collision.ts
examples/lcc/collision.ts · raw · open the example · all examples · site home
Exports: BVH_NODE_BYTESCollisionChunkLciMeshLciHeaderlciHeaderLengthreadLciHeaderreadLciMeshreadMeshPlychunkOfreadLcc2CollisionisLeafleafFirstleafCountrightChildsplitAxischeckBvhVec3RayHitraycastclosestOnTrianglesphereTrianglesCollisionSet
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519
// Collision meshes of LCC scenes and their BVHs, for the debug overlay and
// walk mode. Both versions store a triangle mesh per chunk of the scene and
// a BVH over its triangles, in the same 32-byte nodes, depth-first with the
// left child right after its parent (LCC2Whitepaper btree_spec.md v1.0, and
// the LCC whitepaper's collision section): 6 float32 box (min xyz, max xyz),
// then for an inner node the right child's offset in 4-byte units (u32) and
// its split axis, for a leaf its first triangle (u32), triangle count (u16)
// and 0xFFFF. Faces are stored in BVH order, so a leaf's triangles are a run.
// LCC v1 collision.lci (layout read from XGRIDS' files, as the whitepaper
// only shows it in images): "coll", u32 version (2), u32 headerLen, 6 f32
// box, f32 cellLengthX, f32 cellLengthY, u32 meshCount, then per mesh
// (40 bytes) u32 cell x, u32 cell y, u64 offset, u64 bytes, u32 vertices,
// u32 faces, u64 BVH bytes; at offset: vertices (3 f32), faces (3 u32),
// then the BVH: 16 reserved bytes (zeros) and its nodes.
// LCC2: each node with data.mesh and data.bvh names a binary PLY mesh
// (vertex x y z, face list) and its .btree (the nodes, no header).
// Everything stays in the file's frame. Plain code with no imports, shared
// by the workers, the page and the Node checks.
export const BVH_NODE_BYTES = 32;
const LEAF = 0xffff;
const LCI_MAGIC = 0x6c6c6f63; // "coll"
const LCI_HEADER = 48;
const LCI_MESH = 40;
const LCI_BVH_PREFIX = 16;
export interface CollisionChunk {
id: string;
// min xyz, max xyz: the BVH root's box
box: Float32Array;
vertices: Float32Array;
faces: Uint32Array;
bvh: DataView;
}
export interface LciMesh {
x: number;
y: number;
offset: number;
bytes: number;
vertices: number;
faces: number;
bvhBytes: number;
}
export interface LciHeader {
version: number;
headerLen: number;
box: number[];
cellLengthX: number;
cellLengthY: number;
meshes: LciMesh[];
}
const viewOf = (bytes: Uint8Array) => new DataView(bytes.buffer, bytes.byteOffset, bytes.byteLength);
// A copy in a buffer of its own (Node's Buffer.slice would share its pool)
const copyOf = (bytes: Uint8Array, length = bytes.byteLength) => {
const out = new Uint8Array(length);
out.set(bytes.subarray(0, length));
return out;
};
// The header's length from its first 12 bytes
export function lciHeaderLength(bytes: Uint8Array): number {
const view = viewOf(bytes);
if (bytes.byteLength < 12 || view.getUint32(0, true) !== LCI_MAGIC) {
throw new Error("Not a collision.lci file (no \"coll\")");
}
return view.getUint32(8, true);
}
export function readLciHeader(bytes: Uint8Array): LciHeader {
const headerLen = lciHeaderLength(bytes);
if (bytes.byteLength < headerLen || headerLen < LCI_HEADER) {
