reze-engine 0.14.0 → 0.15.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (93) hide show
  1. package/README.md +81 -108
  2. package/dist/engine.d.ts +1 -7
  3. package/dist/engine.d.ts.map +1 -1
  4. package/dist/engine.js +4 -7
  5. package/dist/index.d.ts +1 -1
  6. package/dist/index.d.ts.map +1 -1
  7. package/dist/index.js +1 -1
  8. package/dist/physics/body.d.ts +30 -0
  9. package/dist/physics/body.d.ts.map +1 -0
  10. package/dist/physics/body.js +215 -0
  11. package/dist/physics/constraint.d.ts +17 -0
  12. package/dist/physics/constraint.d.ts.map +1 -0
  13. package/dist/physics/constraint.js +102 -0
  14. package/dist/physics/contact.d.ts +32 -0
  15. package/dist/physics/contact.d.ts.map +1 -0
  16. package/dist/physics/contact.js +728 -0
  17. package/dist/physics/index.d.ts +4 -0
  18. package/dist/physics/index.d.ts.map +1 -0
  19. package/dist/physics/index.js +3 -0
  20. package/dist/physics/physics.d.ts +31 -0
  21. package/dist/physics/physics.d.ts.map +1 -0
  22. package/dist/physics/physics.js +211 -0
  23. package/dist/physics/solver.d.ts +5 -0
  24. package/dist/physics/solver.d.ts.map +1 -0
  25. package/dist/physics/solver.js +416 -0
  26. package/dist/physics/types.d.ts +46 -0
  27. package/dist/physics/types.d.ts.map +1 -0
  28. package/dist/physics/types.js +12 -0
  29. package/dist/physics/world.d.ts +12 -0
  30. package/dist/physics/world.d.ts.map +1 -0
  31. package/dist/physics/world.js +146 -0
  32. package/dist/physics-debug.d.ts +30 -0
  33. package/dist/physics-debug.d.ts.map +1 -0
  34. package/dist/physics-debug.js +526 -0
  35. package/dist/shaders/materials/hair.d.ts +1 -1
  36. package/dist/shaders/materials/hair.d.ts.map +1 -1
  37. package/dist/shaders/materials/hair.js +2 -2
  38. package/dist/shaders/passes/physics-debug.d.ts +2 -0
  39. package/dist/shaders/passes/physics-debug.d.ts.map +1 -0
  40. package/dist/shaders/passes/physics-debug.js +69 -0
  41. package/package.json +3 -6
  42. package/src/engine.ts +5 -9
  43. package/src/index.ts +1 -1
  44. package/src/physics/body.ts +305 -0
  45. package/src/physics/constraint.ts +151 -0
  46. package/src/physics/contact.ts +983 -0
  47. package/src/physics/index.ts +8 -0
  48. package/src/physics/physics.ts +255 -0
  49. package/src/physics/solver.ts +430 -0
  50. package/src/physics/types.ts +50 -0
  51. package/src/physics/world.ts +152 -0
  52. package/src/shaders/materials/hair.ts +2 -2
  53. package/dist/ammo-loader.d.ts +0 -3
  54. package/dist/ammo-loader.d.ts.map +0 -1
  55. package/dist/ammo-loader.js +0 -26
  56. package/dist/physics.d.ts +0 -86
  57. package/dist/physics.d.ts.map +0 -1
  58. package/dist/physics.js +0 -527
  59. package/dist/shaders/body.d.ts +0 -2
  60. package/dist/shaders/body.d.ts.map +0 -1
  61. package/dist/shaders/body.js +0 -199
  62. package/dist/shaders/classify.d.ts +0 -4
  63. package/dist/shaders/classify.d.ts.map +0 -1
