@datamoc/mw_games 0.43.0 → 0.45.0

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 (1603) hide show
  1. package/3d/models.d.ts +1 -0
  2. package/3d/models.js +1 -0
  3. package/3d.d.ts +1 -0
  4. package/3d.js +1 -0
  5. package/README.md +5 -710
  6. package/actors.d.ts +1 -0
  7. package/actors.js +1 -0
  8. package/ai/lua.d.ts +1 -0
  9. package/ai/lua.js +1 -0
  10. package/ai.d.ts +1 -0
  11. package/ai.js +1 -0
  12. package/assets/binary.d.ts +1 -0
  13. package/assets/binary.js +1 -0
  14. package/assets/paths.d.ts +1 -0
  15. package/assets/paths.js +1 -0
  16. package/assets.d.ts +1 -0
  17. package/assets.js +1 -0
  18. package/audio.d.ts +1 -0
  19. package/audio.js +1 -0
  20. package/battle.d.ts +1 -0
  21. package/battle.js +1 -0
  22. package/board.d.ts +1 -0
  23. package/board.js +1 -0
  24. package/core.d.ts +1 -0
  25. package/core.js +1 -0
  26. package/headless.d.ts +1 -0
  27. package/headless.js +1 -0
  28. package/i18n.d.ts +1 -0
  29. package/i18n.js +1 -0
  30. package/index.d.ts +1 -0
  31. package/index.js +1 -0
  32. package/mwl/presentation.d.ts +1 -0
  33. package/mwl/presentation.js +1 -0
  34. package/mwl/pyroeis.d.ts +1 -0
  35. package/mwl/pyroeis.js +1 -0
  36. package/mwl.d.ts +1 -0
  37. package/mwl.js +1 -0
  38. package/package.json +212 -387
  39. package/physics/xpbd.d.ts +1 -0
  40. package/physics/xpbd.js +1 -0
  41. package/physics.d.ts +1 -0
  42. package/physics.js +1 -0
  43. package/roguelike.d.ts +1 -0
  44. package/roguelike.js +1 -0
  45. package/rpg.d.ts +1 -0
  46. package/rpg.js +1 -0
  47. package/simulation.d.ts +1 -0
  48. package/simulation.js +1 -0
  49. package/skeleton.d.ts +1 -0
  50. package/skeleton.js +1 -0
  51. package/testing.d.ts +1 -0
  52. package/testing.js +1 -0
  53. package/threads.d.ts +1 -0
  54. package/threads.js +1 -0
  55. package/tools/asset-report.d.mts +1 -37
  56. package/tools/asset-report.mjs +1 -157
  57. package/tools/audio.d.mts +1 -0
  58. package/tools/audio.mjs +1 -0
  59. package/tools/audit-adoptions.d.mts +1 -65
  60. package/tools/audit-adoptions.mjs +1 -252
  61. package/tools/benchmark-browser.d.mts +1 -33
  62. package/tools/benchmark-browser.mjs +1 -169
  63. package/tools/benchmark-history.d.mts +1 -8
  64. package/tools/benchmark-history.mjs +1 -31
  65. package/tools/browser-driver.d.mts +1 -122
  66. package/tools/browser-driver.mjs +1 -861
  67. package/tools/browser-smoke.d.mts +1 -30
  68. package/tools/browser-smoke.mjs +1 -184
  69. package/tools/build-tablebases.d.mts +1 -22
  70. package/tools/build-tablebases.mjs +1 -557
  71. package/tools/bundle-size.d.mts +1 -11
  72. package/tools/bundle-size.mjs +1 -142
  73. package/tools/classic-html.d.mts +1 -6
  74. package/tools/classic-html.mjs +1 -69
  75. package/tools/compile-openings.d.mts +1 -20
  76. package/tools/compile-openings.mjs +1 -138
  77. package/tools/compile-resources.d.mts +1 -66
  78. package/tools/compile-resources.mjs +1 -406
  79. package/tools/compress-dist.d.mts +1 -42
  80. package/tools/compress-dist.mjs +1 -193
  81. package/tools/csp.d.mts +1 -7
  82. package/tools/csp.mjs +1 -65
  83. package/tools/emit-page.d.mts +1 -61
  84. package/tools/emit-page.mjs +1 -273
  85. package/tools/extract-html.d.mts +1 -18
  86. package/tools/extract-html.mjs +1 -235
  87. package/tools/extract-rgssad.d.mts +1 -5
  88. package/tools/extract-rgssad.mjs +1 -64
  89. package/tools/find-chrome.d.mts +1 -7
  90. package/tools/find-chrome.mjs +1 -106
  91. package/tools/i18n-edit.d.mts +1 -29
  92. package/tools/i18n-edit.mjs +1 -748
  93. package/tools/init.d.mts +1 -5
  94. package/tools/init.mjs +1 -155
  95. package/tools/make-example-assets.d.mts +1 -2
  96. package/tools/make-example-assets.mjs +1 -731
  97. package/tools/multiplayer-server.d.mts +1 -27
  98. package/tools/multiplayer-server.mjs +1 -199
  99. package/tools/play-uci.d.mts +1 -26
  100. package/tools/play-uci.mjs +1 -205
  101. package/tools/sbom.d.mts +1 -83
  102. package/tools/sbom.mjs +1 -340
  103. package/tools/single-file.d.mts +1 -33
  104. package/tools/single-file.mjs +1 -239
  105. package/tools/soundfonts.d.mts +1 -79
  106. package/tools/soundfonts.mjs +1 -301
  107. package/tools/svg-optimise.d.mts +1 -8
  108. package/tools/svg-optimise.mjs +1 -45
  109. package/tools/verify-scenarios.d.mts +1 -15
  110. package/tools/verify-scenarios.mjs +1 -133
  111. package/tools/vite.d.mts +1 -17
  112. package/tools/vite.mjs +1 -102
  113. package/tools/webp-convert.d.mts +1 -8
  114. package/tools/webp-convert.mjs +1 -98
  115. package/two-d/pixi-interop.d.ts +1 -0
  116. package/two-d/pixi-interop.js +1 -0
  117. package/two-d/presentation.d.ts +1 -0
  118. package/two-d/presentation.js +1 -0
  119. package/two-d/render.d.ts +1 -0
  120. package/two-d/render.js +1 -0
  121. package/two-d/stage.d.ts +1 -0
  122. package/two-d/stage.js +1 -0
  123. package/two-d/ui.d.ts +1 -0
  124. package/two-d/ui.js +1 -0
  125. package/two-d.d.ts +1 -0
  126. package/two-d.js +1 -0
  127. package/world.d.ts +1 -0
  128. package/world.js +1 -0
  129. package/CHANGELOG.md +0 -3129
  130. package/LICENSE +0 -373
  131. package/MWG - Best Practices.md +0 -97
