@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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@@ -5,12 +5,12 @@ var __typeError = (msg) => {
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  throw TypeError(msg);
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  };
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  var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
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- var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
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- var __accessCheck = (obj, member, msg) => member.has(obj) || __typeError("Cannot " + msg);
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- var __privateGet = (obj, member, getter) => (__accessCheck(obj, member, "read from private field"), getter ? getter.call(obj) : member.get(obj));
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- var __privateAdd = (obj, member, value) => member.has(obj) ? __typeError("Cannot add the same private member more than once") : member instanceof WeakSet ? member.add(obj) : member.set(obj, value);
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- var __privateSet = (obj, member, value, setter) => (__accessCheck(obj, member, "write to private field"), setter ? setter.call(obj, value) : member.set(obj, value), value);
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- var __privateMethod = (obj, member, method) => (__accessCheck(obj, member, "access private method"), method);
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+ var __export = (target, all) => {
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+ for (var name in all)
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+ __defProp(target, name, { get: all[name], enumerable: true });
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+ };
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+ var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key != "symbol" ? key + "" : key, value), __accessCheck = (obj, member, msg) => member.has(obj) || __typeError("Cannot " + msg);
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+ var __privateGet = (obj, member, getter) => (__accessCheck(obj, member, "read from private field"), getter ? getter.call(obj) : member.get(obj)), __privateAdd = (obj, member, value) => member.has(obj) ? __typeError("Cannot add the same private member more than once") : member instanceof WeakSet ? member.add(obj) : member.set(obj, value), __privateSet = (obj, member, value, setter) => (__accessCheck(obj, member, "write to private field"), setter ? setter.call(obj, value) : member.set(obj, value), value), __privateMethod = (obj, member, method) => (__accessCheck(obj, member, "access private method"), method);
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@@ -20,6 +20,7 @@ var __privateWrapper = (obj, member, setter, getter) => ({
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@@ -0,0 +1,25 @@
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+ // src/game/kit/identity/launch-pack.ts
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+ var LAUNCH_RIG = "kit-humanoid", LAUNCH_ITEMS = {
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+ baseCharacter: "cimplify/base-character",
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+ animations: "cimplify/humanoid-animations",
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+ identity: "cimplify/identity-base",
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+ materials: "cimplify/starter-materials"
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+ }, LAUNCH_FILES = {
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+ baseCharacter: "base-character.glb",
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+ animations: "animations.glb",
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+ clips: "clips.json",
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+ identity: "identity.cidb",
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+ materials: "materials.json"
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+ }, LAUNCH_CLIPS = {
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+ locomotion: ["walk", "walk_back", "walk_formal", "walk_carry", "jog", "jog_back", "run", "crouch_walk", "crouch_back", "swim", "jump", "fall", "land", "roll", "slide", "climb_up"],
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+ strafe: ["walk", "strafe_forward_left", "strafe_left", "strafe_back_left", "walk_back", "strafe_back_right", "strafe_right", "strafe_forward_right"],