  64. package/dist/shaders/classify.js +0 -12
  65. package/dist/shaders/cloth_rough.d.ts +0 -2
  66. package/dist/shaders/cloth_rough.d.ts.map +0 -1
  67. package/dist/shaders/cloth_rough.js +0 -178
  68. package/dist/shaders/cloth_smooth.d.ts +0 -2
  69. package/dist/shaders/cloth_smooth.d.ts.map +0 -1
  70. package/dist/shaders/cloth_smooth.js +0 -174
  71. package/dist/shaders/default.d.ts +0 -2
  72. package/dist/shaders/default.d.ts.map +0 -1
  73. package/dist/shaders/default.js +0 -171
  74. package/dist/shaders/eye.d.ts +0 -2
  75. package/dist/shaders/eye.d.ts.map +0 -1
  76. package/dist/shaders/eye.js +0 -146
  77. package/dist/shaders/face.d.ts +0 -2
  78. package/dist/shaders/face.d.ts.map +0 -1
  79. package/dist/shaders/face.js +0 -199
  80. package/dist/shaders/hair.d.ts +0 -2
  81. package/dist/shaders/hair.d.ts.map +0 -1
  82. package/dist/shaders/hair.js +0 -176
  83. package/dist/shaders/metal.d.ts +0 -2
  84. package/dist/shaders/metal.d.ts.map +0 -1
  85. package/dist/shaders/metal.js +0 -174
  86. package/dist/shaders/nodes.d.ts +0 -2
  87. package/dist/shaders/nodes.d.ts.map +0 -1
  88. package/dist/shaders/nodes.js +0 -456
  89. package/dist/shaders/stockings.d.ts +0 -2
  90. package/dist/shaders/stockings.d.ts.map +0 -1
  91. package/dist/shaders/stockings.js +0 -244
  92. package/src/ammo-loader.ts +0 -31
  93. package/src/physics.ts +0 -706
@@ -0,0 +1,526 @@
1
+ // Debug overlay drawing every rigidbody as a wireframe + semitransparent solid
2
+ // primitive (sphere / box / capsule), color-coded by type:
3
+ // yellow = static (FollowBone)
4
+ // cyan = kinematic
5
+ // red = dynamic
6
+ //
7
+ // Rendered in its own swapchain pass AFTER composite (see Engine.renderPhysicsDebug),
8
+ // so it sits cleanly on top of the final tonemapped image. No depth, no MSAA,
9
+ // no MRT, no interaction with the HDR alpha gate — bodies are always fully
10
+ // visible regardless of camera angle, model occlusion, or stacking. Reads body
11
+ // transforms straight from RezePhysics' SoA store — zero per-frame allocations.
12
+ import { Mat4 } from "./math";
13
+ import { RigidbodyShape, RigidbodyType } from "./physics";
14
+ import { PHYSICS_DEBUG_SHADER_WGSL } from "./shaders/passes/physics-debug";
15
+ const STRIDE_BYTES = 96; // 4 mat4 cols + size+pad + color = 6 vec4
16
+ const STRIDE_FLOATS = STRIDE_BYTES / 4;
17
+ // Per-instance color.alpha is the WIREFRAME alpha (1.0 for crisp edges). Solid
18
+ // pipelines override the SOLID_ALPHA shader constant to ~0.20 so the fill stays
19
+ // gentle where many bodies overlap.
20
+ // Hues chosen so wire+solid both read against the typical pink/grey reze studio
21
+ // scene background. Red [1, 0.3, 0.3] sat too close to the pink bg's hue —
22
+ // solid fill (α≈0.2) blended into the bg and the wire didn't separate from it.
23
+ // Orange-red shifts ~30° on the hue wheel, giving real chroma against pink.
