partforge 0.39.0 → 0.41.0

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@@ -5,12 +5,56 @@
5
5
  // (raycast), nearest surface point (closestPoint), and exact mesh-to-mesh distance
6
6
  // (distanceTo). AABB tree, median split on the widest centroid axis, slab ray–box
7
7
  // test with pruning.
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+ //
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+ // STORAGE — four flat typed arrays, no per-triangle and no per-node JS objects.
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+ // The nested-array representation this replaced ([[x,y,z],[x,y,z],[x,y,z]] per
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+ // triangle, wrapped in an object carrying min/max/centroid arrays, hung off object
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+ // nodes) cost ~950 bytes and ~7 heap objects per triangle: 350 MB for a 400k-triangle
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+ // mesh, which is what OOM-killed the inspect job in mobile Safari. This costs ~75
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+ // bytes/triangle for a Manifold soup, and every query allocates only its own stack.
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+ //
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+ // vertices 9 coords per triangle (v0,v1,v2 interleaved), in MESH order — so the
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+ // triangle ids in raycast's `tri`/`skipTri` are still mesh indices.
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+ // Float32 in, Float32 out: a Manifold soup is already float32, and
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+ // widening it would double the footprint without adding a bit of
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+ // precision, while a mesh whose positions are plain JS numbers (OCCT,
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+ // hand-written fixtures) is kept in a Float64Array. Either copy is
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+ // exact, so no reading changes with the representation. Exposed
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+ // READ-ONLY: every node bound was computed from these coords at build
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+ // time, so writing into the array silently invalidates the whole tree
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+ // (queries would prune against boxes that no longer contain their
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+ // triangles). Read it through readTriangleInto() rather than
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+ // open-coding the stride.
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+ // order Uint32 triangle ids, permuted by the build so each leaf owns a
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+ // contiguous run. The vertices themselves never move.
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+ // bounds Float64, 6 per node: [minx,miny,minz, maxx,maxy,maxz]. Kept at double
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+ // precision whatever the vertices are — a narrowed bound would have to
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+ // be rounded outward to stay conservative, and node bounds are a small
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+ // fraction of the total anyway (~0.6 nodes per triangle).
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+ // meta Uint32, 2 per node. A LEAF is [firstIndexIntoOrder, count + 1]; an
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+ // INTERNAL node is [rightChildIndex, 0]. The +1 is what lets an empty
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+ // mesh's root still read as a leaf instead of as an internal node
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+ // pointing at itself. Nodes are laid out in pre-order, so an internal
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+ // node's left child is always the next node.
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39
 
9
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  const LEAF = 4; // max triangles per leaf
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41
 
42
+ // Coords per triangle in a `vertices` store: v0,v1,v2 interleaved. The ONE place
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+ // this layout is decoded outside the queries below — copy triangle `t` of `V` into
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+ // `out` (9 numbers: x0,y0,z0, x1,y1,z1, x2,y2,z2) and hand callers a reusable
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+ // buffer, so nobody else has to know the stride and no per-triangle garbage is
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+ // made. min-wall casts one ray per triangle through this.
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+ export function readTriangleInto(V, t, out) {
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+ const o = t * 9;
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+ for (let i = 0; i < 9; i++) out[i] = V[o + i];
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+ return out;
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+ }
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+
11
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  // Triangles as [v0,v1,v2] coord triples, from either a Manifold non-indexed soup
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  // (positions = 9 floats/triangle, no indices) or an OCCT indexed mesh (positions =
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- // 3 floats/vertex + indices = 3 vertex-indices/triangle).
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+ // 3 floats/vertex + indices = 3 vertex-indices/triangle). A convenience for callers
56
+ // that want plain arrays; the BVH itself reads triangleVertices() below, because
57
+ // this shape costs four heap objects per triangle.
14
58
  export function meshTriangles(mesh) {
15
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  const { positions, indices } = mesh;
16
60
  if (indices) {
@@ -33,48 +77,68 @@ export function meshTriangles(mesh) {
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  return out;
34
78
  }
35
79
 