throw new Error(`collision.lci header: ${bytes.byteLength} of ${headerLen} bytes`);
}
const view = viewOf(bytes);
const count = view.getUint32(44, true);
if (LCI_HEADER + count * LCI_MESH > headerLen) {
throw new Error(`collision.lci: ${count} meshes do not fit a ${headerLen}-byte header`);
}
const meshes: LciMesh[] = [];
for (let i = 0; i < count; i += 1) {
const at = LCI_HEADER + i * LCI_MESH;
meshes.push({
x: view.getUint32(at, true),
y: view.getUint32(at + 4, true),
offset: Number(view.getBigUint64(at + 8, true)),
bytes: Number(view.getBigUint64(at + 16, true)),
vertices: view.getUint32(at + 24, true),
faces: view.getUint32(at + 28, true),
bvhBytes: Number(view.getBigUint64(at + 32, true)),
});
}
return {
version: view.getUint32(4, true),
headerLen,
box: Array.from({ length: 6 }, (_, k) => view.getFloat32(12 + k * 4, true)),
cellLengthX: view.getFloat32(36, true),
cellLengthY: view.getFloat32(40, true),
meshes,
};
}
// The chunk of one mesh from its `mesh.bytes` bytes at `mesh.offset`
export function readLciMesh(bytes: Uint8Array, mesh: LciMesh, id = `${mesh.x}_${mesh.y}`): CollisionChunk {
const vertexBytes = mesh.vertices * 12;
const faceBytes = mesh.faces * 12;
if (bytes.byteLength < vertexBytes + faceBytes + mesh.bvhBytes) {
throw new Error(`collision.lci mesh ${id}: ${bytes.byteLength} bytes, ${vertexBytes + faceBytes + mesh.bvhBytes} expected`);
}
const copy = copyOf(bytes, vertexBytes + faceBytes + mesh.bvhBytes);
const vertices = new Float32Array(copy.buffer, 0, mesh.vertices * 3);
const faces = new Uint32Array(copy.buffer, vertexBytes, mesh.faces * 3);
const bvh = new DataView(copy.buffer, vertexBytes + faceBytes + LCI_BVH_PREFIX, mesh.bvhBytes - LCI_BVH_PREFIX);
return chunkOf(id, vertices, faces, bvh);
}
const PLY_TYPES: Record<string, [number, (view: DataView, at: number) => number]> = {
char: [1, (v, a) => v.getInt8(a)], int8: [1, (v, a) => v.getInt8(a)],
uchar: [1, (v, a) => v.getUint8(a)], uint8: [1, (v, a) => v.getUint8(a)],
short: [2, (v, a) => v.getInt16(a, true)], int16: [2, (v, a) => v.getInt16(a, true)],
ushort: [2, (v, a) => v.getUint16(a, true)], uint16: [2, (v, a) => v.getUint16(a, true)],
int: [4, (v, a) => v.getInt32(a, true)], int32: [4, (v, a) => v.getInt32(a, true)],
uint: [4, (v, a) => v.getUint32(a, true)], uint32: [4, (v, a) => v.getUint32(a, true)],
float: [4, (v, a) => v.getFloat32(a, true)], float32: [4, (v, a) => v.getFloat32(a, true)],
double: [8, (v, a) => v.getFloat64(a, true)], float64: [8, (v, a) => v.getFloat64(a, true)],
};
interface PlyElement {
name: string;
count: number;
properties: { name: string; type: string; list?: string }[];
}
// A binary little-endian PLY triangle mesh: vertex x y z among any other
// properties, faces as a list (triangles)
export function readMeshPly(bytes: Uint8Array): { vertices: Float32Array; faces: Uint32Array } {
const head = new TextDecoder().decode(bytes.subarray(0, Math.min(bytes.byteLength, 16384)));
const end = head.indexOf("end_header");
if (!head.startsWith("ply") || end < 0) {
throw new Error("Not a PLY file");
}
if (!/format\s+binary_little_endian/.test(head)) {
throw new Error("Collision PLY: only binary_little_endian is read");