24
+ const COLOR_STATIC = [1.0, 0.85, 0.15, 1.0]; // yellow
25
+ const COLOR_KINEMATIC = [0.25, 0.7, 1.0, 1.0]; // cyan-blue
26
+ const COLOR_DYNAMIC = [1.0, 0.35, 0.0, 1.0]; // orange-red
27
+ const SOLID_ALPHA = 0.2;
28
+ export class PhysicsDebugRenderer {
29
+ constructor(device, cameraUniformBuffer, presentationFormat) {
30
+ this.device = device;
31
+ const wireSphere = buildSphereWireGeometry();
32
+ const wireBox = buildBoxWireGeometry();
33
+ const wireCapsule = buildCapsuleWireGeometry();
34
+ this.wireSphereCount = wireSphere.length / 4;
35
+ this.wireBoxCount = wireBox.length / 4;
36
+ this.wireCapsuleCount = wireCapsule.length / 4;
37
+ const solidSphere = buildSphereSolidGeometry();
38
+ const solidBox = buildBoxSolidGeometry();
39
+ const solidCapsule = buildCapsuleSolidGeometry();
40
+ this.solidSphereCount = solidSphere.length / 4;
41
+ this.solidBoxCount = solidBox.length / 4;
42
+ this.solidCapsuleCount = solidCapsule.length / 4;
43
+ const upload = (label, data) => {
44
+ const buf = device.createBuffer({
45
+ label,
46
+ size: data.byteLength,
47
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
48
+ });
49
+ device.queue.writeBuffer(buf, 0, data.buffer, data.byteOffset, data.byteLength);
50
+ return buf;
51
+ };
52
+ this.wireSphereBuffer = upload("physics-debug wire sphere", wireSphere);
53
+ this.wireBoxBuffer = upload("physics-debug wire box", wireBox);
54
+ this.wireCapsuleBuffer = upload("physics-debug wire capsule", wireCapsule);
55
+ this.solidSphereBuffer = upload("physics-debug solid sphere", solidSphere);
56
+ this.solidBoxBuffer = upload("physics-debug solid box", solidBox);
57
+ this.solidCapsuleBuffer = upload("physics-debug solid capsule", solidCapsule);
58
+ this.instanceCapacity = 512;
59
+ this.instanceData = new Float32Array(this.instanceCapacity * STRIDE_FLOATS);
60
+ this.instanceBuffer = device.createBuffer({
61
+ label: "physics-debug instances",
62
+ size: this.instanceCapacity * STRIDE_BYTES,
63
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
64
+ });
65
+ const bgl = device.createBindGroupLayout({
66
+ label: "physics-debug bgl",
67
+ entries: [{ binding: 0, visibility: GPUShaderStage.VERTEX, buffer: { type: "uniform" } }],
68
+ });
69
+ this.bindGroup = device.createBindGroup({
70
+ label: "physics-debug bg",
71
+ layout: bgl,
72
+ entries: [{ binding: 0, resource: { buffer: cameraUniformBuffer } }],
73
+ });
74
+ const pipelineLayout = device.createPipelineLayout({ bindGroupLayouts: [bgl] });
75
+ const shader = device.createShaderModule({
76
+ label: "physics-debug shader",
77
+ code: PHYSICS_DEBUG_SHADER_WGSL,
78
+ });
79
+ const vertexBuffers = [
80
+ {
81
+ arrayStride: 16,
82
+ attributes: [{ shaderLocation: 0, offset: 0, format: "float32x4" }],
83
+ },
84
+ {
85
+ arrayStride: STRIDE_BYTES,
86
+ stepMode: "instance",
87
+ attributes: [
88
+ { shaderLocation: 1, offset: 0, format: "float32x4" },
89
+ { shaderLocation: 2, offset: 16, format: "float32x4" },
90
+ { shaderLocation: 3, offset: 32, format: "float32x4" },
91
+ { shaderLocation: 4, offset: 48, format: "float32x4" },
92
+ { shaderLocation: 5, offset: 64, format: "float32x4" },
93
+ { shaderLocation: 6, offset: 80, format: "float32x4" },
94
+ ],
95
+ },
96
+ ];
97
+ const targets = [
98
+ {
99
+ format: presentationFormat,
100
+ blend: {
101
+ color: { srcFactor: "src-alpha", dstFactor: "one-minus-src-alpha", operation: "add" },
102
+ alpha: { srcFactor: "one", dstFactor: "one-minus-src-alpha", operation: "add" },
103
+ },
104
+ },
105
+ ];
106
+ const buildPipeline = (label, kind, topology, solidAlpha) => device.createRenderPipeline({
107
+ label,
108
+ layout: pipelineLayout,
109
+ vertex: {
110
+ module: shader,
111
+ entryPoint: "vsMain",
112
+ buffers: vertexBuffers,
113
+ constants: { SHAPE_KIND: kind },
114
+ },
115
+ fragment: {
116
+ module: shader,
117
+ entryPoint: "fsMain",
118
+ targets,
119
+ constants: { SOLID_ALPHA: solidAlpha },
120
+ },
121
+ primitive: { topology, cullMode: "none" },
122
+ // No depth attachment, single multisample — pass renders straight to
123
+ // the swapchain after composite, so the overlay sits on top of the
124
+ // tonemapped scene without interacting with depth/stencil/MSAA.