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+ turn: ["turn_left_45", "turn_left_90", "turn_left_180", "turn_right_45", "turn_right_90", "turn_right_180"],
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+ idle: ["idle", "idle_talk", "idle_fold_arms", "idle_phone", "crouch_idle", "swim_idle"],
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+ emote: ["wave", "clap", "cheer", "bow", "point", "shrug", "salute", "nod", "look_around", "fist_pump", "dance", "yes", "no"],
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+ sports: ["kick", "header", "throw_in", "throw", "punch_jab", "punch_cross", "keeper_ready", "dive_left", "dive_right", "keeper_smother", "keeper_hold"],
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+ driving: ["drive", "steer_left", "steer_right", "honk"],
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+ sitting: ["sit_down", "sit", "sit_talk", "sit_cheer", "sit_clap", "stand_up", "get_up"],
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+ reaction: ["hit_chest", "hit_head", "stumble", "stagger", "fall_down"]
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+ }, LAUNCH_HAIR_STYLES = ["parted", "buzzed", "long", "buns", "buzzed_soft", "none"];
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+
25
+ export { LAUNCH_CLIPS, LAUNCH_FILES, LAUNCH_HAIR_STYLES, LAUNCH_ITEMS, LAUNCH_RIG };
@@ -0,0 +1,422 @@
1
+ 'use strict';
2
+
3
+ var chunk3S6WPBZL_js = require('./chunk-3S6WPBZL.js');
4
+ var chunk2V7IL4HC_js = require('./chunk-2V7IL4HC.js');
5
+
6
+ // src/game/physics/vehicle-solver.ts
7
+ 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;
8
+ function clamp(value, low, high) {
9
+ let lifted = value > low ? value : low;
10
+ return lifted < high ? lifted : high;
11
+ }
12
+ function curve(desc, at, io, slot) {
13
+ let slip = io[slot], n = desc[at + chunk3S6WPBZL_js.CURVE_POINTS], peak = 0;
14
+ for (let k = 1; k < n; k++) desc[at + chunk3S6WPBZL_js.CURVE_VALUE + k] > desc[at + chunk3S6WPBZL_js.CURVE_VALUE + peak] && (peak = k);
15
+ if (slip <= desc[at + chunk3S6WPBZL_js.CURVE_SLIP + peak]) {
16
+ io[slot] = desc[at + chunk3S6WPBZL_js.CURVE_VALUE + peak];
17
+ return;
18
+ }
19
+ for (let k = peak + 1; k < n; k++) {
20
+ let s1 = desc[at + chunk3S6WPBZL_js.CURVE_SLIP + k];
21
+ if (slip < s1) {
22
+ let s0 = desc[at + chunk3S6WPBZL_js.CURVE_SLIP + k - 1], v0 = desc[at + chunk3S6WPBZL_js.CURVE_VALUE + k - 1];
23
+ io[slot] = v0 + (desc[at + chunk3S6WPBZL_js.CURVE_VALUE + k] - v0) * ((slip - s0) / (s1 - s0));
24
+ return;
25
+ }
26
+ }
27
+ io[slot] = desc[at + chunk3S6WPBZL_js.CURVE_VALUE + n - 1];
28
+ }
29
+ 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 {
30
+ constructor(world) {
31
+ this.capacity = 0;
32
+ this.inputs = new Float32Array(0);
33
+ this.states = new Float32Array(0);
34
+ this.descs = new Float32Array(0);
35
+ this.runs = new Float64Array(0);
36
+ this.vehicles = new Float64Array(0);
37
+ this.active = new Int32Array(0);
38
+ this.activeCount = 0;
39
+ this.free = new Int32Array(0);
40
+ this.freeCount = 0;
41
+ this.chassis = new Float64Array((26));
42
+ this.origin = new Float64Array(3);
43
+ this.direction = new Float64Array(3);
44
+ this.hit = new Float64Array((8));
45
+ this.impulse = new Float64Array(3);
46
+ this.point = new Float64Array(3);
47
+ this.tmp = new Float64Array(12);
48
+ this.reg = new Float64Array((16));
49
+ this.world = world;
50
+ }
51
+ get count() {
52
+ return this.activeCount;
53
+ }
54
+ reserve(capacity) {
55
+ if (!(capacity <= this.capacity)) {
56
+ if (this.activeCount > 0) throw new chunk2V7IL4HC_js.GameError("invalid_argument", "vehicle capacity is fixed once vehicles exist");
57
+ this.capacity = capacity, this.inputs = new Float32Array(capacity * chunk3S6WPBZL_js.INPUT_STRIDE);
58
+ for (let v = 0; v < capacity; v++) this.inputs[v * chunk3S6WPBZL_js.INPUT_STRIDE + chunk3S6WPBZL_js.INPUT_GEAR] = chunk3S6WPBZL_js.GEAR_AUTO;
59
+ this.states = new Float32Array(capacity * chunk3S6WPBZL_js.STATE_STRIDE), this.descs = new Float32Array(capacity * chunk3S6WPBZL_js.VEHICLE_DESC_WORDS), this.runs = new Float64Array(capacity * chunk3S6WPBZL_js.MAX_WHEELS * (40)), this.vehicles = new Float64Array(capacity * (8)), this.active = new Int32Array(capacity), this.free = new Int32Array(capacity);
60
+ for (let v = 0; v < capacity; v++) this.free[v] = capacity - 1 - v;
61
+ this.freeCount = capacity;
