@cimplify/sdk 0.108.0 → 0.110.2

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 (608) hide show
  1. package/LICENSE +21 -0
  2. package/dist/advanced.d.mts +4 -3
  3. package/dist/advanced.d.ts +4 -3
  4. package/dist/advanced.js +24 -24
  5. package/dist/advanced.mjs +5 -5
  6. package/dist/animation-4EXBXRVX.js +27 -0
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  8. package/dist/audio-DhvyjqdA.d.mts +249 -0
  9. package/dist/audio-m0w8cnxq.d.ts +249 -0
  10. package/dist/avatars.d.mts +110 -0
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  12. package/dist/avatars.js +82 -0
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  14. package/dist/backend-gUCzs5Kg.d.mts +3866 -0
  15. package/dist/backend-gUCzs5Kg.d.ts +3866 -0
  16. package/dist/{catalogue-B4eLL8Mi.d.ts → catalogue-CPTMyBUz.d.mts} +109 -221
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@@ -0,0 +1,406 @@
1
+ import { INPUT_STRIDE, GEAR_AUTO, INPUT_GEAR, STATE_STRIDE, VEHICLE_DESC_WORDS, MAX_WHEELS, DESC_IDLE_RPM, DESC_WHEEL_COUNT, NO_GROUND, DESC_HEADER, WHEEL_DESC_WORDS, WHEEL_DESC_REST, INPUT_THROTTLE, INPUT_BRAKE, INPUT_STEER, INPUT_HANDBRAKE, DESC_STEER_RATE, DESC_MAX_STEER, DESC_ACKERMANN, WHEEL_DESC_POSITION, WHEEL_DESC_STEER, WHEEL_DESC_RADIUS, WHEEL_DESC_TRAVEL, WHEEL_DESC_COMPRESSION, WHEEL_DESC_RELAXATION, WHEEL_DESC_STIFFNESS, WHEEL_DESC_MAX_FORCE, DESC_ANTI_ROLL, WHEEL_DESC_AXLE, NO_AXLE, DESC_ROLLING, WHEEL_DESC_DRIVE, WHEEL_DESC_SIDE, DESC_SKID_TORQUE, WHEEL_DESC_BRAKE, WHEEL_DESC_HANDBRAKE, DESC_HANDBRAKE_GRIP, DESC_FORCE_HEIGHT, WHEEL_DESC_GRIP, DESC_DOWNFORCE, DESC_DRAG, WHEEL_DESC_INERTIA, DESC_MAX_RPM, DESC_GEAR_COUNT, DESC_SHIFT_UP, DESC_SHIFT_DOWN, DESC_SHIFT_SECONDS, DESC_TORQUE_POINTS, DESC_TORQUE, DESC_TORQUE_RPM, DESC_ENGINE_BRAKING, DESC_ENGINE_INERTIA, DESC_EFFICIENCY, DESC_DIFFERENTIAL_LOCK, DESC_CENTER_LOCK, DESC_LEAN_STIFFNESS, DESC_LEAN_DAMPING, DESC_LEAN_SPEED, DESC_LEAN_MAX, DESC_RATIOS, DESC_FINAL_DRIVE, DESC_REVERSE, STATE_SPEED, STATE_RPM, STATE_GEAR, STATE_STEER, STATE_SHIFTING, WHEEL_CENTER, WHEEL_SPIN, WHEEL_STEER, WHEEL_LENGTH, WHEEL_GROUND, WHEEL_POINT, WHEEL_SLIP, WHEEL_SLIP_ANGLE, WHEEL_LOAD, WHEEL_OMEGA, WHEEL_FORCE_LONG, WHEEL_FORCE_LAT, STATE_GROUNDED, STEER_LIMIT, STATE_HEADER, WHEEL_STRIDE, CURVE_POINTS, CURVE_VALUE, CURVE_SLIP, WHEEL_DESC_LONGITUDINAL, WHEEL_DESC_LATERAL } from './chunk-RUVGVNOF.mjs';
2
+ import { GameError } from './chunk-XJIHN3BY.mjs';
3
+
4
+ // src/game/physics/vehicle-solver.ts
5
+ var CHASSIS_T = 0, CHASSIS_Q = 3, CHASSIS_LINEAR = 7, CHASSIS_ANGULAR = 10, CHASSIS_COM = 13, CHASSIS_INV_MASS = 16, CHASSIS_INV_INERTIA = 19, CHASSIS_SLEEPING = 25, CHASSIS_WORDS = 26, HIT_TOI = 0, HIT_REACH = 0, HIT_NORMAL = 1, HIT_GROUND_VELOCITY = 4, HIT_GROUND_BODY = 7, HIT_WORDS = 8, NO_BODY = -1, DEFAULT_CAPACITY = 32, TYRE_ITERATIONS = 4, SLIP_SPEED_FLOOR = 0.5, AIRBORNE_SPIN_DAMPING = 0.5, ACKERMANN_EPSILON = 1e-4, RPM_PER_RADIAN_PER_SECOND = 9.549297, TWO_PI = Math.PI * 2, W_OMEGA = 0, W_SPIN = 1, W_STEER = 2, W_LENGTH = 3, W_CONTACT = 4, W_GROUND = 5, W_GROUND_BODY = 6, W_CENTER = 7, W_POINT = 10, W_NORMAL = 13, W_FORWARD = 16, W_RIGHT = 19, W_OFFSET = 22, W_GROUND_VELOCITY = 25, W_LOAD = 28, W_SLIP = 29, W_SLIP_ANGLE = 30, W_K_LONG = 31, W_K_LAT = 32, W_LIMIT_LONG = 33, W_LIMIT_LAT = 34, W_IMPULSE_LONG = 35, W_IMPULSE_LAT = 36, W_INERTIA = 37, W_BRAKE_LEFT = 38, W_STRIDE = 40, V_BODY = 0, V_STEER = 1, V_GEAR = 2, V_SHIFT = 3, V_RPM = 4, V_SPEED = 5, V_STRIDE = 8;
6
+ function clamp(value, low, high) {
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+ let lifted = value > low ? value : low;
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+ return lifted < high ? lifted : high;
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+ }
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+ function curve(desc, at, io, slot) {
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+ let slip = io[slot], n = desc[at + CURVE_POINTS], peak = 0;