125
+ multisample: { count: 1 },
126
+ });
127
+ this.wirePipelineSphere = buildPipeline("physics-debug wire sphere", 0, "line-list", 1.0);
128
+ this.wirePipelineBox = buildPipeline("physics-debug wire box", 1, "line-list", 1.0);
129
+ this.wirePipelineCapsule = buildPipeline("physics-debug wire capsule", 2, "line-list", 1.0);
130
+ this.solidPipelineSphere = buildPipeline("physics-debug solid sphere", 0, "triangle-list", SOLID_ALPHA);
131
+ this.solidPipelineBox = buildPipeline("physics-debug solid box", 1, "triangle-list", SOLID_ALPHA);
132
+ this.solidPipelineCapsule = buildPipeline("physics-debug solid capsule", 2, "triangle-list", SOLID_ALPHA);
133
+ }
134
+ render(pass, physics) {
135
+ const rigidbodies = physics.getRigidbodies();
136
+ const N = rigidbodies.length;
137
+ if (N === 0)
138
+ return;
139
+ const store = physics.getStore();
140
+ const positions = store.positions;
141
+ const orientations = store.orientations;
142
+ if (N > this.instanceCapacity) {
143
+ this.instanceCapacity = Math.max(N, this.instanceCapacity * 2);
144
+ this.instanceData = new Float32Array(this.instanceCapacity * STRIDE_FLOATS);
145
+ this.instanceBuffer.destroy();
146
+ this.instanceBuffer = this.device.createBuffer({
147
+ label: "physics-debug instances",
148
+ size: this.instanceCapacity * STRIDE_BYTES,
149
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
150
+ });
151
+ }
152
+ // Two passes: count per-shape, then fill packed by shape so we can issue
153
+ // 3 instanced draws with vertex-buffer offsets.
154
+ let sphereCount = 0;
155
+ let boxCount = 0;
156
+ let capsuleCount = 0;
157
+ for (let i = 0; i < N; i++) {
158
+ const s = rigidbodies[i].shape;
159
+ if (s === RigidbodyShape.Sphere)
160
+ sphereCount++;
161
+ else if (s === RigidbodyShape.Box)
162
+ boxCount++;
163
+ else
164
+ capsuleCount++;
165
+ }
166
+ const sphereOffset = 0;
167
+ const boxOffset = sphereCount;
168
+ const capsuleOffset = sphereCount + boxCount;
169
+ const data = this.instanceData;
170
+ let sIdx = sphereOffset;
171
+ let bIdx = boxOffset;
172
+ let cIdx = capsuleOffset;
173
+ for (let i = 0; i < N; i++) {
174
+ const rb = rigidbodies[i];
175
+ const i3 = i * 3;
176
+ const i4 = i * 4;
177
+ let slot;
178
+ if (rb.shape === RigidbodyShape.Sphere)
179
+ slot = sIdx++;
180
+ else if (rb.shape === RigidbodyShape.Box)
181
+ slot = bIdx++;
182
+ else
183
+ slot = cIdx++;
184
+ const dst = slot * STRIDE_FLOATS;
185
+ // Model matrix: rotation from quat into [dst..dst+15], then translation.
186
+ Mat4.fromQuatInto(orientations[i4 + 0], orientations[i4 + 1], orientations[i4 + 2], orientations[i4 + 3], data, dst);
187
+ data[dst + 12] = positions[i3 + 0];
188
+ data[dst + 13] = positions[i3 + 1];
189
+ data[dst + 14] = positions[i3 + 2];
190
+ // size + pad
191
+ data[dst + 16] = rb.size.x;
192
+ data[dst + 17] = rb.size.y;
193
+ data[dst + 18] = rb.size.z;
194
+ data[dst + 19] = 0;
195
+ const c = rb.type === RigidbodyType.Static
196
+ ? COLOR_STATIC
197
+ : rb.type === RigidbodyType.Kinematic
198
+ ? COLOR_KINEMATIC
199
+ : COLOR_DYNAMIC;
200
+ data[dst + 20] = c[0];
201
+ data[dst + 21] = c[1];
202
+ data[dst + 22] = c[2];
203
+ data[dst + 23] = c[3];
204
+ }
205
+ this.device.queue.writeBuffer(this.instanceBuffer, 0, data.buffer, data.byteOffset, N * STRIDE_BYTES);
206
+ pass.setBindGroup(0, this.bindGroup);
207
+ // Solid fills first (gentle ~20% alpha for shape ID), wireframe edges on top
208
+ // (95% alpha for crisp silhouette).
