reze-engine 0.36.0 → 0.37.0

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.
package/src/model.ts CHANGED
@@ -32,6 +32,10 @@ const _convMat = new Float32Array(16)
32
32
  // Blend-path scratch: per-entry sample target and the crossfade's two fixed entries.
33
33
  const _blendQ = new Quat(0, 0, 0, 1)
34
34
  const _blendT = new Vec3(0, 0, 0)
35
+
36
+ // Bone-morph scratch: the weighted rotation, slerped out of identity.
37
+ const _boneMorphQ = new Quat(0, 0, 0, 1)
38
+ const _boneMorphIdentity = new Quat(0, 0, 0, 1)
35
39
  export interface ClipEventInfo {
36
40
  clip: string
37
41
  /** The registered event time, seconds. */
@@ -131,12 +135,56 @@ export interface GroupMorphReference {
131
135
  ratio: number
132
136
  }
133
137
 
138
+ // Bone morph offset data (type 2). A stage's doors, platforms and hatches are
139
+ // posed with these — there is no VMD to drive them, so the weight IS the pose.
140
+ export interface BoneMorphOffset {
141
+ boneIndex: number
142
+ translation: [number, number, number]
143
+ /** Rotation quaternion (x, y, z, w). */
144
+ rotation: [number, number, number, number]
145
+ }
146
+
147
+ /** PMX material-morph blend mode. Multiply lerps toward base*morph; add offsets from base. */
148
+ export const MATERIAL_MORPH_MULTIPLY = 0
149
+ export const MATERIAL_MORPH_ADD = 1
150
+
151
+ // Material morph offset data (type 8). Stage artists ship colour and on/off
152
+ // switches this way: alpha to 0 hides a part, a diffuse tint recolours a set.
153
+ export interface MaterialMorphOffset {
154
+ /** -1 targets EVERY material in the model, per the PMX spec. */
155
+ materialIndex: number
156
+ /** MATERIAL_MORPH_MULTIPLY | MATERIAL_MORPH_ADD */
157
+ offsetType: number
158
+ diffuse: [number, number, number, number]
159
+ specular: [number, number, number]
160
+ shininess: number
161
+ ambient: [number, number, number]
162
+ edgeColor: [number, number, number, number]
163
+ edgeSize: number
164
+ textureCoeff: [number, number, number, number]
165
+ sphereCoeff: [number, number, number, number]
166
+ toonCoeff: [number, number, number, number]
167
+ }
168
+
169
+ // UV morph offset data (types 3–7). Type 3 is the base UV channel; 4–7 are the
170
+ // additional UV channels, which this engine does not carry — kept so the panel
171
+ // can tell "unsupported" from "absent".
172
+ export interface UvMorphOffset {
173
+ vertexIndex: number
174
+ /** (u, v, z, w) — only u/v apply to the base channel. */
175
+ offset: [number, number, number, number]
176
+ }
177
+
134
178
  // Morph definition
135
179
  export interface Morph {
136
180
  name: string
137
- type: number // 0=group, 1=vertex, 2=bone, 3=UV, 8=material
181
+ /** 0=group, 1=vertex, 2=bone, 3–7=UV, 8=material, 9=flip, 10=impulse. */
182
+ type: number
138
183
  vertexOffsets: VertexMorphOffset[] // Only for type 1 (vertex morph)
139
184
  groupReferences?: GroupMorphReference[] // Only for type 0 (group morph)
185
+ boneOffsets?: BoneMorphOffset[] // Only for type 2
186
+ materialOffsets?: MaterialMorphOffset[] // Only for type 8
187
+ uvOffsets?: UvMorphOffset[] // Only for types 3–7
140
188
  }
141
189
 
142
190
  export interface Morphing {
@@ -286,6 +334,24 @@ export class Model {
286
334
  private runtimeMorph!: MorphRuntime
287
335
  private morphsDirty: boolean = false // Flag indicating if morphs need to be applied
288
336
 
337
+ // Bone morphs (type 2), flattened once at load so the per-frame pass is a
338
+ // straight walk with no allocation. Empty for models without them, which is
339
+ // most characters — a stage's doors and platforms are the common case.
340
+ private boneMorphPlan: { morphIndex: number; boneIndex: number; translation: Vec3; rotation: Quat }[] = []
341
+ // Bones any bone morph touches, plus their locals as they were BEFORE the last
342
+ // application. A pose source rewrites the locals it owns every frame, but a
343
+ // stage usually has no clip at all — nothing would reset these, and the offset
344
+ // would compound frame after frame into a slow drift.