  132. package/MWG - Deep Code and Architecture Review.md +0 -238
  133. package/REFERENCE.md +0 -2180
  134. package/api-surface.json +0 -17102
  135. package/data/microgm-essential.PROVENANCE.md +0 -13
  136. package/data/microgm-essential.sf2 +0 -0
  137. package/data/microgm-opt.PROVENANCE.md +0 -23
  138. package/data/microgm-opt.sf2 +0 -0
  139. package/data/soundfont-catalog.json +0 -191
  140. package/dist/actors/Advancement.d.ts +0 -90
  141. package/dist/actors/Advancement.d.ts.map +0 -1
  142. package/dist/actors/Advancement.js +0 -115
  143. package/dist/actors/Advancement.js.map +0 -1
  144. package/dist/actors/Affix.d.ts +0 -96
  145. package/dist/actors/Affix.d.ts.map +0 -1
  146. package/dist/actors/Affix.js +0 -68
  147. package/dist/actors/Affix.js.map +0 -1
  148. package/dist/actors/Appearances.d.ts +0 -48
  149. package/dist/actors/Appearances.d.ts.map +0 -1
  150. package/dist/actors/Appearances.js +0 -62
  151. package/dist/actors/Appearances.js.map +0 -1
  152. package/dist/actors/Aura.d.ts +0 -45
  153. package/dist/actors/Aura.d.ts.map +0 -1
  154. package/dist/actors/Aura.js +0 -85
  155. package/dist/actors/Aura.js.map +0 -1
  156. package/dist/actors/Barrier.d.ts +0 -60
  157. package/dist/actors/Barrier.d.ts.map +0 -1
  158. package/dist/actors/Barrier.js +0 -70
  159. package/dist/actors/Barrier.js.map +0 -1
  160. package/dist/actors/Charges.d.ts +0 -66
  161. package/dist/actors/Charges.d.ts.map +0 -1
  162. package/dist/actors/Charges.js +0 -61
  163. package/dist/actors/Charges.js.map +0 -1
  164. package/dist/actors/EntityTemplate.d.ts +0 -127
  165. package/dist/actors/EntityTemplate.d.ts.map +0 -1
  166. package/dist/actors/EntityTemplate.js +0 -117
  167. package/dist/actors/EntityTemplate.js.map +0 -1
  168. package/dist/actors/Equipment.d.ts +0 -88
  169. package/dist/actors/Equipment.d.ts.map +0 -1
  170. package/dist/actors/Equipment.js +0 -107
  171. package/dist/actors/Equipment.js.map +0 -1
  172. package/dist/actors/Inventory.d.ts +0 -123
  173. package/dist/actors/Inventory.d.ts.map +0 -1
  174. package/dist/actors/Inventory.js +0 -165
  175. package/dist/actors/Inventory.js.map +0 -1
  176. package/dist/actors/ItemState.d.ts +0 -43
  177. package/dist/actors/ItemState.d.ts.map +0 -1
  178. package/dist/actors/ItemState.js +0 -63
  179. package/dist/actors/ItemState.js.map +0 -1
  180. package/dist/actors/ItemStatusEffect.d.ts +0 -40
  181. package/dist/actors/ItemStatusEffect.d.ts.map +0 -1
  182. package/dist/actors/ItemStatusEffect.js +0 -39
  183. package/dist/actors/ItemStatusEffect.js.map +0 -1
  184. package/dist/actors/Loot.d.ts +0 -38
  185. package/dist/actors/Loot.d.ts.map +0 -1
  186. package/dist/actors/Loot.js +0 -28
  187. package/dist/actors/Loot.js.map +0 -1
  188. package/dist/actors/Progression.d.ts +0 -52
  189. package/dist/actors/Progression.d.ts.map +0 -1
  190. package/dist/actors/Progression.js +0 -59
  191. package/dist/actors/Progression.js.map +0 -1
  192. package/dist/actors/Resource.d.ts +0 -53
  193. package/dist/actors/Resource.d.ts.map +0 -1
  194. package/dist/actors/Resource.js +0 -58
  195. package/dist/actors/Resource.js.map +0 -1
  196. package/dist/actors/Scaling.d.ts +0 -30
  197. package/dist/actors/Scaling.d.ts.map +0 -1
  198. package/dist/actors/Scaling.js +0 -9
  199. package/dist/actors/Scaling.js.map +0 -1
  200. package/dist/actors/Shop.d.ts +0 -40
  201. package/dist/actors/Shop.d.ts.map +0 -1
  202. package/dist/actors/Shop.js +0 -36
  203. package/dist/actors/Shop.js.map +0 -1
  204. package/dist/actors/SkillPoints.d.ts +0 -72
  205. package/dist/actors/SkillPoints.d.ts.map +0 -1
  206. package/dist/actors/SkillPoints.js +0 -87
  207. package/dist/actors/SkillPoints.js.map +0 -1
  208. package/dist/actors/StatBlock.d.ts +0 -86
  209. package/dist/actors/StatBlock.d.ts.map +0 -1
  210. package/dist/actors/StatBlock.js +0 -110
  211. package/dist/actors/StatBlock.js.map +0 -1
  212. package/dist/actors/StatusEffect.d.ts +0 -67
  213. package/dist/actors/StatusEffect.d.ts.map +0 -1
  214. package/dist/actors/StatusEffect.js +0 -59
  215. package/dist/actors/StatusEffect.js.map +0 -1
  216. package/dist/actors/Support.d.ts +0 -43
  217. package/dist/actors/Support.d.ts.map +0 -1
  218. package/dist/actors/Support.js +0 -71
  219. package/dist/actors/Support.js.map +0 -1
  220. package/dist/actors/Traits.d.ts +0 -43
  221. package/dist/actors/Traits.d.ts.map +0 -1
  222. package/dist/actors/Traits.js +0 -35
  223. package/dist/actors/Traits.js.map +0 -1
  224. package/dist/actors/craft.d.ts +0 -63
  225. package/dist/actors/craft.d.ts.map +0 -1
  226. package/dist/actors/craft.js +0 -86
  227. package/dist/actors/craft.js.map +0 -1
  228. package/dist/actors/index.d.ts +0 -46
  229. package/dist/actors/index.d.ts.map +0 -1
  230. package/dist/actors/index.js +0 -24
  231. package/dist/actors/index.js.map +0 -1
  232. package/dist/actors/skillCheck.d.ts +0 -21
  233. package/dist/actors/skillCheck.d.ts.map +0 -1
  234. package/dist/actors/skillCheck.js +0 -24
  235. package/dist/actors/skillCheck.js.map +0 -1
  236. package/dist/ai/Heuristics.d.ts +0 -240
