@aura3d/engine 4.0.8 → 4.1.1

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 (329) hide show
  1. package/dist/audio/index.d.ts +1 -0
  2. package/dist/audio/index.d.ts.map +1 -1
  3. package/dist/audio/index.js +1 -0
  4. package/dist/audio/index.js.map +1 -1
  5. package/dist/audio/synth/SampleSlices.d.ts +88 -0
  6. package/dist/audio/synth/SampleSlices.d.ts.map +1 -0
  7. package/dist/audio/synth/SampleSlices.js +185 -0
  8. package/dist/audio/synth/SampleSlices.js.map +1 -0
  9. package/dist/audio/synth/SynthCueBank.d.ts +102 -0
  10. package/dist/audio/synth/SynthCueBank.d.ts.map +1 -0
  11. package/dist/audio/synth/SynthCueBank.js +323 -0
  12. package/dist/audio/synth/SynthCueBank.js.map +1 -0
  13. package/dist/audio/synth/SynthLoops.d.ts +77 -0
  14. package/dist/audio/synth/SynthLoops.d.ts.map +1 -0
  15. package/dist/audio/synth/SynthLoops.js +147 -0
  16. package/dist/audio/synth/SynthLoops.js.map +1 -0
  17. package/dist/audio/synth/index.d.ts +9 -0
  18. package/dist/audio/synth/index.d.ts.map +1 -0
  19. package/dist/audio/synth/index.js +5 -0
  20. package/dist/audio/synth/index.js.map +1 -0
  21. package/dist/audio/synth/notes.d.ts +18 -0
  22. package/dist/audio/synth/notes.d.ts.map +1 -0
  23. package/dist/audio/synth/notes.js +35 -0
  24. package/dist/audio/synth/notes.js.map +1 -0
  25. package/dist/audio/synth/types.d.ts +84 -0
  26. package/dist/audio/synth/types.d.ts.map +1 -0
  27. package/dist/audio/synth/types.js +2 -0
  28. package/dist/audio/synth/types.js.map +1 -0
  29. package/dist/aura3d-cli/cli-help.d.ts.map +1 -1
  30. package/dist/aura3d-cli/cli-help.js +6 -0
  31. package/dist/aura3d-cli/cli-help.js.map +1 -1
  32. package/dist/aura3d-cli/cli.js +33 -0
  33. package/dist/aura3d-cli/cli.js.map +1 -1
  34. package/dist/aura3d-cli/commands/assets/gltfToolkit.d.ts +25 -0
  35. package/dist/aura3d-cli/commands/assets/gltfToolkit.d.ts.map +1 -0
  36. package/dist/aura3d-cli/commands/assets/gltfToolkit.js +59 -0
  37. package/dist/aura3d-cli/commands/assets/gltfToolkit.js.map +1 -0
  38. package/dist/aura3d-cli/commands/assets/importMeshy.d.ts +50 -0
  39. package/dist/aura3d-cli/commands/assets/importMeshy.d.ts.map +1 -0
  40. package/dist/aura3d-cli/commands/assets/importMeshy.js +112 -0
  41. package/dist/aura3d-cli/commands/assets/importMeshy.js.map +1 -0
  42. package/dist/aura3d-cli/commands/assets/index.d.ts +6 -0
  43. package/dist/aura3d-cli/commands/assets/index.d.ts.map +1 -0
  44. package/dist/aura3d-cli/commands/assets/index.js +54 -0
  45. package/dist/aura3d-cli/commands/assets/index.js.map +1 -0
  46. package/dist/aura3d-cli/commands/assets/mergeClips.d.ts +44 -0
  47. package/dist/aura3d-cli/commands/assets/mergeClips.d.ts.map +1 -0
  48. package/dist/aura3d-cli/commands/assets/mergeClips.js +103 -0
  49. package/dist/aura3d-cli/commands/assets/mergeClips.js.map +1 -0
  50. package/dist/aura3d-cli/commands/assets/optimize.d.ts +54 -0
  51. package/dist/aura3d-cli/commands/assets/optimize.d.ts.map +1 -0
  52. package/dist/aura3d-cli/commands/assets/optimize.js +76 -0
  53. package/dist/aura3d-cli/commands/assets/optimize.js.map +1 -0
  54. package/dist/aura3d-cli/commands/assets/optimizeVerb.d.ts +9 -0
  55. package/dist/aura3d-cli/commands/assets/optimizeVerb.d.ts.map +1 -0
  56. package/dist/aura3d-cli/commands/assets/optimizeVerb.js +40 -0
  57. package/dist/aura3d-cli/commands/assets/optimizeVerb.js.map +1 -0
  58. package/dist/aura3d-cli/commands/meshyLedger.d.ts +103 -0
  59. package/dist/aura3d-cli/commands/meshyLedger.d.ts.map +1 -0
  60. package/dist/aura3d-cli/commands/meshyLedger.js +308 -0
  61. package/dist/aura3d-cli/commands/meshyLedger.js.map +1 -0
  62. package/dist/aura3d-cli/commands/prd05/index.d.ts.map +1 -1
  63. package/dist/aura3d-cli/commands/prd05/index.js +8 -2
  64. package/dist/aura3d-cli/commands/prd05/index.js.map +1 -1
  65. package/dist/aura3d-cli/commands/registry.d.ts +1 -0
  66. package/dist/aura3d-cli/commands/registry.d.ts.map +1 -1
  67. package/dist/aura3d-cli/commands/registry.js +1 -0
  68. package/dist/aura3d-cli/commands/registry.js.map +1 -1
  69. package/dist/create-aura3d/index.js +1 -1
  70. package/dist/debug/index.d.ts +2 -0
  71. package/dist/debug/index.d.ts.map +1 -1
  72. package/dist/debug/index.js +1 -0
  73. package/dist/debug/index.js.map +1 -1
  74. package/dist/debug/safety/blackFrame.d.ts +119 -0
  75. package/dist/debug/safety/blackFrame.d.ts.map +1 -0
  76. package/dist/debug/safety/blackFrame.js +326 -0
  77. package/dist/debug/safety/blackFrame.js.map +1 -0
  78. package/dist/debug/safety/diagnosticsPanel.d.ts +70 -0
  79. package/dist/debug/safety/diagnosticsPanel.d.ts.map +1 -0
  80. package/dist/debug/safety/diagnosticsPanel.js +123 -0
  81. package/dist/debug/safety/diagnosticsPanel.js.map +1 -0
  82. package/dist/debug/safety/guard.d.ts +51 -0
  83. package/dist/debug/safety/guard.d.ts.map +1 -0
  84. package/dist/debug/safety/guard.js +64 -0
  85. package/dist/debug/safety/guard.js.map +1 -0
  86. package/dist/debug/safety/index.d.ts +50 -0
  87. package/dist/debug/safety/index.d.ts.map +1 -0
  88. package/dist/debug/safety/index.js +71 -0