345
+ private boneMorphBones: number[] = []
346
+ private boneMorphRestoreR: Quat[] = []
347
+ private boneMorphRestoreT: Vec3[] = []
348
+ private boneMorphApplied = false
349
+ /** A full pose pass has run, so the world matrices are real. See isIdle. */
350
+ private posedOnce = false
351
+ // Set whenever effective weights change, for material/UV consumers that live
352
+ // outside this class. Vertex morphs use morphWeightsDirty (GPU) instead.
353
+ private auxMorphDirty = true
354
+
289
355
  // Root transform — model's placement in world space, independent of bones.
290
356
  // Folded into skin matrices (see getSkinMatrices) so every pass (main VS,
291
357
  // shadow VS, any future skinned pass) sees it without per-shader plumbing.
@@ -567,6 +633,119 @@ export class Model {
567
633
  }, {} as Record<string, number>),
568
634
  weights: new Float32Array(morphCount),
569
635
  }
636
+ const boneCount = this.skeleton.bones.length
637
+ this.boneMorphPlan = []
638
+ for (let i = 0; i < morphCount; i++) {
639
+ const morph = this.morphing.morphs[i]
640
+ if (morph.type !== 2 || !morph.boneOffsets) continue
641
+ for (const off of morph.boneOffsets) {
642
+ if (off.boneIndex < 0 || off.boneIndex >= boneCount) continue
643
+ this.boneMorphPlan.push({
644
+ morphIndex: i,
645
+ boneIndex: off.boneIndex,
646
+ translation: new Vec3(off.translation[0], off.translation[1], off.translation[2]),
647
+ rotation: new Quat(off.rotation[0], off.rotation[1], off.rotation[2], off.rotation[3]),
648
+ })
649
+ }
650
+ }
651
+ const touched = new Set(this.boneMorphPlan.map((e) => e.boneIndex))
652
+ this.boneMorphBones = [...touched]
653
+ this.boneMorphRestoreR = this.boneMorphBones.map(() => Quat.identity())
654
+ this.boneMorphRestoreT = this.boneMorphBones.map(() => Vec3.zeros())
655
+ this.boneMorphApplied = false
656
+ }
657
+
658
+ /**
659
+ * Bone morphs (type 2) compose over whatever the pose sources produced, the
660
+ * same way boneRotationOffsets do — they are an offset on the animated local
661
+ * transform, not a replacement for it. Re-applied every frame because each
662
+ * pose source rewrites the locals it touches.
663
+ *
664
+ * Stages are the reason this exists: a door or a lift is rigged as a bone
665
+ * morph and there is no VMD anywhere that drives it.
666
+ */
667
+ private applyBoneMorphs(): void {
668
+ if (this.boneMorphPlan.length === 0) return
669
+
670
+ // Undo the previous application first. With a clip running this is a no-op
671
+ // in effect — the pose source already overwrote these bones — but a stage
672
+ // has no clip, so without it the same offset would be re-added every frame.
673
+ if (this.boneMorphApplied) {
674
+ for (let i = 0; i < this.boneMorphBones.length; i++) {
675
+ const b = this.boneMorphBones[i]
676
+ this.runtimeSkeleton.localRotations[b].set(this.boneMorphRestoreR[i])
677
+ this.runtimeSkeleton.localTranslations[b].set(this.boneMorphRestoreT[i])
678
+ }
679
+ }
680
+ for (let i = 0; i < this.boneMorphBones.length; i++) {
681
+ const b = this.boneMorphBones[i]
682
+ this.boneMorphRestoreR[i].set(this.runtimeSkeleton.localRotations[b])
683
+ this.boneMorphRestoreT[i].set(this.runtimeSkeleton.localTranslations[b])
684
+ }
685
+ this.boneMorphApplied = true
686
+
687
+ const weights = this.getEffectiveMorphWeights()
688
+ for (const entry of this.boneMorphPlan) {
689
+ const w = weights[entry.morphIndex]
690
+ if (w < 0.0001) continue
691
+ const t = this.runtimeSkeleton.localTranslations[entry.boneIndex]
692
+ t.x += entry.translation.x * w
693
+ t.y += entry.translation.y * w
694
+ t.z += entry.translation.z * w
695
+ // Scale the rotation by weight the way MMD does — slerp out of identity,
696
+ // then compose. Multiplying components would not stay a unit quaternion.