}
const elements: PlyElement[] = [];
for (const line of head.slice(0, end).split(/\r?\n/)) {
const words = line.trim().split(/\s+/);
if (words[0] === "element") {
elements.push({ name: words[1], count: Number(words[2]), properties: [] });
} else if (words[0] === "property" && elements.length > 0) {
const props = elements[elements.length - 1].properties;
props.push(words[1] === "list" ? { name: words[4], type: words[3], list: words[2] } : { name: words[2], type: words[1] });
}
}
const view = viewOf(bytes);
let at = head.indexOf("\n", end) + 1;
let vertices = new Float32Array(0);
let faces = new Uint32Array(0);
for (const element of elements) {
if (element.name === "vertex") {
vertices = new Float32Array(element.count * 3);
const axes = ["x", "y", "z"].map((name) => element.properties.findIndex((p) => p.name === name));
for (let i = 0; i < element.count; i += 1) {
element.properties.forEach((p, k) => {
const [size, read] = PLY_TYPES[p.type];
const axis = axes.indexOf(k);
if (axis >= 0) {
vertices[i * 3 + axis] = read(view, at);
}
at += size;
});
}
} else if (element.name === "face") {
faces = new Uint32Array(element.count * 3);
for (let i = 0; i < element.count; i += 1) {
for (const p of element.properties) {
if (p.list) {
const [countSize, readCount] = PLY_TYPES[p.list];
const [size, read] = PLY_TYPES[p.type];
const n = readCount(view, at);
at += countSize;
if (n !== 3) {
throw new Error(`Collision PLY: face ${i} has ${n} vertices (triangles only)`);
}
for (let k = 0; k < 3; k += 1) {
faces[i * 3 + k] = read(view, at);
at += size;
}
} else {
at += PLY_TYPES[p.type][0];
}
}
}
} else {
// Fixed-size elements are skipped; lists elsewhere are not expected
at += element.count * element.properties.reduce((sum, p) => sum + PLY_TYPES[p.type][0], 0);
}
}
return { vertices, faces };
}
// A chunk from its mesh and its BVH's nodes (the box from the root)
export function chunkOf(id: string, vertices: Float32Array, faces: Uint32Array, bvh: DataView): CollisionChunk {
const box = new Float32Array(6);
if (bvh.byteLength >= BVH_NODE_BYTES) {
for (let k = 0; k < 6; k += 1) {
box[k] = bvh.getFloat32(k * 4, true);
}
}
return { id, box, vertices, faces, bvh };
}
// An LCC2 node's mesh .ply and .btree bytes as a chunk
export function readLcc2Collision(id: string, ply: Uint8Array, btree: Uint8Array): CollisionChunk {
const { vertices, faces } = readMeshPly(ply);
return chunkOf(id, vertices, faces, new DataView(copyOf(btree).buffer));
}
// --- BVH nodes ---
export const isLeaf = (bvh: DataView, at: number) => bvh.getUint16(at + 30, true) === LEAF;
// A leaf's first triangle and count; an inner node's right child (bytes) and axis
export const leafFirst = (bvh: DataView, at: number) => bvh.getUint32(at + 24, true);
export const leafCount = (bvh: DataView, at: number) => bvh.getUint16(at + 28, true);
export const rightChild = (bvh: DataView, at: number) => bvh.getUint32(at + 24, true) * 4;
export const splitAxis = (bvh: DataView, at: number) => bvh.getUint16(at + 28, true);
// btree_spec.md's validation checklist and more: sizes, offsets, leaf
// counts and axes, every node visited once, children's boxes inside their
