider = colliderPos;
345
- let radius = colRW.radius;
346
- const isCapsule = colR.height > EPSILON;
347
- const triCenter = centerOfTriangle(ptA, ptB, ptC, _surfaceTriCenter);
348
- const edgeAB = Vector3.sub(ptB, ptA, _surfaceEdgeAB);
349
- const edgeAC = Vector3.sub(ptC, ptA, _surfaceEdgeAC);
350
- const planeNormal = Vector3.cross(edgeAB, edgeAC, _surfacePlaneNormal);
351
- Vector3.normalize(planeNormal, planeNormal);
352
- Vector3.scale(planeNormal, -1, planeNormal);
353
- const planeNormalNeg = Vector3.scale(planeNormal, -1, _surfacePlaneNormalNeg);
354
- const planeDist = -Vector3.dot(planeNormalNeg, ptA);
355
- const colliderDir = Vector3.sub(colliderPos, triCenter, _surfaceColliderDir);
356
- Vector3.normalize(colliderDir, colliderDir);
357
- const dot = Vector3.dot(colliderDir, planeNormal);
358
- if (isCapsule) {
359
- const side = Vector3.dot(colRW.directionCurrent, planeNormal) * dot;
360
- const rayDir = Vector3.scale(planeNormal, dot * -1, _surfaceRayDir);
361
- const tempPOC = pointOnCollider;
362
- if (side < 0) {
363
- radius = colRW.radius * colR.radiusTailScale;
364
- pointOnCollider = Vector3.add(colliderPos, colRW.directionCurrent, _surfaceTail);
365
- }
366
- const rayDirN = Vector3.normalize(rayDir, _surfaceRayDirN);
367
- const enter = raycast(planeNormalNeg, planeDist, pointOnCollider, rayDirN);
368
- if (enter !== null) {
369
- const ip = Vector3.scale(rayDirN, enter, _surfaceIntersection);
370
- Vector3.add(pointOnCollider, ip, ip);
371
- if (triangleContainsPoint(ptA, ptB, ptC, ip)) {
372
- const pushOut = Vector3.sub(ip, pointOnCollider, _surfacePushOut);
373
- const toCol = Vector3.sub(pointOnCollider, ip, _surfaceToCol);
374
- if (toCol.magnitudeSq <= radius * radius) {
375
- return writeSurfaceCheckResult(out, true, ip, pushOut, pointOnCollider, radius, !out);
376
- }
377
- }
378
- } else if (colR.forceType !== ColliderForce.Off) {
379
- pointOnCollider = tempPOC;
380
- let endVec = Vector3.add(colliderPos, colRW.directionCurrent, _surfaceEndVec);
381
- _surfaceColDirVec.set(colRW.directionCurrent);
382
- let colDirVec = _surfaceColDirVec;
383
- if (colR.forceType === ColliderForce.Pull) {
384
- const tmp = pointOnCollider;
385
- pointOnCollider = endVec;
386
- endVec = tmp;
387
- colDirVec = Vector3.scale(colDirVec, -1, colDirVec);
388
- }
389
- const enter2 = raycast(planeNormalNeg, planeDist, pointOnCollider, colDirVec);
390
- if (enter2 !== null) {
391
- const ip = Vector3.scale(colDirVec, enter2, _surfaceIntersection);
392
- Vector3.add(pointOnCollider, ip, ip);
393
- if (triangleContainsPoint(ptA, ptB, ptC, ip)) {
394
- const intersecToEnd = Vector3.sub(endVec, ip, _surfaceIntersecToEnd);
395
- const colToEnd = Vector3.sub(endVec, pointOnCollider, _surfaceColToEnd);
396
- const colToIntersect = Vector3.sub(ip, pointOnCollider, _surfaceColToIntersect);
397
- const pDot = Vector3.dot(intersecToEnd, colToIntersect);
398
- const lDot = Vector3.dot(colToEnd, colToEnd);
399
- if (!(pDot >= 0 && pDot <= lDot)) {
400
- return writeSurfaceCheckResult(out, _surfaceNoHit.hit, _surfaceNoHit.intersectionPoint, _surfaceNoHit.pushOut, _surfaceNoHit.pointOnCollider, _surfaceNoHit.radius, !out);
401
- }
402
- const dotVal = Vector3.dot(colToEnd, colToIntersect);
403
- const s2eMag = Vector3.dot(colToEnd, colToEnd);
404
- const colToEndN = Vector3.normalize(colToEnd, colToEnd);
405
- const eVec = Vector3.scale(colToEndN, -radius, _surfaceEVec);
406
- Vector3.add(pointOnCollider, eVec, eVec);
407
- const pushOut = Vector3.sub(ip, eVec, _surfacePushOut);
408