697
+ const r = this.runtimeSkeleton.localRotations[entry.boneIndex]
698
+ Quat.slerpInto(_boneMorphIdentity, entry.rotation, w, _boneMorphQ)
699
+ Quat.multiplyInto(r, _boneMorphQ, r)
700
+ }
701
+ }
702
+
703
+ /** True (once) when effective morph weights changed — the engine re-derives
704
+ * material-morph uniforms from it. Separate from the GPU vertex path's flag
705
+ * so both can consume the same change. */
706
+ consumeAuxMorphDirty(): boolean {
707
+ const d = this.auxMorphDirty
708
+ this.auxMorphDirty = false
709
+ return d
710
+ }
711
+
712
+ /**
713
+ * Morph indices this model can actually act on, so a UI never offers a control
714
+ * that moves nothing.
715
+ *
716
+ * Driven directly: vertex (1), bone (2), material (8). Excluded: UV (3–7),
717
+ * which are parsed and kept but not yet applied; flip (9) and impulse (10),
718
+ * which are PMX 2.1 and would need the rigidbody solver.
719
+ *
720
+ * A group morph (0) is only as alive as what it points at — one referencing
721
+ * nothing but UV morphs is just as dead as the UV morphs themselves, so it is
722
+ * resolved rather than assumed.
723
+ */
724
+ getSupportedMorphIndices(): number[] {
725
+ const morphs = this.morphing.morphs
726
+ const drivable = (t: number) => t === 1 || t === 2 || t === 8
727
+ // Groups can reference groups, so walk with a seen-set rather than recursing.
728
+ const resolves = (start: number): boolean => {
729
+ const seen = new Set<number>()
730
+ const stack = [start]
731
+ while (stack.length > 0) {
732
+ const i = stack.pop()!
733
+ if (seen.has(i) || i < 0 || i >= morphs.length) continue
734
+ seen.add(i)
735
+ const m = morphs[i]
736
+ if (drivable(m.type)) return true
737
+ if (m.type === 0 && m.groupReferences) {
738
+ for (const ref of m.groupReferences) stack.push(ref.morphIndex)
739
+ }
740
+ }
741
+ return false
742
+ }
743
+ const out: number[] = []
744
+ for (let i = 0; i < morphs.length; i++) {
745
+ const t = morphs[i].type
746
+ if (drivable(t) || (t === 0 && resolves(i))) out.push(i)
747
+ }
748
+ return out
570
749
  }
571
750
 
572
751
  // Tween update - processes all tweens together with a single time reference
@@ -983,6 +1162,11 @@ export class Model {
983
1162
  this.runtimeMorph.weights[idx] = clampedWeight
984
1163
  this.tweenState.morphActive[idx] = 0
985
1164
  this.applyMorphs()
1165
+ // Vertex and material morphs are done by applyMorphs alone, but a bone
1166
+ // morph lands in the pose pass — and a model with no clip (every stage)
1167
+ // reports idle, so without this the pass never runs and the switch does
1168
+ // nothing. Costs one redundant applyMorphs on the next frame.
1169
+ if (this.boneMorphPlan.length > 0) this.morphsDirty = true
986
1170
  try {
987
1171
  Engine.getInstance().markVertexBufferDirty(this)
988
1172
  } catch {
@@ -1047,6 +1231,11 @@ export class Model {
1047
1231
  effectiveWeights[i] = Math.max(0, Math.min(1, effectiveWeights[i]))
1048
1232
  }
1049
1233
 
1234
+ // Bone morphs read these every frame, but material/UV consumers live outside
1235
+ // this class and need telling. Set on BOTH paths — a model whose only morphs
1236
+ // are material morphs never enables the GPU vertex path at all.
1237
+ this.auxMorphDirty = true
1238
+
1050
1239
  // GPU path: the compute pass applies the vertex offsets from these weights.
1051
1240
  if (this.gpuMorphEnabled) {
1052
1241
  this.morphWeightsDirty = true
@@ -1913,6 +2102,42 @@ export class Model {
1913
2102
  // within that. A host driving bones directly — motion capture writing FK
1914
2103
  // rotations every frame with no clip playing — turns it off wholesale, because
1915
2104
  // there is no motion present to carry the per-chain answer.