209
+ if (sphereCount > 0) {
210
+ const off = sphereOffset * STRIDE_BYTES;
211
+ const size = sphereCount * STRIDE_BYTES;
212
+ pass.setPipeline(this.solidPipelineSphere);
213
+ pass.setVertexBuffer(0, this.solidSphereBuffer);
214
+ pass.setVertexBuffer(1, this.instanceBuffer, off, size);
215
+ pass.draw(this.solidSphereCount, sphereCount);
216
+ pass.setPipeline(this.wirePipelineSphere);
217
+ pass.setVertexBuffer(0, this.wireSphereBuffer);
218
+ pass.setVertexBuffer(1, this.instanceBuffer, off, size);
219
+ pass.draw(this.wireSphereCount, sphereCount);
220
+ }
221
+ if (boxCount > 0) {
222
+ const off = boxOffset * STRIDE_BYTES;
223
+ const size = boxCount * STRIDE_BYTES;
224
+ pass.setPipeline(this.solidPipelineBox);
225
+ pass.setVertexBuffer(0, this.solidBoxBuffer);
226
+ pass.setVertexBuffer(1, this.instanceBuffer, off, size);
227
+ pass.draw(this.solidBoxCount, boxCount);
228
+ pass.setPipeline(this.wirePipelineBox);
229
+ pass.setVertexBuffer(0, this.wireBoxBuffer);
230
+ pass.setVertexBuffer(1, this.instanceBuffer, off, size);
231
+ pass.draw(this.wireBoxCount, boxCount);
232
+ }
233
+ if (capsuleCount > 0) {
234
+ const off = capsuleOffset * STRIDE_BYTES;
235
+ const size = capsuleCount * STRIDE_BYTES;
236
+ pass.setPipeline(this.solidPipelineCapsule);
237
+ pass.setVertexBuffer(0, this.solidCapsuleBuffer);
238
+ pass.setVertexBuffer(1, this.instanceBuffer, off, size);
239
+ pass.draw(this.solidCapsuleCount, capsuleCount);
240
+ pass.setPipeline(this.wirePipelineCapsule);
241
+ pass.setVertexBuffer(0, this.wireCapsuleBuffer);
242
+ pass.setVertexBuffer(1, this.instanceBuffer, off, size);
243
+ pass.draw(this.wireCapsuleCount, capsuleCount);
244
+ }
245
+ }
246
+ destroy() {
247
+ this.wireSphereBuffer.destroy();
248
+ this.wireBoxBuffer.destroy();
249
+ this.wireCapsuleBuffer.destroy();
250
+ this.solidSphereBuffer.destroy();
251
+ this.solidBoxBuffer.destroy();
252
+ this.solidCapsuleBuffer.destroy();
253
+ this.instanceBuffer.destroy();
254
+ }
255
+ }
256
+ // ── Geometry builders ─────────────────────────────────────────────────────────
257
+ // Each vertex is vec4(unitPos.xyz, axialAnchor) packed as 4 floats.