  89. package/dist/debug/safety/index.js.map +1 -0
  90. package/dist/debug/safety/switches.d.ts +27 -0
  91. package/dist/debug/safety/switches.d.ts.map +1 -0
  92. package/dist/debug/safety/switches.js +23 -0
  93. package/dist/debug/safety/switches.js.map +1 -0
  94. package/dist/engine/agent-api/app/createAuraApp.d.ts.map +1 -1
  95. package/dist/engine/agent-api/app/createAuraApp.js +6 -0
  96. package/dist/engine/agent-api/app/createAuraApp.js.map +1 -1
  97. package/dist/engine/agent-api/app/frameLoop.d.ts +1 -1
  98. package/dist/engine/agent-api/app/frameLoop.d.ts.map +1 -1
  99. package/dist/engine/agent-api/app/frameLoop.js +8 -1
  100. package/dist/engine/agent-api/app/frameLoop.js.map +1 -1
  101. package/dist/engine/agent-api/app/runtimeNodes.d.ts.map +1 -1
  102. package/dist/engine/agent-api/app/runtimeNodes.js +15 -0
  103. package/dist/engine/agent-api/app/runtimeNodes.js.map +1 -1
  104. package/dist/engine/agent-api/assets/productionModels.d.ts +58 -0
  105. package/dist/engine/agent-api/assets/productionModels.d.ts.map +1 -0
  106. package/dist/engine/agent-api/assets/productionModels.js +103 -0
  107. package/dist/engine/agent-api/assets/productionModels.js.map +1 -0
  108. package/dist/engine/agent-api/compiler/customMaterial.d.ts +12 -0
  109. package/dist/engine/agent-api/compiler/customMaterial.d.ts.map +1 -1
  110. package/dist/engine/agent-api/compiler/customMaterial.js +23 -17
  111. package/dist/engine/agent-api/compiler/customMaterial.js.map +1 -1
  112. package/dist/engine/agent-api/compiler/errors.d.ts +1 -1
  113. package/dist/engine/agent-api/compiler/errors.d.ts.map +1 -1
  114. package/dist/engine/agent-api/compiler/errors.js.map +1 -1
  115. package/dist/engine/agent-api/compiler/lines.d.ts.map +1 -1
  116. package/dist/engine/agent-api/compiler/lines.js +10 -1
  117. package/dist/engine/agent-api/compiler/lines.js.map +1 -1
  118. package/dist/engine/agent-api/compiler/renderInput.d.ts.map +1 -1
  119. package/dist/engine/agent-api/compiler/renderInput.js +8 -0
  120. package/dist/engine/agent-api/compiler/renderInput.js.map +1 -1
  121. package/dist/engine/agent-api/diagnostics.d.ts +5 -0
  122. package/dist/engine/agent-api/diagnostics.d.ts.map +1 -1
  123. package/dist/engine/agent-api/diagnostics.js +15 -1
  124. package/dist/engine/agent-api/diagnostics.js.map +1 -1
  125. package/dist/engine/agent-api/game-kits/ballFlight.d.ts +145 -0
  126. package/dist/engine/agent-api/game-kits/ballFlight.d.ts.map +1 -0
  127. package/dist/engine/agent-api/game-kits/ballFlight.js +308 -0
  128. package/dist/engine/agent-api/game-kits/ballFlight.js.map +1 -0
  129. package/dist/engine/agent-api/game-kits/index.d.ts +9 -5
  130. package/dist/engine/agent-api/game-kits/index.d.ts.map +1 -1
  131. package/dist/engine/agent-api/game-kits/index.js +1 -0
  132. package/dist/engine/agent-api/game-kits/index.js.map +1 -1
  133. package/dist/engine/agent-api/game-kits/racketAthleteRig.d.ts +107 -0
  134. package/dist/engine/agent-api/game-kits/racketAthleteRig.d.ts.map +1 -0
  135. package/dist/engine/agent-api/game-kits/racketAthleteRig.js +178 -0
  136. package/dist/engine/agent-api/game-kits/racketAthleteRig.js.map +1 -0
  137. package/dist/engine/agent-api/game-kits/racketGeometry.d.ts +8 -0
  138. package/dist/engine/agent-api/game-kits/racketGeometry.d.ts.map +1 -0
  139. package/dist/engine/agent-api/game-kits/racketGeometry.js +73 -0
  140. package/dist/engine/agent-api/game-kits/racketGeometry.js.map +1 -0
  141. package/dist/engine/agent-api/game-kits/racketScoring.d.ts +53 -0
  142. package/dist/engine/agent-api/game-kits/racketScoring.d.ts.map +1 -0
  143. package/dist/engine/agent-api/game-kits/racketScoring.js +69 -0
  144. package/dist/engine/agent-api/game-kits/racketScoring.js.map +1 -0
  145. package/dist/engine/agent-api/game-kits/racketSports.d.ts +20 -6
  146. package/dist/engine/agent-api/game-kits/racketSports.d.ts.map +1 -1
  147. package/dist/engine/agent-api/game-kits/racketSports.js +15 -74
  148. package/dist/engine/agent-api/game-kits/racketSports.js.map +1 -1
  149. package/dist/engine/agent-api/index.d.ts +7 -0
  150. package/dist/engine/agent-api/index.d.ts.map +1 -1
  151. package/dist/engine/agent-api/index.js +5 -0
  152. package/dist/engine/agent-api/index.js.map +1 -1
  153. package/dist/engine/agent-api/nodes/batched.d.ts.map +1 -1
  154. package/dist/engine/agent-api/nodes/batched.js +63 -3
  155. package/dist/engine/agent-api/nodes/batched.js.map +1 -1
  156. package/dist/engine/agent-api/nodes/batchedState.d.ts +5 -0
  157. package/dist/engine/agent-api/nodes/batchedState.d.ts.map +1 -1
  158. package/dist/engine/agent-api/nodes/batchedState.js +10 -0
  159. package/dist/engine/agent-api/nodes/batchedState.js.map +1 -1
  160. package/dist/engine/agent-api/nodes/instances.js +1 -2
  161. package/dist/engine/agent-api/nodes/instances.js.map +1 -1
  162. package/dist/engine/agent-api/nodes/lines.d.ts.map +1 -1
  163. package/dist/engine/agent-api/nodes/lines.js +2 -1
  164. package/dist/engine/agent-api/nodes/lines.js.map +1 -1
  165. package/dist/engine/agent-api/nodes/mergeStatic.d.ts +26 -0