2105
+ /**
2106
+ * Nothing can have moved this frame: no clip, no blend, no live tween, no
2107
+ * morph weight change.
2108
+ *
2109
+ * Environment geometry is in this state almost every frame, so the engine
2110
+ * skips the whole pose pass — sampling, world matrices, and the skin-matrix
2111
+ * upload — for a stage that reports idle. A stage is usually the heaviest mesh
2112
+ * in the scene and the one that never moves; paying a full pose pass for it
2113
+ * every frame is the thing worth not doing.
2114
+ */
2115
+ isIdle(): boolean {
2116
+ // Never idle before the first pose pass. The constructor leaves the world
2117
+ // matrices identity, so skin = world × inverseBind collapses every vertex
2118
+ // into bone-local space — the mesh piles up at the origin. A cast member is
2119
+ // saved by running update() on frame 1 regardless; a stage that reported
2120
+ // idle immediately would render as a heap and never recover.
2121
+ if (!this.posedOnce) return false
2122
+ return (
2123
+ !this.morphsDirty &&
2124
+ this.oneShot === null &&
2125
+ this.crossfade === null &&
2126
+ (this.blendEntries === null || this.blendEntries.length === 0) &&
2127
+ this.animationState.getCurrentClip() === null &&
2128
+ !this.hasActiveTweens()
2129
+ )
2130
+ }
2131
+
2132
+ /** Any live rotation / translation / morph tween. */
2133
+ private hasActiveTweens(): boolean {
2134
+ const s = this.tweenState
2135
+ for (let i = 0; i < s.rotActive.length; i++) if (s.rotActive[i] === 1) return true
2136
+ for (let i = 0; i < s.transActive.length; i++) if (s.transActive[i] === 1) return true
2137
+ for (let i = 0; i < s.morphActive.length; i++) if (s.morphActive[i] === 1) return true
2138
+ return false
2139
+ }
2140
+
1916
2141
  update(deltaTime: number, ikEnabled = true): boolean {
1917
2142
  // Update tween time (in milliseconds)
1918
2143
  this.tweenTimeMs += deltaTime * 1000
@@ -1955,8 +2180,13 @@ export class Model {
1955
2180
  this.morphsDirty = false
1956
2181
  }
1957
2182
 
2183
+ // After the pose sources and the constant offsets, before the world pass —
2184
+ // bone morphs must survive into the world matrices IK then reads.
2185
+ this.applyBoneMorphs()
2186
+
1958
2187
  // Compute world matrices (needed for IK solving to read bone positions)
1959
2188
  this.computeWorldMatrices()
2189
+ this.posedOnce = true
1960
2190
 
1961
2191
  // Solve IK chains (modifies localRotations with final IK rotations). Chains
1962
2192
  // the clip switched off are skipped inside.
@@ -51,11 +51,18 @@ export interface Contact {
51
51
  cBxN: number; cByN: number; cBzN: number // rB × n
52
52
  jacInvN: number
53
53
  bounceVel: number // restitution reference, captured at setup from initial relVelN
54
- /** Per-contact relaxation gain, 1/max(rows on A, rows on B). See CONTACT_SOR_MIN. */
55
- sorGain: number
56
- // Approach speed this row is allowed to leave alone: gap / dt for a
57
- // speculative row, 0 once the shapes actually touch. See setupContactRow.
58
- allowedApproachVel: number
54
+ /** Substeps this contact point has persisted (from the manifold cache).