- const poc2 = Vector3.scale(colToEnd, dotVal / s2eMag, _surfacePoc2);
409
- Vector3.add(pointOnCollider, poc2, poc2);
410
- const toCol = Vector3.sub(poc2, ip, _surfaceToCol);
411
- if (toCol.magnitudeSq <= radius * radius) {
412
- return writeSurfaceCheckResult(out, true, ip, pushOut, poc2, radius, !out);
413
- }
414
- }
415
- }
416
- }
417
- } else {
418
- const rayDir = Vector3.scale(planeNormal, dot * -1, _surfaceRayDir);
419
- const rayDirN = Vector3.normalize(rayDir, _surfaceRayDirN);
420
- const enter = raycast(planeNormalNeg, planeDist, pointOnCollider, rayDirN);
421
- if (enter !== null) {
422
- const ip = Vector3.scale(rayDirN, enter, _surfaceIntersection);
423
- Vector3.add(pointOnCollider, ip, ip);
424
- if (triangleContainsPoint(ptA, ptB, ptC, ip)) {
425
- const pushOut = Vector3.sub(ip, pointOnCollider, _surfacePushOut);
426
- const toCol = Vector3.sub(pointOnCollider, ip, _surfaceToCol);
427
- if (toCol.magnitudeSq <= radius * radius) {
428
- return writeSurfaceCheckResult(out, true, ip, pushOut, pointOnCollider, radius, !out);
429
- }
430
- }
431
- }
432
- }
433
- return writeSurfaceCheckResult(out, _surfaceNoHit.hit, _surfaceNoHit.intersectionPoint, _surfaceNoHit.pushOut, _surfaceNoHit.pointOnCollider, _surfaceNoHit.radius, !out);
434
- }
435
- // Helpers
436
- function raycast(normal, planeDist, origin, direction) {
437
- const vdot = Vector3.dot(direction, normal);
438
- const ndot = -Vector3.dot(origin, normal) - planeDist;
439
- if (Math.abs(vdot) <= EPSILON) {
440
- return null;
441
- }
442
- const enter = ndot / vdot;
443
- return enter > 0 ? enter : null;
444
- }
445
- function centerOfTriangle(a, b, c, result) {
446
- result = result || new Vector3();
447
- return result.setXYZ((a.x + b.x + c.x) / 3, (a.y + b.y + c.y) / 3, (a.z + b.z + c.z) / 3);
448
- }
449
- function triangleContainsPoint(a, b, c, p) {
450
- const ap = Vector3.sub(a, p, _triangleAp);
451
- const bp = Vector3.sub(b, p, _triangleBp);
452
- const cp = Vector3.sub(c, p, _triangleCp);
453
- const u = Vector3.cross(ap, bp, _triangleU);
454
- const vv = Vector3.cross(bp, cp, _triangleV);
455
- const w = Vector3.cross(cp, ap, _triangleW);
456
- if (Vector3.dot(u, vv) < 0) {
457
- return false;
458
- }
459
- if (Vector3.dot(vv, w) < 0) {
460
- return false;
461
- }
462
- return true;
463
- }
464
- function lerp(a, b, t) {
465
- return a + (b - a) * t;
466
- }
467
-
468
- export { checkSurfaceCollision, collisionDetection, collisionDetectionCapsule, collisionDetectionSphere, computeNearestPoints, pushInCollisionDetection, pushInFromCapsule, pushInFromCollider, pushInFromSphere, pushoutFromCapsule, pushoutFromCollider, pushoutFromSphere };
469
- //# sourceMappingURL=collision.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"collision.js","sources":["../../../src/animation/spring2/collision.ts"],"sourcesContent":["// Collision detection & response - direct port of SPCRJointDynamicsJob.cs Collision class\r\n\r\nimport { Vector3 } from '@zephyr3d/base';\r\nimport type { ColliderR, ColliderRW, PointR } from './types';\r\nimport { EPSILON, ColliderForce } from './types';\r\n\r\nexport interface CollisionResult {\r\n hit: boolean;\r\n point: Vector3;\r\n}\r\n\r\nexport interface LineCollisionResult {\r\n hit: boolean;\r\n pointOnLine: Vector3;\r\n pointOnCollider: Vector3;\r\n radius: number;\r\n}\r\n\r\nexport interface SurfaceCheckResult {\r\n hit: boolean;\r\n intersectionPoint: Vector3;\r\n pushOut: Vector3;\r\n pointOnCollider: Vector3;\r\n radius: number;\r\n}\r\n\r\nexport interface NearestPointsResult {\r\n tP: number;\r\n tQ: number;\r\n pointOnP: Vector3;\r\n pointOnQ: Vector3;\r\n sqrDistance: number;\r\n}\r\n\r\nconst _pushoutSphereDirection = new Vector3();\r\nconst _pushoutSphereScaled = new Vector3();\r\nconst _pushoutCapsuleVecN = new Vector3();\r\nconst _pushoutCapsuleTargetVec = new Vector3();\r\nconst _pushoutCapsuleTail = new Vector3();\r\nconst _pushoutCapsulePosOnVec = new Vector3();\r\nconst _pushoutCapsulePushVec = new Vector3();\r\nconst _pushoutCapsuleScaled = new Vector3();\r\nconst _pushInSphereDirection = new Vector3();\r\nconst _pushInSphereDirectionN = new Vector3();\r\nconst _pushInSphereScaled = new Vector3();\r\nconst _pushInCapsuleVecN = new Vector3();\r\nconst _pushInCapsuleTargetVec = new Vector3();\r\nconst _pushInCapsuleTail = new Vector3();\r\nconst _pushInCapsulePosOnVec = new Vector3();\r\nconst _pushInCapsulePullVec = new Vector3();\r\nconst _pushInCapsulePullVecN = new Vector3();\r\nconst _pushInCapsuleScaled = new Vector3();\r\nconst _collisionSphereDir = new Vector3();\r\nconst _collisionSphereDirN = new Vector3();\r\nconst _collisionSphereToCenter = new Vector3();\r\nconst _collisionSphereScaled = new Vector3();\r\nconst _collisionSphereDiff = new Vector3();\r\nconst _collisionCapsuleTail = new Vector3();\r\nconst _collisionCapsulePointDir = new Vector3();\r\nconst _collisionCapsulePtOnCol = new Vector3();\r\nconst _collisionCapsulePtOnLine = new Vector3();\r\nconst _collisionCapsuleDiff = new Vector3();\r\nconst _collisionCapsuleTempLineResult: LineCollisionResult = {\r\n hit: false,\r\n pointOnLine: new Vector3(),\r\n pointOnCollider: new Vector3(),\r\n radius: 0\r\n};\r\nconst _nearestCross0 = new Vector3();\r\nconst _nearestCross1 = new Vector3();\r\nconst _nearestN1 = new Vector3();\r\nconst _nearestN2 = new Vector3();\r\nconst _nearestPosDiff = new Vector3();\r\nconst _nearestPointOnP = new Vector3();\r\nconst _nearestPointOnQ = new Vector3();\r\nconst _nearestPointDiff = new Vector3();\r\nconst _nearestResult: NearestPointsResult = {\r\n tP: 0,\r\n tQ: 0,\r\n pointOnP: new Vector3(),\r\n pointOnQ: new Vector3(),\r\n sqrDistance: 0\r\n};\r\nconst _surfaceNoHit: SurfaceCheckResult = {\r\n hit: false,\r\n intersectionPoint: new Vector3(),\r\n pushOut: new Vector3(),\r\n pointOnCollider: new Vector3(),\r\n radius: 0\r\n};\r\nconst _surfaceTriCenter = new Vector3();\r\nconst _surfaceEdgeAB = new Vector3();\r\nconst _surfaceEdgeAC = new Vector3();\r\nconst _surfacePlaneNormal = new Vector3();\r\nconst _surfacePlaneNormalNeg = new Vector3();\r\nconst _surfaceColliderDir = new Vector3();\r\nconst _surfaceRayDir = new Vector3();\r\nconst _surfaceRayDirN = new Vector3();\r\nconst _surfaceTail = new Vector3();\r\nconst _surfaceIntersection = new Vector3();\r\nconst _surfacePushOut = new Vector3();\r\nconst _surfaceToCol = new Vector3();\r\nconst _surfaceEndVec = new Vector3();\r\nconst _surfaceColDirVec = new Vector3();\r\nconst _surfaceIntersecToEnd = new Vector3();\r\nconst _surfaceColToEnd = new Vector3();\r\nconst _surfaceColToIntersect = new Vector3();\r\nconst _surfaceEVec = new Vector3();\r\nconst _surfacePoc2 = new Vector3();\r\nconst _triangleAp = new Vector3();\r\nconst _triangleBp = new Vector3();\r\nconst _triangleCp = new Vector3();\r\nconst _triangleU = new Vector3();\r\nconst _triangleV = new Vector3();\r\nconst _triangleW = new Vector3();\r\n\r\nfunction writeCollisionResult(\r\n out: CollisionResult | undefined,\r\n hit: boolean,\r\n point: Vector3,\r\n copyPoint: boolean\r\n) {\r\n if (!out) {\r\n return { hit, point: copyPoint ? point.clone() : point };\r\n }\r\n if (!out.point) {\r\n out.point = new Vector3();\r\n }\r\n out.hit = hit;\r\n out.point.set(point);\r\n return out;\r\n}\r\n\r\nfunction writeLineCollisionResult(\r\n out: LineCollisionResult | undefined,\r\n hit: boolean,\r\n pointOnLine: Vector3,\r\n pointOnCollider: Vector3,\r\n radius: number,\r\n copyVectors: boolean\r\n) {\r\n if (!out) {\r\n return {\r\n hit,\r\n pointOnLine: copyVectors ? pointOnLine.clone() : pointOnLine,\r\n pointOnCollider: copyVectors ? pointOnCollider.clone() : pointOnCollider,\r\n radius\r\n };\r\n }\r\n if (!out.pointOnLine) {\r\n out.pointOnLine = new Vector3();\r\n }\r\n if (!out.pointOnCollider) {\r\n out.pointOnCollider = new Vector3();\r\n }\r\n out.hit = hit;\r\n out.pointOnLine.set(pointOnLine);\r\n out.pointOnCollider.set(pointOnCollider);\r\n out.radius = radius;\r\n return out;\r\n}\r\n\r\nfunction writeSurfaceCheckResult(\r\n out: SurfaceCheckResult | undefined,\r\n hit: boolean,\r\n intersectionPoint: Vector3,\r\n pushOut: Vector3,\r\n pointOnCollider: Vector3,\r\n radius: number,\r\n copyVectors: boolean\r\n) {\r\n if (!out) {\r\n return {\r\n hit,\r\n intersectionPoint: copyVectors ? intersectionPoint.clone() : intersectionPoint,\r\n pushOut: copyVectors ? pushOut.clone() : pushOut,\r\n pointOnCollider: copyVectors ? pointOnCollider.clone() : pointOnCollider,\r\n radius\r\n };\r\n }\r\n if (!out.intersectionPoint) {\r\n out.intersectionPoint = new Vector3();\r\n }\r\n if (!out.pushOut) {\r\n out.pushOut = new Vector3();\r\n }\r\n if (!out.pointOnCollider) {\r\n out.pointOnCollider = new Vector3();\r\n }\r\n out.hit = hit;\r\n out.intersectionPoint.set(intersectionPoint);\r\n out.pushOut.set(pushOut);\r\n out.pointOnCollider.set(pointOnCollider);\r\n out.radius = radius;\r\n return out;\r\n}\r\n\r\nfunction writeNearestPointsResult(\r\n out: NearestPointsResult | undefined,\r\n tP: number,\r\n tQ: number,\r\n pointOnP: Vector3,\r\n pointOnQ: Vector3,\r\n sqrDistance: number,\r\n copyVectors: boolean\r\n) {\r\n if (!out) {\r\n return {\r\n tP,\r\n tQ,\r\n pointOnP: copyVectors ? pointOnP.clone() : pointOnP,\r\n pointOnQ: copyVectors ? pointOnQ.clone() : pointOnQ,\r\n sqrDistance\r\n };\r\n }\r\n out.tP = tP;\r\n out.tQ = tQ;\r\n out.pointOnP.set(pointOnP);\r\n out.pointOnQ.set(pointOnQ);\r\n out.sqrDistance = sqrDistance;\r\n return out;\r\n}\r\n\r\n// Pushout (keep point outside collider)\r\n\r\nexport function pushoutFromSphere(\r\n center: Vector3,\r\n radius: number,\r\n pointRadius: number,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const direction = Vector3.sub(point, center, _pushoutSphereDirection);\r\n const sqrLen = direction.magnitudeSq;\r\n if (sqrLen > EPSILON) {\r\n const dirLen = Math.sqrt(sqrLen) - pointRadius;\r\n if (dirLen < radius) {\r\n const scaled = Vector3.scale(direction, radius / dirLen, _pushoutSphereScaled);\r\n Vector3.add(center, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\nexport function pushoutFromCollider(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n ptR: PointR,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return pushoutFromSphere(colRW.positionCurrent, colRW.radius, ptR.pointRadius, point, out);\r\n }\r\n return pushoutFromCapsule(colR, colRW, point, ptR, out);\r\n}\r\n\r\nexport function pushoutFromCapsule(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n ptR: PointR,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const capsuleVec = colRW.directionCurrent;\r\n const capsuleVecN = Vector3.normalize(capsuleVec, _pushoutCapsuleVecN);\r\n const capsulePos = colRW.positionCurrent;\r\n const targetVec = Vector3.sub(point, capsulePos, _pushoutCapsuleTargetVec);\r\n const distOnVec = Vector3.dot(capsuleVecN, targetVec);\r\n\r\n if (distOnVec <= EPSILON) {\r\n return pushoutFromSphere(capsulePos, colRW.radius, ptR.pointRadius, point, out);\r\n }\r\n if (distOnVec >= colR.height) {\r\n const tail = Vector3.add(capsulePos, capsuleVec, _pushoutCapsuleTail);\r\n return pushoutFromSphere(tail, colRW.radius * colR.radiusTailScale, ptR.pointRadius, point, out);\r\n }\r\n\r\n const posOnVec = Vector3.scale(capsuleVecN, distOnVec, _pushoutCapsulePosOnVec);\r\n Vector3.add(capsulePos, posOnVec, posOnVec);\r\n const pushVec = Vector3.sub(point, posOnVec, _pushoutCapsulePushVec);\r\n const sqrPushDist = pushVec.magnitudeSq;\r\n if (sqrPushDist > EPSILON) {\r\n const pushDist = Math.sqrt(sqrPushDist) - ptR.pointRadius;\r\n const r = colRW.radius * lerp(1.0, colR.radiusTailScale, distOnVec / colR.height);\r\n if (pushDist < r) {\r\n const scaled = Vector3.scale(pushVec, r / pushDist, _pushoutCapsuleScaled);\r\n Vector3.add(posOnVec, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\n// PushIn (keep point inside collider - inverse mode)\r\n\r\nexport function pushInFromSphere(\r\n center: Vector3,\r\n radius: number,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const direction = Vector3.sub(center, point, _pushInSphereDirection);\r\n const sqrLen = direction.magnitudeSq;\r\n if (sqrLen > EPSILON && sqrLen > radius * radius) {\r\n const dirLen = Math.sqrt(sqrLen);\r\n const directionN = Vector3.normalize(direction, _pushInSphereDirectionN);\r\n const scaled = Vector3.scale(directionN, dirLen - radius, _pushInSphereScaled);\r\n Vector3.add(point, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\nexport function pushInFromCollider(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return pushInFromSphere(colRW.positionCurrent, colRW.radius, point, out);\r\n }\r\n return pushInFromCapsule(colR, colRW, point, out);\r\n}\r\n\r\nexport function pushInFromCapsule(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const capsuleVec = colRW.directionCurrent;\r\n const capsuleVecN = Vector3.normalize(capsuleVec, _pushInCapsuleVecN);\r\n const capsulePos = colRW.positionCurrent;\r\n const targetVec = Vector3.sub(point, capsulePos, _pushInCapsuleTargetVec);\r\n const distOnVec = Vector3.dot(capsuleVecN, targetVec);\r\n\r\n if (distOnVec <= EPSILON) {\r\n return pushInFromSphere(capsulePos, colRW.radius, point, out);\r\n }\r\n if (distOnVec >= colR.height) {\r\n const tail = Vector3.add(capsulePos, capsuleVec, _pushInCapsuleTail);\r\n return pushInFromSphere(tail, colRW.radius * colR.radiusTailScale, point, out);\r\n }\r\n\r\n const posOnVec = Vector3.scale(capsuleVecN, distOnVec, _pushInCapsulePosOnVec);\r\n Vector3.add(capsulePos, posOnVec, posOnVec);\r\n const pullVec = Vector3.sub(posOnVec, point, _pushInCapsulePullVec);\r\n const sqrPullDist = pullVec.magnitudeSq;\r\n if (sqrPullDist > EPSILON) {\r\n const r = colRW.radius * lerp(1.0, colR.radiusTailScale, colR.height / distOnVec);\r\n if (sqrPullDist > r * r) {\r\n const pullDist = Math.sqrt(sqrPullDist);\r\n const pullVecN = Vector3.normalize(pullVec, _pushInCapsulePullVecN);\r\n const scaled = Vector3.scale(pullVecN, pullDist - r, _pushInCapsuleScaled);\r\n Vector3.add(point, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\n// Line segment vs collider detection\r\n\r\nexport function collisionDetectionSphere(\r\n center: Vector3,\r\n radius: number,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n const dir = Vector3.sub(point2, point1, _collisionSphereDir);\r\n const