62
+ }
63
+ }
64
+ createVehicle(body, desc) {
65
+ if (this.capacity === 0 && this.reserve((32)), this.freeCount === 0) throw new chunk2V7IL4HC_js.GameError("capacity_exceeded", "vehicle capacity reached");
66
+ let id = this.free[--this.freeCount];
67
+ this.descs.set(desc.subarray(0, chunk3S6WPBZL_js.VEHICLE_DESC_WORDS), id * chunk3S6WPBZL_js.VEHICLE_DESC_WORDS);
68
+ let v = id * (8);
69
+ this.vehicles.fill(0, v, v + (8)), this.vehicles[v + (0)] = body, this.vehicles[v + (2)] = 1, this.vehicles[v + (4)] = desc[chunk3S6WPBZL_js.DESC_IDLE_RPM];
70
+ let wheels = desc[chunk3S6WPBZL_js.DESC_WHEEL_COUNT];
71
+ for (let w = 0; w < chunk3S6WPBZL_js.MAX_WHEELS; w++) {
72
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40);
73
+ this.runs.fill(0, r, r + (40)), this.runs[r + (5)] = chunk3S6WPBZL_js.NO_GROUND, this.runs[r + (6)] = (-1), w < wheels && (this.runs[r + (3)] = desc[chunk3S6WPBZL_js.DESC_HEADER + w * chunk3S6WPBZL_js.WHEEL_DESC_WORDS + chunk3S6WPBZL_js.WHEEL_DESC_REST]);
74
+ }
75
+ let input = id * chunk3S6WPBZL_js.INPUT_STRIDE;
76
+ return this.inputs.fill(0, input, input + chunk3S6WPBZL_js.INPUT_STRIDE), this.inputs[input + chunk3S6WPBZL_js.INPUT_GEAR] = chunk3S6WPBZL_js.GEAR_AUTO, this.states.fill(0, id * chunk3S6WPBZL_js.STATE_STRIDE, (id + 1) * chunk3S6WPBZL_js.STATE_STRIDE), this.active[this.activeCount++] = id, id;
77
+ }
78
+ destroyVehicle(vehicle) {
79
+ for (let k = 0; k < this.activeCount; k++)
80
+ if (this.active[k] === vehicle) {
81
+ this.active[k] = this.active[--this.activeCount], this.free[this.freeCount++] = vehicle;
82
+ return;
83
+ }
84
+ throw new chunk2V7IL4HC_js.GameError("unknown_resource", `vehicle ${vehicle} does not exist`);
85
+ }
86
+ releaseBody(body) {
87
+ for (let k = this.activeCount - 1; k >= 0; k--) {
88
+ let id = this.active[k];
89
+ this.vehicles[id * (8) + (0)] === body && this.destroyVehicle(id);
90
+ }
91
+ }
92
+ vehicleInputs() {
93
+ return this.inputs;
94
+ }
95
+ vehicleStates() {
96
+ return this.states;
97
+ }
98
+ update(dt) {
99
+ this.reg[(0)] = dt;
100
+ for (let k = 0; k < this.activeCount; k++) this.stepVehicle(this.active[k]);
101
+ }
102
+ stepVehicle(id) {
103
+ let reg = this.reg, dt = reg[(0)], v = id * (8), body = this.vehicles[v + (0)] | 0, d = id * chunk3S6WPBZL_js.VEHICLE_DESC_WORDS, desc = this.descs, i = id * chunk3S6WPBZL_js.INPUT_STRIDE, rawThrottle = this.inputs[i + chunk3S6WPBZL_js.INPUT_THROTTLE], rawBrake = this.inputs[i + chunk3S6WPBZL_js.INPUT_BRAKE], rawSteer = this.inputs[i + chunk3S6WPBZL_js.INPUT_STEER], rawHandbrake = this.inputs[i + chunk3S6WPBZL_js.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;
104
+ reg[(1)] = throttle, reg[(2)] = this.inputs[i + chunk3S6WPBZL_js.INPUT_GEAR];
105
+ let active = throttle > 0 || brake > 0 || steerInput !== 0 || handbrake > 0, c = this.chassis;
106
+ if (!this.world.readChassis(body, c)) return;
107
+ if (c[(25)] !== 0) {
108
+ if (!active) {
109
+ this.writeState(id);
110
+ return;
111
+ }
112
+ if (this.world.wakeChassis(body), !this.world.readChassis(body, c)) return;
113
+ }
114
+ let t = this.tmp;
115
+ this.rotate(AXES, (0), t, 0);
116
+ let ux = t[0], uy = t[1], uz = t[2];
117
+ this.rotate(AXES, (3), t, 0);
118
+ let fx = t[0], fy = t[1], fz = t[2];
119
+ reg[(9)] = fx, reg[(10)] = fy, reg[(11)] = fz;
120
+ let rate = desc[d + chunk3S6WPBZL_js.DESC_STEER_RATE] * dt, steerDelta = steerInput * desc[d + chunk3S6WPBZL_js.DESC_MAX_STEER] - this.vehicles[v + (1)];
121
+ this.vehicles[v + (1)] += steerDelta > -rate ? steerDelta < rate ? steerDelta : rate : -rate;
122
+ let steer = this.vehicles[v + (1)], wheels = desc[d + chunk3S6WPBZL_js.DESC_WHEEL_COUNT] | 0, runs = this.runs, ackermann = desc[d + chunk3S6WPBZL_js.DESC_ACKERMANN], fixedZ = 0, fixedCount = 0, allZ = 0;
123
+ for (let w = 0; w < wheels; w++) {
124
+ let wd = d + chunk3S6WPBZL_js.DESC_HEADER + w * chunk3S6WPBZL_js.WHEEL_DESC_WORDS;
125
+ allZ += desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_POSITION + 2], desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_STEER] === 0 && (fixedZ += desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_POSITION + 2], fixedCount++);
126
+ }
127
+ let pivot = fixedCount > 0 ? fixedZ / fixedCount : allZ / Math.max(wheels, 1);
128
+ for (let w = 0; w < wheels; w++) {
129
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40), wd = d + chunk3S6WPBZL_js.DESC_HEADER + w * chunk3S6WPBZL_js.WHEEL_DESC_WORDS;
130