  237. package/dist/ai/Heuristics.d.ts.map +0 -1
  238. package/dist/ai/Heuristics.js +0 -298
  239. package/dist/ai/Heuristics.js.map +0 -1
  240. package/dist/ai/Neural.d.ts +0 -65
  241. package/dist/ai/Neural.d.ts.map +0 -1
  242. package/dist/ai/Neural.js +0 -169
  243. package/dist/ai/Neural.js.map +0 -1
  244. package/dist/ai/Suggest.d.ts +0 -54
  245. package/dist/ai/Suggest.d.ts.map +0 -1
  246. package/dist/ai/Suggest.js +0 -48
  247. package/dist/ai/Suggest.js.map +0 -1
  248. package/dist/ai/index.d.ts +0 -136
  249. package/dist/ai/index.d.ts.map +0 -1
  250. package/dist/ai/index.js +0 -207
  251. package/dist/ai/index.js.map +0 -1
  252. package/dist/ai/lua.d.ts +0 -74
  253. package/dist/ai/lua.d.ts.map +0 -1
  254. package/dist/ai/lua.js +0 -217
  255. package/dist/ai/lua.js.map +0 -1
  256. package/dist/ai/score.d.ts +0 -162
  257. package/dist/ai/score.d.ts.map +0 -1
  258. package/dist/ai/score.js +0 -147
  259. package/dist/ai/score.js.map +0 -1
  260. package/dist/ai/search.d.ts +0 -108
  261. package/dist/ai/search.d.ts.map +0 -1
  262. package/dist/ai/search.js +0 -148
  263. package/dist/ai/search.js.map +0 -1
  264. package/dist/assets/ByteProgress.d.ts +0 -37
  265. package/dist/assets/ByteProgress.d.ts.map +0 -1
  266. package/dist/assets/ByteProgress.js +0 -54
  267. package/dist/assets/ByteProgress.js.map +0 -1
  268. package/dist/assets/Streaming.d.ts +0 -56
  269. package/dist/assets/Streaming.d.ts.map +0 -1
  270. package/dist/assets/Streaming.js +0 -100
  271. package/dist/assets/Streaming.js.map +0 -1
  272. package/dist/assets/SvgParts.d.ts +0 -31
  273. package/dist/assets/SvgParts.d.ts.map +0 -1
  274. package/dist/assets/SvgParts.js +0 -54
  275. package/dist/assets/SvgParts.js.map +0 -1
  276. package/dist/assets/SvgSource.d.ts +0 -3
  277. package/dist/assets/SvgSource.d.ts.map +0 -1
  278. package/dist/assets/SvgSource.js +0 -22
  279. package/dist/assets/SvgSource.js.map +0 -1
  280. package/dist/assets/binary.d.ts +0 -52
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  282. package/dist/assets/binary.js +0 -57
  283. package/dist/assets/binary.js.map +0 -1
  284. package/dist/assets/index.d.ts +0 -27
  285. package/dist/assets/index.d.ts.map +0 -1
  286. package/dist/assets/index.js +0 -20
  287. package/dist/assets/index.js.map +0 -1
  288. package/dist/assets/loader.d.ts +0 -70
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  290. package/dist/assets/loader.js +0 -115
  291. package/dist/assets/loader.js.map +0 -1
  292. package/dist/assets/paths.d.ts +0 -73
  293. package/dist/assets/paths.d.ts.map +0 -1
  294. package/dist/assets/paths.js +0 -91
  295. package/dist/assets/paths.js.map +0 -1
  296. package/dist/assets/svg.d.ts +0 -87
  297. package/dist/assets/svg.d.ts.map +0 -1
  298. package/dist/assets/svg.js +0 -166
  299. package/dist/assets/svg.js.map +0 -1
  300. package/dist/audio/AudioLoader.d.ts +0 -28
  301. package/dist/audio/AudioLoader.d.ts.map +0 -1
  302. package/dist/audio/AudioLoader.js +0 -53
  303. package/dist/audio/AudioLoader.js.map +0 -1
  304. package/dist/audio/Captions.d.ts +0 -27
  305. package/dist/audio/Captions.d.ts.map +0 -1
  306. package/dist/audio/Captions.js +0 -16
  307. package/dist/audio/Captions.js.map +0 -1
  308. package/dist/audio/Channels.d.ts +0 -218
  309. package/dist/audio/Channels.d.ts.map +0 -1
  310. package/dist/audio/Channels.js +0 -486
  311. package/dist/audio/Channels.js.map +0 -1
  312. package/dist/audio/LoopTags.d.ts +0 -37
  313. package/dist/audio/LoopTags.d.ts.map +0 -1
  314. package/dist/audio/LoopTags.js +0 -116
  315. package/dist/audio/LoopTags.js.map +0 -1
  316. package/dist/audio/Midi.d.ts +0 -184
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  318. package/dist/audio/Midi.js +0 -339
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  320. package/dist/audio/MidiRender.d.ts +0 -113
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  324. package/dist/audio/Music.d.ts +0 -70
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  328. package/dist/audio/MusicPlayer.d.ts +0 -80
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  332. package/dist/audio/Orchestrator.d.ts +0 -58
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  336. package/dist/audio/Playable.d.ts +0 -31
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  340. package/dist/audio/Positional.d.ts +0 -125
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  344. package/dist/audio/SampleDecoder.d.ts +0 -55
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  360. package/dist/audio/humanize/Groove.d.ts +0 -80
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  380. package/dist/audio/humanize/HumanizerFactory.d.ts +0 -68
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  388. package/dist/audio/humanize/Onsets.d.ts +0 -26
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  392. package/dist/audio/index.d.ts +0 -43
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@@ -1 +0,0 @@
1
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@@ -1,41 +0,0 @@
1
- /**
2
- * Advance automatic actions with an explicit work budget. Input actors are never spent.