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+ for (let k = 1; k < n; k++) desc[at + CURVE_VALUE + k] > desc[at + CURVE_VALUE + peak] && (peak = k);
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+ if (slip <= desc[at + CURVE_SLIP + peak]) {
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+ io[slot] = desc[at + CURVE_VALUE + peak];
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+ return;
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+ }
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+ for (let k = peak + 1; k < n; k++) {
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+ let s1 = desc[at + CURVE_SLIP + k];
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+ if (slip < s1) {
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+ let s0 = desc[at + CURVE_SLIP + k - 1], v0 = desc[at + CURVE_VALUE + k - 1];
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+ io[slot] = v0 + (desc[at + CURVE_VALUE + k] - v0) * ((slip - s0) / (s1 - s0));
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+ return;
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+ }
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+ }
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+ io[slot] = desc[at + CURVE_VALUE + n - 1];
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+ }
27
+ var R_DT = 0, R_THROTTLE = 1, R_GEAR_REQUEST = 2, R_TORQUE = 3, R_RATIO = 4, R_RESULT = 5, R_IX = 6, R_IY = 7, R_IZ = 8, R_FX = 9, R_FY = 10, R_FZ = 11, R_CURVE = 12, R_VECTOR = 13, REG_WORDS = 16, AXIS_UP = 0, AXIS_FORWARD = 3, AXIS_LEFT = 6, AXES = Float64Array.of(0, 1, 0, 0, 0, 1, -1, 0, 0), VehicleSolver = class {
28
+ constructor(world) {
29
+ this.capacity = 0;
30
+ this.inputs = new Float32Array(0);
31
+ this.states = new Float32Array(0);
32
+ this.descs = new Float32Array(0);
33
+ this.runs = new Float64Array(0);
34
+ this.vehicles = new Float64Array(0);
35
+ this.active = new Int32Array(0);
36
+ this.activeCount = 0;
37
+ this.free = new Int32Array(0);
38
+ this.freeCount = 0;
39
+ this.chassis = new Float64Array((26));
40
+ this.origin = new Float64Array(3);
41
+ this.direction = new Float64Array(3);
42
+ this.hit = new Float64Array((8));
43
+ this.impulse = new Float64Array(3);
44
+ this.point = new Float64Array(3);
45
+ this.tmp = new Float64Array(12);
46
+ this.reg = new Float64Array((16));
47
+ this.world = world;
48
+ }
49
+ get count() {
50
+ return this.activeCount;
51
+ }
52
+ reserve(capacity) {
53
+ if (!(capacity <= this.capacity)) {
54
+ if (this.activeCount > 0) throw new GameError("invalid_argument", "vehicle capacity is fixed once vehicles exist");
55
+ this.capacity = capacity, this.inputs = new Float32Array(capacity * INPUT_STRIDE);
56
+ for (let v = 0; v < capacity; v++) this.inputs[v * INPUT_STRIDE + INPUT_GEAR] = GEAR_AUTO;
57
+ this.states = new Float32Array(capacity * STATE_STRIDE), this.descs = new Float32Array(capacity * VEHICLE_DESC_WORDS), this.runs = new Float64Array(capacity * MAX_WHEELS * (40)), this.vehicles = new Float64Array(capacity * (8)), this.active = new Int32Array(capacity), this.free = new Int32Array(capacity);
58
+ for (let v = 0; v < capacity; v++) this.free[v] = capacity - 1 - v;
59
+ this.freeCount = capacity;
60
+ }
61
+ }
62
+ createVehicle(body, desc) {
63
+ if (this.capacity === 0 && this.reserve((32)), this.freeCount === 0) throw new GameError("capacity_exceeded", "vehicle capacity reached");
64
+ let id = this.free[--this.freeCount];
65
+ this.descs.set(desc.subarray(0, VEHICLE_DESC_WORDS), id * VEHICLE_DESC_WORDS);
66
+ let v = id * (8);
67
+ this.vehicles.fill(0, v, v + (8)), this.vehicles[v + (0)] = body, this.vehicles[v + (2)] = 1, this.vehicles[v + (4)] = desc[DESC_IDLE_RPM];
68
+ let wheels = desc[DESC_WHEEL_COUNT];
69
+ for (let w = 0; w < MAX_WHEELS; w++) {
70
+ let r = (id * MAX_WHEELS + w) * (40);
71
+ this.runs.fill(0, r, r + (40)), this.runs[r + (5)] = NO_GROUND, this.runs[r + (6)] = (-1), w < wheels && (this.runs[r + (3)] = desc[DESC_HEADER + w * WHEEL_DESC_WORDS + WHEEL_DESC_REST]);
72
+ }
73
+ let input = id * INPUT_STRIDE;
74