dirLen = dir.magnitude;\r\n if (dirLen < EPSILON) {\r\n return writeLineCollisionResult(out, false, point1, center, radius, !out);\r\n }\r\n const dirN = Vector3.scale(dir, 1 / dirLen, _collisionSphereDirN);\r\n const toCenter = Vector3.sub(center, point1, _collisionSphereToCenter);\r\n const dot = Vector3.dot(dirN, toCenter);\r\n const clamped = Math.max(0, Math.min(dot, dirLen));\r\n const ptOnLine = Vector3.scale(dirN, clamped, _collisionSphereScaled);\r\n Vector3.add(point1, ptOnLine, ptOnLine);\r\n const diff = Vector3.sub(center, ptOnLine, _collisionSphereDiff);\r\n const hit = diff.magnitudeSq <= radius * radius;\r\n return writeLineCollisionResult(out, hit, ptOnLine, center, radius, !out);\r\n}\r\n\r\nexport function collisionDetectionCapsule(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n const capsuleDir = colRW.directionCurrent;\r\n const capsulePos = colRW.positionCurrent;\r\n\r\n let res = collisionDetectionSphere(capsulePos, colRW.radius, point1, point2, out);\r\n if (res.hit) {\r\n return res;\r\n }\r\n\r\n const tail = Vector3.add(capsulePos, capsuleDir, _collisionCapsuleTail);\r\n res = collisionDetectionSphere(\r\n tail,\r\n colRW.radius * colR.radiusTailScale,\r\n point1,\r\n point2,\r\n _collisionCapsuleTempLineResult\r\n );\r\n if (res.hit) {\r\n return writeLineCollisionResult(out, true, res.pointOnLine, res.pointOnCollider, res.radius, !out);\r\n }\r\n\r\n const pointDir = Vector3.sub(point2, point1, _collisionCapsulePointDir);\r\n const nearest = computeNearestPoints(capsulePos, capsuleDir, point1, pointDir, _nearestResult);\r\n const t1 = Math.max(0, Math.min(1, nearest.tP));\r\n const r = colRW.radius * lerp(1.0, colR.radiusTailScale, t1);\r\n\r\n if (nearest.sqrDistance > r * r) {\r\n return writeLineCollisionResult(out, false, point1, capsulePos, r, !out);\r\n }\r\n\r\n const t2 = Math.max(0, Math.min(1, nearest.tQ));\r\n const ptOnCol = Vector3.scale(capsuleDir, t1, _collisionCapsulePtOnCol);\r\n Vector3.add(capsulePos, ptOnCol, ptOnCol);\r\n const ptOnLine = Vector3.scale(pointDir, t2, _collisionCapsulePtOnLine);\r\n Vector3.add(point1, ptOnLine, ptOnLine);\r\n const diff = Vector3.sub(ptOnCol, ptOnLine, _collisionCapsuleDiff);\r\n const hit = diff.magnitudeSq <= r * r;\r\n return writeLineCollisionResult(out, hit, ptOnLine, ptOnCol, r, !out);\r\n}\r\n\r\nexport function collisionDetection(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return collisionDetectionSphere(colRW.positionCurrent, colRW.radius, point1, point2, out);\r\n }\r\n return collisionDetectionCapsule(colR, colRW, point1, point2, out);\r\n}\r\n\r\nexport function pushInCollisionDetection(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return collisionDetectionSphere(colRW.positionCurrent, colRW.radius, point1, point2, out);\r\n }\r\n const res = collisionDetectionCapsule(colR, colRW, point1, point2, out);\r\n res.hit = false;\r\n return res;\r\n}\r\n\r\n// Nearest points between two line segments\r\n\r\nexport function computeNearestPoints(\r\n posP: Vector3,\r\n dirP: Vector3,\r\n posQ: Vector3,\r\n dirQ: Vector3,\r\n out?: NearestPointsResult\r\n): {\r\n tP: number;\r\n tQ: number;\r\n pointOnP: Vector3;\r\n pointOnQ: Vector3;\r\n sqrDistance: number;\r\n} {\r\n const cross0 = Vector3.cross(dirQ, dirP, _nearestCross0);\r\n const n1 = Vector3.cross(dirP, cross0, _nearestN1);\r\n const cross1 = Vector3.cross(dirP, dirQ, _nearestCross1);\r\n const n2 = Vector3.cross(dirQ, cross1, _nearestN2);\r\n const dP_n2 = Vector3.dot(dirP, n2);\r\n const dQ_n1 = Vector3.dot(dirQ, n1);\r\n const posDiff = Vector3.sub(posQ, posP, _nearestPosDiff);\r\n const tP = dP_n2 !