// parent's, leaf runs tiling the faces exactly once, face indices in range;
// the problems found (empty: valid)
export function checkBvh(chunk: CollisionChunk): string[] {
const { bvh, faces, vertices } = chunk;
const problems: string[] = [];
const size = bvh.byteLength;
if (size === 0 || size % BVH_NODE_BYTES !== 0) {
return [`${size} bytes is not a whole number of 32-byte nodes`];
}
const nodes = size / BVH_NODE_BYTES;
const faceCount = faces.length / 3;
const seen = new Uint8Array(nodes);
const covered = new Uint8Array(faceCount);
const slack = (v: number) => 1e-4 * (1 + Math.abs(v));
const stack: { at: number; parent: number }[] = [{ at: 0, parent: -1 }];
while (stack.length > 0 && problems.length < 20) {
const { at, parent } = stack.pop()!;
if (at % BVH_NODE_BYTES !== 0 || at >= size) {
problems.push(`node offset ${at} out of range or unaligned`);
continue;
}
if (seen[at / BVH_NODE_BYTES]++) {
problems.push(`node ${at / BVH_NODE_BYTES} reached twice`);
continue;
}
if (parent >= 0) {
for (let k = 0; k < 3; k += 1) {
const lo = bvh.getFloat32(at + k * 4, true);
const hi = bvh.getFloat32(at + 12 + k * 4, true);
if (lo < bvh.getFloat32(parent + k * 4, true) - slack(lo) || hi > bvh.getFloat32(parent + 12 + k * 4, true) + slack(hi)) {
problems.push(`node ${at / BVH_NODE_BYTES}'s box is outside its parent's`);
break;
}
}
}
if (isLeaf(bvh, at)) {
const first = leafFirst(bvh, at);
const count = leafCount(bvh, at);
if (count === 0 || first + count > faceCount) {
problems.push(`leaf ${at / BVH_NODE_BYTES}: triangles ${first}..${first + count} of ${faceCount}`);
continue;
}
for (let f = first; f < first + count; f += 1) {
covered[f] += 1;
}
} else {
const right = rightChild(bvh, at);
const axis = splitAxis(bvh, at);
if (axis > 2) {
problems.push(`node ${at / BVH_NODE_BYTES}: split axis ${axis}`);
}
if (right <= at || right >= size) {
problems.push(`node ${at / BVH_NODE_BYTES}: right child at ${right} of ${size}`);
continue;
}
stack.push({ at: right, parent: at }, { at: at + BVH_NODE_BYTES, parent: at });
}
}
const visited = seen.reduce((sum, s) => sum + (s > 0 ? 1 : 0), 0);
if (visited !== nodes) {
problems.push(`${visited} of ${nodes} nodes visited`);
}
const uncovered = covered.reduce((sum, c) => sum + (c !== 1 ? 1 : 0), 0);
if (uncovered > 0) {
problems.push(`${uncovered} of ${faceCount} triangles not in exactly one leaf`);
}
const vertexCount = vertices.length / 3;
if (faces.some((v) => v >= vertexCount)) {
problems.push(`face indices past the ${vertexCount} vertices`);
}
return problems;
}
// --- Queries (the file's frame) ---
export interface Vec3 {
x: number;
y: number;
z: number;
}
export interface RayHit {
t: number;
// Triangle index, and its unit normal (facing the ray)
face: number;
normal: Vec3;
}
function rayBox(bvh: DataView, at: number, o: Vec3, inv: Vec3, maxT: number) {
let t0 = 0;
let t1 = maxT;
const origin = [o.x, o.y, o.z];
const invDir = [inv.x, inv.y, inv.z];
for (let k = 0; k < 3; k += 1) {
const a = (bvh.getFloat32(at + k * 4, true) - origin[k]) * invDir[k];
const b = (bvh.getFloat32(at + 12 + k * 4, true) - origin[k]) * invDir[k];