36
- function readTris(mesh) {
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- const triangles = meshTriangles(mesh);
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- return triangles.map(([v0, v1, v2], i) => {
39
- const min = [Math.min(v0[0], v1[0], v2[0]), Math.min(v0[1], v1[1], v2[1]), Math.min(v0[2], v1[2], v2[2])];
40
- const max = [Math.max(v0[0], v1[0], v2[0]), Math.max(v0[1], v1[1], v2[1]), Math.max(v0[2], v1[2], v2[2])];
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- return { i, v0, v1, v2, min, max, c: [(min[0] + max[0]) / 2, (min[1] + max[1]) / 2, (min[2] + max[2]) / 2] };
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- });
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- }
44
-
45
- function aabbOf(items) {
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- const min = [Infinity, Infinity, Infinity], max = [-Infinity, -Infinity, -Infinity];
47
- for (const it of items) for (let a = 0; a < 3; a++) { if (it.min[a] < min[a]) min[a] = it.min[a]; if (it.max[a] > max[a]) max[a] = it.max[a]; }
48
- return { min, max };
80
+ // The same triangles, flat: one typed array of 9 coords per triangle in mesh order.
81
+ // Float32 source → Float32Array (lossless, and half the bytes); anything else →
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+ // Float64Array (plain JS numbers are doubles and must stay doubles).
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+ export function triangleVertices(mesh) {
84
+ const { positions, indices } = mesh;
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+ const Store = positions instanceof Float32Array ? Float32Array : Float64Array;
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+ if (indices) {
87
+ const n = indices.length / 3, verts = new Store(n * 9);
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+ for (let t = 0; t < n; t++) {
89
+ const o = t * 9;
90
+ for (let k = 0; k < 3; k++) {
91
+ const s = indices[3 * t + k] * 3;
92
+ verts[o + 3 * k] = positions[s];
93
+ verts[o + 3 * k + 1] = positions[s + 1];
94
+ verts[o + 3 * k + 2] = positions[s + 2];
95
+ }
96
+ }
97
+ return verts;
98
+ }
99
+ const n = positions.length / 9;
100
+ if (positions instanceof Float32Array) return positions.slice(0, n * 9);
101
+ const verts = new Store(n * 9);
102
+ for (let i = 0; i < n * 9; i++) verts[i] = positions[i];
103
+ return verts;
49
104
  }
50
105
 
51
- function build(items) {
52
- const box = aabbOf(items);
53
- if (items.length <= LEAF) return { ...box, tris: items };
54
- const ext = [box.max[0] - box.min[0], box.max[1] - box.min[1], box.max[2] - box.min[2]];
55
- const axis = ext[0] >= ext[1] && ext[0] >= ext[2] ? 0 : ext[1] >= ext[2] ? 1 : 2;
56
- const sorted = items.slice().sort((p, q) => p.c[axis] - q.c[axis]);
57
- const mid = sorted.length >> 1;
58
- const left = sorted.slice(0, mid), right = sorted.slice(mid);
59
- if (left.length === 0 || right.length === 0) return { ...box, tris: items }; // degenerate split
60
- return { ...box, left: build(left), right: build(right) };
106
+ // Node count for a subtree of `len` triangles. The split is a pure function of the
107
+ // length (median at len>>1, leaf at <= LEAF), so the tree's shape — and therefore
108
+ // its exact size is known before a single triangle is sorted. That is what lets
109
+ // `bounds`/`meta` be allocated once at the right size rather than grown or trimmed.
110
+ function countNodes(len, memo) {
111
+ if (len <= LEAF) return 1;
112
+ const hit = memo.get(len);
113
+ if (hit !== undefined) return hit;
114
+ const mid = len >> 1;
115
+ const n = 1 + countNodes(mid, memo) + countNodes(len - mid, memo);
116
+ memo.set(len, n);
117
+ return n;
61
118
  }
62
119
 
63
- // slab test: returns the entry distance if the ray meets [min,max] within (tMin,best], else Infinity
64
- function rayBox(o, invD, min, max, tMin, best) {
120
+ // slab test: does the ray meet node `nb`'s box within (tMin, best]?
121
+ function rayHitsBox(ox, oy, oz, ix, iy, iz, B, nb, tMin, best) {
65
122
  let t0 = tMin, t1 = best;
66
- for (let a = 0; a < 3; a++) {
67
- let lo = (min[a] - o[a]) * invD[a], hi = (max[a] - o[a]) * invD[a];
68
- if (lo > hi) { const tmp = lo; lo = hi; hi = tmp; }
69
- if (lo > t0) t0 = lo; if (hi < t1) t1 = hi;
70
- if (t0 > t1) return Infinity;
71
- }
72
- return t0;
123
+ let lo = (B[nb] - ox) * ix, hi = (B[nb + 3] - ox) * ix;
124
+ if (lo > hi) { const s = lo; lo = hi; hi = s; }
125
+ if (lo > t0) t0 = lo; if (hi < t1) t1 = hi;
126
+ if (t0 > t1) return false;
127
+ lo = (B[nb + 1] - oy) * iy; hi = (B[nb + 4] - oy) * iy;
128
+ if (lo > hi) { const s = lo; lo = hi; hi = s; }
129
+ if (lo > t0) t0 = lo; if (hi < t1) t1 = hi;
130
+ if (t0 > t1) return false;
131
+ lo = (B[nb + 2] - oz) * iz; hi = (B[nb + 5] - oz) * iz;
132
+ if (lo > hi) { const s = lo; lo = hi; hi = s; }
133
+ if (lo > t0) t0 = lo; if (hi < t1) t1 = hi;
134
+ return t0 <= t1;
73
135
  }
74
136
 
75
- // nearest point on triangle to P (Ericson), returns { point, d2 }
76
- function closestOnTri(P, tri) {
77
- const A = tri.v0, B = tri.v1, C = tri.v2;
137
+ // nearest point on triangle `base` of `V` to P (Ericson), returns { point, d2 }
138
+ function closestOnTri(P, V, base) {
139
+ const A = [V[base], V[base + 1], V[base + 2]];
140
+ const B = [V[base + 3], V[base + 4], V[base + 5]];
141
+ const C = [V[base + 6], V[base + 7], V[base + 8]];
78
142
  const sub = (p, q) => [p[0]-q[0], p[1]-q[1], p[2]-q[2]];
79
143
  const dot = (p, q) => p[0]*q[0] + p[1]*q[1] + p[2]*q[2];
80
144
  const add = (p, q) => [p[0]+q[0], p[1]+q[1], p[2]+q[2]];
@@ -98,21 +162,23 @@ function closestOnTri(P, tri) {
98
162
  return { point: Q, d2: dot(pq, pq) };
99
163
  }
100
164
 