+ return this.inputs.fill(0, input, input + INPUT_STRIDE), this.inputs[input + INPUT_GEAR] = GEAR_AUTO, this.states.fill(0, id * STATE_STRIDE, (id + 1) * STATE_STRIDE), this.active[this.activeCount++] = id, id;
75
+ }
76
+ destroyVehicle(vehicle) {
77
+ for (let k = 0; k < this.activeCount; k++)
78
+ if (this.active[k] === vehicle) {
79
+ this.active[k] = this.active[--this.activeCount], this.free[this.freeCount++] = vehicle;
80
+ return;
81
+ }
82
+ throw new GameError("unknown_resource", `vehicle ${vehicle} does not exist`);
83
+ }
84
+ releaseBody(body) {
85
+ for (let k = this.activeCount - 1; k >= 0; k--) {
86
+ let id = this.active[k];
87
+ this.vehicles[id * (8) + (0)] === body && this.destroyVehicle(id);
88
+ }
89
+ }
90
+ vehicleInputs() {
91
+ return this.inputs;
92
+ }
93
+ vehicleStates() {
94
+ return this.states;
95
+ }
96
+ update(dt) {
97
+ this.reg[(0)] = dt;
98
+ for (let k = 0; k < this.activeCount; k++) this.stepVehicle(this.active[k]);
99
+ }
100
+ stepVehicle(id) {
101
+ let reg = this.reg, dt = reg[(0)], v = id * (8), body = this.vehicles[v + (0)] | 0, d = id * VEHICLE_DESC_WORDS, desc = this.descs, i = id * INPUT_STRIDE, rawThrottle = this.inputs[i + INPUT_THROTTLE], rawBrake = this.inputs[i + INPUT_BRAKE], rawSteer = this.inputs[i + INPUT_STEER], rawHandbrake = this.inputs[i + INPUT_HANDBRAKE], throttle = rawThrottle > 0 ? rawThrottle < 1 ? rawThrottle : 1 : 0, brake = rawBrake > 0 ? rawBrake < 1 ? rawBrake : 1 : 0, steerInput = rawSteer > -1 ? rawSteer < 1 ? rawSteer : 1 : -1, handbrake = rawHandbrake > 0 ? rawHandbrake < 1 ? rawHandbrake : 1 : 0;
102
+ reg[(1)] = throttle, reg[(2)] = this.inputs[i + INPUT_GEAR];
103
+ let active = throttle > 0 || brake > 0 || steerInput !== 0 || handbrake > 0, c = this.chassis;
104
+ if (!this.world.readChassis(body, c)) return;
105
+ if (c[(25)] !== 0) {
106
+ if (!active) {
107
+ this.writeState(id);
108
+ return;
109
+ }
110
+ if (this.world.wakeChassis(body), !this.world.readChassis(body, c)) return;
111
+ }
112
+ let t = this.tmp;
113
+ this.rotate(AXES, (0), t, 0);
114
+ let ux = t[0], uy = t[1], uz = t[2];
115
+ this.rotate(AXES, (3), t, 0);
116
+ let fx = t[0], fy = t[1], fz = t[2];
117
+ reg[(9)] = fx, reg[(10)] = fy, reg[(11)] = fz;
118
+ let rate = desc[d + DESC_STEER_RATE] * dt, steerDelta = steerInput * desc[d + DESC_MAX_STEER] - this.vehicles[v + (1)];
119
+ this.vehicles[v + (1)] += steerDelta > -rate ? steerDelta < rate ? steerDelta : rate : -rate;
120
+ let steer = this.vehicles[v + (1)], wheels = desc[d + DESC_WHEEL_COUNT] | 0, runs = this.runs, ackermann = desc[d + DESC_ACKERMANN], fixedZ = 0, fixedCount = 0, allZ = 0;
121
+ for (let w = 0; w < wheels; w++) {
122
+ let wd = d + DESC_HEADER + w * WHEEL_DESC_WORDS;
123
+ allZ += desc[wd + WHEEL_DESC_POSITION + 2], desc[wd + WHEEL_DESC_STEER] === 0 && (fixedZ += desc[wd + WHEEL_DESC_POSITION + 2], fixedCount++);
124
+ }
125
+ let pivot = fixedCount > 0 ? fixedZ / fixedCount : allZ / Math.max(wheels, 1);
126
+ for (let w = 0; w < wheels; w++) {
127
+ let r = (id * MAX_WHEELS + w) * (40), wd = d + DESC_HEADER + w * WHEEL_DESC_WORDS;
128
+ this.rotate(desc, wd + WHEEL_DESC_POSITION, t, 0);
129
+ let hx = c[(0)] + t[0], hy = c[(0) + 1] + t[1], hz = c[(0) + 2] + t[2], base = steer * desc[wd + WHEEL_DESC_STEER], wheelAngle = base;
130
+ if (ackermann > 0 && base !== 0) {
131
+ let reach2 = desc[wd + WHEEL_DESC_POSITION + 2] - pivot, b = base > -STEER_LIMIT ? base < STEER_LIMIT ? base : STEER_LIMIT : -STEER_LIMIT, tangent = Math.sin(b) / Math.cos(b), denominator = desc[wd + WHEEL_DESC_POSITION] * tangent + reach2;
132
+ denominator * reach2 > (1e-4) && (wheelAngle = base + (Math.atan(reach2 * tangent / denominator) - base) * ackermann);
133
+ }
134
+ let angle = wheelAngle > -STEER_LIMIT ? wheelAngle < STEER_LIMIT ? wheelAngle : STEER_LIMIT : -STEER_LIMIT;
135
+ runs[r + (2)] = wheelAngle;
136
+ let s = Math.sin(angle), co = Math.cos(angle);
137
+ reg[(13)] = -s, reg[(13) + 1] = 0, reg[(13) + 2] = co, this.rotate(reg, (13), runs, r + (16)), reg[(13)] = -co, reg[(13) + 2] = -s, this.rotate(reg, (13), runs, r + (19));