258
+ function buildSphereWireGeometry() {
259
+ const segs = 32;
260
+ const out = new Float32Array(3 * segs * 2 * 4); // 3 great circles
261
+ let p = 0;
262
+ for (let plane = 0; plane < 3; plane++) {
263
+ for (let i = 0; i < segs; i++) {
264
+ const a0 = (i / segs) * Math.PI * 2;
265
+ const a1 = ((i + 1) / segs) * Math.PI * 2;
266
+ const c0 = Math.cos(a0), s0 = Math.sin(a0);
267
+ const c1 = Math.cos(a1), s1 = Math.sin(a1);
268
+ let p0x = 0, p0y = 0, p0z = 0;
269
+ let p1x = 0, p1y = 0, p1z = 0;
270
+ if (plane === 0) {
271
+ p0x = c0;
272
+ p0y = s0;
273
+ p1x = c1;
274
+ p1y = s1;
275
+ }
276
+ else if (plane === 1) {
277
+ p0x = c0;
278
+ p0z = s0;
279
+ p1x = c1;
280
+ p1z = s1;
281
+ }
282
+ else {
283
+ p0y = c0;
284
+ p0z = s0;
285
+ p1y = c1;
286
+ p1z = s1;
287
+ }
288
+ out[p++] = p0x;
289
+ out[p++] = p0y;
290
+ out[p++] = p0z;
291
+ out[p++] = 0;
292
+ out[p++] = p1x;
293
+ out[p++] = p1y;
294
+ out[p++] = p1z;
295
+ out[p++] = 0;
296
+ }
297
+ }
298
+ return out;
299
+ }
300
+ function buildBoxWireGeometry() {
301
+ const edges = [
302
+ // 4 along X
303
+ [-1, -1, -1, +1, -1, -1], [-1, -1, +1, +1, -1, +1],
304
+ [-1, +1, -1, +1, +1, -1], [-1, +1, +1, +1, +1, +1],
305
+ // 4 along Y
306
+ [-1, -1, -1, -1, +1, -1], [+1, -1, -1, +1, +1, -1],
307
+ [-1, -1, +1, -1, +1, +1], [+1, -1, +1, +1, +1, +1],
308
+ // 4 along Z
309
+ [-1, -1, -1, -1, -1, +1], [+1, -1, -1, +1, -1, +1],
310
+ [-1, +1, -1, -1, +1, +1], [+1, +1, -1, +1, +1, +1],
311
+ ];
312
+ const out = new Float32Array(edges.length * 2 * 4);
313
+ let p = 0;
314
+ for (const e of edges) {
315
+ out[p++] = e[0];
316
+ out[p++] = e[1];
317
+ out[p++] = e[2];
318
+ out[p++] = 0;
319
+ out[p++] = e[3];
320
+ out[p++] = e[4];
321
+ out[p++] = e[5];
322
+ out[p++] = 0;
323
+ }
324
+ return out;
325
+ }
326
+ function buildCapsuleWireGeometry() {
327
+ const ringSegs = 32;
328
+ const arcSegs = 16;
329
+ // 2 cap rings + 4 hemisphere arcs + 4 cylinder verticals
330
+ const lineCount = ringSegs * 2 + arcSegs * 4 + 4;
331
+ const out = new Float32Array(lineCount * 2 * 4);
332
+ let p = 0;
333
+ const push = (x, y, z, axial) => {
334
+ out[p++] = x;
335
+ out[p++] = y;
336
+ out[p++] = z;
337
+ out[p++] = axial;
338
+ };
339
+ // Top ring (axial=+1) in XZ plane
340
+ for (let i = 0; i < ringSegs; i++) {
341
+ const a0 = (i / ringSegs) * Math.PI * 2;
342
+ const a1 = ((i + 1) / ringSegs) * Math.PI * 2;
343
+ push(Math.cos(a0), 0, Math.sin(a0), +1);
344
+ push(Math.cos(a1), 0, Math.sin(a1), +1);
345
+ }
346
+ // Bottom ring (axial=-1)
347
+ for (let i = 0; i < ringSegs; i++) {
348
+ const a0 = (i / ringSegs) * Math.PI * 2;
349
+ const a1 = ((i + 1) / ringSegs) * Math.PI * 2;
350
+ push(Math.cos(a0), 0, Math.sin(a0), -1);
351
+ push(Math.cos(a1), 0, Math.sin(a1), -1);
352
+ }
353
+ // Top cap arcs in XY and YZ planes (θ ∈ [0, π], pos = (cosθ, sinθ, 0) etc.)