101
- // squared distance from point to an AABB (0 inside)
102
- function distSqBox(p, min, max) {
103
- let s = 0;
104
- for (let a = 0; a < 3; a++) { const v = p[a] < min[a] ? min[a] - p[a] : p[a] > max[a] ? p[a] - max[a] : 0; s += v * v; }
105
- return s;
165
+ // squared distance from a point to node `nb`'s AABB (0 inside)
166
+ function distSqBox(px, py, pz, B, nb) {
167
+ const x = px < B[nb] ? B[nb] - px : px > B[nb + 3] ? px - B[nb + 3] : 0;
168
+ const y = py < B[nb + 1] ? B[nb + 1] - py : py > B[nb + 4] ? py - B[nb + 4] : 0;
169
+ const z = pz < B[nb + 2] ? B[nb + 2] - pz : pz > B[nb + 5] ? pz - B[nb + 5] : 0;
170
+ return x * x + y * y + z * z;
106
171
  }
107
172
 
108
173
  // summed extent of a node's AABB — the "which node is larger" heuristic for dual traversal
109
- const nodeExtent = (n) => (n.max[0] - n.min[0]) + (n.max[1] - n.min[1]) + (n.max[2] - n.min[2]);
174
+ const nodeExtent = (B, nb) => (B[nb + 3] - B[nb]) + (B[nb + 4] - B[nb + 1]) + (B[nb + 5] - B[nb + 2]);
110
175
 
111
- // squared distance between two AABBs (0 when they overlap)
112
- function boxBoxDistSq(a, b) {
176
+ // squared distance between two nodes' AABBs (0 when they overlap)
177
+ function boxBoxDistSq(A, na, B, nb) {
113
178
  let s = 0;
114
179
  for (let ax = 0; ax < 3; ax++) {
115
- const v = a.min[ax] > b.max[ax] ? a.min[ax] - b.max[ax] : b.min[ax] > a.max[ax] ? b.min[ax] - a.max[ax] : 0;
180
+ const v = A[na + ax] > B[nb + 3 + ax] ? A[na + ax] - B[nb + 3 + ax]
181
+ : B[nb + ax] > A[na + 3 + ax] ? B[nb + ax] - A[na + 3 + ax] : 0;
116
182
  s += v * v;
117
183
  }
118
184
  return s;
@@ -146,32 +212,34 @@ function closestSegSeg(P1, Q1, P2, Q2) {
146
212
  return { a: A, b: B, d2: dot(pq, pq) };
147
213
  }
148
214
 
149
- // exact min distance between two triangles { d2, a, b } (a on t1, b on t2).
150
- // Non-intersecting triangles realize their minimum at a vertex-face or edge-edge
151
- // feature pair; a piercing edge (interior×interior crossing) is caught first with
152
- // rayTri, since feature distances alone would miss it. rayTri's t is in units of
153
- // the unnormalized edge direction, so 0 < t <= 1 means the segment itself pierces;
154
- // parallel/grazing edges return Infinity and the coplanar cases fall to the
155
- // feature distances.
156
- function triTriDist(t1, t2) {
157
- const edges = (t) => [[t.v0, t.v1], [t.v1, t.v2], [t.v2, t.v0]];
215
+ // exact min distance between triangle `b1` of `V1` and triangle `b2` of `V2`
216
+ // { d2, a, b } (a on the first, b on the second). Non-intersecting triangles
217
+ // realize their minimum at a vertex-face or edge-edge feature pair; a piercing
218
+ // edge (interior×interior crossing) is caught first with rayTri, since feature
219
+ // distances alone would miss it. rayTri's t is in units of the unnormalized edge
220
+ // direction, so 0 < t <= 1 means the segment itself pierces; parallel/grazing
221
+ // edges return Infinity and the coplanar cases fall to the feature distances.
222
+ function triTriDist(V1, b1, V2, b2) {
223
+ const verts = (V, b) => [[V[b], V[b+1], V[b+2]], [V[b+3], V[b+4], V[b+5]], [V[b+6], V[b+7], V[b+8]]];
224
+ const t1 = verts(V1, b1), t2 = verts(V2, b2);
225
+ const edges = (t) => [[t[0], t[1]], [t[1], t[2]], [t[2], t[0]]];
158
226
  for (const [p, q] of edges(t1)) {
159
227
  const d = [q[0] - p[0], q[1] - p[1], q[2] - p[2]];
160
- const t = rayTri(p, d, t2, 0);
228
+ const t = rayTri(p[0], p[1], p[2], d[0], d[1], d[2], V2, b2, 0);
161
229
  if (t <= 1) { const at = [p[0] + d[0] * t, p[1] + d[1] * t, p[2] + d[2] * t]; return { d2: 0, a: at, b: at }; }
162
230
  }
163
231
  for (const [p, q] of edges(t2)) {
164
232
  const d = [q[0] - p[0], q[1] - p[1], q[2] - p[2]];
165
- const t = rayTri(p, d, t1, 0);
233
+ const t = rayTri(p[0], p[1], p[2], d[0], d[1], d[2], V1, b1, 0);
166
234
  if (t <= 1) { const at = [p[0] + d[0] * t, p[1] + d[1] * t, p[2] + d[2] * t]; return { d2: 0, a: at, b: at }; }
167
235
  }
168
236
  let best = { d2: Infinity, a: null, b: null };
169
- for (const v of [t2.v0, t2.v1, t2.v2]) {
170
- const r = closestOnTri(v, t1);
237
+ for (const v of t2) {
238
+ const r = closestOnTri(v, V1, b1);
171
239
  if (r.d2 < best.d2) best = { d2: r.d2, a: r.point, b: v };
172
240
  }
173
- for (const v of [t1.v0, t1.v1, t1.v2]) {
174
- const r = closestOnTri(v, t2);
241
+ for (const v of t1) {
242
+ const r = closestOnTri(v, V2, b2);
175
243
  if (r.d2 < best.d2) best = { d2: r.d2, a: v, b: r.point };
176
244
  }
177
245
  for (const [p1, q1] of edges(t1)) for (const [p2, q2] of edges(t2)) {
@@ -181,58 +249,154 @@ function triTriDist(t1, t2) {
181
249
  return best;
182
250
  }
183
251
 
