rayzee 7.30.1 → 7.30.2

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package/dist/rayzee.es.js CHANGED
@@ -9397,7 +9397,7 @@ function xd(e) {
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  }
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  //#endregion
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  //#region src/TSL/BVHTraversal.js
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- var Sd = 32, Cd = 512, wd = 4, Td = 8, Ed = 1e8, Dd = () => y("int", Sd).toVar(), Od = K("\n fn RayTriangleGeometry( rayOrigin: vec3f, rayDir: vec3f, pA: vec3f, pB: vec3f, pC: vec3f, closestHitDst: f32, woopParams: vec4f ) -> vec4f {\n\n // Returns vec4(t, u, v, hit) where hit > 0.5 means intersection.\n // woopParams: (Sx, Sy, Sz, bitcast<f32>(packed kx|ky<<2|kz<<4))\n var result = vec4f( 1e20f, 0.0f, 0.0f, 0.0f );\n\n let Sx = woopParams.x;\n let Sy = woopParams.y;\n let Sz = woopParams.z;\n // Packed as regular f32 (values 0–42), not bitcast — avoids subnormal FTZ on Apple GPUs.\n let packed = i32( woopParams.w );\n let kx = packed & 3;\n let ky = ( packed >> 2 ) & 3;\n let kz = ( packed >> 4 ) & 3;\n\n let A = pA - rayOrigin;\n let B = pB - rayOrigin;\n let C = pC - rayOrigin;\n\n let Akz = A[ kz ];\n let Bkz = B[ kz ];\n let Ckz = C[ kz ];\n\n let Ax = A[ kx ] - Sx * Akz;\n let Ay = A[ ky ] - Sy * Akz;\n let Bx = B[ kx ] - Sx * Bkz;\n let By = B[ ky ] - Sy * Bkz;\n let Cx = C[ kx ] - Sx * Ckz;\n let Cy = C[ ky ] - Sy * Ckz;\n\n // Edge function tests — all three must share sign (or be exactly zero) for hit.\n let U = Cx * By - Cy * Bx;\n let V = Ax * Cy - Ay * Cx;\n let W = Bx * Ay - By * Ax;\n\n let neg = U < 0.0f || V < 0.0f || W < 0.0f;\n let pos = U > 0.0f || V > 0.0f || W > 0.0f;\n if ( !( neg && pos ) ) {\n\n let det = U + V + W;\n if ( det != 0.0f ) {\n\n let T = U * ( Sz * Akz ) + V * ( Sz * Bkz ) + W * ( Sz * Ckz );\n\n // Sign-aware bounds check on t (multiply both sides by sign(det) once).\n let detSign = select( -1.0f, 1.0f, det > 0.0f );\n let tSigned = T * detSign;\n let detAbs = abs( det );\n\n if ( tSigned > 0.0f && tSigned < closestHitDst * detAbs ) {\n\n // Match Möller-Trumbore convention: u = weight of B, v = weight of C.\n // In Woop's edge functions, U → weight of A, V → weight of B, W → weight of C.\n let invDet = 1.0f / det;\n result = vec4f( T * invDet, V * invDet, W * invDet, 1.0f );\n\n }\n\n }\n\n }\n\n return result;\n\n }\n"), kd = K("\n fn computeWoopRayParams( rayDir: vec3f ) -> vec4f {\n\n let absDir = abs( rayDir );\n\n // kz = argmax(|dir|)\n var kz: i32 = 0;\n if ( absDir.y >= absDir.x ) { kz = 1; }\n if ( absDir.z >= absDir[ u32( kz ) ] ) { kz = 2; }\n\n var kx: i32 = ( kz + 1 ) % 3;\n var ky: i32 = ( kx + 1 ) % 3;\n\n // Preserve triangle winding when the dominant axis component is negative.\n if ( rayDir[ u32( kz ) ] < 0.0f ) {\n let tmp = kx;\n kx = ky;\n ky = tmp;\n }\n\n let dz = rayDir[ u32( kz ) ];\n let Sx = rayDir[ u32( kx ) ] / dz;\n let Sy = rayDir[ u32( ky ) ] / dz;\n let Sz = 1.0f / dz;\n\n let packed = kx | ( ky << 2 ) | ( kz << 4 );\n return vec4f( Sx, Sy, Sz, f32( packed ) );\n\n }\n"), Ad = K("\n fn fastRayAABBDst( rayOrigin: vec3f, invDir: vec3f, boxMin: vec3f, boxMax: vec3f ) -> f32 {\n\n let t1 = ( boxMin - rayOrigin ) * invDir;\n let t2 = ( boxMax - rayOrigin ) * invDir;\n\n let tmin = min( t1, t2 );\n let tmax = max( t1, t2 );\n\n let tNear = max( max( tmin.x, tmin.y ), tmin.z );\n let tFar = min( min( tmax.x, tmax.y ), tmax.z ) * 1.00000024f; // Robust traversal: 2 ULP padding (Ize 2013)\n\n let isHit = tNear <= tFar && tFar > 0.0f;\n return select( 1e20f, max( tNear, 0.0f ), isHit );\n\n }\n"), jd = (e) => f(([t, n, r, i]) => {