+ this.rotate(desc, wd + chunk3S6WPBZL_js.WHEEL_DESC_POSITION, t, 0);
131
+ let hx = c[(0)] + t[0], hy = c[(0) + 1] + t[1], hz = c[(0) + 2] + t[2], base = steer * desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_STEER], wheelAngle = base;
132
+ if (ackermann > 0 && base !== 0) {
133
+ let reach2 = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_POSITION + 2] - pivot, b = base > -chunk3S6WPBZL_js.STEER_LIMIT ? base < chunk3S6WPBZL_js.STEER_LIMIT ? base : chunk3S6WPBZL_js.STEER_LIMIT : -chunk3S6WPBZL_js.STEER_LIMIT, tangent = Math.sin(b) / Math.cos(b), denominator = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_POSITION] * tangent + reach2;
134
+ denominator * reach2 > (1e-4) && (wheelAngle = base + (Math.atan(reach2 * tangent / denominator) - base) * ackermann);
135
+ }
136
+ let angle = wheelAngle > -chunk3S6WPBZL_js.STEER_LIMIT ? wheelAngle < chunk3S6WPBZL_js.STEER_LIMIT ? wheelAngle : chunk3S6WPBZL_js.STEER_LIMIT : -chunk3S6WPBZL_js.STEER_LIMIT;
137
+ runs[r + (2)] = wheelAngle;
138
+ let s = Math.sin(angle), co = Math.cos(angle);
139
+ 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));
140
+ let radius = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_RADIUS], rest = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_REST], travel = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_TRAVEL], shortest = rest - travel, longest = rest + travel, reach = longest + radius;
141
+ this.origin[0] = hx, this.origin[1] = hy, this.origin[2] = hz, this.direction[0] = -ux, this.direction[1] = -uy, this.direction[2] = -uz;
142
+ let hit = this.hit;
143
+ hit[(0)] = reach;
144
+ let collider = this.world.castWheel(body, this.origin, this.direction, hit);
145
+ if (collider !== chunk3S6WPBZL_js.NO_GROUND) {
146
+ let toi = hit[(0)], nx = hit[(1)], ny = hit[(1) + 1], nz = hit[(1) + 2];
147
+ 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;
148
+ let span = toi - radius;
149
+ 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];
150
+ } else
151
+ 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)] = chunk3S6WPBZL_js.NO_GROUND, runs[r + (6)] = (-1), runs[r + (25)] = 0, runs[r + (25) + 1] = 0, runs[r + (25) + 2] = 0;
152
+ let length = runs[r + (3)];
153
+ runs[r + (7)] = hx - ux * length, runs[r + (7) + 1] = hy - uy * length, runs[r + (7) + 2] = hz - uz * length;
154
+ }
155
+ for (let w = 0; w < wheels; w++) {
156
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40), wd = d + chunk3S6WPBZL_js.DESC_HEADER + w * chunk3S6WPBZL_js.WHEEL_DESC_WORDS;
157
+ if (runs[r + (4)] === 0) {
158
+ runs[r + (28)] = 0;
159
+ continue;
160
+ }
161
+ 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);
162
+ let compression = -(t[0] * ux + t[1] * uy + t[2] * uz), damping = compression > 0 ? desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_COMPRESSION] : desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_RELAXATION], force = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_STIFFNESS] * (desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_REST] - runs[r + (3)]) + damping * compression, maxForce = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_MAX_FORCE];
163
+ runs[r + (28)] = force > 0 ? force < maxForce ? force : maxForce : 0;
164
+ }
165
+ let antiRoll = desc[d + chunk3S6WPBZL_js.DESC_ANTI_ROLL];
166
+ if (antiRoll > 0)
167
+ for (let a = 0; a < wheels; a++) {
168
+ let axle = desc[d + chunk3S6WPBZL_js.DESC_HEADER + a * chunk3S6WPBZL_js.WHEEL_DESC_WORDS + chunk3S6WPBZL_js.WHEEL_DESC_AXLE];
169
+ if (axle !== chunk3S6WPBZL_js.NO_AXLE)
170
+ for (let b = a + 1; b < wheels; b++) {
171
+ if (desc[d + chunk3S6WPBZL_js.DESC_HEADER + b * chunk3S6WPBZL_js.WHEEL_DESC_WORDS + chunk3S6WPBZL_js.WHEEL_DESC_AXLE] !== axle) continue;
172
+ let ra = (id * chunk3S6WPBZL_js.MAX_WHEELS + a) * (40), rb = (id * chunk3S6WPBZL_js.MAX_WHEELS + b) * (40), bar = (runs[rb + (3)] - runs[ra + (3)]) * antiRoll;
173
+ 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));
174
+ }
175
+ }
176
+ for (let w = 0; w < wheels; w++) {
177
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40);
178
+ if (runs[r + (4)] === 0 || runs[r + (28)] <= 0) continue;
179
+ let amount = runs[r + (28)] * dt;
180
+ reg[(6)] = runs[r + (13)] * amount, reg[(7)] = runs[r + (13) + 1] * amount, reg[(8)] = runs[r + (13) + 2] * amount, this.applyImpulse(r);
181
+ }
182
+ this.drivetrain(id, d, wheels);
183
+ let torque = reg[(3)], rolling = desc[d + chunk3S6WPBZL_js.DESC_ROLLING];
184