3
- * Rules own actor removal and queue replacement. A returned cost is charged after act(),
4
- * even if that action ends the game; return null when the action already handled its cost.
5
- * Reaching the budget returns limit without another peek or action. The caller decides
6
- * whether to resume, report a stalled simulation, or yield to its host.
7
- *
8
- * @example
9
- * ```ts
10
- * import { advanceToInput, type TurnRules } from '@datamoc/mw_games/simulation';
11
- *
12
- * declare const rules: TurnRules<{ id: string; isPlayer: boolean }>;
13
- *
14
- * // runs monster turns automatically, stopping the moment the player needs to act
15
- * const result = advanceToInput(rules, 1000);
16
- * if (result.status === 'input') console.log('waiting on', result.actor.id);
17
- * ```
18
- */
19
- export function advanceToInput(rules, budget) {
20
- if (!Number.isSafeInteger(budget) || budget < 0)
21
- throw new RangeError('Turn budget must be a non-negative safe integer');
22
- let steps = 0;
23
- while (steps < budget) {
24
- if (rules.finished())
25
- return { status: 'finished', steps };
26
- const actor = rules.scheduler.peek();
27
- if (actor === null)
28
- return { status: 'empty', steps };
29
- if (rules.needsInput(actor))
30
- return { status: 'input', actor, steps };
31
- const cost = rules.act(actor);
32
- if (cost !== null) {
33
- if (!Number.isFinite(cost) || cost < 0)
34
- throw new RangeError('Action cost must be finite and non-negative, or null');
35
- rules.scheduler.spend(cost);
36
- }
37
- steps++;
38
- }
39
- return { status: 'limit', steps };
40
- }
41
- //# sourceMappingURL=Turns.js.map
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@@ -1,25 +0,0 @@
1
- export { advanceToInput } from './Turns.ts';
2
- export { TrainingEnvironment, runRollouts, runRolloutsAsync, imitationFromReplay, runSeededEpisode, } from './Training.ts';
3
- export type { TrainingRules, TrainingFrame, TrainingSnapshot, TrainingCheckpoint, TrainingTransition, TrainingFactory, RolloutOptions, RolloutEpisode, ImitationSample, ImitationResult, SeededRun, } from './Training.ts';
4
- export type { ScheduledTurns, TurnRules, TurnResult } from './Turns.ts';
5
- export { runScenario } from './Scenario.ts';
6
- export type { SimulationStatus, SimulationStep, SimulationRule, Scenario, ScenarioResult } from './Scenario.ts';
7
- export { Campaign } from './Campaign.ts';
8
- export type { CampaignOutcome, CampaignLevel, CampaignLevelResult, CampaignSnapshot } from './Campaign.ts';
9
- export { runHeadlessScenario } from './Harness.ts';
10
- export type { HeadlessScenario, HeadlessScenarioResult } from './Harness.ts';
11
- export { SimulationRuntime, validateSimulationReplay } from './Runtime.ts';
12
- export type { SimulationContext, SimulationOutcome, SimulationReplayMismatch, SimulationReplayResult, SimulationRuntimeHistoryOptions, SimulationRuntimeRule, SimulationSnapshot, } from './Runtime.ts';
13
- export { EventPresentation } from './EventPresentation.ts';
14
- export type { EventPresentationOptions } from './EventPresentation.ts';
15
- export { CampaignSave } from './CampaignSave.ts';
16
- export type { CampaignSaveState, CampaignSaveParts } from './CampaignSave.ts';
17
- /**
18
- * Re-exported from `roguelike` (its own home - it also drives FOV/pathfinding turn order
19
- * with nothing to do with simulation state or events): `SimulationRuntime` already needs one
20
- * on every construction, so a game building a simulation-first game need not import a second
21
- * module just to get the class its own runtime is built around.
22
- */
23
- export { Scheduler } from '../roguelike/Scheduler.ts';
24
- export type { Actor, SchedulerSnapshot } from '../roguelike/Scheduler.ts';
25
- //# sourceMappingURL=index.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,16 +0,0 @@
1
- export { advanceToInput } from './Turns.js';
2
- export { TrainingEnvironment, runRollouts, runRolloutsAsync, imitationFromReplay, runSeededEpisode, } from './Training.js';
3
- export { runScenario } from './Scenario.js';
4
- export { Campaign } from './Campaign.js';
5
- export { runHeadlessScenario } from './Harness.js';
6
- export { SimulationRuntime, validateSimulationReplay } from './Runtime.js';
7
- export { EventPresentation } from './EventPresentation.js';
8
- export { CampaignSave } from './CampaignSave.js';
9
- /**
10
- * Re-exported from `roguelike` (its own home - it also drives FOV/pathfinding turn order
11
- * with nothing to do with simulation state or events): `SimulationRuntime` already needs one
12
- * on every construction, so a game building a simulation-first game need not import a second
13
- * module just to get the class its own runtime is built around.
14
- */
15
- export { Scheduler } from '../roguelike/Scheduler.js';
16
- //# sourceMappingURL=index.js.map
@@ -1 +0,0 @@
1
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@@ -1,212 +0,0 @@
1
- /**
2
- * Skeletal pose math, renderer-free: a bone tree, keyframed clips, and layered blending.
3
- *
4
- * The pose half of a skeletal puppet (roadmap 399), as pure data and arithmetic so it loads
5
- * headless and tests without a renderer - the same split every other module draws. A bone
6
- * is a name, a parent name, a length and a local rotation; a pose is one rotation per bone,
7
- * with optional per-bone translations and scales riding the same timeline; resolving a pose
8
- * walks the tree so rotating an arm, a leg or a head is one number on one bone and the rest
9
- * of the body follows. Clips are keyframed poses over time - plain data a game authors in
10
- * JSON, never code, and never a borrowed game's animation data - with interpolation,
11
- * looping, a playback rate and a crossfade between clips. Additive layers (aim on top of
12
- * walk, hurt on top of idle) mix by priority, so a game composes motion instead of
13
- * authoring every combination as its own clip.