t0 = Math.max(t0, Math.min(a, b));
t1 = Math.min(t1, Math.max(a, b));
if (t0 > t1) {
return false;
}
}
return true;
}
// The nearest hit of the ray o + t d (t in [0, maxT]) on the chunk, or undefined
export function raycast(chunk: CollisionChunk, o: Vec3, d: Vec3, maxT: number, best?: RayHit): RayHit | undefined {
const { bvh, faces, vertices } = chunk;
if (bvh.byteLength < BVH_NODE_BYTES) {
return best;
}
const inv = { x: 1 / d.x, y: 1 / d.y, z: 1 / d.z };
let hit = best;
let limit = best ? Math.min(best.t, maxT) : maxT;
const stack = [0];
while (stack.length > 0) {
const at = stack.pop()!;
if (!rayBox(bvh, at, o, inv, limit)) {
continue;
}
if (!isLeaf(bvh, at)) {
stack.push(rightChild(bvh, at), at + BVH_NODE_BYTES);
continue;
}
const first = leafFirst(bvh, at);
const end = first + leafCount(bvh, at);
for (let f = first; f < end; f += 1) {
const a = faces[f * 3] * 3, b = faces[f * 3 + 1] * 3, c = faces[f * 3 + 2] * 3;
const e1x = vertices[b] - vertices[a], e1y = vertices[b + 1] - vertices[a + 1], e1z = vertices[b + 2] - vertices[a + 2];
const e2x = vertices[c] - vertices[a], e2y = vertices[c + 1] - vertices[a + 1], e2z = vertices[c + 2] - vertices[a + 2];
const px = d.y * e2z - d.z * e2y, py = d.z * e2x - d.x * e2z, pz = d.x * e2y - d.y * e2x;
const det = e1x * px + e1y * py + e1z * pz;
if (Math.abs(det) < 1e-12) {
continue;
}
const invDet = 1 / det;
const tx = o.x - vertices[a], ty = o.y - vertices[a + 1], tz = o.z - vertices[a + 2];
const u = (tx * px + ty * py + tz * pz) * invDet;
if (u < 0 || u > 1) {
continue;
}
const qx = ty * e1z - tz * e1y, qy = tz * e1x - tx * e1z, qz = tx * e1y - ty * e1x;
const v = (d.x * qx + d.y * qy + d.z * qz) * invDet;
if (v < 0 || u + v > 1) {
continue;
}
const t = (e2x * qx + e2y * qy + e2z * qz) * invDet;
if (t >= 0 && t <= limit) {
let nx = e1y * e2z - e1z * e2y, ny = e1z * e2x - e1x * e2z, nz = e1x * e2y - e1y * e2x;
const length = Math.hypot(nx, ny, nz) || 1;
const sign = nx * d.x + ny * d.y + nz * d.z > 0 ? -1 : 1;
nx *= sign / length;
ny *= sign / length;
nz *= sign / length;
hit = { t, face: f, normal: { x: nx, y: ny, z: nz } };
limit = t;
}
}
}
return hit;
}
// The closest point of triangle abc to p into `out` (Ericson, Real-Time
// Collision Detection 5.1.5)
export function closestOnTriangle(p: Vec3, a: Vec3, b: Vec3, c: Vec3, out: Vec3): Vec3 {
const abx = b.x - a.x, aby = b.y - a.y, abz = b.z - a.z;
const acx = c.x - a.x, acy = c.y - a.y, acz = c.z - a.z;
const apx = p.x - a.x, apy = p.y - a.y, apz = p.z - a.z;
const d1 = abx * apx + aby * apy + abz * apz;
const d2 = acx * apx + acy * apy + acz * apz;
const set = (x: number, y: number, z: number) => {
out.x = x;
out.y = y;
out.z = z;
return out;
};
if (d1 <= 0 && d2 <= 0) {
return set(a.x, a.y, a.z);
}
const bpx = p.x - b.x, bpy = p.y - b.y, bpz = p.z - b.z;
const d3 = abx * bpx + aby * bpy + abz * bpz;
const d4 = acx * bpx + acy * bpy + acz * bpz;
if (d3 >= 0 && d4 <= d3) {
return set(b.x, b.y, b.z);
}
const vc = d1 * d4 - d3 * d2;
if (vc <= 0 && d1 >= 0 && d3 <= 0) {
const v = d1 / (d1 - d3);
return set(a.x + v * abx, a.y + v * aby, a.z + v * abz);
}
const cpx = p.x - c.x, cpy = p.y - c.y, cpz = p.z - c.z;