  166. package/dist/engine/agent-api/nodes/mergeStatic.d.ts.map +1 -0
  167. package/dist/engine/agent-api/nodes/mergeStatic.js +126 -0
  168. package/dist/engine/agent-api/nodes/mergeStatic.js.map +1 -0
  169. package/dist/engine/agent-api/nodes/scatter.d.ts +116 -0
  170. package/dist/engine/agent-api/nodes/scatter.d.ts.map +1 -0
  171. package/dist/engine/agent-api/nodes/scatter.js +211 -0
  172. package/dist/engine/agent-api/nodes/scatter.js.map +1 -0
  173. package/dist/engine/agent-api/nodes/scene.d.ts +9 -1
  174. package/dist/engine/agent-api/nodes/scene.d.ts.map +1 -1
  175. package/dist/engine/agent-api/nodes/scene.js +28 -2
  176. package/dist/engine/agent-api/nodes/scene.js.map +1 -1
  177. package/dist/engine/agent-api/nodes/types.d.ts +8 -0
  178. package/dist/engine/agent-api/nodes/types.d.ts.map +1 -1
  179. package/dist/engine/contracts/stubs/game.d.ts +0 -8
  180. package/dist/engine/contracts/stubs/game.d.ts.map +1 -1
  181. package/dist/engine/contracts/stubs/game.js +6 -0
  182. package/dist/engine/contracts/stubs/game.js.map +1 -1
  183. package/dist/engine/deprecated/advanced-runtime.js +2 -2
  184. package/dist/engine/deprecated/apps.js +2 -2
  185. package/dist/engine/deprecated/assets-browser.js +2 -2
  186. package/dist/engine/deprecated/contracts.js +2 -2
  187. package/dist/engine/deprecated/media-node.js +2 -2
  188. package/dist/engine/deprecated/production-runtime.js +2 -2
  189. package/dist/engine/deprecated/rendering-production-runtime.js +2 -2
  190. package/dist/engine/deprecated/rendering-webgpu.js +2 -2
  191. package/dist/engine/deprecated/rendering.js +2 -2
  192. package/dist/engine/deprecated/workflows-production.js +2 -2
  193. package/dist/engine/index.d.ts +1 -0
  194. package/dist/engine/index.d.ts.map +1 -1
  195. package/dist/engine/index.js +1 -0
  196. package/dist/engine/index.js.map +1 -1
  197. package/dist/engine/instances-model/InstancedModel.d.ts.map +1 -1
  198. package/dist/engine/instances-model/InstancedModel.js +2 -5
  199. package/dist/engine/instances-model/InstancedModel.js.map +1 -1
  200. package/dist/engine/production-runtime/TypedGLBActor.d.ts +6 -0
  201. package/dist/engine/production-runtime/TypedGLBActor.d.ts.map +1 -1
  202. package/dist/engine/production-runtime/TypedGLBActor.js +8 -1
  203. package/dist/engine/production-runtime/TypedGLBActor.js.map +1 -1
  204. package/dist/engine/production-runtime/actor/ModelTextureShare.d.ts +38 -0
  205. package/dist/engine/production-runtime/actor/ModelTextureShare.d.ts.map +1 -0
  206. package/dist/engine/production-runtime/actor/ModelTextureShare.js +65 -0
  207. package/dist/engine/production-runtime/actor/ModelTextureShare.js.map +1 -0
  208. package/dist/engine/public/index.d.ts +71 -67
  209. package/dist/engine/public/index.d.ts.map +1 -1
  210. package/dist/engine/public/index.js +59 -54
  211. package/dist/engine/public/index.js.map +1 -1
  212. package/dist/engine/qa/countedRng.d.ts +16 -0
  213. package/dist/engine/qa/countedRng.d.ts.map +1 -0
  214. package/dist/engine/qa/countedRng.js +40 -0
  215. package/dist/engine/qa/countedRng.js.map +1 -0
  216. package/dist/engine/qa/fixedStepLoop.d.ts +43 -0
  217. package/dist/engine/qa/fixedStepLoop.d.ts.map +1 -0
  218. package/dist/engine/qa/fixedStepLoop.js +83 -0
  219. package/dist/engine/qa/fixedStepLoop.js.map +1 -0
  220. package/dist/engine/qa/hooks.d.ts +80 -0
  221. package/dist/engine/qa/hooks.d.ts.map +1 -0
  222. package/dist/engine/qa/hooks.js +95 -0
  223. package/dist/engine/qa/hooks.js.map +1 -0
  224. package/dist/engine/qa/index.d.ts +10 -0
  225. package/dist/engine/qa/index.d.ts.map +1 -0
  226. package/dist/engine/qa/index.js +6 -0
  227. package/dist/engine/qa/index.js.map +1 -0
  228. package/dist/engine/qa/params.d.ts +38 -0
  229. package/dist/engine/qa/params.d.ts.map +1 -0
  230. package/dist/engine/qa/params.js +35 -0
  231. package/dist/engine/qa/params.js.map +1 -0
  232. package/dist/game/capture/captureFromUrl.d.ts +1 -1
  233. package/dist/game/capture/captureFromUrl.d.ts.map +1 -1
  234. package/dist/game/capture/index.d.ts +1 -1
  235. package/dist/game/capture/index.d.ts.map +1 -1
  236. package/dist/game/components.d.ts +1 -1
  237. package/dist/game/components.d.ts.map +1 -1
  238. package/dist/game/createGame.d.ts +1 -1
  239. package/dist/game/createGame.d.ts.map +1 -1
  240. package/dist/game/createGame.js +1 -1
  241. package/dist/game/createGame.js.map +1 -1
  242. package/dist/game/evidence/beacon.d.ts +1 -1
  243. package/dist/game/evidence/beacon.d.ts.map +1 -1
  244. package/dist/game/flagDefault.d.ts +8 -0
  245. package/dist/game/flagDefault.d.ts.map +1 -0
  246. package/dist/game/flagDefault.js +28 -0
  247. package/dist/game/flagDefault.js.map +1 -0
  248. package/dist/game/index.d.ts +4 -2
  249. package/dist/game/index.d.ts.map +1 -1
  250. package/dist/game/index.js +10 -3
  251. package/dist/game/index.js.map +1 -1
  252. package/dist/game/input/bindingStore.d.ts +87 -0
  253. package/dist/game/input/bindingStore.d.ts.map +1 -0
  254. package/dist/game/input/bindingStore.js +164 -0
  255. package/dist/game/input/bindingStore.js.map +1 -0