14
- *
15
- * @example
16
- * ```ts
17
- * import * as Skeleton from '@datamoc/mw_games/skeleton';
18
- *
19
- * const puppet = Skeleton.create([
20
- * { name: 'body' },
21
- * { name: 'arm', parent: 'body', length: 12 },
22
- * ]);
23
- * const mixer = Skeleton.createMixer(puppet, { id: 'idle', duration: 2, loop: true, frames: [
24
- * { time: 0, rotations: {} },
25
- * { time: 1, rotations: { arm: 90 } },
26
- * ] });
27
- * Skeleton.advance(mixer, 1); // the arm swings up over one second
28
- * const pose = Skeleton.advance(mixer, 1); // the arm swings up over one second
29
- * const arm = Skeleton.resolve(puppet, pose)[1]; // world x, y and angle per bone
30
- * ```
31
- */
32
- export interface Bone {
33
- /** unique within one skeleton */
34
- name: string;
35
- /** the parent bone's name; the roots have none */
36
- parent?: string;
37
- /** how far the bone reaches from its base, world units */
38
- length?: number;
39
- /** the bone's own offset from its parent's tip, before any pose */
40
- origin?: {
41
- x: number;
42
- y: number;
43
- };
44
- /** the bone's rest rotation, degrees */
45
- rotation?: number;
46
- /** absolute local-angle bounds, degrees; out-of-range poses fail at sample time */
47
- limits?: {
48
- min: number;
49
- max: number;
50
- };
51
- }
52
- export interface SkeletonBones {
53
- bones: readonly Bone[];
54
- }
55
- /** one rotation per bone name, degrees; a bone left out keeps its rest rotation */
56
- export type Pose = Readonly<Record<string, number>>;
57
- /** a full pose: rotations plus optional per-bone translations and scales */
58
- export interface TransformPose {
59
- rotations: Pose;
60
- translations?: Record<string, {
61
- x: number;
62
- y: number;
63
- }>;
64
- scales?: Record<string, {
65
- x: number;
66
- y: number;
67
- }>;
68
- }
69
- /** a 2D affine matrix, row-major */
70
- export interface AffineMatrix {
71
- a: number;
72
- b: number;
73
- c: number;
74
- d: number;
75
- }
76
- export interface Keyframe {
77
- /** seconds into the clip */
78
- time: number;
79
- rotations: Pose;
80
- translations?: Record<string, {
81
- x: number;
82
- y: number;
83
- }>;
84
- scales?: Record<string, {
85
- x: number;
86
- y: number;
87
- }>;
88
- }
89
- export interface Clip {
90
- id: string;
91
- /** seconds; a looping clip wraps at it, a one-shot holds its last frame */
92
- duration: number;
93
- loop?: boolean;
94
- /** ascending by time; the first needs no time 0 entry, the last needs no duration entry */
95
- frames: readonly Keyframe[];
96
- }
97
- /** a clip in motion: its playhead and rate */
98
- export interface Playback {
99
- clip: Clip;
100
- time: number;
101
- /** multiplied per advance; negative plays backwards, 0 freezes */
102
- rate: number;
103
- }
104
- export interface Layer {
105
- playback: Playback;
106
- /** 0..1, how far this layer's pose displaces the pose beneath it */
107
- weight: number;
108
- /** layers apply in ascending priority; same-priority layers keep their given order */
109
- priority: number;
110
- }
111
- export interface Mixer {
112
- skeleton: SkeletonBones;
113
- /** the base motion, always present */
114
- base: Playback;
115
- /** additive layers over the base */
116
- layers: Layer[];
117
- /** while set, the previous base fades out as the new one fades in */
118
- crossfade?: {
119
- from: Playback;
120
- remaining: number;
121
- duration: number;
122
- };
123
- }
124
- export interface BoneTransform {
125
- name: string;
126
- /** the bone's base in world space */
127
- x: number;
128
- y: number;
129
- /** the bone's angle in world space, degrees */
130
- angle: number;
131
- /** the bone's world scale, composed down the chain */
132
- scaleX: number;
133
- scaleY: number;
134
- /** the bone's world matrix: its rotation times its scale */
135
- matrix: AffineMatrix;
136
- /** the bone's tip in world space, `length` along its angle */
137
- tipX: number;
138
- tipY: number;
139
- }
140
- /** names in dependency order: every bone after its parent, so resolution is one pass */
141
- export declare function boneOrder(skeleton: SkeletonBones): string[];
142
- /** create a skeleton, refusing duplicate names, cycles and invalid joint limits by name */
143
- export declare function create(bones: readonly Bone[]): SkeletonBones;
144
- /**
145
- * A pose through the tree: each bone starts at its parent's tip plus its origin and
146
- * translation, transformed by the parent's rotation and scale, and reaches along its
147
- * own rotation and composed scale. Translations ride in the bone's rest frame; scales
148
- * multiply down the chain, so a scaled parent carries its children with it.
149
- */
150
- export declare function resolve(skeleton: SkeletonBones, pose?: Pose | TransformPose): BoneTransform[];
151
- /** the rotations a clip shows at `time`, interpolated, looped or held, validated */
152
- export declare function samplePose(clip: Clip, time: number, skeleton?: SkeletonBones): Record<string, number>;
153
- /** Sample every channel with the same timeline as rotations: holds the first frame
154
- * before it, the last past the end of a one-shot, and wraps a looping clip.
155
- * @example
156
- * ```ts
157
- * import { sampleTransformPose } from '@datamoc/mw_games/skeleton';
158
- * const pose = sampleTransformPose({ id: 'idle', duration: 1, frames: [{ time: 0, rotations: {} }] }, 0.5);
159
- * ```
160
- */
161
- export declare function sampleTransformPose(clip: Clip, time: number, skeleton?: SkeletonBones): TransformPose;
162
- /** move a playback's playhead, wrapping a looping clip and clamping a one-shot */
163
- export declare function advancePlayback(playback: Playback, dt: number): Playback;
164
- /** a mixer over a skeleton: one base clip, any number of weighted layers */
165
- export declare function createMixer(skeleton: SkeletonBones, base: Clip, rate?: number): Mixer;
166
- /** crossfade: the current base fades out over `duration` seconds as the new one fades in */
167
- export declare function crossfadeTo(mixer: Mixer, clip: Clip, duration?: number, rate?: number): void;
168
- /** mix poses by layer priority: each layer displaces what is beneath it by its weight */
169
- export declare function mixPoses(base: Pose, layers: ReadonlyArray<{
170
- pose: Pose;
171
- weight: number;
172
- priority: number;
173
- }>): Record<string, number>;
174
- /**
175
- * One tick: advance every playback, sample the base (crossfaded when a fade is running),
176
- * layer the additive poses over it, and return the pose. Call `resolve` on the result when
177
- * the world transforms are what the drawing side needs.
178
- */
179
- export declare function advance(mixer: Mixer, dt: number): Record<string, number>;
180
- /** Advance all clip channels together, including crossfades and priority layers.