55
+ * Bullet kills restitution past m_restingContactRestitutionThreshold = 2. */
56
+ age: number
57
+ /** Penetration term routed to the SPLIT (pseudo-velocity) channel instead of
58
+ * the real one, when the contact is deeper than the split threshold. */
59
+ rhsPenetration: number
60
+ /** Accumulated impulse on the split channel — Bullet's m_appliedPushImpulse. */
61
+ appliedPushImpulse: number
62
+ /** Baumgarte bias, depth·ERP/dt — Bullet 2.75's positionalError. Positive
63
+ * when penetrating (pushes apart), negative when separated (allows the
64
+ * approach that closes the gap). See CONTACT_ERP. */
65
+ biasVel: number
59
66
  // Friction tangent 1:
60
67
  t1x: number; t1y: number; t1z: number
61
68
  cAxT1: number; cAyT1: number; cAzT1: number
@@ -84,8 +91,10 @@ function makeContact(): Contact {
84
91
  cBxN: 0, cByN: 0, cBzN: 0,
85
92
  jacInvN: 0,
86
93
  bounceVel: 0,
87
- sorGain: 1,
88
- allowedApproachVel: 0,
94
+ age: 0,
95
+ rhsPenetration: 0,
96
+ appliedPushImpulse: 0,
97
+ biasVel: 0,
89
98
  t1x: 0, t1y: 0, t1z: 0,
90
99
  cAxT1: 0, cAyT1: 0, cAzT1: 0,
91
100
  cBxT1: 0, cByT1: 0, cBzT1: 0,
@@ -108,6 +117,7 @@ export class ContactPool {
108
117
  c.appliedNormalImpulse = 0
109
118
  c.appliedFrictionImpulse1 = 0
110
119
  c.appliedFrictionImpulse2 = 0
120
+ c.appliedPushImpulse = 0
111
121
  this.count++
112
122
  return c
113
123
  }
@@ -0,0 +1,151 @@
1
+ // Persistent contact manifolds — the cache that makes warm starting possible.
2
+ //
3
+ // Bullet 2.75 keeps a btPersistentManifold per body pair holding up to 4 points,
4
+ // each carrying the impulse it converged to last step. At setup the solver seeds
5
+ // each row with `cp.m_appliedImpulse * m_warmstartingFactor` (0.85) and applies
6
+ // it immediately, so a resting stack starts the substep already holding roughly
7
+ // the load it needs instead of rediscovering it from zero every time.
8
+ //
9
+ // That is not a nicety here: penetration recovery rides in the contact velocity
10
+ // row as a Baumgarte term, and a row rebuilt from zero each substep overshoots
11
+ // it. Warm starting on its own was measured WORSE on this engine — but that was
12
+ // against a solver with no bias term and a position-correction pass, which is a
13
+ // different system. The two are one design in Bullet and are ported as one.
14
+ //
15
+ // Points are matched by proximity in each body's own local frame, which is what
16
+ // btPersistentManifold does — a world-space match would drift with the body.
17
+
18
+ const MAX_POINTS = 4
19
+ /** Match radius, in model units. Bullet's gContactBreakingThreshold is 0.02;
20
+ * ours is the contact margin, so a point that merely slid along a face is
21
+ * still recognised as the same point rather than dropped and rebuilt. */
22
+ const MATCH_DIST_SQ = 0.04 * 0.04
23
+
24
+ interface Point {
25
+ /** Contact point in each body's local frame (lever arms are world-space and
26
+ * rotate with the body, so they cannot be compared across substeps). */
27
+ lax: number; lay: number; laz: number
28
+ lbx: number; lby: number; lbz: number
29
+ normalImpulse: number
30
+ frictionImpulse1: number
31
+ frictionImpulse2: number
32
+ /** Substeps this point has survived — Bullet disables restitution past
33
+ * m_restingContactRestitutionThreshold (2) so resting contacts stop bouncing. */
34
+ age: number
35
+ /** Marks points seen this substep; unseen ones are dropped. */
36
+ seen: boolean
37
+ }
38
+
39
+ export class ManifoldCache {
40
+ private pairs = new Map<number, Point[]>()
41
+ private touched = new Set<number>()
42
+
43
+ private static key(a: number, b: number): number {
44
+ return a < b ? a * 65536 + b : b * 65536 + a
45
+ }
46
+
47
+ /** Look up what this contact point converged to last substep. Returns null
48
+ * when it is new. */
49
+ find(a: number, b: number, lax: number, lay: number, laz: number): Point | null {
50
+ const list = this.pairs.get(ManifoldCache.key(a, b))
51
+ if (list === undefined) return null
52
+ let best: Point | null = null
53
+ let bestD = MATCH_DIST_SQ
54
+ for (let i = 0; i < list.length; i++) {
55
+ const p = list[i]
56
+ const dx = p.lax - lax, dy = p.lay - lay, dz = p.laz - laz
57
+ const d = dx * dx + dy * dy + dz * dz
58
+ if (d < bestD) { bestD = d; best = p }
59
+ }
60
+ return best
61
+ }
62
+
63
+ /** Record what this point converged to, for the next substep to start from. */
64
+ store(
65
+ a: number, b: number,
66
+ lax: number, lay: number, laz: number,
67
+ lbx: number, lby: number, lbz: number,
68
+ normalImpulse: number, frictionImpulse1: number, frictionImpulse2: number,
69
+ age: number,
70
+ ): void {
71
+ const k = ManifoldCache.key(a, b)
72
+ this.touched.add(k)
73
+ let list = this.pairs.get(k)
74
+ if (list === undefined) { list = []; this.pairs.set(k, list) }
75
+ // Replace the nearest existing point, else append; past MAX_POINTS drop the
76
+ // shallowest-held one so the manifold keeps the load-bearing corners.