  256. package/dist/game/session/GameSession.d.ts +2 -2
  257. package/dist/game/session/GameSession.d.ts.map +1 -1
  258. package/dist/game/session/GameSession.js +1 -1
  259. package/dist/game/session/GameSession.js.map +1 -1
  260. package/dist/rendering/ForwardPass.d.ts +5 -0
  261. package/dist/rendering/ForwardPass.d.ts.map +1 -1
  262. package/dist/rendering/ForwardPass.js +75 -2
  263. package/dist/rendering/ForwardPass.js.map +1 -1
  264. package/dist/rendering/ShaderFailures.d.ts +77 -0
  265. package/dist/rendering/ShaderFailures.d.ts.map +1 -0
  266. package/dist/rendering/ShaderFailures.js +141 -0
  267. package/dist/rendering/ShaderFailures.js.map +1 -0
  268. package/dist/rendering/ShaderLibrary.js +5 -5
  269. package/dist/rendering/ShaderLibraryCore.js +1 -1
  270. package/dist/rendering/WebGL2Device.js +1 -1
  271. package/dist/rendering/WebGL2Device.js.map +1 -1
  272. package/dist/rendering/WebGPUDevice.js +1 -1
  273. package/dist/rendering/index.d.ts +2 -0
  274. package/dist/rendering/index.d.ts.map +1 -1
  275. package/dist/rendering/index.js +2 -0
  276. package/dist/rendering/index.js.map +1 -1
  277. package/dist/rendering/output/ToneMappingOperators.glsl.d.ts +1 -1
  278. package/dist/rendering/output/ToneMappingOperators.glsl.d.ts.map +1 -1
  279. package/dist/rendering/output/ToneMappingOperators.glsl.js +2 -0
  280. package/dist/rendering/output/ToneMappingOperators.glsl.js.map +1 -1
  281. package/dist/rendering/post/v2Stages.d.ts.map +1 -1
  282. package/dist/rendering/post/v2Stages.js +4 -0
  283. package/dist/rendering/post/v2Stages.js.map +1 -1
  284. package/dist/rendering/program/chunks/shadow_forward.glsl.d.ts +2 -2
  285. package/dist/rendering/program/chunks/shadow_forward.glsl.d.ts.map +1 -1
  286. package/dist/rendering/program/chunks/shadow_forward.glsl.js +1 -1
  287. package/dist/rendering/shaders/chunks/author/colorspace.glsl.d.ts +8 -0
  288. package/dist/rendering/shaders/chunks/author/colorspace.glsl.d.ts.map +1 -0
  289. package/dist/rendering/shaders/chunks/author/colorspace.glsl.js +20 -0
  290. package/dist/rendering/shaders/chunks/author/colorspace.glsl.js.map +1 -0
  291. package/dist/rendering/shaders/chunks/author/fog.glsl.d.ts +3 -0
  292. package/dist/rendering/shaders/chunks/author/fog.glsl.d.ts.map +1 -0
  293. package/dist/rendering/shaders/chunks/author/fog.glsl.js +18 -0
  294. package/dist/rendering/shaders/chunks/author/fog.glsl.js.map +1 -0
  295. package/dist/rendering/shaders/chunks/author/index.d.ts +16 -0
  296. package/dist/rendering/shaders/chunks/author/index.d.ts.map +1 -0
  297. package/dist/rendering/shaders/chunks/author/index.js +77 -0
  298. package/dist/rendering/shaders/chunks/author/index.js.map +1 -0
  299. package/dist/rendering/shaders/chunks/author/math.glsl.d.ts +3 -0
  300. package/dist/rendering/shaders/chunks/author/math.glsl.d.ts.map +1 -0
  301. package/dist/rendering/shaders/chunks/author/math.glsl.js +43 -0
  302. package/dist/rendering/shaders/chunks/author/math.glsl.js.map +1 -0
  303. package/dist/rendering/shaders/chunks/author/noise.glsl.d.ts +3 -0
  304. package/dist/rendering/shaders/chunks/author/noise.glsl.d.ts.map +1 -0
  305. package/dist/rendering/shaders/chunks/author/noise.glsl.js +94 -0
  306. package/dist/rendering/shaders/chunks/author/noise.glsl.js.map +1 -0
  307. package/dist/rendering/shaders/chunks/author/sky.glsl.d.ts +3 -0
  308. package/dist/rendering/shaders/chunks/author/sky.glsl.d.ts.map +1 -0
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  311. package/dist/rendering/shaders/chunks/author/toon.glsl.d.ts +3 -0
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  315. package/dist/rendering/shaders/chunks/author/triplanar.glsl.d.ts +3 -0
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  319. package/dist/rendering/webgl2/LegacyPost.d.ts.map +1 -1
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  321. package/dist/rendering/webgl2/LegacyPost.js.map +1 -1
  322. package/package.json +29 -26
  323. package/templates/cinematic-scene/package.json +2 -2
  324. package/templates/mini-game/package.json +2 -2
  325. package/templates/product-viewer/package.json +2 -2
  326. package/templates/production-asset-inspector/package.json +1 -1
  327. package/templates/production-material-studio/package.json +1 -1
  328. package/templates/production-product-configurator/package.json +1 -1
  329. package/templates/production-product-viewer/package.json +1 -1
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1
+ /**
2
+ * Exact event-time ball flight for racket sports (extracted from the Aura Slam 3D tennis simulation).
3
+ *
4
+ * Axis convention (differs from the simple `stepBallPhysics` model, which uses y as up): x is lateral, y runs along
5
+ * the court (the net sits at y = 0, ends are +y / -y) and z is height. Positions and velocities are in
6
+ * "court units"; `units` gives the metres per unit on each axis so gravity, speeds and radii stay physical.
7
+ * Integration is closed-form between events (linear drag + gravity) and impacts are resolved at their exact time,
8
+ * so results do not depend on the frame rate. Pure functions: no clocks, no DOM, no randomness.