138
+ let radius = desc[wd + WHEEL_DESC_RADIUS], rest = desc[wd + WHEEL_DESC_REST], travel = desc[wd + WHEEL_DESC_TRAVEL], shortest = rest - travel, longest = rest + travel, reach = longest + radius;
139
+ this.origin[0] = hx, this.origin[1] = hy, this.origin[2] = hz, this.direction[0] = -ux, this.direction[1] = -uy, this.direction[2] = -uz;
140
+ let hit = this.hit;
141
+ hit[(0)] = reach;
142
+ let collider = this.world.castWheel(body, this.origin, this.direction, hit);
143
+ if (collider !== NO_GROUND) {
144
+ let toi = hit[(0)], nx = hit[(1)], ny = hit[(1) + 1], nz = hit[(1) + 2];
145
+ nx * nx + ny * ny + nz * nz < 0.5 && (nx = ux, ny = uy, nz = uz), runs[r + (4)] = 1, runs[r + (13)] = nx, runs[r + (13) + 1] = ny, runs[r + (13) + 2] = nz;
146
+ let span = toi - radius;
147
+ runs[r + (3)] = span > shortest ? span < longest ? span : longest : shortest, runs[r + (10)] = hx - ux * toi, runs[r + (10) + 1] = hy - uy * toi, runs[r + (10) + 2] = hz - uz * toi, runs[r + (5)] = collider, runs[r + (6)] = hit[(7)], runs[r + (25)] = hit[(4)], runs[r + (25) + 1] = hit[(4) + 1], runs[r + (25) + 2] = hit[(4) + 2];
148
+ } else
149
+ runs[r + (4)] = 0, runs[r + (13)] = ux, runs[r + (13) + 1] = uy, runs[r + (13) + 2] = uz, runs[r + (3)] = longest, runs[r + (10)] = hx - ux * reach, runs[r + (10) + 1] = hy - uy * reach, runs[r + (10) + 2] = hz - uz * reach, runs[r + (5)] = NO_GROUND, runs[r + (6)] = (-1), runs[r + (25)] = 0, runs[r + (25) + 1] = 0, runs[r + (25) + 2] = 0;
150
+ let length = runs[r + (3)];
151
+ runs[r + (7)] = hx - ux * length, runs[r + (7) + 1] = hy - uy * length, runs[r + (7) + 2] = hz - uz * length;
152
+ }
153
+ for (let w = 0; w < wheels; w++) {
154
+ let r = (id * MAX_WHEELS + w) * (40), wd = d + DESC_HEADER + w * WHEEL_DESC_WORDS;
155
+ if (runs[r + (4)] === 0) {
156
+ runs[r + (28)] = 0;
157
+ continue;
158
+ }
159
+ runs[r + (22)] = runs[r + (10)] - c[(13)], runs[r + (22) + 1] = runs[r + (10) + 1] - c[(13) + 1], runs[r + (22) + 2] = runs[r + (10) + 2] - c[(13) + 2], this.relativeVelocity(r, t);
160
+ let compression = -(t[0] * ux + t[1] * uy + t[2] * uz), damping = compression > 0 ? desc[wd + WHEEL_DESC_COMPRESSION] : desc[wd + WHEEL_DESC_RELAXATION], force = desc[wd + WHEEL_DESC_STIFFNESS] * (desc[wd + WHEEL_DESC_REST] - runs[r + (3)]) + damping * compression, maxForce = desc[wd + WHEEL_DESC_MAX_FORCE];
161
+ runs[r + (28)] = force > 0 ? force < maxForce ? force : maxForce : 0;
162
+ }
163
+ let antiRoll = desc[d + DESC_ANTI_ROLL];
164
+ if (antiRoll > 0)
165
+ for (let a = 0; a < wheels; a++) {
166
+ let axle = desc[d + DESC_HEADER + a * WHEEL_DESC_WORDS + WHEEL_DESC_AXLE];
167
+ if (axle !== NO_AXLE)
168
+ for (let b = a + 1; b < wheels; b++) {
169
+ if (desc[d + DESC_HEADER + b * WHEEL_DESC_WORDS + WHEEL_DESC_AXLE] !== axle) continue;
170
+ let ra = (id * MAX_WHEELS + a) * (40), rb = (id * MAX_WHEELS + b) * (40), bar = (runs[rb + (3)] - runs[ra + (3)]) * antiRoll;
171
+ runs[ra + (4)] !== 0 && (runs[ra + (28)] = Math.max(runs[ra + (28)] + bar, 0)), runs[rb + (4)] !== 0 && (runs[rb + (28)] = Math.max(runs[rb + (28)] - bar, 0));
172
+ }
173
+ }
174
+ for (let w = 0; w < wheels; w++) {
175
+ let r = (id * MAX_WHEELS + w) * (40);
176
+ if (runs[r + (4)] === 0 || runs[r + (28)] <= 0) continue;
177
+ let amount = runs[r + (28)] * dt;
178
+ reg[(6)] = runs[r + (13)] * amount, reg[(7)] = runs[r + (13) + 1] * amount, reg[(8)] = runs[r + (13) + 2] * amount, this.applyImpulse(r);
179
+ }
180
+ this.drivetrain(id, d, wheels);
181
+ let torque = reg[(3)], rolling = desc[d + DESC_ROLLING];
182
+ for (let w = 0; w < wheels; w++) {
183
+ let r = (id * MAX_WHEELS + w) * (40), wd = d + DESC_HEADER + w * WHEEL_DESC_WORDS, inertia = runs[r + (37)], wheelTorque = torque * desc[wd + WHEEL_DESC_DRIVE] + desc[wd + WHEEL_DESC_SIDE] * desc[d + DESC_SKID_TORQUE] * steerInput, omega = runs[r + (0)] + wheelTorque / inertia * dt, braking = (brake * desc[wd + WHEEL_DESC_BRAKE] + handbrake * desc[wd + WHEEL_DESC_HANDBRAKE]) / inertia * dt, damping = runs[r + (4)] !== 0 ? rolling : (0.5);