== 0 ? Vector3.dot(posDiff, n2) / dP_n2 : 0;\r\n const tQ = dQ_n1 !== 0 ? Vector3.dot(Vector3.scale(posDiff, -1, posDiff), n1) / dQ_n1 : 0;\r\n const pointOnP = Vector3.scale(dirP, tP, _nearestPointOnP);\r\n Vector3.add(posP, pointOnP, pointOnP);\r\n const pointOnQ = Vector3.scale(dirQ, tQ, _nearestPointOnQ);\r\n Vector3.add(posQ, pointOnQ, pointOnQ);\r\n const diff = Vector3.sub(pointOnQ, pointOnP, _nearestPointDiff);\r\n return writeNearestPointsResult(out, tP, tQ, pointOnP, pointOnQ, diff.magnitudeSq, !out);\r\n}\r\n\r\n// Surface collision (triangle-based)\r\n\r\nexport function checkSurfaceCollision(\r\n ptA: Vector3,\r\n ptB: Vector3,\r\n ptC: Vector3,\r\n colliderPos: Vector3,\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n out?: SurfaceCheckResult\r\n): SurfaceCheckResult {\r\n _surfaceNoHit.hit = false;\r\n _surfaceNoHit.intersectionPoint.setXYZ(0, 0, 0);\r\n _surfaceNoHit.pushOut.setXYZ(0, 0, 0);\r\n _surfaceNoHit.pointOnCollider.set(colliderPos);\r\n _surfaceNoHit.radius = colRW.radius;\r\n\r\n let pointOnCollider = colliderPos;\r\n let radius = colRW.radius;\r\n const isCapsule = colR.height > EPSILON;\r\n\r\n const triCenter = centerOfTriangle(ptA, ptB, ptC, _surfaceTriCenter);\r\n const edgeAB = Vector3.sub(ptB, ptA, _surfaceEdgeAB);\r\n const edgeAC = Vector3.sub(ptC, ptA, _surfaceEdgeAC);\r\n const planeNormal = Vector3.cross(edgeAB, edgeAC, _surfacePlaneNormal);\r\n Vector3.normalize(planeNormal, planeNormal);\r\n Vector3.scale(planeNormal, -1, planeNormal);\r\n const planeNormalNeg = Vector3.scale(planeNormal, -1, _surfacePlaneNormalNeg);\r\n const planeDist = -Vector3.dot(planeNormalNeg, ptA);\r\n const colliderDir = Vector3.sub(colliderPos, triCenter, _surfaceColliderDir);\r\n Vector3.normalize(colliderDir, colliderDir);\r\n const dot = Vector3.dot(colliderDir, planeNormal);\r\n\r\n if (isCapsule) {\r\n const side = Vector3.dot(colRW.directionCurrent, planeNormal) * dot;\r\n const rayDir = Vector3.scale(planeNormal, dot * -1, _surfaceRayDir);\r\n const tempPOC = pointOnCollider;\r\n\r\n if (side < 0) {\r\n radius = colRW.radius * colR.radiusTailScale;\r\n pointOnCollider = Vector3.add(colliderPos, colRW.directionCurrent, _surfaceTail);\r\n }\r\n\r\n const rayDirN = Vector3.normalize(rayDir, _surfaceRayDirN);\r\n const enter = raycast(planeNormalNeg, planeDist, pointOnCollider, rayDirN);\r\n if (enter !== null) {\r\n const ip = Vector3.scale(rayDirN, enter, _surfaceIntersection);\r\n Vector3.add(pointOnCollider, ip, ip);\r\n if (triangleContainsPoint(ptA, ptB, ptC, ip)) {\r\n const pushOut = Vector3.sub(ip, pointOnCollider, _surfacePushOut);\r\n const toCol = Vector3.sub(pointOnCollider, ip, _surfaceToCol);\r\n if (toCol.magnitudeSq <= radius * radius) {\r\n return writeSurfaceCheckResult(out, true, ip, pushOut, pointOnCollider, radius, !out);\r\n }\r\n }\r\n } else if (colR.forceType !== ColliderForce.Off) {\r\n pointOnCollider = tempPOC;\r\n let endVec = Vector3.add(colliderPos, colRW.directionCurrent, _surfaceEndVec);\r\n _surfaceColDirVec.set(colRW.directionCurrent);\r\n let colDirVec = _surfaceColDirVec;\r\n if (colR.forceType === ColliderForce.Pull) {\r\n const tmp = pointOnCollider;\r\n pointOnCollider = endVec;\r\n endVec = tmp;\r\n colDirVec = Vector3.scale(colDirVec, -1, colDirVec);\r\n }\r\n const enter2 = raycast(planeNormalNeg, planeDist, pointOnCollider, colDirVec);\r\n if (enter2 !