184
- // Möller–Trumbore; returns t>tMin or Infinity
185
- function rayTri(o, d, tri, tMin) {
186
- const e1 = [tri.v1[0] - tri.v0[0], tri.v1[1] - tri.v0[1], tri.v1[2] - tri.v0[2]];
187
- const e2 = [tri.v2[0] - tri.v0[0], tri.v2[1] - tri.v0[1], tri.v2[2] - tri.v0[2]];
188
- const p = [d[1] * e2[2] - d[2] * e2[1], d[2] * e2[0] - d[0] * e2[2], d[0] * e2[1] - d[1] * e2[0]];
189
- const det = e1[0] * p[0] + e1[1] * p[1] + e1[2] * p[2];
252
+ // Möller–Trumbore against triangle `base` of `V`; returns t>tMin or Infinity.
253
+ // Scalars throughout — this is the inner loop of every raycast, and min-wall casts
254
+ // one ray per sampled triangle.
255
+ function rayTri(ox, oy, oz, dx, dy, dz, V, base, tMin) {
256
+ const ax = V[base], ay = V[base + 1], az = V[base + 2];
257
+ const e1x = V[base + 3] - ax, e1y = V[base + 4] - ay, e1z = V[base + 5] - az;
258
+ const e2x = V[base + 6] - ax, e2y = V[base + 7] - ay, e2z = V[base + 8] - az;
259
+ const px = dy * e2z - dz * e2y, py = dz * e2x - dx * e2z, pz = dx * e2y - dy * e2x;
260
+ const det = e1x * px + e1y * py + e1z * pz;
190
261
  if (det > -1e-12 && det < 1e-12) return Infinity;
191
262
  const inv = 1 / det;
192
- const tv = [o[0] - tri.v0[0], o[1] - tri.v0[1], o[2] - tri.v0[2]];
193
- const u = (tv[0] * p[0] + tv[1] * p[1] + tv[2] * p[2]) * inv;
263
+ const tx = ox - ax, ty = oy - ay, tz = oz - az;
264
+ const u = (tx * px + ty * py + tz * pz) * inv;
194
265
  if (u < 0 || u > 1) return Infinity;
195
- const q = [tv[1] * e1[2] - tv[2] * e1[1], tv[2] * e1[0] - tv[0] * e1[2], tv[0] * e1[1] - tv[1] * e1[0]];
196
- const v = (d[0] * q[0] + d[1] * q[1] + d[2] * q[2]) * inv;
266
+ const qx = ty * e1z - tz * e1y, qy = tz * e1x - tx * e1z, qz = tx * e1y - ty * e1x;
267
+ const v = (dx * qx + dy * qy + dz * qz) * inv;
197
268
  if (v < 0 || u + v > 1) return Infinity;
198
- const t = (e2[0] * q[0] + e2[1] * q[1] + e2[2] * q[2]) * inv;
269
+ const t = (e2x * qx + e2y * qy + e2z * qz) * inv;
199
270
  return t > tMin ? t : Infinity;
200
271
  }
201
272
 