184
+ omega -= omega * Math.min(damping * dt, 1), runs[r + (0)] = omega, runs[r + (38)] = braking, this.brakeTowardRest(r);
185
+ }
186
+ let handbrakeGrip = 1 + (desc[d + DESC_HANDBRAKE_GRIP] - 1) * handbrake, lift = desc[d + DESC_FORCE_HEIGHT];
187
+ for (let w = 0; w < wheels; w++) {
188
+ let r = (id * MAX_WHEELS + w) * (40), wd = d + DESC_HEADER + w * WHEEL_DESC_WORDS;
189
+ if (runs[r + (35)] = 0, runs[r + (36)] = 0, runs[r + (4)] === 0) {
190
+ runs[r + (29)] = 0, runs[r + (30)] = 0;
191
+ continue;
192
+ }
193
+ if (lift > 0) {
194
+ let depth = (runs[r + (22)] * ux + runs[r + (22) + 1] * uy + runs[r + (22) + 2] * uz) * lift;
195
+ runs[r + (22)] -= ux * depth, runs[r + (22) + 1] -= uy * depth, runs[r + (22) + 2] -= uz * depth;
196
+ }
197
+ let nx = runs[r + (13)], ny = runs[r + (13) + 1], nz = runs[r + (13) + 2], ax = runs[r + (16)], ay = runs[r + (16) + 1], az = runs[r + (16) + 2], along2 = ax * nx + ay * ny + az * nz;
198
+ ax -= nx * along2, ay -= ny * along2, az -= nz * along2;
199
+ let length = Math.sqrt(ax * ax + ay * ay + az * az), inv = length > 1e-12 ? 1 / length : 0;
200
+ ax *= inv, ay *= inv, az *= inv, runs[r + (16)] = ax, runs[r + (16) + 1] = ay, runs[r + (16) + 2] = az, runs[r + (19)] = ay * nz - az * ny, runs[r + (19) + 1] = az * nx - ax * nz, runs[r + (19) + 2] = ax * ny - ay * nx, this.relativeVelocity(r, t);
201
+ let vl = t[0] * ax + t[1] * ay + t[2] * az, vt = t[0] * runs[r + (19)] + t[1] * runs[r + (19) + 1] + t[2] * runs[r + (19) + 2], floor = Math.max(Math.abs(vl), (0.5)), radius = desc[wd + WHEEL_DESC_RADIUS], inertia = runs[r + (37)];
202
+ runs[r + (29)] = (runs[r + (0)] * radius - vl) / floor, runs[r + (30)] = Math.abs(vt) / floor, this.inverseMassAlong(r, (16)), runs[r + (31)] = reg[(5)] + radius * radius / inertia, this.inverseMassAlong(r, (19)), runs[r + (32)] = reg[(5)];
203
+ let grip = desc[wd + WHEEL_DESC_HANDBRAKE] > 0 ? desc[wd + WHEEL_DESC_GRIP] * handbrakeGrip : desc[wd + WHEEL_DESC_GRIP], budget = runs[r + (28)] * dt * grip;
204
+ reg[(12)] = Math.abs(runs[r + (29)]), curve(desc, wd + WHEEL_DESC_LONGITUDINAL, reg, (12)), runs[r + (33)] = reg[(12)] * budget, reg[(12)] = runs[r + (30)], curve(desc, wd + WHEEL_DESC_LATERAL, reg, (12)), runs[r + (34)] = reg[(12)] * budget;
205
+ }
206
+ for (let iteration = 0; iteration < (4); iteration++)
207
+ for (let w = 0; w < wheels; w++) {
208
+ let r = (id * MAX_WHEELS + w) * (40);
209
+ if (runs[r + (4)] === 0 || runs[r + (28)] <= 0) continue;
210
+ let wd = d + DESC_HEADER + w * WHEEL_DESC_WORDS, radius = desc[wd + WHEEL_DESC_RADIUS], inertia = runs[r + (37)];
211
+ this.relativeVelocity(r, t);
212
+ let vl = t[0] * runs[r + (16)] + t[1] * runs[r + (16) + 1] + t[2] * runs[r + (16) + 2], vt = t[0] * runs[r + (19)] + t[1] * runs[r + (19) + 1] + t[2] * runs[r + (19) + 2], long = runs[r + (35)] - (vl - runs[r + (0)] * radius) / runs[r + (31)], lat = runs[r + (32)] > 0 ? runs[r + (36)] - vt / runs[r + (32)] : runs[r + (36)], ll = runs[r + (33)], lt = runs[r + (34)];
213
+ if (ll <= 0 || lt <= 0)
214
+ long = 0, lat = 0;
215
+ else {
216
+ let x = long / ll, y = lat / lt, excess = x * x + y * y;
217
+ if (excess > 1) {
218
+ let shrink = 1 / Math.sqrt(excess);
219
+ long *= shrink, lat *= shrink;
220
+ }
221
+ }
222
+ let dl = long - runs[r + (35)], dt2 = lat - runs[r + (36)];
223
+ runs[r + (35)] = long, runs[r + (36)] = lat, reg[(6)] = runs[r + (16)] * dl + runs[r + (19)] * dt2, reg[(7)] = runs[r + (16) + 1] * dl + runs[r + (19) + 1] * dt2, reg[(8)] = runs[r + (16) + 2] * dl + runs[r + (19) + 2] * dt2, this.applyImpulse(r), runs[r + (0)] -= dl * radius / inertia;
224
+ }
225
+ for (let w = 0; w < wheels; w++) {
226
+ let r = (id * MAX_WHEELS + w) * (40);
227
+ runs[r + (38)] > 0 && this.brakeTowardRest(r);
228
+ }
229
+ this.lockDifferentials(id, d, wheels);
230
+ let along = c[(7)] * fx + c[(7) + 1] * fy + c[(7) + 2] * fz, downforce = desc[d + DESC_DOWNFORCE];
231
+ if (downforce > 0) {
232
+ let push = -downforce * along * along * dt;