181
- * @example
182
- * ```ts
183
- * import { create, createMixer, advancePose } from '@datamoc/mw_games/skeleton';
184
- * const mixer = createMixer(create([{ name: 'body' }]), { id: 'bob', duration: 1,
185
- * frames: [{ time: 0, rotations: {}, translations: { body: { x: 0, y: 4 } } }] });
186
- * const pose = advancePose(mixer, 0.1);
187
- * ```
188
- */
189
- export declare function advancePose(mixer: Mixer, dt: number): TransformPose;
190
- /** Refuse non-finite rotations and absolute local angles outside a joint's bounds.
191
- * @example
192
- * ```ts
193
- * import { create, validatePose } from '@datamoc/mw_games/skeleton';
194
- * validatePose(create([{ name: 'knee', limits: { min: -120, max: 0 } }]), { knee: -30 });
195
- * ```
196
- */
197
- export declare function validatePose(skeleton: SkeletonBones, pose: Pose): void;
198
- /** Solve a connected two-bone chain toward a world target without stretching.
199
- * Positive bend rotates the second bone clockwise in screen coordinates. Origins on the
200
- * second bone must be zero; the solver accepts rotation-only poses.
201
- * @example
202
- * ```ts
203
- * import { create, solveTwoBoneIK } from '@datamoc/mw_games/skeleton';
204
- * const rig = create([{ name: 'upper', length: 10 }, { name: 'lower', parent: 'upper', length: 10 }]);
205
- * const pose = solveTwoBoneIK(rig, 'upper', 'lower', { x: 10, y: 10 });
206
- * ```
207
- */
208
- export declare function solveTwoBoneIK(skeleton: SkeletonBones, first: string, second: string, target: {
209
- x: number;
210
- y: number;
211
- }, bend?: 1 | -1, pose?: Pose): Record<string, number>;
212
- //# sourceMappingURL=index.d.ts.map
@@ -1 +0,0 @@
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@@ -1,325 +0,0 @@
1
- /**
2
- * Skeletal pose math, renderer-free: a bone tree, keyframed clips, and layered blending.
3
- *
4
- * The pose half of a skeletal puppet (roadmap 399), as pure data and arithmetic so it loads
5
- * headless and tests without a renderer - the same split every other module draws. A bone
6
- * is a name, a parent name, a length and a local rotation; a pose is one rotation per bone,
7
- * with optional per-bone translations and scales riding the same timeline; resolving a pose
8
- * walks the tree so rotating an arm, a leg or a head is one number on one bone and the rest
9
- * of the body follows. Clips are keyframed poses over time - plain data a game authors in
10
- * JSON, never code, and never a borrowed game's animation data - with interpolation,
11
- * looping, a playback rate and a crossfade between clips. Additive layers (aim on top of
12
- * walk, hurt on top of idle) mix by priority, so a game composes motion instead of
13
- * authoring every combination as its own clip.
14
- *
15
- * @example
16
- * ```ts
17
- * import * as Skeleton from '@datamoc/mw_games/skeleton';
18
- *
19
- * const puppet = Skeleton.create([
20
- * { name: 'body' },
21
- * { name: 'arm', parent: 'body', length: 12 },
22
- * ]);
23
- * const mixer = Skeleton.createMixer(puppet, { id: 'idle', duration: 2, loop: true, frames: [
24
- * { time: 0, rotations: {} },
25
- * { time: 1, rotations: { arm: 90 } },
26
- * ] });
27
- * Skeleton.advance(mixer, 1); // the arm swings up over one second
28
- * const pose = Skeleton.advance(mixer, 1); // the arm swings up over one second
29
- * const arm = Skeleton.resolve(puppet, pose)[1]; // world x, y and angle per bone
30
- * ```
31
- */
32
- /** names in dependency order: every bone after its parent, so resolution is one pass */
33
- export function boneOrder(skeleton) {
34
- const byName = new Map(skeleton.bones.map((bone) => [bone.name, bone]));
35
- const order = [];
36
- const placed = new Set();
37
- const placing = new Set();
38
- const visit = (bone) => {
39
- if (placed.has(bone.name))
40
- return;
41
- if (placing.has(bone.name))
42
- throw new Error(`skeleton cycle involving ${bone.name}`);
43
- if (bone.parent && !byName.has(bone.parent))
44
- throw new Error(`skeleton bone ${bone.name} names no parent ${bone.parent}`);
45
- if (bone.parent) {
46
- placing.add(bone.name);
47
- const parent = byName.get(bone.parent);
48
- if (parent)
49
- visit(parent);
50
- placing.delete(bone.name);
51
- }
52
- if (!placed.has(bone.name)) {
53
- placed.add(bone.name);
54
- order.push(bone.name);
55
- }
56
- };
57
- for (const bone of skeleton.bones)
58
- visit(bone);
59
- return order;
60
- }
61
- /** create a skeleton, refusing duplicate names, cycles and invalid joint limits by name */
62
- export function create(bones) {
63
- const names = new Set();
64
- for (const bone of bones) {
65
- if (names.has(bone.name))
66
- throw new Error(`duplicate skeleton bone ${bone.name}`);
67
- names.add(bone.name);
68
- if (bone.limits && !(bone.limits.min <= bone.limits.max))
69
- throw new Error(`invalid joint limits for bone ${bone.name}`);
70
- }
71
- const order = boneOrder({ bones });
72
- //boneOrder throws on a missing parent, which is also what a cycle surfaces as here
73
- for (const bone of bones)
74
- if (bone.parent && order.indexOf(bone.parent) >= order.indexOf(bone.name))
75
- throw new Error(`skeleton bone ${bone.name} cannot precede its parent ${bone.parent}`);
76
- return { bones };
77
- }
78
- /**
79
- * A pose through the tree: each bone starts at its parent's tip plus its origin and
80
- * translation, transformed by the parent's rotation and scale, and reaches along its
81
- * own rotation and composed scale. Translations ride in the bone's rest frame; scales
82
- * multiply down the chain, so a scaled parent carries its children with it.