9
+ */
10
+ export function createBallFlight(config) {
11
+ const units = config.units ?? { x: 1, y: 1, z: 1 };
12
+ const GRAVITY = (config.gravity ?? 9.81) / units.z;
13
+ const RADIUS = (config.ballRadius ?? 0.0335) / units.z;
14
+ const DRAG = config.drag ?? 0;
15
+ const surfaceNames = Object.keys(config.surfaces);
16
+ const fallbackName = config.defaultSurface ?? surfaceNames[0];
17
+ const fallbackSurface = config.surfaces[fallbackName];
18
+ const surfaceOf = (name) => config.surfaces[name] ?? fallbackSurface;
19
+ const rollingOf = (name) => surfaceOf(name).rollingResistance ?? 1.4;
20
+ const netConfig = config.net ?? { centerHeight: 0.914, postHeight: 1.07, halfWidth: 1.08 };
21
+ const NET_HEIGHT = netConfig.centerHeight / units.z;
22
+ const NET_POST = netConfig.postHeight / units.z;
23
+ const NET_X = netConfig.halfWidth;
24
+ const TAPE_BAND = netConfig.tapeBand ?? 0.012;
25
+ const POST_MARGIN = netConfig.postMargin ?? 0.007;
26
+ const SERVE_RISE = config.serveMaxRiseMetres ?? 0.5;
27
+ const boardScale = config.boards?.renderScale ?? { x: 1, y: 1 };
28
+ const boardRadius = config.boards?.contactRadius ?? 0.072;
29
+ const boardImpulse = config.boards?.impulse ?? 1.55;
30
+ const boards = config.boards?.list ?? [];
31
+ const netHeight = (x) => NET_HEIGHT + (NET_POST - NET_HEIGHT) * Math.min(1, (x / NET_X) ** 2);
32
+ const travelFactor = (t) => DRAG === 0 ? t : -Math.expm1(-DRAG * t) / DRAG;
33
+ const decayOf = (t) => Math.exp(-DRAG * t);
34
+ const timeFromQ = (q) => {
35
+ if (DRAG === 0)
36
+ return q >= 0 ? q : Infinity;
37
+ return q >= 0 && q * DRAG < 1 ? -Math.log1p(-q * DRAG) / DRAG : Infinity;
38
+ };
39
+ function sample(ball, t) {
40
+ const factor = travelFactor(t);
41
+ const decay = decayOf(t);
42
+ return {
43
+ x: ball.x + ball.vx * factor, y: ball.y + ball.vy * factor,
44
+ z: ball.z + ball.vz * t - GRAVITY * t * t / 2,
45
+ vx: ball.vx * decay, vy: ball.vy * decay, vz: ball.vz - GRAVITY * t
46
+ };
47
+ }
48
+ function timeToGround(ball) {
49
+ return Math.max(0, (ball.vz + Math.sqrt(ball.vz ** 2 + 2 * GRAVITY * Math.max(0, ball.z - RADIUS))) / GRAVITY);
50
+ }
51
+ function timeToY(ball, y) {
52
+ if (Math.abs(ball.vy) < 1e-9)
53
+ return Infinity;
54
+ return timeFromQ((y - ball.y) / ball.vy);
55
+ }
56
+ function landing(ball) {
57
+ const time = timeToGround(ball);
58
+ return { ...sample(ball, time), z: RADIUS, time };
59
+ }
60
+ const metresSpeed = (vx, vy, vz) => Math.hypot(vx * units.x, vy * units.y, vz * units.z);
61
+ const speedKph = (ball) => Math.round(metresSpeed(ball.vx, ball.vy, ball.vz) * 3.6);
62
+ function solveShot(ball, targetX, targetY, desiredTime, clearance = 0.065) {
63
+ let time = Math.max(0.28, desiredTime);
64
+ for (let i = 0; i < 140; i++, time += 0.025) {
65
+ const solution = {
66
+ ...ball, vx: (targetX - ball.x) / travelFactor(time),
67
+ vy: (targetY - ball.y) / travelFactor(time),
68
+ vz: (RADIUS - ball.z + GRAVITY * time * time / 2) / time
69
+ };
70
+ const crossingTime = timeToY(solution, 0);
71
+ if (crossingTime >= time)
72
+ return { ...solution, flightTime: time };
73
+ const crossing = sample(solution, crossingTime);
74
+ if (crossing.z - RADIUS >= netHeight(crossing.x) + clearance)
75
+ return { ...solution, flightTime: time };
76
+ }
77
+ throw new Error("Unable to construct a playable trajectory");
78
+ }
79
+ function serveFlight(ball, targetX, targetY, time) {
80
+ return {
81
+ vx: (targetX - ball.x) / travelFactor(time), vy: (targetY - ball.y) / travelFactor(time),
82
+ vz: (RADIUS - ball.z + GRAVITY * time * time / 2) / time, flightTime: time
83
+ };
84
+ }
85
+ function serveFlightLimit(ball) {
86
+ return timeToGround({ z: ball.z, vz: Math.sqrt(2 * GRAVITY * SERVE_RISE / units.z) });
87
+ }
88
+ function serveClearance(ball, targetX, targetY, time) {
89
+ const shot = { ...ball, ...serveFlight(ball, targetX, targetY, time) };
90
+ const crossingTime = timeToY(shot, 0);
91
+ if (!Number.isFinite(crossingTime) || crossingTime >= time - 1e-9)
92
+ return -Infinity;
93
+ const crossing = sample(shot, crossingTime);
94
+ return (crossing.z - RADIUS - netHeight(crossing.x)) * units.z;
95
+ }
96
+ const serveTargetNetRisk = (ball, targetX, targetY, clearanceMetres = 0.08) => serveClearance(ball, targetX, targetY, serveFlightLimit(ball)) < clearanceMetres;
97
+ function serveTrajectory(ball, targetX, targetY, requestedKph, clearanceMetres = 0.08, errorXMetres = 0, errorYMetres = 0) {
98
+ const at = (time) => serveFlight(ball, targetX, targetY, time);
99
+ const speed = (shot) => metresSpeed(shot.vx, shot.vy, shot.vz) * 3.6;
100
+ const maximumTime = serveFlightLimit(ball);
101
+ let low = 0.08, high = Math.min(1.2, maximumTime);
102
+ for (let i = 0; i < 36; i++) {
103
+ const t = (low + high) / 2;
104
+ if (speed(at(t)) > requestedKph)
105
+ low = t;
106
+ else
107
+ high = t;
108
+ }
109
+ const requestedTime = high;
110
+ const clearance = (time) => serveClearance(ball, targetX, targetY, time);
111
+ let time = requestedTime, netRisk = false;
112
+ if (clearance(time) < clearanceMetres) {
113
+ // As a target approaches the net, settle on the bounded arc instead of a fast net fault or a very high lob.