77
+ let best = -1
78
+ let bestD = MATCH_DIST_SQ
79
+ for (let i = 0; i < list.length; i++) {
80
+ const p = list[i]
81
+ const dx = p.lax - lax, dy = p.lay - lay, dz = p.laz - laz
82
+ const d = dx * dx + dy * dy + dz * dz
83
+ if (d < bestD) { bestD = d; best = i }
84
+ }
85
+ if (best < 0) {
86
+ if (list.length < MAX_POINTS) {
87
+ list.push({ lax, lay, laz, lbx, lby, lbz, normalImpulse, frictionImpulse1, frictionImpulse2, age, seen: true })
88
+ return
89
+ }
90
+ // btPersistentManifold::sortCachedPoints — when a 5th point arrives, drop
91
+ // whichever of the 5 leaves the largest quadrilateral. Area is what keeps
92
+ // a resting box from pivoting; dropping the shallowest instead can leave
93
+ // four nearly-collinear points that pin position but not orientation.
94
+ best = worstAreaIndex(list, lax, lay, laz)
95
+ }
96
+ const p = list[best]
97
+ p.lax = lax; p.lay = lay; p.laz = laz
98
+ p.lbx = lbx; p.lby = lby; p.lbz = lbz
99
+ p.normalImpulse = normalImpulse
100
+ p.frictionImpulse1 = frictionImpulse1
101
+ p.frictionImpulse2 = frictionImpulse2
102
+ p.age = age
103
+ p.seen = true
104
+ }
105
+
106
+ /** Drop every point not re-seen this substep, and every pair left empty.
107
+ * Without this a separated pair keeps handing back a stale impulse. */
108
+ endStep(): void {
109
+ for (const [k, list] of this.pairs) {
110
+ if (!this.touched.has(k)) { this.pairs.delete(k); continue }
111
+ let w = 0
112
+ for (let i = 0; i < list.length; i++) {
113
+ const p = list[i]
114
+ if (!p.seen) continue
115
+ p.seen = false
116
+ list[w++] = p
117
+ }
118
+ list.length = w
119
+ if (w === 0) this.pairs.delete(k)
120
+ }
121
+ this.touched.clear()
122
+ }
123
+
124
+ clear(): void {
125
+ this.pairs.clear()
126
+ this.touched.clear()
127
+ }
128
+ }
129
+
130
+
131
+ /** Which of the 4 cached points to replace so the surviving quad keeps the most
132
+ * area once the new point joins it. */
133
+ function worstAreaIndex(list: Point[], nx: number, ny: number, nz: number): number {
134
+ let bestIdx = 0
135
+ let bestArea = -1
136
+ for (let drop = 0; drop < list.length; drop++) {
137
+ // The quad is: the new point plus the three survivors.
138
+ const pts: number[][] = [[nx, ny, nz]]
139
+ for (let i = 0; i < list.length; i++) if (i !== drop) pts.push([list[i].lax, list[i].lay, list[i].laz])
140
+ if (pts.length < 4) continue
141
+ // |d0 × d1| over the diagonals — Bullet's area proxy.
142
+ const d0x = pts[0][0] - pts[2][0], d0y = pts[0][1] - pts[2][1], d0z = pts[0][2] - pts[2][2]
143
+ const d1x = pts[1][0] - pts[3][0], d1y = pts[1][1] - pts[3][1], d1z = pts[1][2] - pts[3][2]
144
+ const cx = d0y * d1z - d0z * d1y
145
+ const cy = d0z * d1x - d0x * d1z
146
+ const cz = d0x * d1y - d0y * d1x
147
+ const area = cx * cx + cy * cy + cz * cz
148
+ if (area > bestArea) { bestArea = area; bestIdx = drop }
149
+ }
150
+ return bestIdx
151
+ }