83
- */
84
- export function resolve(skeleton, pose = {}) {
85
- const rotations = typeof pose.rotations === 'object' ? pose.rotations : pose;
86
- const translations = pose.translations ?? {};
87
- const scales = pose.scales ?? {};
88
- const byName = new Map(skeleton.bones.map((bone) => [bone.name, bone]));
89
- const world = new Map();
90
- for (const name of boneOrder(skeleton)) {
91
- const bone = byName.get(name);
92
- if (!bone)
93
- throw new Error(`skeleton bone ${name} went missing`);
94
- const parent = bone.parent ? world.get(bone.parent) : undefined;
95
- const rotation = (bone.rotation ?? 0) + (rotations[name] ?? 0);
96
- const angle = (parent ? parent.angle : 0) + rotation;
97
- const scale = scales[name] ?? { x: 1, y: 1 };
98
- const scaleX = (parent ? parent.scaleX : 1) * scale.x;
99
- const scaleY = (parent ? parent.scaleY : 1) * scale.y;
100
- const radians = (angle * Math.PI) / 180;
101
- const matrix = {
102
- a: Math.cos(radians) * scaleX,
103
- b: Math.sin(radians) * scaleX,
104
- c: -Math.sin(radians) * scaleY,
105
- d: Math.cos(radians) * scaleY,
106
- };
107
- const parentMatrix = parent
108
- ? { a: parent.matrix.a, b: parent.matrix.b, c: parent.matrix.c, d: parent.matrix.d }
109
- : { a: 1, b: 0, c: 0, d: 1 };
110
- const originX = bone.origin?.x ?? 0;
111
- const originY = bone.origin?.y ?? 0;
112
- const localX = originX + (translations[name]?.x ?? 0);
113
- const localY = originY + (translations[name]?.y ?? 0);
114
- const x = (parent ? parent.tipX : 0) + parentMatrix.a * localX + parentMatrix.c * localY;
115
- const y = (parent ? parent.tipY : 0) + parentMatrix.b * localX + parentMatrix.d * localY;
116
- for (const value of [matrix.a, matrix.b, matrix.c, matrix.d])
117
- if (!Number.isFinite(value))
118
- throw new Error(`invalid transform for bone ${name}`);
119
- world.set(name, {
120
- name,
121
- x,
122
- y,
123
- angle,
124
- scaleX,
125
- scaleY,
126
- matrix,
127
- tipX: x + matrix.a * (bone.length ?? 0),
128
- tipY: y + matrix.b * (bone.length ?? 0),
129
- });
130
- }
131
- return [...world.values()];
132
- }
133
- /** the rotations a clip shows at `time`, interpolated, looped or held, validated */
134
- export function samplePose(clip, time, skeleton) {
135
- const result = { ...sampleTransformPose(clip, time, skeleton).rotations };
136
- return result;
137
- }
138
- /** Sample every channel with the same timeline as rotations: holds the first frame
139
- * before it, the last past the end of a one-shot, and wraps a looping clip.
140
- * @example
141
- * ```ts
142
- * import { sampleTransformPose } from '@datamoc/mw_games/skeleton';
143
- * const pose = sampleTransformPose({ id: 'idle', duration: 1, frames: [{ time: 0, rotations: {} }] }, 0.5);
144
- * ```
145
- */
146
- export function sampleTransformPose(clip, time, skeleton) {
147
- const frames = clip.frames;
148
- if (!frames.length) {
149
- if (skeleton)
150
- validatePose(skeleton, {});
151
- return { rotations: {} };
152
- }
153
- const clock = clip.loop && clip.duration > 0 ? ((time % clip.duration) + clip.duration) % clip.duration : time;
154
- let pose = frames[0];
155
- if (!clip.loop && clock >= clip.duration)
156
- pose = frames[frames.length - 1];
157
- else if (clock >= frames[0].time) {
158
- pose = frames[frames.length - 1];
159
- for (let i = 1; i < frames.length; i++) {
160
- if (clock < frames[i].time) {
161
- const span = frames[i].time - frames[i - 1].time;
162
- pose = blendTransforms(frames[i - 1], frames[i], span > 0 ? (clock - frames[i - 1].time) / span : 0, true);
163
- break;
164
- }
165
- }
166
- }
167
- const result = blendTransforms(pose, pose, 0, true);
168
- if (skeleton)
169
- validatePose(skeleton, result.rotations);
170
- return result;
171
- }
172
- /** move a playback's playhead, wrapping a looping clip and clamping a one-shot */
173
- export function advancePlayback(playback, dt) {
174
- const clip = playback.clip;
175
- let time = playback.time + dt * playback.rate;
176
- if (clip.loop && clip.duration > 0) {
177
- time = time % clip.duration;
178
- if (time < 0)
179
- time += clip.duration;
180
- }
181
- else {
182
- time = Math.max(0, Math.min(clip.duration, time));
183
- }
184
- return { clip, time, rate: playback.rate };
185
- }
186
- /** a mixer over a skeleton: one base clip, any number of weighted layers */
187
- export function createMixer(skeleton, base, rate = 1) {
188
- return { skeleton, base: { clip: base, time: 0, rate }, layers: [] };
189
- }
190
- /** crossfade: the current base fades out over `duration` seconds as the new one fades in */
191
- export function crossfadeTo(mixer, clip, duration = 0.25, rate = mixer.base.rate) {
192
- if (duration <= 0) {
193
- mixer.base = { clip, time: 0, rate };
194
- mixer.crossfade = undefined;
195
- return;
196
- }
197
- mixer.crossfade = { from: mixer.base, remaining: duration, duration };
198
- mixer.base = { clip, time: 0, rate };
199
- }
200
- /** mix poses by layer priority: each layer displaces what is beneath it by its weight */
201
- export function mixPoses(base, layers) {
202
- let mixed = { rotations: base };
203
- for (const layer of [...layers].sort((a, b) => a.priority - b.priority)) {
204
- const weight = Math.max(0, Math.min(1, layer.weight));
205
- if (weight)
206
- mixed = blendTransforms(mixed, { rotations: layer.pose }, weight, false);
207
- }
208
- return { ...mixed.rotations };
209
- }
210
- /**
211
- * One tick: advance every playback, sample the base (crossfaded when a fade is running),
212
- * layer the additive poses over it, and return the pose. Call `resolve` on the result when
213
- * the world transforms are what the drawing side needs.
214
- */
215
- export function advance(mixer, dt) {
216
- return { ...advancePose(mixer, dt).rotations };
217
- }
218
- /** Advance all clip channels together, including crossfades and priority layers.