114
+ if (clearance(maximumTime) < clearanceMetres) {
115
+ time = maximumTime;
116
+ netRisk = true;
117
+ }
118
+ else {
119
+ low = time;
120
+ high = maximumTime;
121
+ for (let i = 0; i < 36; i++) {
122
+ const t = (low + high) / 2;
123
+ if (clearance(t) < clearanceMetres)
124
+ low = t;
125
+ else
126
+ high = t;
127
+ }
128
+ time = high;
129
+ }
130
+ }
131
+ const shot = at(time);
132
+ // Timing changes the trajectory after the safe base arc is chosen; flight time is kept.
133
+ targetX += errorXMetres / units.x;
134
+ targetY += errorYMetres / units.y;
135
+ shot.vx = (targetX - ball.x) / travelFactor(time);
136
+ shot.vy = (targetY - ball.y) / travelFactor(time);
137
+ return { ...shot, targetX, targetY, netRisk, paceLimited: speed(shot) < requestedKph - 1 };
138
+ }
139
+ function rebound(ball, surface) {
140
+ const material = surface === undefined ? fallbackSurface : surfaceOf(surface);
141
+ const shaping = config.reboundShaping?.(ball);
142
+ const vertical = shaping?.vertical ?? 1, horizontal = shaping?.horizontal ?? 1;
143
+ ball.z = RADIUS;
144
+ ball.vz = Math.abs(ball.vz) * material.rebound * vertical;
145
+ ball.vx *= material.retention * horizontal;
146
+ ball.vy *= material.retention * horizontal;
147
+ shaping?.after?.(ball);
148
+ ball.bounceCount = (ball.bounceCount ?? 0) + 1;
149
+ }
150
+ function releaseBall(ball) {
151
+ ball.active = false;
152
+ ball.dead = true;
153
+ ball.settling = true;
154
+ ball.rolling = false;
155
+ }
156
+ function deflectNet(ball) {
157
+ const incoming = Math.sign(ball.vy) || (ball.y > 0 ? -1 : 1);
158
+ ball.y = -incoming * 0.01;
159
+ ball.vx *= 0.35;
160
+ ball.vy = -incoming * Math.min(0.45, Math.abs(ball.vy) * 0.16);
161
+ ball.vz = Math.min(0, ball.vz * 0.25);
162
+ ball.netTouched = true;
163
+ }
164
+ function boardImpact(ball, timeFromFactor = timeFromQ) {
165
+ let hit = { time: Infinity };
166
+ for (const board of boards) {
167
+ const nx = Math.sin(board.angle), ny = Math.cos(board.angle);
168
+ const distance = (ball.x * boardScale.x - board.x) * nx + (ball.y * boardScale.y - board.y) * ny - boardRadius;
169
+ const velocity = ball.vx * boardScale.x * nx + ball.vy * boardScale.y * ny;
170
+ if (distance < -1e-7 || velocity >= -1e-9)
171
+ continue;
172
+ const q = Math.max(0, -distance / velocity), time = timeFromFactor(q);
173
+ if (!Number.isFinite(time) || time >= hit.time)
174
+ continue;
175
+ const x = ball.x * boardScale.x + ball.vx * boardScale.x * q - board.x, y = ball.y * boardScale.y + ball.vy * boardScale.y * q - board.y;
176
+ const z = ball.rolling ? RADIUS : ball.z + ball.vz * time - GRAVITY * time * time / 2;
177
+ if (Math.abs(x * ny - y * nx) > board.halfWidth + boardRadius || z * units.z < -boardRadius || z * units.z > board.height + boardRadius)
178
+ continue;
179
+ hit = { time, nx, ny };
180
+ }
181
+ return hit;
182
+ }
183
+ function deflectBoard(ball, hit) {
184
+ let vx = ball.vx * boardScale.x, vy = ball.vy * boardScale.y;
185
+ const normal = vx * hit.nx + vy * hit.ny;
186
+ vx -= boardImpulse * normal * hit.nx;
187
+ vy -= boardImpulse * normal * hit.ny;
188
+ ball.vx = vx / boardScale.x;
189
+ ball.vy = vy / boardScale.y;
190
+ ball.x += hit.nx * 1e-6 / boardScale.x;
191
+ ball.y += hit.ny * 1e-6 / boardScale.y;
192
+ }
193
+ function advanceLoose(ball, dt, surface, onBounce = () => { }) {
194
+ let remaining = dt;
195
+ const material = surfaceOf(surface);
196
+ while (ball.settling && remaining > 1e-9) {
197
+ if (ball.rolling) {
198
+ // Constant rolling resistance in metres (not differently scaled court units); exact stopping time.