+ for (let w = 0; w < wheels; w++) {
185
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40), wd = d + chunk3S6WPBZL_js.DESC_HEADER + w * chunk3S6WPBZL_js.WHEEL_DESC_WORDS, inertia = runs[r + (37)], wheelTorque = torque * desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_DRIVE] + desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_SIDE] * desc[d + chunk3S6WPBZL_js.DESC_SKID_TORQUE] * steerInput, omega = runs[r + (0)] + wheelTorque / inertia * dt, braking = (brake * desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_BRAKE] + handbrake * desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_HANDBRAKE]) / inertia * dt, damping = runs[r + (4)] !== 0 ? rolling : (0.5);
186
+ omega -= omega * Math.min(damping * dt, 1), runs[r + (0)] = omega, runs[r + (38)] = braking, this.brakeTowardRest(r);
187
+ }
188
+ let handbrakeGrip = 1 + (desc[d + chunk3S6WPBZL_js.DESC_HANDBRAKE_GRIP] - 1) * handbrake, lift = desc[d + chunk3S6WPBZL_js.DESC_FORCE_HEIGHT];
189
+ for (let w = 0; w < wheels; w++) {
190
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40), wd = d + chunk3S6WPBZL_js.DESC_HEADER + w * chunk3S6WPBZL_js.WHEEL_DESC_WORDS;
191
+ if (runs[r + (35)] = 0, runs[r + (36)] = 0, runs[r + (4)] === 0) {
192
+ runs[r + (29)] = 0, runs[r + (30)] = 0;
193
+ continue;
194
+ }
195
+ if (lift > 0) {
196
+ let depth = (runs[r + (22)] * ux + runs[r + (22) + 1] * uy + runs[r + (22) + 2] * uz) * lift;
197
+ runs[r + (22)] -= ux * depth, runs[r + (22) + 1] -= uy * depth, runs[r + (22) + 2] -= uz * depth;
198
+ }
199
+ 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;
200
+ ax -= nx * along2, ay -= ny * along2, az -= nz * along2;
201
+ let length = Math.sqrt(ax * ax + ay * ay + az * az), inv = length > 1e-12 ? 1 / length : 0;
202
+ 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);
203
+ 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 + chunk3S6WPBZL_js.WHEEL_DESC_RADIUS], inertia = runs[r + (37)];
204
+ 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)];
205
+ let grip = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_HANDBRAKE] > 0 ? desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_GRIP] * handbrakeGrip : desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_GRIP], budget = runs[r + (28)] * dt * grip;
206
+ reg[(12)] = Math.abs(runs[r + (29)]), curve(desc, wd + chunk3S6WPBZL_js.WHEEL_DESC_LONGITUDINAL, reg, (12)), runs[r + (33)] = reg[(12)] * budget, reg[(12)] = runs[r + (30)], curve(desc, wd + chunk3S6WPBZL_js.WHEEL_DESC_LATERAL, reg, (12)), runs[r + (34)] = reg[(12)] * budget;
207
+ }
208
+ for (let iteration = 0; iteration < (4); iteration++)
209
+ for (let w = 0; w < wheels; w++) {
210
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40);
211
+ if (runs[r + (4)] === 0 || runs[r + (28)] <= 0) continue;
212
+ let wd = d + chunk3S6WPBZL_js.DESC_HEADER + w * chunk3S6WPBZL_js.WHEEL_DESC_WORDS, radius = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_RADIUS], inertia = runs[r + (37)];
213
+ this.relativeVelocity(r, t);
214
+ 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)];
215
+ if (ll <= 0 || lt <= 0)
216
+ long = 0, lat = 0;
217
+ else {
218
+ let x = long / ll, y = lat / lt, excess = x * x + y * y;
219
+ if (excess > 1) {
220
+ let shrink = 1 / Math.sqrt(excess);
221
+ long *= shrink, lat *= shrink;
222
+ }
223
+ }
224
+ let dl = long - runs[r + (35)], dt2 = lat - runs[r + (36)];
225
+ 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;
226
+ }
227
+ for (let w = 0; w < wheels; w++) {
228
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40);
229
+ runs[r + (38)] > 0 && this.brakeTowardRest(r);
230
+ }
231
+ this.lockDifferentials(id, d, wheels);
232
+ let along = c[(7)] * fx + c[(7) + 1] * fy + c[(7) + 2] * fz, downforce = desc[d + chunk3S6WPBZL_js.DESC_DOWNFORCE];
233
+ if (downforce > 0) {
234
+ let push = -downforce * along * along * dt;
235
+ c[(7)] += c[(16)] * ux * push, c[(7) + 1] += c[(16) + 1] * uy * push, c[(7) + 2] += c[(16) + 2] * uz * push;
236
+ }
237
+ let drag = desc[d + chunk3S6WPBZL_js.DESC_DRAG];
238
+ if (drag > 0) {
239
+ let lx = c[(7)], ly = c[(7) + 1], lz = c[(7) + 2], amount = drag * Math.sqrt(lx * lx + ly * ly + lz * lz) * dt;
240
+ for (let axis = 0; axis < 3; axis++)
241
+ c[(7) + axis] -= c[(7) + axis] * Math.min(amount * c[(16) + axis], 1);
242
+ }
243
+ this.vehicles[v + (5)] = c[(7)] * fx + c[(7) + 1] * fy + c[(7) + 2] * fz, this.lean(id, d);
244
+ for (let w = 0; w < wheels; w++) {
245