273
+ // The BVH for `mesh`, memoized in a CALLER-OWNED Map keyed on the mesh object.
274
+ // THE ONE HOME for the caller-owned-Map doctrine; the callers below just point here.
275
+ //
276
+ // Exists because two passes over the same posed meshes each want an index —
277
+ // min-wall casts rays, meshGaps measures pair distances — and building both is a
278
+ // second full index per sub-part at ~77 bytes/triangle. measure() owns the Map and
279
+ // hands the same one (or, for min-wall, the resolved index) to both passes.
280
+ //
281
+ // `cache` is optional everywhere, and with none this is exactly buildBVH: the
282
+ // direct callers that have no second pass to share with (assemblyGaps' bare
283
+ // meshGaps, the tests) keep today's behaviour of building fresh. The Map is
284
+ // deliberately the caller's, not a module-level WeakMap: a WeakMap keyed on
285
+ // meshes would keep an index alive for as long as anything held its mesh, which
286
+ // is the quiet retention this pass exists to remove. Here the index's lifetime is
287
+ // visibly the caller's scope.
288
+ export function cachedBVH(mesh, cache) {
289
+ if (!cache) return buildBVH(mesh);
290
+ let bvh = cache.get(mesh);
291
+ if (!bvh) cache.set(mesh, (bvh = buildBVH(mesh)));
292
+ return bvh;
293
+ }
294
+
202
295
  export function buildBVH(mesh) {
203
- const tris = readTris(mesh);
204
- const root = build(tris);
296
+ const verts = triangleVertices(mesh);
297
+ const count = verts.length / 9;
298
+
299
+ const order = new Uint32Array(count);
300
+ // AABB-midpoint centroids, one Float64 triple per triangle. Transient: only the
301
+ // median split reads them, and they are released explicitly below.
302
+ let cent = new Float64Array(count * 3);
303
+ for (let t = 0; t < count; t++) {
304
+ order[t] = t;
305
+ const o = t * 9;
306
+ for (let a = 0; a < 3; a++) {
307
+ const p = verts[o + a], q = verts[o + 3 + a], r = verts[o + 6 + a];
308
+ const lo = p < q ? (p < r ? p : r) : (q < r ? q : r);
309
+ const hi = p > q ? (p > r ? p : r) : (q > r ? q : r);
310
+ cent[t * 3 + a] = (lo + hi) / 2;
311
+ }
312
+ }
313
+
314
+ const bounds = new Float64Array(countNodes(count, new Map()) * 6);
315
+ const meta = new Uint32Array(bounds.length / 3);
316
+ let next = 0;
317
+
318
+ // Pre-order emit: a node claims its slot, writes its own AABB, then either
319
+ // becomes a leaf over order[start, start+len) or sorts that range by the widest
320
+ // centroid axis and recurses. The left child lands at self+1 by construction, so
321
+ // only the right child's index needs storing.
322
+ function emit(start, len) {
323
+ const self = next++, nb = self * 6;
324
+ let x0 = Infinity, y0 = Infinity, z0 = Infinity, x1 = -Infinity, y1 = -Infinity, z1 = -Infinity;
325
+ for (let k = 0; k < len; k++) {
326
+ const o = order[start + k] * 9;
327
+ for (let j = 0; j < 9; j += 3) {
328
+ const x = verts[o + j], y = verts[o + j + 1], z = verts[o + j + 2];
329
+ if (x < x0) x0 = x; if (x > x1) x1 = x;
330
+ if (y < y0) y0 = y; if (y > y1) y1 = y;
331
+ if (z < z0) z0 = z; if (z > z1) z1 = z;
332
+ }
333
+ }
334
+ bounds[nb] = x0; bounds[nb + 1] = y0; bounds[nb + 2] = z0;
335
+ bounds[nb + 3] = x1; bounds[nb + 4] = y1; bounds[nb + 5] = z1;
336
+ if (len <= LEAF) { meta[self * 2] = start; meta[self * 2 + 1] = len + 1; return self; }
337
+ const ex = x1 - x0, ey = y1 - y0, ez = z1 - z0;
338
+ const axis = ex >= ey && ex >= ez ? 0 : ey >= ez ? 1 : 2;
339
+ order.subarray(start, start + len).sort((p, q) => cent[p * 3 + axis] - cent[q * 3 + axis]);
340
+ // No empty-half guard: len > LEAF here (LEAF >= 1), so mid = len>>1 >= 2 and
341
+ // len - mid >= 3 — both halves always non-empty. The nested-array build this
342
+ // replaced carried such a check; it was dead code there too, and countNodes()
343
+ // assumes this same split, so a guard that ever fired would mis-size `bounds`.
344
+ const mid = len >> 1;
345
+ emit(start, mid);
346
+ meta[self * 2] = emit(start + mid, len - mid);
347
+ meta[self * 2 + 1] = 0;
348
+ return self;
349
+ }
350
+ emit(0, count);
351
+ // Dropped explicitly, not left to scope: `emit` and the three query closures below
352
+ // share one function context, so a `cent` merely gone out of use would still be
353
+ // reachable from every returned BVH — 24 bytes/triangle of dead weight for the
354
+ // life of the index.
355
+ cent = null;
205
356
 