233
+ c[(7)] += c[(16)] * ux * push, c[(7) + 1] += c[(16) + 1] * uy * push, c[(7) + 2] += c[(16) + 2] * uz * push;
234
+ }
235
+ let drag = desc[d + DESC_DRAG];
236
+ if (drag > 0) {
237
+ let lx = c[(7)], ly = c[(7) + 1], lz = c[(7) + 2], amount = drag * Math.sqrt(lx * lx + ly * ly + lz * lz) * dt;
238
+ for (let axis = 0; axis < 3; axis++)
239
+ c[(7) + axis] -= c[(7) + axis] * Math.min(amount * c[(16) + axis], 1);
240
+ }
241
+ this.vehicles[v + (5)] = c[(7)] * fx + c[(7) + 1] * fy + c[(7) + 2] * fz, this.lean(id, d);
242
+ for (let w = 0; w < wheels; w++) {
243
+ let r = (id * MAX_WHEELS + w) * (40), spin = runs[r + (1)] + runs[r + (0)] * dt;
244
+ spin > Math.PI ? spin -= TWO_PI : spin < -Math.PI && (spin += TWO_PI), runs[r + (1)] = spin;
245
+ }
246
+ this.world.writeChassis(body, c, active);
247
+ for (let w = 0; w < wheels; w++) {
248
+ let r = (id * MAX_WHEELS + w) * (40), ground = runs[r + (6)] | 0;
249
+ if (ground === (-1)) continue;
250
+ let long = runs[r + (35)], lat = runs[r + (36)], load = runs[r + (28)] * dt;
251
+ for (let axis = 0; axis < 3; axis++)
252
+ this.impulse[axis] = -(runs[r + (16) + axis] * long + runs[r + (19) + axis] * lat + runs[r + (13) + axis] * load), this.point[axis] = runs[r + (10) + axis];
253
+ this.world.applyImpulseAtPoint(ground, this.impulse, this.point);
254
+ }
255
+ this.writeState(id);
256
+ }
257
+ drivetrain(id, d, wheels) {
258
+ let desc = this.descs, runs = this.runs, reg = this.reg, throttle = reg[(1)], gearRequest = reg[(2)], dt = reg[(0)];
259
+ reg[(3)] = 0;
260
+ let v = id * (8), share = 0, spin = 0;
261
+ for (let w = 0; w < wheels; w++) {
262
+ let wd = d + DESC_HEADER + w * WHEEL_DESC_WORDS, r = (id * MAX_WHEELS + w) * (40), drive2 = desc[wd + WHEEL_DESC_DRIVE];
263
+ share += drive2, spin += drive2 * runs[r + (0)], runs[r + (37)] = desc[wd + WHEEL_DESC_INERTIA];
264
+ }
265
+ let idle = desc[d + DESC_IDLE_RPM], maxRpm = desc[d + DESC_MAX_RPM];
266
+ if (share <= 0) {
267
+ this.vehicles[v + (4)] = idle;
268
+ return;
269
+ }
270
+ let omega = spin / share, count = desc[d + DESC_GEAR_COUNT], gear = this.vehicles[v + (2)];
271
+ this.ratio(d, gear | 0);
272
+ let rpm = Math.abs(omega * reg[(4)]) * (9.549297);
273
+ rpm = rpm < idle ? idle : rpm > maxRpm ? maxRpm : rpm;
274
+ let previous = gear;
275
+ if (gearRequest >= GEAR_AUTO ? gear <= 0 ? gear = 1 : this.vehicles[v + (3)] <= 0 && (rpm > desc[d + DESC_SHIFT_UP] && gear < count ? gear += 1 : rpm < desc[d + DESC_SHIFT_DOWN] && gear > 1 && (gear -= 1)) : Number.isFinite(gearRequest) && (gear = clamp(Math.trunc(clamp(gearRequest, -1, 8)), -1, count)), gear !== previous && (this.vehicles[v + (3)] = desc[d + DESC_SHIFT_SECONDS], this.ratio(d, gear | 0), rpm = Math.abs(omega * reg[(4)]) * (9.549297), rpm = rpm < idle ? idle : rpm > maxRpm ? maxRpm : rpm), this.vehicles[v + (2)] = gear, this.vehicles[v + (4)] = rpm, this.vehicles[v + (3)] = Math.max(this.vehicles[v + (3)] - dt, 0), this.vehicles[v + (3)] > 0 || gear === 0) return;
276
+ let points = desc[d + DESC_TORQUE_POINTS], curveTorque = desc[d + DESC_TORQUE + points - 1];
277
+ if (rpm <= desc[d + DESC_TORQUE_RPM]) curveTorque = desc[d + DESC_TORQUE];
278
+ else
279
+ for (let k = 1; k < points; k++) {
280
+ let r1 = desc[d + DESC_TORQUE_RPM + k];
281
+ if (rpm < r1) {
282
+ let r0 = desc[d + DESC_TORQUE_RPM + k - 1], t0 = desc[d + DESC_TORQUE + k - 1];
283
+ curveTorque = t0 + (desc[d + DESC_TORQUE + k] - t0) * ((rpm - r0) / (r1 - r0));
284
+ break;
285
+ }
286
+ }
287
+ let drive = rpm >= maxRpm ? 0 : throttle * curveTorque, span = (rpm - idle) / (maxRpm - idle), engine = drive - (1 - throttle) * desc[d + DESC_ENGINE_BRAKING] * Math.max(span, 0);
288
+ this.ratio(d, gear | 0);
289
+ let ratio = reg[(4)], reflected = desc[d + DESC_ENGINE_INERTIA] * ratio * ratio / share;
290
+ for (let w = 0; w < wheels; w++) {
291
+ let wd = d + DESC_HEADER + w * WHEEL_DESC_WORDS;
292
+ runs[(id * MAX_WHEELS + w) * (40) + (37)] = desc[wd + WHEEL_DESC_INERTIA] + reflected * desc[wd + WHEEL_DESC_DRIVE];