354
+ for (let i = 0; i < arcSegs; i++) {
355
+ const t0 = (i / arcSegs) * Math.PI;
356
+ const t1 = ((i + 1) / arcSegs) * Math.PI;
357
+ push(Math.cos(t0), Math.sin(t0), 0, +1);
358
+ push(Math.cos(t1), Math.sin(t1), 0, +1);
359
+ }
360
+ for (let i = 0; i < arcSegs; i++) {
361
+ const t0 = (i / arcSegs) * Math.PI;
362
+ const t1 = ((i + 1) / arcSegs) * Math.PI;
363
+ push(0, Math.sin(t0), Math.cos(t0), +1);
364
+ push(0, Math.sin(t1), Math.cos(t1), +1);
365
+ }
366
+ // Bottom cap arcs
367
+ for (let i = 0; i < arcSegs; i++) {
368
+ const t0 = (i / arcSegs) * Math.PI;
369
+ const t1 = ((i + 1) / arcSegs) * Math.PI;
370
+ push(Math.cos(t0), -Math.sin(t0), 0, -1);
371
+ push(Math.cos(t1), -Math.sin(t1), 0, -1);
372
+ }
373
+ for (let i = 0; i < arcSegs; i++) {
374
+ const t0 = (i / arcSegs) * Math.PI;
375
+ const t1 = ((i + 1) / arcSegs) * Math.PI;
376
+ push(0, -Math.sin(t0), Math.cos(t0), -1);
377
+ push(0, -Math.sin(t1), Math.cos(t1), -1);
378
+ }
379
+ // 4 cylinder verticals: bottom rim (axial=-1) → top rim (+1) at fixed θ
380
+ push(+1, 0, 0, -1);
381
+ push(+1, 0, 0, +1);
382
+ push(-1, 0, 0, -1);
383
+ push(-1, 0, 0, +1);
384
+ push(0, 0, +1, -1);
385
+ push(0, 0, +1, +1);
386
+ push(0, 0, -1, -1);
387
+ push(0, 0, -1, +1);
388
+ return out;
389
+ }
390
+ // ── Solid (triangle-list) geometry builders ─────────────────────────────────
391
+ // Each vertex is vec4(unitPos.xyz, axialAnchor) — same layout as wireframe.
392
+ // UV sphere — stacks × slices quads, each split into 2 triangles. Polar quads
393
+ // degenerate to triangles, which the GPU silently drops.
394
+ function buildSphereSolidGeometry() {
395
+ const stacks = 12;
396
+ const slices = 18;
397
+ const out = new Float32Array(stacks * slices * 6 * 4);
398
+ let p = 0;
399
+ const vert = (phi, theta) => {
400
+ out[p++] = Math.cos(phi) * Math.cos(theta);
401
+ out[p++] = Math.sin(phi);
402
+ out[p++] = Math.cos(phi) * Math.sin(theta);
403
+ out[p++] = 0;
404
+ };
405
+ for (let s = 0; s < stacks; s++) {
406
+ const phi0 = -Math.PI / 2 + (s / stacks) * Math.PI;
407
+ const phi1 = -Math.PI / 2 + ((s + 1) / stacks) * Math.PI;
408
+ for (let l = 0; l < slices; l++) {
409
+ const th0 = (l / slices) * Math.PI * 2;
410
+ const th1 = ((l + 1) / slices) * Math.PI * 2;
411
+ vert(phi0, th0);
412
+ vert(phi1, th0);
413
+ vert(phi1, th1);
414
+ vert(phi0, th0);
415
+ vert(phi1, th1);
416
+ vert(phi0, th1);
417
+ }
418
+ }
419
+ return out;
420
+ }
421
+ // 6 cube faces × 2 triangles × 3 verts = 36 verts.
422
+ function buildBoxSolidGeometry() {
423
+ const faces = [
424
+ // +X face
425
+ [+1, -1, -1, +1, +1, -1, +1, +1, +1, +1, -1, +1],
426
+ // -X face
427
+ [-1, -1, -1, -1, -1, +1, -1, +1, +1, -1, +1, -1],
428
+ // +Y face
429
+ [-1, +1, -1, -1, +1, +1, +1, +1, +1, +1, +1, -1],
430
+ // -Y face
431
+ [-1, -1, -1, +1, -1, -1, +1, -1, +1, -1, -1, +1],
432
+ // +Z face
433
+ [-1, -1, +1, +1, -1, +1, +1, +1, +1, -1, +1, +1],
434
+ // -Z face
435
+ [-1, -1, -1, -1, +1, -1, +1, +1, -1, +1, -1, -1],
436
+ ];
437
+ const out = new Float32Array(faces.length * 6 * 4);
438
+ let p = 0;
439
+ const v = (x, y, z) => {
440
+ out[p++] = x;
441
+ out[p++] = y;
442
+ out[p++] = z;
443
+ out[p++] = 0;
444
+ };
445
+ for (const f of faces) {
446
+ // f = [a, b, c, d] as 4 corners; emit tris (a,b,c) (a,c,d)
447
+ v(f[0], f[1], f[2]);
448
+ v(f[3], f[4], f[5]);
449
+ v(f[6], f[7], f[8]);
450
+ v(f[0], f[1], f[2]);
451
+ v(f[6], f[7], f[8]);
452
+ v(f[9], f[10], f[11]);
453
+ }
454
+ return out;
455
+ }
456
+ // Capsule: two hemispheres at axial=±1 + cylinder side connecting their equators.