206
357
  function raycast(origin, dir, { tMin = 1e-6, tMax = Infinity, skipTri = -1 } = {}) {
207
- const invD = [1 / dir[0], 1 / dir[1], 1 / dir[2]];
358
+ const ox = origin[0], oy = origin[1], oz = origin[2];
359
+ const dx = dir[0], dy = dir[1], dz = dir[2];
360
+ const ix = 1 / dx, iy = 1 / dy, iz = 1 / dz;
208
361
  let best = tMax, bestTri = -1;
209
- const stack = [root];
362
+ const stack = [0];
210
363
  while (stack.length) {
211
- const node = stack.pop();
212
- if (rayBox(origin, invD, node.min, node.max, tMin, best) === Infinity) continue;
213
- if (node.tris) {
214
- for (const tri of node.tris) {
215
- if (tri.i === skipTri) continue;
216
- const t = rayTri(origin, dir, tri, tMin);
217
- if (t < best) { best = t; bestTri = tri.i; }
364
+ const n = stack.pop();
365
+ if (!rayHitsBox(ox, oy, oz, ix, iy, iz, bounds, n * 6, tMin, best)) continue;
366
+ const packed = meta[n * 2 + 1];
367
+ if (packed) {
368
+ const start = meta[n * 2];
369
+ for (let k = 0; k < packed - 1; k++) {
370
+ const tri = order[start + k];
371
+ if (tri === skipTri) continue;
372
+ const t = rayTri(ox, oy, oz, dx, dy, dz, verts, tri * 9, tMin);
373
+ if (t < best) { best = t; bestTri = tri; }
218
374
  }
219
- } else { stack.push(node.left, node.right); }
375
+ } else { stack.push(n + 1, meta[n * 2]); }
220
376
  }
221
377
  return bestTri === -1 ? null : { t: best, tri: bestTri };
222
378
  }
223
379
 
224
380
  function closestPoint(p) {
381
+ const px = p[0], py = p[1], pz = p[2];
225
382
  let best2 = Infinity, bestPt = null, bestTri = -1;
226
- const stack = [root];
383
+ const stack = [0];
227
384
  while (stack.length) {
228
- const node = stack.pop();
229
- if (distSqBox(p, node.min, node.max) > best2) continue;
230
- if (node.tris) {
231
- for (const tri of node.tris) { const r = closestOnTri(p, tri); if (r.d2 < best2) { best2 = r.d2; bestPt = r.point; bestTri = tri.i; } }
385
+ const n = stack.pop();
386
+ if (distSqBox(px, py, pz, bounds, n * 6) > best2) continue;
387
+ const packed = meta[n * 2 + 1];
388
+ if (packed) {
389
+ const start = meta[n * 2];
390
+ for (let k = 0; k < packed - 1; k++) {
391
+ const tri = order[start + k];
392
+ const r = closestOnTri(p, verts, tri * 9);
393
+ if (r.d2 < best2) { best2 = r.d2; bestPt = r.point; bestTri = tri; }
394
+ }
232
395
  } else {
233
396
  // visit the nearer child first for better pruning
234
- const dl = distSqBox(p, node.left.min, node.left.max), dr = distSqBox(p, node.right.min, node.right.max);
235
- if (dl < dr) { stack.push(node.right, node.left); } else { stack.push(node.left, node.right); }
397
+ const l = n + 1, r = meta[n * 2];
398
+ const dl = distSqBox(px, py, pz, bounds, l * 6), dr = distSqBox(px, py, pz, bounds, r * 6);
399
+ if (dl < dr) { stack.push(r, l); } else { stack.push(l, r); }
236
400
  }
237
401
  }
238
402
  return { point: bestPt, dist: Math.sqrt(best2), tri: bestTri };
@@ -240,28 +404,31 @@ export function buildBVH(mesh) {
240
404
 
241
405
  // Exact minimum surface-to-surface distance to another buildBVH result.
242
406
  // Dual traversal pruned by AABB–AABB distance; exact triangle–triangle
243
- // distance at leaf pairs; early-exits at 0 (touching/intersecting).
407
+ // distance at leaf pairs; early-exits at 0 (touching/intersecting). The stack
408
+ // holds node-index PAIRS, pushed and popped two entries at a time.
244
409
  function distanceTo(other) {
410
+ const oV = other.vertices, oB = other._bounds, oM = other._meta, oO = other._order;
245
411
  let best = { d2: Infinity, a: null, b: null };
246
- const stack = [[root, other._root]];
412
+ const stack = [0, 0];
247
413
  while (stack.length && best.d2 > 0) {
248
- const [na, nb] = stack.pop();
249
- if (boxBoxDistSq(na, nb) >= best.d2) continue;
250
- const aLeaf = !!na.tris, bLeaf = !!nb.tris;
251
- if (aLeaf && bLeaf) {
252
- for (const ta of na.tris) for (const tb of nb.tris) {
253
- const r = triTriDist(ta, tb);
414
+ const nb = stack.pop(), na = stack.pop();
415
+ if (boxBoxDistSq(bounds, na * 6, oB, nb * 6) >= best.d2) continue;
416
+ const pa = meta[na * 2 + 1], pb = oM[nb * 2 + 1];
417
+ if (pa && pb) {
418
+ const sa = meta[na * 2], sb = oM[nb * 2];
419
+ for (let i = 0; i < pa - 1; i++) for (let j = 0; j < pb - 1; j++) {
420
+ const r = triTriDist(verts, order[sa + i] * 9, oV, oO[sb + j] * 9);
254
421
  if (r.d2 < best.d2) best = r;
255
422
  }
256
- } else if (!aLeaf && (bLeaf || nodeExtent(na) >= nodeExtent(nb))) {
423
+ } else if (!pa && (pb || nodeExtent(bounds, na * 6) >= nodeExtent(oB, nb * 6))) {
257
424
  // descend the larger node; push the nearer child last so it pops first
258
- const dl = boxBoxDistSq(na.left, nb), dr = boxBoxDistSq(na.right, nb);
259
- if (dl < dr) stack.push([na.right, nb], [na.left, nb]);
260
- else stack.push([na.left, nb], [na.right, nb]);
425
+ const l = na + 1, r = meta[na * 2];
426
+ const dl = boxBoxDistSq(bounds, l * 6, oB, nb * 6), dr = boxBoxDistSq(bounds, r * 6, oB, nb * 6);
427
+ if (dl < dr) stack.push(r, nb, l, nb); else stack.push(l, nb, r, nb);
261
428
  } else {
262
- const dl = boxBoxDistSq(na, nb.left), dr = boxBoxDistSq(na, nb.right);
263
- if (dl < dr) stack.push([na, nb.right], [na, nb.left]);
264
- else stack.push([na, nb.left], [na, nb.right]);
429
+ const l = nb + 1, r = oM[nb * 2];
430
+ const dl = boxBoxDistSq(bounds, na * 6, oB, l * 6), dr = boxBoxDistSq(bounds, na * 6, oB, r * 6);
431
+ if (dl < dr) stack.push(na, r, na, l); else stack.push(na, l, na, r);
265
432
  }
266
433
  }
267
434
  if (best.a === null) return { distance: Infinity, at: null, pointA: null, pointB: null }; // empty mesh
@@ -269,5 +436,28 @@ export function buildBVH(mesh) {
269
436
  return { distance: Math.sqrt(best.d2), at, pointA: best.a, pointB: best.b };
270
437
  }
271
438
 