293
+ }
294
+ reg[(3)] = engine * ratio * desc[d + DESC_EFFICIENCY] / share;
295
+ }
296
+ brakeTowardRest(r) {
297
+ let runs = this.runs, omega = runs[r + (0)], left = runs[r + (38)];
298
+ Math.abs(omega) <= left ? (runs[r + (38)] = left - Math.abs(omega), runs[r + (0)] = 0) : (runs[r + (0)] = omega > 0 ? omega - left : omega + left, runs[r + (38)] = 0);
299
+ }
300
+ lockDifferentials(id, d, wheels) {
301
+ let desc = this.descs, runs = this.runs, lock = desc[d + DESC_DIFFERENTIAL_LOCK];
302
+ if (lock > 0)
303
+ for (let i = 0; i < wheels; i++) {
304
+ let wi = d + DESC_HEADER + i * WHEEL_DESC_WORDS, axle = desc[wi + WHEEL_DESC_AXLE];
305
+ if (desc[wi + WHEEL_DESC_DRIVE] <= 0 || axle === NO_AXLE) continue;
306
+ let first = true;
307
+ for (let j = 0; j < i; j++) {
308
+ let wj = d + DESC_HEADER + j * WHEEL_DESC_WORDS;
309
+ desc[wj + WHEEL_DESC_AXLE] === axle && desc[wj + WHEEL_DESC_DRIVE] > 0 && (first = false);
310
+ }
311
+ if (!first) continue;
312
+ let weight = 0, sum = 0;
313
+ for (let j = i; j < wheels; j++) {
314
+ let wj = d + DESC_HEADER + j * WHEEL_DESC_WORDS;
315
+ if (desc[wj + WHEEL_DESC_AXLE] !== axle || desc[wj + WHEEL_DESC_DRIVE] <= 0) continue;
316
+ let r = (id * MAX_WHEELS + j) * (40);
317
+ weight += runs[r + (37)], sum += runs[r + (37)] * runs[r + (0)];
318
+ }
319
+ let mean = sum / weight;
320
+ for (let j = i; j < wheels; j++) {
321
+ let wj = d + DESC_HEADER + j * WHEEL_DESC_WORDS;
322
+ if (desc[wj + WHEEL_DESC_AXLE] !== axle || desc[wj + WHEEL_DESC_DRIVE] <= 0) continue;
323
+ let r = (id * MAX_WHEELS + j) * (40);
324
+ runs[r + (0)] += (mean - runs[r + (0)]) * lock;
325
+ }
326
+ }
327
+ let center = desc[d + DESC_CENTER_LOCK];
328
+ if (center > 0) {
329
+ let weight = 0, sum = 0;
330
+ for (let j = 0; j < wheels; j++) {
331
+ if (desc[d + DESC_HEADER + j * WHEEL_DESC_WORDS + WHEEL_DESC_DRIVE] <= 0) continue;
332
+ let r = (id * MAX_WHEELS + j) * (40);
333
+ weight += runs[r + (37)], sum += runs[r + (37)] * runs[r + (0)];
334
+ }
335
+ if (weight > 0) {
336
+ let mean = sum / weight;
337
+ for (let j = 0; j < wheels; j++) {
338
+ if (desc[d + DESC_HEADER + j * WHEEL_DESC_WORDS + WHEEL_DESC_DRIVE] <= 0) continue;
339
+ let r = (id * MAX_WHEELS + j) * (40);
340
+ runs[r + (0)] += (mean - runs[r + (0)]) * center;
341
+ }
342
+ }
343
+ }
344
+ }
345
+ lean(id, d) {
346
+ let desc = this.descs, stiffness = desc[d + DESC_LEAN_STIFFNESS], damping = desc[d + DESC_LEAN_DAMPING];
347
+ if (stiffness <= 0 && damping <= 0) return;
348
+ let reg = this.reg, fx = reg[(9)], fy = reg[(10)], fz = reg[(11)], dt = reg[(0)], t = this.tmp;
349
+ this.rotate(AXES, (6), t, 9);
350
+ let roll = -t[10], v = id * (8), maxSteer = desc[d + DESC_MAX_STEER], steer = maxSteer > 0 ? this.vehicles[v + (1)] / maxSteer : 0, speed = Math.min(Math.abs(this.vehicles[v + (5)]) / desc[d + DESC_LEAN_SPEED], 1), leanAngle = steer * desc[d + DESC_LEAN_MAX] * speed, target = Math.sin(leanAngle > -STEER_LIMIT ? leanAngle < STEER_LIMIT ? leanAngle : STEER_LIMIT : -STEER_LIMIT), c = this.chassis, rate = c[(10)] * fx + c[(10) + 1] * fy + c[(10) + 2] * fz, impulse = (stiffness * (target - roll) - damping * rate) * dt;
351
+ this.rotate(AXES, (0), t, 0);
352
+ let wheels = desc[d + DESC_WHEEL_COUNT], height = 0, grounded = 0;
353
+ for (let w = 0; w < wheels; w++) {
354
+ let r = (id * MAX_WHEELS + w) * (40);
355
+ this.runs[r + (4)] !== 0 && (height += (c[(13)] - this.runs[r + (10)]) * t[0] + (c[(13) + 1] - this.runs[r + (10) + 1]) * t[1] + (c[(13) + 2] - this.runs[r + (10) + 2]) * t[2], grounded++);
356
+ }
357
+ if (grounded > 0 && height > 0) {
358
+ let push = impulse / (height / grounded);
359
+ c[(7)] += c[(16)] * t[9] * push, c[(7) + 1] += c[(16) + 1] * t[10] * push, c[(7) + 2] += c[(16) + 2] * t[11] * push;
360
+ return;
361
+ }
362
+ reg[(6)] = fx * impulse, reg[(7)] = fy * impulse, reg[(8)] = fz * impulse, this.inertiaApply(t, 6), c[(10)] += t[6], c[(10) + 1] += t[7], c[(10) + 2] += t[8];
363
+ }
364
+ ratio(d, gear) {
365
+ let desc = this.descs, reg = this.reg;
366