199
+ const speed = Math.hypot(ball.vx * units.x, ball.vy * units.y);
200
+ const resistance = rollingOf(surface);
201
+ const distanceToNet = Math.abs(ball.vy) > 1e-9 ? -ball.y / ball.vy * speed : -1;
202
+ const netTime = distanceToNet > 0 && distanceToNet <= speed * speed / (2 * resistance)
203
+ ? (speed - Math.sqrt(Math.max(0, speed * speed - 2 * resistance * distanceToNet))) / resistance : Infinity;
204
+ const board = boardImpact(ball, (q) => q * speed <= speed * speed / (2 * resistance)
205
+ ? (speed - Math.sqrt(Math.max(0, speed * speed - 2 * resistance * q * speed))) / resistance : Infinity);
206
+ const time = Math.min(remaining, speed / resistance, netTime, board.time);
207
+ const distanceFactor = speed > 1e-9 ? time - resistance * time * time / (2 * speed) : 0;
208
+ ball.x += ball.vx * distanceFactor;
209
+ ball.y += ball.vy * distanceFactor;
210
+ const fraction = speed > 1e-9 ? Math.max(0, 1 - resistance * time / speed) : 0;
211
+ ball.vx *= fraction;
212
+ ball.vy *= fraction;
213
+ ball.z = RADIUS;
214
+ ball.vz = 0;
215
+ remaining -= time;
216
+ if (fraction < 1e-9) {
217
+ ball.vx = 0;
218
+ ball.vy = 0;
219
+ ball.settling = false;
220
+ }
221
+ if (board.time <= time + 1e-9 && ball.settling) {
222
+ deflectBoard(ball, board);
223
+ continue;
224
+ }
225
+ if (netTime <= time + 1e-9 && ball.settling) {
226
+ if (Math.abs(ball.x) <= NET_X)
227
+ deflectNet(ball);
228
+ else
229
+ ball.y = Math.sign(ball.vy) * 1e-8;
230
+ continue;
231
+ }
232
+ return;
233
+ }
234
+ const ground = timeToGround(ball);
235
+ const net = Math.abs(ball.y) > 1e-8 ? timeToY(ball, 0) : Infinity;
236
+ const board = boardImpact(ball);
237
+ const elapsed = Math.min(remaining, ground, net, board.time);
238
+ Object.assign(ball, sample(ball, elapsed));
239
+ remaining -= elapsed;
240
+ if (board.time <= elapsed + 1e-9) {
241
+ deflectBoard(ball, board);
242
+ }
243
+ else if (net <= ground + 1e-9 && net <= elapsed + 1e-9) {
244
+ if (Math.abs(ball.x) <= NET_X && ball.z - RADIUS <= netHeight(ball.x))
245
+ deflectNet(ball);
246
+ else
247
+ ball.y = Math.sign(ball.vy) * 1e-8;
248
+ }
249
+ else if (ground <= elapsed + 1e-9) {
250
+ const impact = Math.abs(ball.vz);
251
+ ball.z = RADIUS;
252
+ ball.vz = impact * material.rebound;
253
+ ball.vx *= material.retention;
254
+ ball.vy *= material.retention;
255
+ if (impact > 0.35)
256
+ onBounce(ball);
257
+ if (ball.vz < 0.22) {
258
+ ball.vz = 0;
259
+ ball.rolling = true;
260
+ }
261
+ }
262
+ }
263
+ }
264
+ function advance(ball, dt, surface, onEvent) {
265
+ let remaining = dt;
266
+ for (let events = 0; ball.active && remaining > 1e-9 && events < 8; events++) {
267
+ const ground = timeToGround(ball);
268
+ const net = ball.crossedNet ? Infinity : timeToY(ball, 0);
269
+ const board = boardImpact(ball);
270
+ const elapsed = Math.min(remaining, ground, net, board.time);
271
+ Object.assign(ball, sample(ball, elapsed));
272
+ remaining -= elapsed;
273
+ if (board.time <= elapsed + 1e-9) {
274
+ deflectBoard(ball, board);
275
+ onEvent("board", ball);
276
+ }
277
+ else if (net <= ground + 1e-9 && net <= elapsed + 1e-9) {
278
+ ball.crossedNet = true;
279
+ if (Math.abs(ball.x) <= NET_X + POST_MARGIN) {
280
+ const clearance = ball.z - RADIUS - netHeight(ball.x);
281
+ if (clearance < -TAPE_BAND) {
282
+ onEvent("net", ball);
283
+ }
284
+ else if (clearance <= TAPE_BAND) {
285
+ ball.netTouched = true;
286
+ ball.vx *= 0.92;
287
+ ball.vy *= 0.92;
288
+ ball.vz = Math.max(0.13, ball.vz * 0.75);
289
+ onEvent("tape", ball);
290
+ }
291
+ }
292
+ }
293
+ else if (ground <= elapsed + 1e-9) {
294
+ rebound(ball, surface);
295
+ onEvent("bounce", ball);
296
+ }
297
+ }
298
+ if (!ball.active && ball.settling && remaining > 1e-9)
299
+ advanceLoose(ball, remaining, surface);
300
+ }
301
+ return {
302
+ gravity: GRAVITY, radius: RADIUS, netHeightCenter: NET_HEIGHT, netHeightPost: NET_POST, netHalfWidth: NET_X,
303
+ serveMaxRiseMetres: SERVE_RISE, surfaces: config.surfaces,
304
+ netHeight, sample, timeToGround, timeToY, landing, speedKph, solveShot, serveTrajectory, serveTargetNetRisk,
305
+ rebound, deflectNet, releaseBall, advance, advanceLoose
306
+ };
307
+ }
308
+ //# sourceMappingURL=ballFlight.js.map
@@ -0,0 +1 @@
1
+ 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@@ -2,6 +2,7 @@ export * from "./arcadeKart.js";
2
2
  export * from "./carSoccer.js";
3
3
  export * from "./fighting.js";
4
4
  export * from "./racketSports.js";
5
+ export * from "./racketAthleteRig.js";
5
6
  export declare const gameKits: {
6
7
  readonly fighting: {
7
8
  readonly controls: typeof import("./fighting.js").defaultFightingControls;
@@ -24,12 +25,15 @@ export declare const gameKits: {
24
25
  };
25
26
  readonly racketSports: {
26
27
  readonly create: typeof import("./racketSports.js").createRacketSportsGameKit;
27
- readonly directionToEulerXYZ: typeof import("./racketSports.js").directionToEulerXYZ;
28
- readonly orientCylinderBetween: typeof import("./racketSports.js").orientCylinderBetween;
29
- readonly solveArmElbow: typeof import("./racketSports.js").solveArmElbow;
30
- readonly localToWorld: typeof import("./racketSports.js").localToWorld;
31
- readonly localDirToWorld: typeof import("./racketSports.js").localDirToWorld;
28
+ readonly directionToEulerXYZ: typeof import("./racketGeometry.js").directionToEulerXYZ;
29
+ readonly orientCylinderBetween: typeof import("./racketGeometry.js").orientCylinderBetween;
30
+ readonly solveArmElbow: typeof import("./racketGeometry.js").solveArmElbow;
31
+ readonly localToWorld: typeof import("./racketGeometry.js").localToWorld;
32
+ readonly localDirToWorld: typeof import("./racketGeometry.js").localDirToWorld;
32
33
  readonly stepBallPhysics: typeof import("./racketSports.js").stepRacketBallPhysics;
34
+ readonly scoring: typeof import("./racketScoring.js").createRacketScoring;
35
+ readonly athleteRig: import("./racketAthleteRig.js").RacketAthleteRigKit;
36
+ readonly ballFlight: typeof import("./ballFlight.js").createBallFlight;
33
37
  };
34
38
  };
35
39
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../../packages/engine/src/agent-api/game-kits/index.ts"],"names":[],"mappings":"AAKA,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,YAAY,CAAC;AAC3B,cAAc,gBAAgB,CAAC;AAE/B,eAAO,MAAM,QAAQ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAKX,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../../packages/engine/src/agent-api/game-kits/index.ts"],"names":[],"mappings":"AAKA,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,YAAY,CAAC;AAC3B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AAEnC,eAAO,MAAM,QAAQ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAKX,CAAC"}
@@ -6,6 +6,7 @@ export * from "./arcadeKart.js";
6
6
  export * from "./carSoccer.js";
7
7
  export * from "./fighting.js";
8
8
  export * from "./racketSports.js";
9
+ export * from "./racketAthleteRig.js";
9
10
  export const gameKits = {
10
11
  fighting,
11
12
  arcadeKart,
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../packages/engine/src/agent-api/game-kits/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,YAAY,CAAC;AAC3B,cAAc,gBAAgB,CAAC;AAE/B,MAAM,CAAC,MAAM,QAAQ,GAAG;IACtB,QAAQ;IACR,UAAU;IACV,SAAS;IACT,YAAY;CACJ,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../packages/engine/src/agent-api/game-kits/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAC1C,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,YAAY,CAAC;AAC3B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,oBAAoB,CAAC;AAEnC,MAAM,CAAC,MAAM,QAAQ,GAAG;IACtB,QAAQ;IACR,UAAU;IACV,SAAS;IACT,YAAY;CACJ,CAAC"}
@@ -0,0 +1,107 @@
1
+ import type { AuraRuntimeNodeHandle } from "../index.js";
2
+ /**
3
+ * Procedural racket-sport athlete rig: a pure locomotion solver (stride cycle, split step, slide, planted-stroke stance)
4
+ * and a limb applicator that poses leg, arm and racket cylinders from a pose. Costume, colours and the stroke-specific
5
+ * arm poses stay game code.