272
- return { raycast, closestPoint, distanceTo, _root: root };
439
+ return {
440
+ raycast, closestPoint, distanceTo,
441
+ triangleCount: count,
442
+ // Flat, 9 per triangle, mesh order — min-wall casts from these. READ-ONLY (see
443
+ // the STORAGE note up top); decode a triangle with readTriangleInto().
444
+ vertices: verts,
445
+ // The root node's AABB, [minx,miny,minz, maxx,maxy,maxz] — a copy, so reading
446
+ // it cannot disturb the tree. It is the mesh's own bounding box over exactly
447
+ // the vertices the triangles reference, already computed by the build; min-wall
448
+ // uses it for its default ray cap instead of rescanning mesh.positions.
449
+ rootBounds: [bounds[0], bounds[1], bounds[2], bounds[3], bounds[4], bounds[5]],
450
+ // Diagnostic self-report: the four typed arrays' byte lengths, summed at build.
451
+ // NOT a measurement of retained memory — it counts only what this function
452
+ // knows it allocated, and cannot see a regression that reintroduces per-triangle
453
+ // JS objects (test/bvh.test.js weighs that in a child process). What it does
454
+ // pin, and the child-process bound is too loose to catch, is the index's
455
+ // COMPOSITION — widening `vertices` to Float64 would show up here.
456
+ bytesAllocated: verts.byteLength + order.byteLength + bounds.byteLength + meta.byteLength,
457
+ // Private to this module: only distanceTo reads them, off the OTHER BVH — a
458
+ // dual traversal walks two trees at once, and JS has no cross-instance private
459
+ // access to reach for. Nothing outside bvh.js touches them, and nothing should:
460
+ // they are raw node storage whose meaning is the packing rules in the header.
461
+ _bounds: bounds, _meta: meta, _order: order,
462
+ };
273
463
  }
@@ -1,5 +1,5 @@
1
1
  import { buildView } from "./build.js";
2
- import { buildBVH } from "./bvh.js";
2
+ import { cachedBVH } from "./bvh.js";
3
3
 