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40), spin = runs[r + (1)] + runs[r + (0)] * dt;
246
+ spin > Math.PI ? spin -= TWO_PI : spin < -Math.PI && (spin += TWO_PI), runs[r + (1)] = spin;
247
+ }
248
+ this.world.writeChassis(body, c, active);
249
+ for (let w = 0; w < wheels; w++) {
250
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40), ground = runs[r + (6)] | 0;
251
+ if (ground === (-1)) continue;
252
+ let long = runs[r + (35)], lat = runs[r + (36)], load = runs[r + (28)] * dt;
253
+ for (let axis = 0; axis < 3; axis++)
254
+ 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];
255
+ this.world.applyImpulseAtPoint(ground, this.impulse, this.point);
256
+ }
257
+ this.writeState(id);
258
+ }
259
+ drivetrain(id, d, wheels) {
260
+ let desc = this.descs, runs = this.runs, reg = this.reg, throttle = reg[(1)], gearRequest = reg[(2)], dt = reg[(0)];
261
+ reg[(3)] = 0;
262
+ let v = id * (8), share = 0, spin = 0;
263
+ for (let w = 0; w < wheels; w++) {
264
+ let wd = d + chunk3S6WPBZL_js.DESC_HEADER + w * chunk3S6WPBZL_js.WHEEL_DESC_WORDS, r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40), drive2 = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_DRIVE];
265
+ share += drive2, spin += drive2 * runs[r + (0)], runs[r + (37)] = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_INERTIA];
266
+ }
267
+ let idle = desc[d + chunk3S6WPBZL_js.DESC_IDLE_RPM], maxRpm = desc[d + chunk3S6WPBZL_js.DESC_MAX_RPM];
268
+ if (share <= 0) {
269
+ this.vehicles[v + (4)] = idle;
270
+ return;
271
+ }
272
+ let omega = spin / share, count = desc[d + chunk3S6WPBZL_js.DESC_GEAR_COUNT], gear = this.vehicles[v + (2)];
273
+ this.ratio(d, gear | 0);
274
+ let rpm = Math.abs(omega * reg[(4)]) * (9.549297);
275
+ rpm = rpm < idle ? idle : rpm > maxRpm ? maxRpm : rpm;
276
+ let previous = gear;
277
+ if (gearRequest >= chunk3S6WPBZL_js.GEAR_AUTO ? gear <= 0 ? gear = 1 : this.vehicles[v + (3)] <= 0 && (rpm > desc[d + chunk3S6WPBZL_js.DESC_SHIFT_UP] && gear < count ? gear += 1 : rpm < desc[d + chunk3S6WPBZL_js.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 + chunk3S6WPBZL_js.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;
278
+ let points = desc[d + chunk3S6WPBZL_js.DESC_TORQUE_POINTS], curveTorque = desc[d + chunk3S6WPBZL_js.DESC_TORQUE + points - 1];
279
+ if (rpm <= desc[d + chunk3S6WPBZL_js.DESC_TORQUE_RPM]) curveTorque = desc[d + chunk3S6WPBZL_js.DESC_TORQUE];
280
+ else
281
+ for (let k = 1; k < points; k++) {
282
+ let r1 = desc[d + chunk3S6WPBZL_js.DESC_TORQUE_RPM + k];
283
+ if (rpm < r1) {
284
+ let r0 = desc[d + chunk3S6WPBZL_js.DESC_TORQUE_RPM + k - 1], t0 = desc[d + chunk3S6WPBZL_js.DESC_TORQUE + k - 1];
285
+ curveTorque = t0 + (desc[d + chunk3S6WPBZL_js.DESC_TORQUE + k] - t0) * ((rpm - r0) / (r1 - r0));
286
+ break;
287
+ }
288
+ }
289
+ let drive = rpm >= maxRpm ? 0 : throttle * curveTorque, span = (rpm - idle) / (maxRpm - idle), engine = drive - (1 - throttle) * desc[d + chunk3S6WPBZL_js.DESC_ENGINE_BRAKING] * Math.max(span, 0);
290
+ this.ratio(d, gear | 0);
291
+ let ratio = reg[(4)], reflected = desc[d + chunk3S6WPBZL_js.DESC_ENGINE_INERTIA] * ratio * ratio / share;
292
+ for (let w = 0; w < wheels; w++) {
293
+ let wd = d + chunk3S6WPBZL_js.DESC_HEADER + w * chunk3S6WPBZL_js.WHEEL_DESC_WORDS;
294
+ runs[(id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40) + (37)] = desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_INERTIA] + reflected * desc[wd + chunk3S6WPBZL_js.WHEEL_DESC_DRIVE];
295
+ }
296
+ reg[(3)] = engine * ratio * desc[d + chunk3S6WPBZL_js.DESC_EFFICIENCY] / share;
297
+ }
298
+ brakeTowardRest(r) {
299
+ let runs = this.runs, omega = runs[r + (0)], left = runs[r + (38)];
300
+ 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);
301
+ }
302
+ lockDifferentials(id, d, wheels) {
303
+ let desc = this.descs, runs = this.runs, lock = desc[d + chunk3S6WPBZL_js.DESC_DIFFERENTIAL_LOCK];
304
+ if (lock > 0)
305
+ for (let i = 0; i < wheels; i++) {
306
+ let wi = d + chunk3S6WPBZL_js.DESC_HEADER + i * chunk3S6WPBZL_js.WHEEL_DESC_WORDS, axle = desc[wi + chunk3S6WPBZL_js.WHEEL_DESC_AXLE];
307
+ if (desc[wi + chunk3S6WPBZL_js.WHEEL_DESC_DRIVE] <= 0 || axle === chunk3S6WPBZL_js.NO_AXLE) continue;
308
+ let first = true;
309
+ for (let j = 0; j < i; j++) {
310
+ let wj = d + chunk3S6WPBZL_js.DESC_HEADER + j * chunk3S6WPBZL_js.WHEEL_DESC_WORDS;
311
+ desc[wj + chunk3S6WPBZL_js.WHEEL_DESC_AXLE] === axle && desc[wj + chunk3S6WPBZL_js.WHEEL_DESC_DRIVE] > 0 && (first = false);
