/** * Compute shader for BIM ↔ scan deviation. * * For each scan point, walk a per-triangle BVH and compute the signed * distance to the nearest mesh surface. Sign is positive on the side * the triangle's outward normal points to. * * Bind group layout: * @binding(0) bvhNodes: array, 2> — 32-byte nodes (read) * packed: [aabbMin, leafOrLeft] * [aabbMax, leafOrRight] * @binding(1) triangles: array — 12 floats per triangle * @binding(2) positions: array — 6 floats per point * (matches POINT_VERTEX_BYTES * layout: vec3 + colorPacked) * @binding(3) deviations: array — output, one float per point * @binding(4) params: DeviationParams * * Workgroup size 64 (one wavefront / warp on most desktop GPUs). * Each invocation processes one point. */ export declare const deviationShaderSource = "\nstruct BvhNode {\n aabbMinX: f32, aabbMinY: f32, aabbMinZ: f32,\n // High bit: leaf flag. Low 31 bits: leaf=triStart, internal=leftChildIdx.\n leafOrLeft: u32,\n aabbMaxX: f32, aabbMaxY: f32, aabbMaxZ: f32,\n // Leaf=triCount, internal=rightChildIdx.\n countOrRight: u32,\n}\n\nstruct DeviationParams {\n pointCount: u32,\n pointStrideF32: u32, // floats between successive points in positions buffer\n positionOffsetF32: u32, // float offset of vec3 position within a point\n // Optional clip range \u2014 when nonzero, signs above + below are kept\n // but values past \u00B1maxRange are clamped (saves shader work for\n // points far outside the model).\n maxRange: f32,\n // Reserved padding to keep the struct 16-byte aligned for std140.\n _pad0: u32, _pad1: u32, _pad2: u32, _pad3: u32,\n}\n\n@group(0) @binding(0) var bvhNodes: array;\n@group(0) @binding(1) var triangles: array;\n@group(0) @binding(2) var positions: array;\n@group(0) @binding(3) var deviations: array;\n@group(0) @binding(4) var params: DeviationParams;\n\nconst LEAF_FLAG: u32 = 0x80000000u;\nconst STACK_SIZE: u32 = 64u;\n\n// Squared distance from point p to AABB [aabbMin, aabbMax].\n// Returns 0 if p is inside the box.\nfn distSqPointAabb(\n px: f32, py: f32, pz: f32,\n ax: f32, ay: f32, az: f32,\n bx: f32, by: f32, bz: f32,\n) -> f32 {\n let dx = max(max(ax - px, 0.0), px - bx);\n let dy = max(max(ay - py, 0.0), py - by);\n let dz = max(max(az - pz, 0.0), pz - bz);\n return dx * dx + dy * dy + dz * dz;\n}\n\nstruct ClosestResult {\n point: vec3,\n distSq: f32,\n}\n\n// Ericson, Real-Time Collision Detection \u00A75.1.5: closest point on\n// a triangle to an arbitrary point in space. Branches over the\n// Voronoi regions of the triangle (3 verts, 3 edges, interior).\nfn closestPointOnTriangle(p: vec3, a: vec3, b: vec3, c: vec3) -> ClosestResult {\n let ab = b - a;\n let ac = c - a;\n let ap = p - a;\n let d1 = dot(ab, ap);\n let d2 = dot(ac, ap);\n if (d1 <= 0.0 && d2 <= 0.0) {\n let diff = p - a;\n return ClosestResult(a, dot(diff, diff));\n }\n let bp = p - b;\n let d3 = dot(ab, bp);\n let d4 = dot(ac, bp);\n if (d3 >= 0.0 && d4 <= d3) {\n let diff = p - b;\n return ClosestResult(b, dot(diff, diff));\n }\n let vc = d1 * d4 - d3 * d2;\n if (vc <= 0.0 && d1 >= 0.0 && d3 <= 0.0) {\n let v = d1 / (d1 - d3);\n let q = a + v * ab;\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n }\n let cp = p - c;\n let d5 = dot(ab, cp);\n let d6 = dot(ac, cp);\n if (d6 >= 0.0 && d5 <= d6) {\n let diff = p - c;\n return ClosestResult(c, dot(diff, diff));\n }\n let vb = d5 * d2 - d1 * d6;\n if (vb <= 0.0 && d2 >= 0.0 && d6 <= 0.0) {\n let w = d2 / (d2 - d6);\n let q = a + w * ac;\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n }\n let va = d3 * d6 - d5 * d4;\n if (va <= 0.0 && (d4 - d3) >= 0.0 && (d5 - d6) >= 0.0) {\n let w = (d4 - d3) / ((d4 - d3) + (d5 - d6));\n let q = b + w * (c - b);\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n }\n // Inside the face: barycentric (v, w).