219
- * @example
220
- * ```ts
221
- * import { create, createMixer, advancePose } from '@datamoc/mw_games/skeleton';
222
- * const mixer = createMixer(create([{ name: 'body' }]), { id: 'bob', duration: 1,
223
- * frames: [{ time: 0, rotations: {}, translations: { body: { x: 0, y: 4 } } }] });
224
- * const pose = advancePose(mixer, 0.1);
225
- * ```
226
- */
227
- export function advancePose(mixer, dt) {
228
- mixer.base = advancePlayback(mixer.base, dt);
229
- for (const layer of mixer.layers)
230
- layer.playback = advancePlayback(layer.playback, dt);
231
- let pose = sampleTransformPose(mixer.base.clip, mixer.base.time, mixer.skeleton);
232
- if (mixer.crossfade) {
233
- const fade = mixer.crossfade;
234
- fade.from = advancePlayback(fade.from, dt);
235
- fade.remaining = Math.max(0, fade.remaining - dt);
236
- const outgoing = sampleTransformPose(fade.from.clip, fade.from.time, mixer.skeleton);
237
- const t = fade.duration > 0 ? 1 - fade.remaining / fade.duration : 1;
238
- pose = blendTransforms(outgoing, pose, t, true);
239
- if (fade.remaining === 0)
240
- mixer.crossfade = undefined;
241
- }
242
- for (const layer of [...mixer.layers].sort((a, b) => a.priority - b.priority))
243
- pose = blendTransforms(pose, sampleTransformPose(layer.playback.clip, layer.playback.time, mixer.skeleton), Math.max(0, Math.min(1, layer.weight)), false);
244
- return pose;
245
- }
246
- function blendTransforms(from, to, weight, union) {
247
- const rotations = { ...from.rotations };
248
- for (const name of new Set([...Object.keys(to.rotations), ...(union ? Object.keys(from.rotations) : [])]))
249
- rotations[name] = (from.rotations[name] ?? 0) * (1 - weight) + (to.rotations[name] ?? 0) * weight;
250
- const result = { rotations };
251
- for (const channel of ['translations', 'scales']) {
252
- const a = from[channel] ?? {};
253
- const b = to[channel] ?? {};
254
- const fallback = channel === 'scales' ? 1 : 0;
255
- const values = { ...a };
256
- for (const name of new Set([...Object.keys(b), ...(union ? Object.keys(a) : [])])) {
257
- values[name] = {
258
- x: (a[name]?.x ?? fallback) * (1 - weight) + (b[name]?.x ?? fallback) * weight,
259
- y: (a[name]?.y ?? fallback) * (1 - weight) + (b[name]?.y ?? fallback) * weight,
260
- };
261
- }
262
- if (Object.keys(values).length)
263
- result[channel] = values;
264
- }
265
- return result;
266
- }
267
- /** Refuse non-finite rotations and absolute local angles outside a joint's bounds.
268
- * @example
269
- * ```ts
270
- * import { create, validatePose } from '@datamoc/mw_games/skeleton';
271
- * validatePose(create([{ name: 'knee', limits: { min: -120, max: 0 } }]), { knee: -30 });
272
- * ```
273
- */
274
- export function validatePose(skeleton, pose) {
275
- for (const bone of skeleton.bones) {
276
- const angle = (bone.rotation ?? 0) + (pose[bone.name] ?? 0);
277
- if (!Number.isFinite(angle))
278
- throw new Error(`invalid rotation for bone ${bone.name}`);
279
- if (bone.limits && (angle < bone.limits.min || angle > bone.limits.max))
280
- throw new Error(`joint limit for bone ${bone.name}: ${angle} outside [${bone.limits.min}, ${bone.limits.max}]`);
281
- }
282
- }
283
- /** Solve a connected two-bone chain toward a world target without stretching.
284
- * Positive bend rotates the second bone clockwise in screen coordinates. Origins on the
285
- * second bone must be zero; the solver accepts rotation-only poses.
286
- * @example
287
- * ```ts
288
- * import { create, solveTwoBoneIK } from '@datamoc/mw_games/skeleton';
289
- * const rig = create([{ name: 'upper', length: 10 }, { name: 'lower', parent: 'upper', length: 10 }]);
290
- * const pose = solveTwoBoneIK(rig, 'upper', 'lower', { x: 10, y: 10 });
291
- * ```
292
- */
293
- export function solveTwoBoneIK(skeleton, first, second, target, bend = 1, pose = {}) {
294
- const upper = skeleton.bones.find((b) => b.name === first);
295
- const lower = skeleton.bones.find((b) => b.name === second);
296
- if (!upper || !lower || lower.parent !== first)
297
- throw new Error(`IK chain ${first}/${second} must be connected`);
298
- if ((lower.origin?.x ?? 0) !== 0 || (lower.origin?.y ?? 0) !== 0)
299
- throw new Error(`IK bone ${second} needs a zero origin`);
300
- const a = upper.length ?? 0, b = lower.length ?? 0;
301
- if (!(a > 0 && b > 0) || !Number.isFinite(a + b))
302
- throw new Error(`IK chain ${first}/${second} needs positive finite lengths`);
303
- if (!Number.isFinite(target.x) || !Number.isFinite(target.y) || (bend !== 1 && bend !== -1))
304
- throw new Error(`invalid IK target or bend for ${first}/${second}`);
305
- const transforms = resolve(skeleton, pose);
306
- const base = transforms.find((bone) => bone.name === first);
307
- if (!base)
308
- throw new Error(`IK chain ${first}/${second} resolves no base`);
309
- const dx = target.x - base.x, dy = target.y - base.y;
310
- const distance = Math.hypot(dx, dy);
311
- if (distance > a + b + 1e-9 || distance < Math.abs(a - b) - 1e-9)
312
- throw new Error(`unreachable IK target for ${first}/${second}`);
313
- const elbow = bend * Math.acos(Math.max(-1, Math.min(1, (distance * distance - a * a - b * b) / (2 * a * b))));
314
- const shoulder = Math.atan2(dy, dx) - Math.atan2(b * Math.sin(elbow), a + b * Math.cos(elbow));
315
- const upperParent = upper.parent ? transforms.find((bone) => bone.name === upper.parent) : undefined;
316
- const parentAngle = upperParent ? upperParent.angle : 0;
317
- const result = {
318
- ...pose,
319
- [first]: (shoulder * 180) / Math.PI - parentAngle - (upper.rotation ?? 0),
320
- [second]: (elbow * 180) / Math.PI - (lower.rotation ?? 0),
321
- };
322
- validatePose(skeleton, result);
323
- return result;
324
- }
325
- //# sourceMappingURL=index.js.map