6
+ */
7
+ export type RigVec3 = readonly [number, number, number];
8
+ export interface AthleteLocomotionInput {
9
+ /** "player" faces the camera end (face +1), anything else is the far end (face -1). */
10
+ side: string;
11
+ /** 0..1 blend between standing and running. */
12
+ moveBlend: number;
13
+ /** Stride phase in radians (advance it with speed). */
14
+ stride: number;
15
+ /** Court-space velocity; scaled to render units by `unitsX`/`unitsY`. */
16
+ vx: number;
17
+ vy: number;
18
+ /** Seconds left of the split-step hop (0 when idle). */
19
+ splitStep: number;
20
+ strokeContactAge?: number;
21
+ swingAge: number;
22
+ strokeConnected: boolean;
23
+ /** Seconds left of the swing (0 when not swinging). */
24
+ swing: number;
25
+ stroke: string;
26
+ /** Seconds left of a slide; omitted or 0 when not sliding. */
27
+ slideRemaining?: number;
28
+ slidePoseStatic?: boolean;
29
+ }
30
+ export interface AthleteLocomotionOptions {
31
+ /** Render units per court unit along x and y (default 5.5 and 8, the tennis court). */
32
+ unitsX?: number;
33
+ unitsY?: number;
34
+ }
35
+ export interface AthleteLeg {
36
+ hip: [number, number, number];
37
+ knee: [number, number, number];
38
+ foot: [number, number, number];
39
+ planted: boolean;
40
+ }
41
+ export interface AthleteLocomotion {
42
+ /** Clamped moveBlend. */
43
+ move: number;
44
+ face: 1 | -1;
45
+ /** Unit move direction in the athlete's local frame (dz defaults to -1 when standing). */
46
+ dx: number;
47
+ dz: number;
48
+ split: number;
49
+ /** Stroke timing: windup, follow-through and settle blends, all 0..1. */
50
+ wind: number;
51
+ follow: number;
52
+ settle: number;
53
+ plantedStroke: boolean;
54
+ coil: number;
55
+ slide: number;
56
+ hipY: number;
57
+ legs: readonly [AthleteLeg, AthleteLeg];
58
+ }
59
+ /** Two-bone knee position: bends toward the athlete's forward (-z) over a 0.48 thigh. */
60
+ export declare function solveKnee(hip: RigVec3, foot: RigVec3): [number, number, number];
61
+ export declare function athleteLocomotion(player: AthleteLocomotionInput, options?: AthleteLocomotionOptions): AthleteLocomotion;
62
+ export interface AthleteLimbHandles {
63
+ leftUpperLeg: AuraRuntimeNodeHandle;
64
+ leftLowerLeg: AuraRuntimeNodeHandle;
65
+ leftKnee: AuraRuntimeNodeHandle;
66
+ leftShoe: AuraRuntimeNodeHandle;
67
+ rightUpperLeg: AuraRuntimeNodeHandle;
68
+ rightLowerLeg: AuraRuntimeNodeHandle;
69
+ rightKnee: AuraRuntimeNodeHandle;
70
+ rightShoe: AuraRuntimeNodeHandle;
71
+ leftUpperArm: AuraRuntimeNodeHandle;
72
+ leftLowerArm: AuraRuntimeNodeHandle;
73
+ leftHand: AuraRuntimeNodeHandle;
74
+ rightUpperArm: AuraRuntimeNodeHandle;
75
+ rightLowerArm: AuraRuntimeNodeHandle;
76
+ rightHand: AuraRuntimeNodeHandle;
77
+ racketHandle: AuraRuntimeNodeHandle;
78
+ racketThroatLeft: AuraRuntimeNodeHandle;
79
+ racketThroatRight: AuraRuntimeNodeHandle;
80
+ racketHoop: AuraRuntimeNodeHandle;
81
+ racketStrings: AuraRuntimeNodeHandle;
82
+ }
83
+ export interface AthleteLimbPose {
84
+ shoulderY: number;
85
+ legs?: ReadonlyArray<{
86
+ hip: RigVec3;
87
+ knee: RigVec3;
88
+ foot: RigVec3;
89
+ }>;
90
+ left?: RigVec3;
91
+ right?: RigVec3;
92
+ racketDirection?: RigVec3;
93
+ }
94
+ export interface AthleteLimbRoot {
95
+ position: RigVec3;
96
+ yaw: number;
97
+ scale: RigVec3;
98
+ }
99
+ /** Pose leg, arm and racket cylinders from root-local pose points. Torso, head and costume are the caller's. */
100
+ export declare function applyAthleteLimbs(handles: AthleteLimbHandles, pose: AthleteLimbPose, root: AthleteLimbRoot): void;
101
+ export interface RacketAthleteRigKit {
102
+ locomotion(player: AthleteLocomotionInput, options?: AthleteLocomotionOptions): AthleteLocomotion;
103
+ solveKnee(hip: RigVec3, foot: RigVec3): [number, number, number];
104
+ applyLimbs(handles: AthleteLimbHandles, pose: AthleteLimbPose, root: AthleteLimbRoot): void;
105
+ }
106
+ export declare const racketAthleteRig: RacketAthleteRigKit;
107
+ //# sourceMappingURL=racketAthleteRig.d.ts.map
@@ -0,0 +1 @@
1
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