\n let denom = 1.0 / (va + vb + vc);\n let v = vb * denom;\n let w = vc * denom;\n let q = a + ab * v + ac * w;\n let diff = p - q;\n return ClosestResult(q, dot(diff, diff));\n}\n\n@compute @workgroup_size(64)\nfn cs_main(@builtin(global_invocation_id) gid: vec3) {\n let pi = gid.x;\n if (pi >= params.pointCount) {\n return;\n }\n let posOff = pi * params.pointStrideF32 + params.positionOffsetF32;\n let p = vec3(positions[posOff], positions[posOff + 1u], positions[posOff + 2u]);\n\n // Best squared distance across all triangles. Stored squared so\n // we can prune AABBs without taking sqrt every step.\n var bestDistSq: f32 = 1.0e30;\n var bestPoint: vec3 = vec3(0.0);\n var bestNormal: vec3 = vec3(0.0, 1.0, 0.0);\n\n // Stack-based BVH descent. Workgroup-uniform stack would let\n // siblings cooperate; for v1 a per-thread stack in private memory\n // is simpler and fast enough.\n var stack: array;\n var sp: u32 = 0u;\n stack[sp] = 0u;\n sp = sp + 1u;\n\n loop {\n if (sp == 0u) { break; }\n sp = sp - 1u;\n let nodeIdx = stack[sp];\n let node = bvhNodes[nodeIdx];\n\n let aabbDistSq = distSqPointAabb(\n p.x, p.y, p.z,\n node.aabbMinX, node.aabbMinY, node.aabbMinZ,\n node.aabbMaxX, node.aabbMaxY, node.aabbMaxZ,\n );\n if (aabbDistSq >= bestDistSq) {\n continue;\n }\n\n let leafFlag = node.leafOrLeft & LEAF_FLAG;\n if (leafFlag != 0u) {\n let triStart = node.leafOrLeft & (~LEAF_FLAG);\n let triCount = node.countOrRight;\n var i: u32 = 0u;\n loop {\n if (i >= triCount) { break; }\n let triOff = (triStart + i) * 12u;\n let v0 = vec3(triangles[triOff], triangles[triOff + 1u], triangles[triOff + 2u]);\n let v1 = vec3(triangles[triOff + 3u], triangles[triOff + 4u], triangles[triOff + 5u]);\n let v2 = vec3(triangles[triOff + 6u], triangles[triOff + 7u], triangles[triOff + 8u]);\n let n = vec3(triangles[triOff + 9u], triangles[triOff + 10u], triangles[triOff + 11u]);\n let res = closestPointOnTriangle(p, v0, v1, v2);\n if (res.distSq < bestDistSq) {\n bestDistSq = res.distSq;\n bestPoint = res.point;\n bestNormal = n;\n }\n i = i + 1u;\n }\n } else {\n // Internal node: push both children. Sibling that's closer to\n // p first (top of stack) so we hit the tighter bound earlier.\n let leftIdx = node.leafOrLeft;\n let rightIdx = node.countOrRight;\n let lNode = bvhNodes[leftIdx];\n let rNode = bvhNodes[rightIdx];\n let lDist = distSqPointAabb(\n p.x, p.y, p.z,\n lNode.aabbMinX, lNode.aabbMinY, lNode.aabbMinZ,\n lNode.aabbMaxX, lNode.aabbMaxY, lNode.aabbMaxZ,\n );\n let rDist = distSqPointAabb(\n p.x, p.y, p.z,\n rNode.aabbMinX, rNode.aabbMinY, rNode.aabbMinZ,\n rNode.aabbMaxX, rNode.aabbMaxY, rNode.aabbMaxZ,\n );\n // Push the farther child first \u2192 closer popped first.\n if (sp + 2u <= STACK_SIZE) {\n if (lDist < rDist) {\n stack[sp] = rightIdx; sp = sp + 1u;\n stack[sp] = leftIdx; sp = sp + 1u;\n } else {\n stack[sp] = leftIdx; sp = sp + 1u;\n stack[sp] = rightIdx; sp = sp + 1u;\n }\n }\n }\n }\n\n // Signed distance: project (p - closestPoint) onto the closest\n // triangle's normal. Positive means p is on the outward side.\n //\n // sign() returns 0 when (p - closestPoint) is perpendicular to the\n // normal -- i.e. the point is COPLANAR with the triangle but its closest\n // feature is an edge/vertex (a point beside a wall, an open door swung\n // into a wall's plane, a floor point laterally past the nearest floor\n // tri). That multiplied a genuinely large dist by 0 and painted far\n // points at the ramp centre (white). Treat the in-plane case as the\n // outward side so the magnitude still flags them.\n let toPoint = p - bestPoint;\n let dist = sqrt(bestDistSq);\n let nd = dot(toPoint, bestNormal);\n let s = select(-1.0, 1.0, nd >= 0.0);\n var signed: f32 = s * dist;\n\n // Optional clip: keeps the histogram + ramp focused on near-surface\n // points. Past \u00B1maxRange the value pegs at the edge.\n if (params.maxRange > 0.0) {\n let mr = params.maxRange;\n if (signed > mr) { signed = mr; }\n if (signed < -mr) { signed = -mr; }\n }\n\n deviations[pi] = signed;\n}\n"; //# sourceMappingURL=deviation-shader.wgsl.d.ts.map