const d5 = abx * cpx + aby * cpy + abz * cpz;
const d6 = acx * cpx + acy * cpy + acz * cpz;
if (d6 >= 0 && d5 <= d6) {
return set(c.x, c.y, c.z);
}
const vb = d5 * d2 - d1 * d6;
if (vb <= 0 && d2 >= 0 && d6 <= 0) {
const w = d2 / (d2 - d6);
return set(a.x + w * acx, a.y + w * acy, a.z + w * acz);
}
const va = d3 * d6 - d5 * d4;
if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
const w = (d4 - d3) / (d4 - d3 + (d5 - d6));
return set(b.x + w * (c.x - b.x), b.y + w * (c.y - b.y), b.z + w * (c.z - b.z));
}
const denom = 1 / (va + vb + vc);
const v = vb * denom;
const w = vc * denom;
return set(a.x + abx * v + acx * w, a.y + aby * v + acy * w, a.z + abz * v + acz * w);
}
const corner = (vertices: Float32Array, i: number, out: Vec3) => {
out.x = vertices[i * 3];
out.y = vertices[i * 3 + 1];
out.z = vertices[i * 3 + 2];
return out;
};
// Every triangle whose closest point to `center` is within `radius`: visit
// gets the triangle and that point (reused: copy it)
export function sphereTriangles(chunk: CollisionChunk, center: Vec3, radius: number, visit: (face: number, point: Vec3) => void) {
const { bvh, faces, vertices } = chunk;
if (bvh.byteLength < BVH_NODE_BYTES) {
return;
}
const a = { x: 0, y: 0, z: 0 }, b = { x: 0, y: 0, z: 0 }, c = { x: 0, y: 0, z: 0 }, point = { x: 0, y: 0, z: 0 };
const r2 = radius * radius;
const origin = [center.x, center.y, center.z];
const stack = [0];
while (stack.length > 0) {
const at = stack.pop()!;
let d2 = 0;
for (let k = 0; k < 3; k += 1) {
const lo = bvh.getFloat32(at + k * 4, true);
const hi = bvh.getFloat32(at + 12 + k * 4, true);
const e = origin[k] < lo ? lo - origin[k] : origin[k] > hi ? origin[k] - hi : 0;
d2 += e * e;
}
if (d2 > r2) {
continue;
}
if (!isLeaf(bvh, at)) {
stack.push(rightChild(bvh, at), at + BVH_NODE_BYTES);
continue;
}
const first = leafFirst(bvh, at);
const end = first + leafCount(bvh, at);
for (let f = first; f < end; f += 1) {
closestOnTriangle(center, corner(vertices, faces[f * 3], a), corner(vertices, faces[f * 3 + 1], b), corner(vertices, faces[f * 3 + 2], c), point);
const dx = point.x - center.x, dy = point.y - center.y, dz = point.z - center.z;
if (dx * dx + dy * dy + dz * dz <= r2) {
visit(f, point);
}
}
}
}
// Queries over every loaded chunk whose box they reach
export class CollisionSet {
readonly chunks = new Map<string, CollisionChunk>();
get triangles() {
let sum = 0;
for (const chunk of this.chunks.values()) {
sum += chunk.faces.length / 3;
}
return sum;
}
raycast(o: Vec3, d: Vec3, maxT: number): RayHit | undefined {
let best: RayHit | undefined;
for (const chunk of this.chunks.values()) {
best = raycast(chunk, o, d, maxT, best);
}
return best;
}
sphere(center: Vec3, radius: number, visit: (point: Vec3, chunk: CollisionChunk, face: number) => void) {
for (const chunk of this.chunks.values()) {
const b = chunk.box;
if (center.x < b[0] - radius || center.y < b[1] - radius || center.z < b[2] - radius || center.x > b[3] + radius || center.y > b[4] + radius || center.z > b[5] + radius) {
continue;
}
sphereTriangles(chunk, center, radius, (face, point) => visit(point, chunk, face));
}
}
}