== null) {\r\n const ip = Vector3.scale(colDirVec, enter2, _surfaceIntersection);\r\n Vector3.add(pointOnCollider, ip, ip);\r\n if (triangleContainsPoint(ptA, ptB, ptC, ip)) {\r\n const intersecToEnd = Vector3.sub(endVec, ip, _surfaceIntersecToEnd);\r\n const colToEnd = Vector3.sub(endVec, pointOnCollider, _surfaceColToEnd);\r\n const colToIntersect = Vector3.sub(ip, pointOnCollider, _surfaceColToIntersect);\r\n const pDot = Vector3.dot(intersecToEnd, colToIntersect);\r\n const lDot = Vector3.dot(colToEnd, colToEnd);\r\n if (!(pDot >= 0 && pDot <= lDot)) {\r\n return writeSurfaceCheckResult(\r\n out,\r\n _surfaceNoHit.hit,\r\n _surfaceNoHit.intersectionPoint,\r\n _surfaceNoHit.pushOut,\r\n _surfaceNoHit.pointOnCollider,\r\n _surfaceNoHit.radius,\r\n !out\r\n );\r\n }\r\n const dotVal = Vector3.dot(colToEnd, colToIntersect);\r\n const s2eMag = Vector3.dot(colToEnd, colToEnd);\r\n const colToEndN = Vector3.normalize(colToEnd, colToEnd);\r\n const eVec = Vector3.scale(colToEndN, -radius, _surfaceEVec);\r\n Vector3.add(pointOnCollider, eVec, eVec);\r\n const pushOut = Vector3.sub(ip, eVec, _surfacePushOut);\r\n const poc2 = Vector3.scale(colToEnd, dotVal / s2eMag, _surfacePoc2);\r\n Vector3.add(pointOnCollider, poc2, poc2);\r\n const toCol = Vector3.sub(poc2, ip, _surfaceToCol);\r\n if (toCol.magnitudeSq <= radius * radius) {\r\n return writeSurfaceCheckResult(out, true, ip, pushOut, poc2, radius, !out);\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n const rayDir = Vector3.scale(planeNormal, dot * -1, _surfaceRayDir);\r\n const rayDirN = Vector3.normalize(rayDir, _surfaceRayDirN);\r\n const enter = raycast(planeNormalNeg, planeDist, pointOnCollider, rayDirN);\r\n if (enter !== null) {\r\n const ip = Vector3.scale(rayDirN, enter, _surfaceIntersection);\r\n Vector3.add(pointOnCollider, ip, ip);\r\n if (triangleContainsPoint(ptA, ptB, ptC, ip)) {\r\n const pushOut = Vector3.sub(ip, pointOnCollider, _surfacePushOut);\r\n const toCol = Vector3.sub(pointOnCollider, ip, _surfaceToCol);\r\n if (toCol.magnitudeSq <= radius * radius) {\r\n return writeSurfaceCheckResult(out, true, ip, pushOut, pointOnCollider, radius, !out);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return writeSurfaceCheckResult(\r\n out,\r\n _surfaceNoHit.hit,\r\n _surfaceNoHit.intersectionPoint,\r\n _surfaceNoHit.pushOut,\r\n _surfaceNoHit.pointOnCollider,\r\n _surfaceNoHit.radius,\r\n !out\r\n );\r\n}\r\n\r\n// Helpers\r\n\r\nfunction raycast(normal: Vector3, planeDist: number, origin: Vector3, direction: Vector3): number | null {\r\n const vdot = Vector3.dot(direction, normal);\r\n const ndot = -Vector3.dot(origin, normal) - planeDist;\r\n if (Math.abs(vdot) <= EPSILON) {\r\n return null;\r\n }\r\n const enter = ndot / vdot;\r\n return enter > 0 ? enter : null;\r\n}\r\n\r\nfunction centerOfTriangle(a: Vector3, b: Vector3, c: Vector3, result?: Vector3): Vector3 {\r\n result = result || new Vector3();\r\n return result.setXYZ((a.x + b.x + c.x) / 3, (a.y + b.y + c.y) / 3, (a.z + b.z + c.z) / 3);\r\n}\r\n\r\nfunction triangleContainsPoint(a: Vector3, b: Vector3, c: Vector3, p: Vector3): boolean {\r\n const ap = Vector3.sub(a, p, _triangleAp);\r\n const bp = Vector3.sub(b, p, _triangleBp);\r\n const cp = Vector3.sub(c, p, _triangleCp);\r\n const u = Vector3.cross(ap, bp, _triangleU);\r\n const vv = Vector3.cross(bp, cp, _triangleV);\r\n const w = Vector3.cross(cp, ap, _triangleW);\r\n if (Vector3.dot(u, vv) < 0) {\r\n return false;\r\n }\r\n if (Vector3.dot(vv, w) < 0) {\r\n return false;\r\n }\r\n return true;\r\n}\r\n\r\nfunction lerp(a: number, b: number, t: number): number {\r\n return a + (b - a) * 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