4
4
  // A measured pair distance at or below this (mm) counts as touching — absorbs
5
5
  // posing float error while staying far below any real print clearance.
@@ -17,12 +17,15 @@ export const pairKey = (a, b) => [a, b].sort().join("×");
17
17
  // meshes ([{ name, mesh }] — buildView output). Distance 0 = touching or
18
18
  // interpenetrating surfaces; callers filter. Pairs involving an empty mesh are
19
19
  // skipped (the watertight gate owns that failure). Pure mesh math — both backends.
20
+ // `bvhCache` is an optional caller-owned Map — see cachedBVH for the doctrine;
21
+ // measure() draws min-wall's index out of the same one, so each sub-part mesh is
22
+ // indexed once, not twice.
20
23
  // → [{ a, b, distance, at: [x,y,z] }]
21
- export function meshGaps(built) {
24
+ export function meshGaps(built, { bvhCache } = {}) {
22
25
  const hasTris = (m) => (m.indices ? m.indices.length > 0 : m.positions.length > 0);
23
26
  const bvhs = built
24
27
  .filter(({ mesh }) => hasTris(mesh))
25
- .map(({ name, mesh }) => ({ name, bvh: buildBVH(mesh) }));
28
+ .map(({ name, mesh }) => ({ name, bvh: cachedBVH(mesh, bvhCache) }));
26
29
  const out = [];
27
30
  for (let i = 0; i < bvhs.length; i++) {
28
31
  for (let j = i + 1; j < bvhs.length; j++) {
@@ -1,4 +1,5 @@
1
1
  import { buildView } from "./build.js";
2
+ import { cachedBVH } from "./bvh.js";
2
3
  import { assemblyOverlaps } from "../framework/assembly.js";
3
4
  import { meshGaps, pairKey, CONTACT_EPS, GAP_THRESHOLD } from "./gaps.js";
4
5
  import { bounds, meshArea, meshCentroid } from "./mesh.js";
@@ -15,14 +16,29 @@ const unionBounds = (list) => list.reduce(
15
16
  // the assembly overlap check plus pair gap distances (near misses are reported,
16
17
  // never folded into `ok`). All solid facts are read BEFORE assemblyOverlaps,
17
18
  // which frees the shared kernel's objects at its end.
18
- // → { part, view, subparts[], aggregate, overlaps[], gaps[], nearMisses[], ok }
19
+ // → { part, view, measuredMinWall, subparts[], aggregate, overlaps[], gaps[],
20
+ // nearMisses[], ok }
19
21
  export function measure(kernel, part, view = Object.keys(part.views)[0], params = {}, opts = {}) {
20
22
  const built = buildView(kernel, part, view, params);
23
+ // ONE BVH per sub-part mesh for this call, shared by the two passes that need
24
+ // one: min-wall (inward rays per triangle) and meshGaps (pair distances). They
25
+ // used to index the same mesh objects independently, so every sub-part of a
26
+ // multi-part view was built into a BVH twice — at ~77 bytes/triangle that is a
27
+ // whole second index's worth of build time and peak memory for nothing.
28
+ //
29
+ // This Map is the caller-owned cache cachedBVH documents — see there for why it
30
+ // is a Map of ours and not a module-level WeakMap. It dies with the call. Peak
31
+ // memory is unchanged (meshGaps already held every sub-part's index at once);
32
+ // the cache just fills it earlier. min-wall indexes exactly one mesh, so it is
33
+ // handed the resolved BVH rather than the Map.
34
+ const bvhCache = new Map();
21
35
  const subBounds = [];
22
36
  const subparts = built.map(({ name, solid, mesh }) => {
23
37
  const b = bounds(mesh.positions);
24
38
  subBounds.push(b);
25
- const mw = opts.minWall ? minWall(mesh) : null;
39
+ // Resolved lazily and only when asked for: without min-wall, a single-sub-part
40
+ // view (no meshGaps) must still build no index at all.
41
+ const mw = opts.minWall ? minWall(mesh, { bvh: cachedBVH(mesh, bvhCache) }) : null;
26
42
  return {
27
43
  name,
28
44
  bbox: size(b),
@@ -35,6 +51,14 @@ export function measure(kernel, part, view = Object.keys(part.views)[0], params
35
51
  holes: typeof solid.genus === "function" ? solid.genus() : null,
36
52
  minWall: mw?.value ?? null,
37
53
  minWallAt: mw?.location ?? null,
54
+ // Sampling accounting, so a report can tell a guaranteed minimum from an
55
+ // upper bound: on a dense mesh min-wall casts from a spread subset rather
56
+ // than every triangle (see min-wall.js). Exact readings say so explicitly,
57
+ // and a sampled run that found no wall still fills these in — `minWall`
58
+ // null with samples accounted for is "looked, found nothing"; null with
59
+ // `measuredMinWall` false is "never looked".
60
+ minWallSampled: mw?.sampled ?? false,
61
+ minWallSamples: mw ? { sampled: mw.sampledTriangles, total: mw.totalTriangles } : null,
38
62
  };
39
63
  });
40
64
 
@@ -42,7 +66,7 @@ export function measure(kernel, part, view = Object.keys(part.views)[0], params
42
66
  // so this reads on OCCT too. nearMisses = the issue-#29 signal: pairs that
43
67
  // *almost* touch; overlapping pairs are excluded by name (a fully-contained
44
68
  // sub-part has surface distance > 0 but is the overlap gate's business).
45
- const gaps = built.length > 1 ? meshGaps(built) : [];
69
+ const gaps = built.length > 1 ? meshGaps(built, { bvhCache }) : [];
46
70
 
47
71
  // Rebuilds with the same kernel and cleans up at its end — every solid fact
48
72
  // above is already read, so this is safe.
@@ -73,6 +97,12 @@ export function measure(kernel, part, view = Object.keys(part.views)[0], params
73
97
  return {
74
98
  part: part.meta?.title ?? view,
75
99
  view,
100
+ // Whether this measurement cast min-wall rays at all — stamped by the pass
101
+ // that did (or didn't) do the work, so a consumer never has to be told. A
102
+ // result with this false carries `minWall: null` on every sub-part because
103
+ // nothing measured it, which reads identically to "no reading available";
104
+ // verify's seeding rule turns on exactly this distinction (see verify.js).
105
+ measuredMinWall: !!opts.minWall,
76
106
  subparts,
77
107
  aggregate,
78
108
  overlaps,