@driftengine/physics 4.8.2 → 4.8.3

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package/README.md CHANGED
@@ -5,7 +5,7 @@ kinematic sweep that resolves a moving body against a static world one axis at a
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  **It imports no other engine package.** Together with `@driftengine/entities` that makes a
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  deterministic simulation you can run with no renderer in its module graph — in Node, in a worker,
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- or on a server, which is what an authoritative host needs. **45.4 KB gzipped** standalone, measured
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+ or on a server, which is what an authoritative host needs. **47.0 KB gzipped** standalone, measured
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  by `scripts/size-gate.test.mjs` against `scripts/fixtures/size/physics-only.ts`.
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  **`@driftengine/core` re-exports every name here**, so reaching for collision through the core
package/dist/ragdoll.js CHANGED
@@ -82,6 +82,11 @@ export function ragdollFromBones(world, parents, worldMatrices, options = {}) {
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  * the bones meet.
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  */
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  const halfOf = new Float32Array(jointCount);
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+ /**
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+ * Each bone's rig offset over its length: 1 for a rig at unit scale, and what turns a length in
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+ * metres back into the parent's own units where the rig is scaled.
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+ */
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+ const restScale = new Float32Array(jointCount).fill(1);
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  let boneCount = 0;
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  let firstBone = -1;
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  /** Half the first bone's length, which is how far its head sits from the body's centre. */
@@ -123,6 +128,10 @@ export function ragdollFromBones(world, parents, worldMatrices, options = {}) {
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  });
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  bodyOf[j] = body;
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  halfOf[j] = length / 2;
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+ const rx = localRest[j * 3] ?? 0;
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+ const ry = localRest[j * 3 + 1] ?? 0;
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+ const rz = localRest[j * 3 + 2] ?? 0;
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+ restScale[j] = Math.sqrt(rx * rx + ry * ry + rz * rz) / length;
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  // What takes the body's rotation back to each of its two joints', captured at rest. Parents
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  // come before children in a rig, so the start joint's rotation is already read.
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  multiplyConjugate(TMP, restRotation, j * 4, bodyToJoint, j * 4);
@@ -139,15 +148,67 @@ export function ragdollFromBones(world, parents, worldMatrices, options = {}) {
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  firstBoneHalf = length / 2;
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  }
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  }
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+ /*
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+ * **A bone too short for a body is transparent.** Each joint resolves to the nearest one at or
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+ * above it that a body ends at, or to its root: what hangs from a collar sitting on the chest
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+ * joint hangs from the bone that ends at the chest. A rig puts one joint exactly on another as
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+ * often as not, and a bone under `minLength` gets no body, so until 4.8.3 the spine above such a
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+ * collar was jointed to nothing and collided with every bone it met there — compared by index,
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+ * they shared no end. **What it gives up** is the skipped bone's own length, under `minLength`,
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+ * which the joints below absorb exactly at rest: see `restAnchor`.
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+ */
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+ const attach = new Int32Array(jointCount);
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+ for (let j = 0; j < jointCount; j++) {
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+ let a = j;
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+ while ((bodyOf[a] ?? -1) < 0 && (parents[a] ?? -1) >= 0)
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+ a = parents[a] ?? -1;
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+ attach[j] = a;
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+ }
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+ /** Where a bone's parent end really hangs: its parent joint, seen through any bone too short. */
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+ const hangsFrom = (j) => {
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+ const p = parents[j] ?? -1;
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+ return p < 0 ? -1 : (attach[p] ?? p);
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+ };
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+ /**
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+ * Bone `j`'s body-frame point at joint `at`'s rest position, into `REST_ANCHOR`. Where `at` is
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+ * the bone's own parent joint this is its head, `(0, -half, 0)`, exactly as before; through a
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+ * short bone it is where the two bones meet at rest, so a joint anchored there moves nothing on
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+ * the first tick.