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+ var Sd = 32, Cd = 4096, wd = 4, Td = 8, Ed = 1e8, Dd = () => y("int", Sd).toVar(), Od = K("\n fn RayTriangleGeometry( rayOrigin: vec3f, rayDir: vec3f, pA: vec3f, pB: vec3f, pC: vec3f, closestHitDst: f32, woopParams: vec4f ) -> vec4f {\n\n // Returns vec4(t, u, v, hit) where hit > 0.5 means intersection.\n // woopParams: (Sx, Sy, Sz, bitcast<f32>(packed kx|ky<<2|kz<<4))\n var result = vec4f( 1e20f, 0.0f, 0.0f, 0.0f );\n\n let Sx = woopParams.x;\n let Sy = woopParams.y;\n let Sz = woopParams.z;\n // Packed as regular f32 (values 0–42), not bitcast — avoids subnormal FTZ on Apple GPUs.\n let packed = i32( woopParams.w );\n let kx = packed & 3;\n let ky = ( packed >> 2 ) & 3;\n let kz = ( packed >> 4 ) & 3;\n\n let A = pA - rayOrigin;\n let B = pB - rayOrigin;\n let C = pC - rayOrigin;\n\n let Akz = A[ kz ];\n let Bkz = B[ kz ];\n let Ckz = C[ kz ];\n\n let Ax = A[ kx ] - Sx * Akz;\n let Ay = A[ ky ] - Sy * Akz;\n let Bx = B[ kx ] - Sx * Bkz;\n let By = B[ ky ] - Sy * Bkz;\n let Cx = C[ kx ] - Sx * Ckz;\n let Cy = C[ ky ] - Sy * Ckz;\n\n // Edge function tests — all three must share sign (or be exactly zero) for hit.\n let U = Cx * By - Cy * Bx;\n let V = Ax * Cy - Ay * Cx;\n let W = Bx * Ay - By * Ax;\n\n let neg = U < 0.0f || V < 0.0f || W < 0.0f;\n let pos = U > 0.0f || V > 0.0f || W > 0.0f;\n if ( !( neg && pos ) ) {\n\n let det = U + V + W;\n if ( det != 0.0f ) {\n\n let T = U * ( Sz * Akz ) + V * ( Sz * Bkz ) + W * ( Sz * Ckz );\n\n // Sign-aware bounds check on t (multiply both sides by sign(det) once).\n let detSign = select( -1.0f, 1.0f, det > 0.0f );\n let tSigned = T * detSign;\n let detAbs = abs( det );\n\n if ( tSigned > 0.0f && tSigned < closestHitDst * detAbs ) {\n\n // Match Möller-Trumbore convention: u = weight of B, v = weight of C.\n // In Woop's edge functions, U → weight of A, V → weight of B, W → weight of C.\n let invDet = 1.0f / det;\n result = vec4f( T * invDet, V * invDet, W * invDet, 1.0f );\n\n }\n\n }\n\n }\n\n return result;\n\n }\n"), kd = K("\n fn computeWoopRayParams( rayDir: vec3f ) -> vec4f {\n\n let absDir = abs( rayDir );\n\n // kz = argmax(|dir|)\n var kz: i32 = 0;\n if ( absDir.y >= absDir.x ) { kz = 1; }\n if ( absDir.z >= absDir[ u32( kz ) ] ) { kz = 2; }\n\n var kx: i32 = ( kz + 1 ) % 3;\n var ky: i32 = ( kx + 1 ) % 3;\n\n // Preserve triangle winding when the dominant axis component is negative.\n if ( rayDir[ u32( kz ) ] < 0.0f ) {\n let tmp = kx;\n kx = ky;\n ky = tmp;\n }\n\n let dz = rayDir[ u32( kz ) ];\n let Sx = rayDir[ u32( kx ) ] / dz;\n let Sy = rayDir[ u32( ky ) ] / dz;\n let Sz = 1.0f / dz;\n\n let packed = kx | ( ky << 2 ) | ( kz << 4 );\n return vec4f( Sx, Sy, Sz, f32( packed ) );\n\n }\n"), Ad = K("\n fn fastRayAABBDst( rayOrigin: vec3f, invDir: vec3f, boxMin: vec3f, boxMax: vec3f ) -> f32 {\n\n let t1 = ( boxMin - rayOrigin ) * invDir;\n let t2 = ( boxMax - rayOrigin ) * invDir;\n\n let tmin = min( t1, t2 );\n let tmax = max( t1, t2 );\n\n let tNear = max( max( tmin.x, tmin.y ), tmin.z );\n let tFar = min( min( tmax.x, tmax.y ), tmax.z ) * 1.00000024f; // Robust traversal: 2 ULP padding (Ize 2013)\n\n let isHit = tNear <= tFar && tFar > 0.0f;\n return select( 1e20f, max( tNear, 0.0f ), isHit );\n\n }\n"), jd = (e) => f(([t, n, r, i]) => {
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  let a = i ?? T(!1), o = ja({
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  didHit: !1,
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  dst: A(0x56bc75e2d63100000),