312
+ }
313
+ if (!first) continue;
314
+ let weight = 0, sum = 0;
315
+ for (let j = i; j < wheels; j++) {
316
+ let wj = d + chunk3S6WPBZL_js.DESC_HEADER + j * chunk3S6WPBZL_js.WHEEL_DESC_WORDS;
317
+ if (desc[wj + chunk3S6WPBZL_js.WHEEL_DESC_AXLE] !== axle || desc[wj + chunk3S6WPBZL_js.WHEEL_DESC_DRIVE] <= 0) continue;
318
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + j) * (40);
319
+ weight += runs[r + (37)], sum += runs[r + (37)] * runs[r + (0)];
320
+ }
321
+ let mean = sum / weight;
322
+ for (let j = i; j < wheels; j++) {
323
+ let wj = d + chunk3S6WPBZL_js.DESC_HEADER + j * chunk3S6WPBZL_js.WHEEL_DESC_WORDS;
324
+ if (desc[wj + chunk3S6WPBZL_js.WHEEL_DESC_AXLE] !== axle || desc[wj + chunk3S6WPBZL_js.WHEEL_DESC_DRIVE] <= 0) continue;
325
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + j) * (40);
326
+ runs[r + (0)] += (mean - runs[r + (0)]) * lock;
327
+ }
328
+ }
329
+ let center = desc[d + chunk3S6WPBZL_js.DESC_CENTER_LOCK];
330
+ if (center > 0) {
331
+ let weight = 0, sum = 0;
332
+ for (let j = 0; j < wheels; j++) {
333
+ if (desc[d + chunk3S6WPBZL_js.DESC_HEADER + j * chunk3S6WPBZL_js.WHEEL_DESC_WORDS + chunk3S6WPBZL_js.WHEEL_DESC_DRIVE] <= 0) continue;
334
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + j) * (40);
335
+ weight += runs[r + (37)], sum += runs[r + (37)] * runs[r + (0)];
336
+ }
337
+ if (weight > 0) {
338
+ let mean = sum / weight;
339
+ for (let j = 0; j < wheels; j++) {
340
+ if (desc[d + chunk3S6WPBZL_js.DESC_HEADER + j * chunk3S6WPBZL_js.WHEEL_DESC_WORDS + chunk3S6WPBZL_js.WHEEL_DESC_DRIVE] <= 0) continue;
341
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + j) * (40);
342
+ runs[r + (0)] += (mean - runs[r + (0)]) * center;
343
+ }
344
+ }
345
+ }
346
+ }
347
+ lean(id, d) {
348
+ let desc = this.descs, stiffness = desc[d + chunk3S6WPBZL_js.DESC_LEAN_STIFFNESS], damping = desc[d + chunk3S6WPBZL_js.DESC_LEAN_DAMPING];
349
+ if (stiffness <= 0 && damping <= 0) return;
350
+ let reg = this.reg, fx = reg[(9)], fy = reg[(10)], fz = reg[(11)], dt = reg[(0)], t = this.tmp;
351
+ this.rotate(AXES, (6), t, 9);
352
+ let roll = -t[10], v = id * (8), maxSteer = desc[d + chunk3S6WPBZL_js.DESC_MAX_STEER], steer = maxSteer > 0 ? this.vehicles[v + (1)] / maxSteer : 0, speed = Math.min(Math.abs(this.vehicles[v + (5)]) / desc[d + chunk3S6WPBZL_js.DESC_LEAN_SPEED], 1), leanAngle = steer * desc[d + chunk3S6WPBZL_js.DESC_LEAN_MAX] * speed, target = Math.sin(leanAngle > -chunk3S6WPBZL_js.STEER_LIMIT ? leanAngle < chunk3S6WPBZL_js.STEER_LIMIT ? leanAngle : chunk3S6WPBZL_js.STEER_LIMIT : -chunk3S6WPBZL_js.STEER_LIMIT), c = this.chassis, rate = c[(10)] * fx + c[(10) + 1] * fy + c[(10) + 2] * fz, impulse = (stiffness * (target - roll) - damping * rate) * dt;
353
+ this.rotate(AXES, (0), t, 0);
354
+ let wheels = desc[d + chunk3S6WPBZL_js.DESC_WHEEL_COUNT], height = 0, grounded = 0;
355
+ for (let w = 0; w < wheels; w++) {
356
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40);
357
+ 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++);
358
+ }
359
+ if (grounded > 0 && height > 0) {
360
+ let push = impulse / (height / grounded);
361
+ 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;
362
+ return;
363
+ }
364
+ 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];
365
+ }
366
+ ratio(d, gear) {
367
+ let desc = this.descs, reg = this.reg;
368
+ gear > 0 ? reg[(4)] = desc[d + chunk3S6WPBZL_js.DESC_RATIOS + gear - 1] * desc[d + chunk3S6WPBZL_js.DESC_FINAL_DRIVE] : gear === -1 ? reg[(4)] = -desc[d + chunk3S6WPBZL_js.DESC_REVERSE] * desc[d + chunk3S6WPBZL_js.DESC_FINAL_DRIVE] : reg[(4)] = 0;
369
+ }
370
+ rotate(vector, from, out, at) {
371
+ 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);
372
+ 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);
373
+ }
374
+ relativeVelocity(r, out) {
375
+ 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];
376
+ 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];
377
+ }
378
+ inertiaApply(out, at) {
379
+ 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];
380
+ 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;
381
+ }
382
+ inverseMassAlong(r, axis) {
383
+ 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;
384
+ reg[(6)] = tx, reg[(7)] = ty, reg[(8)] = tz;
385
+ let t = this.tmp;
386
+ 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];
387
+ }
388
+ applyImpulse(r) {
389