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+ */
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+ const restAnchor = (j, at) => {
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+ const p = parents[j] ?? -1;
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+ if (at === p) {
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+ REST_ANCHOR[0] = 0;
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+ REST_ANCHOR[1] = -(halfOf[j] ?? 0);
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+ REST_ANCHOR[2] = 0;
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+ return;
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+ }
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+ const body = bodyOf[j] ?? 0;
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+ const dx = (worldMatrices[at * 16 + 12] ?? 0) - (world.bodies.posX[body] ?? 0);
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+ const dy = (worldMatrices[at * 16 + 13] ?? 0) - (world.bodies.posY[body] ?? 0);
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+ const dz = (worldMatrices[at * 16 + 14] ?? 0) - (world.bodies.posZ[body] ?? 0);
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+ /* Into the body's frame: turned by the conjugate of its rotation. */
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+ const ux = -(world.bodies.rotX[body] ?? 0);
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+ const uy = -(world.bodies.rotY[body] ?? 0);
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+ const uz = -(world.bodies.rotZ[body] ?? 0);
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+ const w = world.bodies.rotW[body] ?? 1;
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+ const cx = uy * dz - uz * dy;
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+ const cy = uz * dx - ux * dz;
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+ const cz = ux * dy - uy * dx;
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+ REST_ANCHOR[0] = dx + 2 * (w * cx + (uy * cz - uz * cy));
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+ REST_ANCHOR[1] = dy + 2 * (w * cy + (uz * cx - ux * cz));
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+ REST_ANCHOR[2] = dz + 2 * (w * cz + (ux * cy - uy * cx));
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+ };
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  // Joint each bone to its parent's bone, at the shared end.
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  for (let j = 0; j < jointCount; j++) {
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  const body = bodyOf[j] ?? -1;
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  if (body < 0)
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  continue;
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- const p = parents[j] ?? -1;
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+ const p = hangsFrom(j);
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  const parentBody = p >= 0 ? (bodyOf[p] ?? -1) : -1;
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  if (parentBody < 0)
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  continue;
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+ restAnchor(j, p);
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  world.addJoint({
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  type: JOINT_CONE_TWIST,
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  bodyA: parentBody,
@@ -174,7 +235,9 @@ export function ragdollFromBones(world, parents, worldMatrices, options = {}) {
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  * so the first tick still moves nothing.
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  */
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  anchorAY: halfOf[p] ?? 0,
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- anchorBY: -(halfOf[j] ?? 0),
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+ anchorBX: REST_ANCHOR[0],
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+ anchorBY: REST_ANCHOR[1],
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+ anchorBZ: REST_ANCHOR[2],
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  });
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  }
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  /*
@@ -191,7 +254,7 @@ export function ragdollFromBones(world, parents, worldMatrices, options = {}) {
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  const body = bodyOf[j] ?? -1;
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  if (body < 0)
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  continue;
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- const p = parents[j] ?? -1;
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+ const p = hangsFrom(j);
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  if (p < 0 || (bodyOf[p] ?? -1) >= 0)
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  continue;
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  const first = firstUnder[p] ?? -1;
@@ -199,6 +262,11 @@ export function ragdollFromBones(world, parents, worldMatrices, options = {}) {
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  firstUnder[p] = j;
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  continue;
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  }
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+ restAnchor(first, p);
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+ const ax = REST_ANCHOR[0];
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+ const ay = REST_ANCHOR[1];
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+ const az = REST_ANCHOR[2];
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+ restAnchor(j, p);
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  world.addJoint({
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  type: JOINT_CONE_TWIST,
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  bodyA: bodyOf[first] ?? 0,
@@ -206,8 +274,12 @@ export function ragdollFromBones(world, parents, worldMatrices, options = {}) {
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  swingCos: limitAt(swingCos, Math.SQRT1_2, j),
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  twistSin: limitAt(twistSin, 0.3826834323650898, j),
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  axisY: 1,
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- anchorAY: -(halfOf[first] ?? 0),
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- anchorBY: -(halfOf[j] ?? 0),
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+ anchorAX: ax,
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+ anchorAY: ay,
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+ anchorAZ: az,
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+ anchorBX: REST_ANCHOR[0],
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+ anchorBY: REST_ANCHOR[1],
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+ anchorBZ: REST_ANCHOR[2],
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  });
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  }
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  /*
@@ -230,8 +302,9 @@ export function ragdollFromBones(world, parents, worldMatrices, options = {}) {
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  world.ignorePair(body, other);
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  continue;
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  }
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- const pj = parents[j] ?? -1;
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- const pk = parents[k] ?? -1;
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+ /* Seen through any bone too short for a body, which is where they really meet. */
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+ const pj = hangsFrom(j);
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+ const pk = hangsFrom(k);
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  /* Jointed, either way round, or two bones hanging off the same parent joint: siblings share
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  a head the way a parent and child share a point, so they overlap there too. */
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  if (pk === j || pj === k || (pj === pk && pj >= 0))
@@ -284,10 +357,25 @@ export function ragdollFromBones(world, parents, worldMatrices, options = {}) {
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  }
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  if (p < 0)
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  continue;
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- // Bones are rigid, so translation stays what the rig was built with.