+ gear > 0 ? reg[(4)] = desc[d + DESC_RATIOS + gear - 1] * desc[d + DESC_FINAL_DRIVE] : gear === -1 ? reg[(4)] = -desc[d + DESC_REVERSE] * desc[d + DESC_FINAL_DRIVE] : reg[(4)] = 0;
367
+ }
368
+ rotate(vector, from, out, at) {
369
+ let c = this.chassis, qx = c[(3)], qy = c[(3) + 1], qz = c[(3) + 2], qw = c[(3) + 3], x = vector[from], y = vector[from + 1], z = vector[from + 2], tx = 2 * (qy * z - qz * y), ty = 2 * (qz * x - qx * z), tz = 2 * (qx * y - qy * x);
370
+ out[at] = x + qw * tx + (qy * tz - qz * ty), out[at + 1] = y + qw * ty + (qz * tx - qx * tz), out[at + 2] = z + qw * tz + (qx * ty - qy * tx);
371
+ }
372
+ relativeVelocity(r, out) {
373
+ let c = this.chassis, runs = this.runs, ox = runs[r + (22)], oy = runs[r + (22) + 1], oz = runs[r + (22) + 2], wx = c[(10)], wy = c[(10) + 1], wz = c[(10) + 2];
374
+ out[0] = c[(7)] + (wy * oz - wz * oy) - runs[r + (25)], out[1] = c[(7) + 1] + (wz * ox - wx * oz) - runs[r + (25) + 1], out[2] = c[(7) + 2] + (wx * oy - wy * ox) - runs[r + (25) + 2];
375
+ }
376
+ inertiaApply(out, at) {
377
+ let c = this.chassis, reg = this.reg, x = reg[(6)], y = reg[(7)], z = reg[(8)], m11 = c[(19)], m12 = c[(19) + 1], m13 = c[(19) + 2], m22 = c[(19) + 3], m23 = c[(19) + 4], m33 = c[(19) + 5];
378
+ out[at] = m11 * x + m12 * y + m13 * z, out[at + 1] = m12 * x + m22 * y + m23 * z, out[at + 2] = m13 * x + m23 * y + m33 * z;
379
+ }
380
+ inverseMassAlong(r, axis) {
381
+ let c = this.chassis, runs = this.runs, reg = this.reg, dx = runs[r + axis], dy = runs[r + axis + 1], dz = runs[r + axis + 2], ox = runs[r + (22)], oy = runs[r + (22) + 1], oz = runs[r + (22) + 2], tx = oy * dz - oz * dy, ty = oz * dx - ox * dz, tz = ox * dy - oy * dx;
382
+ reg[(6)] = tx, reg[(7)] = ty, reg[(8)] = tz;
383
+ let t = this.tmp;
384
+ this.inertiaApply(t, 3), reg[(5)] = dx * c[(16)] * dx + dy * c[(16) + 1] * dy + dz * c[(16) + 2] * dz + tx * t[3] + ty * t[4] + tz * t[5];
385
+ }
386
+ applyImpulse(r) {
387
+ let c = this.chassis, runs = this.runs, reg = this.reg, ix = reg[(6)], iy = reg[(7)], iz = reg[(8)];
388
+ c[(7)] += c[(16)] * ix, c[(7) + 1] += c[(16) + 1] * iy, c[(7) + 2] += c[(16) + 2] * iz;
389
+ let ox = runs[r + (22)], oy = runs[r + (22) + 1], oz = runs[r + (22) + 2];
390
+ reg[(6)] = oy * iz - oz * iy, reg[(7)] = oz * ix - ox * iz, reg[(8)] = ox * iy - oy * ix;
391
+ let t = this.tmp;
392
+ this.inertiaApply(t, 6), c[(10)] += t[6], c[(10) + 1] += t[7], c[(10) + 2] += t[8];
393
+ }
394
+ writeState(id) {
395
+ let dt = this.reg[(0)], s = this.states, o = id * STATE_STRIDE, v = id * (8), runs = this.runs;
396
+ s[o + STATE_SPEED] = this.vehicles[v + (5)], s[o + STATE_RPM] = this.vehicles[v + (4)], s[o + STATE_GEAR] = this.vehicles[v + (2)], s[o + STATE_STEER] = this.vehicles[v + (1)], s[o + STATE_SHIFTING] = this.vehicles[v + (3)] > 0 ? 1 : 0;
397
+ let wheels = this.descs[id * VEHICLE_DESC_WORDS + DESC_WHEEL_COUNT], grounded = 0;
398
+ for (let w = 0; w < wheels; w++) {
399
+ let r = (id * MAX_WHEELS + w) * (40), at = o + STATE_HEADER + w * WHEEL_STRIDE;
400
+ s[at + WHEEL_CENTER] = runs[r + (7)], s[at + WHEEL_CENTER + 1] = runs[r + (7) + 1], s[at + WHEEL_CENTER + 2] = runs[r + (7) + 2], s[at + WHEEL_SPIN] = runs[r + (1)], s[at + WHEEL_STEER] = runs[r + (2)], s[at + WHEEL_LENGTH] = runs[r + (3)], s[at + WHEEL_GROUND] = runs[r + (5)], s[at + WHEEL_POINT] = runs[r + (10)], s[at + WHEEL_POINT + 1] = runs[r + (10) + 1], s[at + WHEEL_POINT + 2] = runs[r + (10) + 2], s[at + WHEEL_SLIP] = runs[r + (29)], s[at + WHEEL_SLIP_ANGLE] = runs[r + (30)], s[at + WHEEL_LOAD] = runs[r + (28)], s[at + WHEEL_OMEGA] = runs[r + (0)], s[at + WHEEL_FORCE_LONG] = runs[r + (35)] / dt, s[at + WHEEL_FORCE_LAT] = runs[r + (36)] / dt, runs[r + (4)] !== 0 && grounded++;
401
+ }
402
+ s[o + STATE_GROUNDED] = grounded;
403
+ }
404
+ };
405
+
406
+ export { CHASSIS_ANGULAR, CHASSIS_COM, CHASSIS_INV_INERTIA, CHASSIS_INV_MASS, CHASSIS_LINEAR, CHASSIS_Q, CHASSIS_SLEEPING, CHASSIS_T, HIT_GROUND_BODY, HIT_GROUND_VELOCITY, HIT_NORMAL, HIT_REACH, HIT_TOI, NO_BODY, VehicleSolver };