457
+ // Vertex shader does: world.y = unit.y * radius + halfHeight * axial.
458
+ function buildCapsuleSolidGeometry() {
459
+ const slices = 18;
460
+ const capStacks = 6;
461
+ const cylTris = slices * 2; // 1 stack of quads → 2 tris/slice
462
+ const capTris = capStacks * slices * 2;
463
+ const totalVerts = (cylTris + capTris * 2) * 3;
464
+ const out = new Float32Array(totalVerts * 4);
465
+ let p = 0;
466
+ const v = (x, y, z, axial) => {
467
+ out[p++] = x;
468
+ out[p++] = y;
469
+ out[p++] = z;
470
+ out[p++] = axial;
471
+ };
472
+ // Cylinder side: two rings at axial=±1, both at unit y=0.
473
+ for (let l = 0; l < slices; l++) {
474
+ const th0 = (l / slices) * Math.PI * 2;
475
+ const th1 = ((l + 1) / slices) * Math.PI * 2;
476
+ const c0 = Math.cos(th0), s0 = Math.sin(th0);
477
+ const c1 = Math.cos(th1), s1 = Math.sin(th1);
478
+ // bottom-left, top-left, top-right
479
+ v(c0, 0, s0, -1);
480
+ v(c0, 0, s0, +1);
481
+ v(c1, 0, s1, +1);
482
+ // bottom-left, top-right, bottom-right
483
+ v(c0, 0, s0, -1);
484
+ v(c1, 0, s1, +1);
485
+ v(c1, 0, s1, -1);
486
+ }
487
+ // Top hemisphere (axial=+1): φ ∈ [0, π/2], pos = (cosφ cosθ, sinφ, cosφ sinθ).
488
+ for (let s = 0; s < capStacks; s++) {
489
+ const ph0 = (s / capStacks) * (Math.PI / 2);
490
+ const ph1 = ((s + 1) / capStacks) * (Math.PI / 2);
491
+ for (let l = 0; l < slices; l++) {
492
+ const th0 = (l / slices) * Math.PI * 2;
493
+ const th1 = ((l + 1) / slices) * Math.PI * 2;
494
+ const a = (ph, th) => [
495
+ Math.cos(ph) * Math.cos(th), Math.sin(ph), Math.cos(ph) * Math.sin(th),
496
+ ];
497
+ const p00 = a(ph0, th0), p10 = a(ph1, th0), p11 = a(ph1, th1), p01 = a(ph0, th1);
498
+ v(p00[0], p00[1], p00[2], +1);
499
+ v(p10[0], p10[1], p10[2], +1);
500
+ v(p11[0], p11[1], p11[2], +1);
501
+ v(p00[0], p00[1], p00[2], +1);
502
+ v(p11[0], p11[1], p11[2], +1);
503
+ v(p01[0], p01[1], p01[2], +1);
504
+ }
505
+ }
506
+ // Bottom hemisphere (axial=-1): same but y = -sinφ.
507
+ for (let s = 0; s < capStacks; s++) {
508
+ const ph0 = (s / capStacks) * (Math.PI / 2);
509
+ const ph1 = ((s + 1) / capStacks) * (Math.PI / 2);
510
+ for (let l = 0; l < slices; l++) {
511
+ const th0 = (l / slices) * Math.PI * 2;
512
+ const th1 = ((l + 1) / slices) * Math.PI * 2;
513
+ const a = (ph, th) => [
514
+ Math.cos(ph) * Math.cos(th), -Math.sin(ph), Math.cos(ph) * Math.sin(th),
515
+ ];
516
+ const p00 = a(ph0, th0), p10 = a(ph1, th0), p11 = a(ph1, th1), p01 = a(ph0, th1);
517
+ v(p00[0], p00[1], p00[2], -1);
518
+ v(p11[0], p11[1], p11[2], -1);
519
+ v(p10[0], p10[1], p10[2], -1);
520
+ v(p00[0], p00[1], p00[2], -1);
521
+ v(p01[0], p01[1], p01[2], -1);
522
+ v(p11[0], p11[1], p11[2], -1);
523
+ }
524
+ }
525
+ return out;
526
+ }