+ let c = this.chassis, runs = this.runs, reg = this.reg, ix = reg[(6)], iy = reg[(7)], iz = reg[(8)];
390
+ c[(7)] += c[(16)] * ix, c[(7) + 1] += c[(16) + 1] * iy, c[(7) + 2] += c[(16) + 2] * iz;
391
+ let ox = runs[r + (22)], oy = runs[r + (22) + 1], oz = runs[r + (22) + 2];
392
+ reg[(6)] = oy * iz - oz * iy, reg[(7)] = oz * ix - ox * iz, reg[(8)] = ox * iy - oy * ix;
393
+ let t = this.tmp;
394
+ this.inertiaApply(t, 6), c[(10)] += t[6], c[(10) + 1] += t[7], c[(10) + 2] += t[8];
395
+ }
396
+ writeState(id) {
397
+ let dt = this.reg[(0)], s = this.states, o = id * chunk3S6WPBZL_js.STATE_STRIDE, v = id * (8), runs = this.runs;
398
+ s[o + chunk3S6WPBZL_js.STATE_SPEED] = this.vehicles[v + (5)], s[o + chunk3S6WPBZL_js.STATE_RPM] = this.vehicles[v + (4)], s[o + chunk3S6WPBZL_js.STATE_GEAR] = this.vehicles[v + (2)], s[o + chunk3S6WPBZL_js.STATE_STEER] = this.vehicles[v + (1)], s[o + chunk3S6WPBZL_js.STATE_SHIFTING] = this.vehicles[v + (3)] > 0 ? 1 : 0;
399
+ let wheels = this.descs[id * chunk3S6WPBZL_js.VEHICLE_DESC_WORDS + chunk3S6WPBZL_js.DESC_WHEEL_COUNT], grounded = 0;
400
+ for (let w = 0; w < wheels; w++) {
401
+ let r = (id * chunk3S6WPBZL_js.MAX_WHEELS + w) * (40), at = o + chunk3S6WPBZL_js.STATE_HEADER + w * chunk3S6WPBZL_js.WHEEL_STRIDE;
402
+ s[at + chunk3S6WPBZL_js.WHEEL_CENTER] = runs[r + (7)], s[at + chunk3S6WPBZL_js.WHEEL_CENTER + 1] = runs[r + (7) + 1], s[at + chunk3S6WPBZL_js.WHEEL_CENTER + 2] = runs[r + (7) + 2], s[at + chunk3S6WPBZL_js.WHEEL_SPIN] = runs[r + (1)], s[at + chunk3S6WPBZL_js.WHEEL_STEER] = runs[r + (2)], s[at + chunk3S6WPBZL_js.WHEEL_LENGTH] = runs[r + (3)], s[at + chunk3S6WPBZL_js.WHEEL_GROUND] = runs[r + (5)], s[at + chunk3S6WPBZL_js.WHEEL_POINT] = runs[r + (10)], s[at + chunk3S6WPBZL_js.WHEEL_POINT + 1] = runs[r + (10) + 1], s[at + chunk3S6WPBZL_js.WHEEL_POINT + 2] = runs[r + (10) + 2], s[at + chunk3S6WPBZL_js.WHEEL_SLIP] = runs[r + (29)], s[at + chunk3S6WPBZL_js.WHEEL_SLIP_ANGLE] = runs[r + (30)], s[at + chunk3S6WPBZL_js.WHEEL_LOAD] = runs[r + (28)], s[at + chunk3S6WPBZL_js.WHEEL_OMEGA] = runs[r + (0)], s[at + chunk3S6WPBZL_js.WHEEL_FORCE_LONG] = runs[r + (35)] / dt, s[at + chunk3S6WPBZL_js.WHEEL_FORCE_LAT] = runs[r + (36)] / dt, runs[r + (4)] !== 0 && grounded++;
403
+ }
404
+ s[o + chunk3S6WPBZL_js.STATE_GROUNDED] = grounded;
405
+ }
406
+ };
407
+
408
+ exports.CHASSIS_ANGULAR = (10);
409
+ exports.CHASSIS_COM = (13);
410
+ exports.CHASSIS_INV_INERTIA = (19);
411
+ exports.CHASSIS_INV_MASS = (16);
412
+ exports.CHASSIS_LINEAR = (7);
413
+ exports.CHASSIS_Q = (3);
414
+ exports.CHASSIS_SLEEPING = (25);
415
+ exports.CHASSIS_T = (0);
416
+ exports.HIT_GROUND_BODY = (7);
417
+ exports.HIT_GROUND_VELOCITY = (4);
418
+ exports.HIT_NORMAL = (1);
419
+ exports.HIT_REACH = (0);
420
+ exports.HIT_TOI = (0);
421
+ exports.NO_BODY = (-1);
422
+ exports.VehicleSolver = VehicleSolver;
@@ -0,0 +1,29 @@
1
+ import { DEFAULT_ENGINE_MEMORY_PAGES, ENGINE_INITIAL_PAGES, WASM_PAGE_BYTES } from './chunk-A33OORT7.mjs';
2
+
3
+ // src/interactives/engine-heap.ts
4
+ var MIB = 1024 * 1024, ENGINE_HEAP_CEILING_BYTES = {
5
+ low: 128 * MIB,
6
+ mid: 256 * MIB,
7
+ high: 512 * MIB
8
+ }, ENGINE_HEAP_HEADROOM = 1.25, ENGINE_HEAP_GRANULE_BYTES = 4 * MIB, ENGINE_HEAP_REQUIREMENT = "engine_heap";
9
+ function declared(declaration, tier) {
10
+ let value = declaration?.[tier];
11
+ return typeof value == "number" && Number.isFinite(value) && value > 0 ? value : null;
12
+ }
13
+ function engineHeapFor(declaration, tier) {
14
+ let ceiling = ENGINE_HEAP_CEILING_BYTES[tier], wanted = declared(declaration, tier);
15
+ return wanted === null ? { bytes: ceiling } : wanted > ceiling ? { refused: `this game needs ${Math.ceil(wanted / MIB)} MiB of engine memory and a ${tier} tier device allows ${ceiling / MIB} MiB` } : { bytes: wanted };
16
+ }
17
+ function declareEngineHeap(peaks) {
18
+ let out = {};
19
+ for (let tier of Object.keys(ENGINE_HEAP_CEILING_BYTES)) {
20
+ let peak = peaks[tier];
21
+ typeof peak != "number" || !(peak > 0) || (out[tier] = Math.ceil(peak * (1.25) / ENGINE_HEAP_GRANULE_BYTES) * ENGINE_HEAP_GRANULE_BYTES);
22
+ }
23
+ return out;
24
+ }
25
+ function engineHeapPages(bytes) {
26
+ return bytes === void 0 || !Number.isFinite(bytes) || bytes <= 0 ? DEFAULT_ENGINE_MEMORY_PAGES : Math.max(ENGINE_INITIAL_PAGES + 1, Math.ceil(bytes / WASM_PAGE_BYTES));
27
+ }
28
+
29
+ export { ENGINE_HEAP_CEILING_BYTES, ENGINE_HEAP_HEADROOM, ENGINE_HEAP_REQUIREMENT, declareEngineHeap, engineHeapFor, engineHeapPages };