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- out.translation[j * 3] = localRest[j * 3] ?? 0;
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- out.translation[j * 3 + 1] = localRest[j * 3 + 1] ?? 0;
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- out.translation[j * 3 + 2] = localRest[j * 3 + 2] ?? 0;
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+ /*
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+ * **Placed along its own bone as the body holds it**, at the rig's length: the body's +y,
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+ * in the parent's frame. For the first bone under a joint that is the rig's offset exactly,
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+ * because the joint turns with that body; for a second or third — a thigh beside the spine,
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+ * a clavicle beside the neck — it is what keeps the branch on its own body. Placed by the
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+ * rig's offset, every branch but the first was swung by the first one's turn: reported as
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+ * a foot 0.24 m and an arm 0.17 m from their bodies after a fall. A joint with no bone of
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+ * its own keeps the rig's offset. **What would make it wrong** is a bone the body
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+ * stretches, which a rigid capsule cannot.
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+ */
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+ const body = bodyOf[j] ?? -1;
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+ if (body >= 0 && KNOWN[p] === 1) {
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+ boneInParentFrame(world, body, 2 * (halfOf[j] ?? 0) * (restScale[j] ?? 1), WORLD_ROT, p * 4, out.translation, j * 3);
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+ }
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+ else {
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+ out.translation[j * 3] = localRest[j * 3] ?? 0;
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+ out.translation[j * 3 + 1] = localRest[j * 3 + 1] ?? 0;
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+ out.translation[j * 3 + 2] = localRest[j * 3 + 2] ?? 0;
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+ }
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  out.scale[j * 3] = 1;
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  out.scale[j * 3 + 1] = 1;
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  out.scale[j * 3 + 2] = 1;
@@ -402,6 +490,8 @@ const WORLD_ROT = new Float32Array(256 * 4);
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  /** Whether `writePose` recovered each joint's rotation this call: 1 if a body speaks for it. */
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  const KNOWN = new Uint8Array(256);
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  const START_ROT = new Float32Array(4);
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+ /** One joint anchor in a body's own frame, filled by `restAnchor` and read at once. */
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+ const REST_ANCHOR = new Float64Array(3);
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  const PARENT_ROT = new Float32Array(4);
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  const TARGET_ROT = new Float32Array(4);
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  const CURRENT_ROT = new Float32Array(4);
@@ -560,6 +650,31 @@ function multiplyByConjugate(a, b, bAt, out) {
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  out[2] = aw * bz + ax * by - ay * bx + az * bw;
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  out[3] = aw * bw - ax * bx - ay * by - az * bz;
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  }
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+ /**
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+ * A body's own +y at `length`, turned by the body and then back by the inverse of a parent's world
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+ * rotation: the bone as the body holds it, in the parent's frame.
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+ */
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+ function boneInParentFrame(world, body, length, parent, parentAt, out, outAt) {
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+ const bx = world.bodies.rotX[body] ?? 0;
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+ const by = world.bodies.rotY[body] ?? 0;
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+ const bz = world.bodies.rotZ[body] ?? 0;
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+ const bw = world.bodies.rotW[body] ?? 1;
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+ /* The body's +y in the world, scaled. */
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+ const vx = 2 * length * (bx * by - bw * bz);
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+ const vy = length * (1 - 2 * (bx * bx + bz * bz));
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+ const vz = 2 * length * (by * bz + bw * bx);
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+ /* Turned by the conjugate of the parent's rotation: v + 2w(u×v) + 2u×(u×v), u = −q.xyz. */
667
+ const ux = -(parent[parentAt] ?? 0);
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+ const uy = -(parent[parentAt + 1] ?? 0);
669
+ const uz = -(parent[parentAt + 2] ?? 0);
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+ const w = parent[parentAt + 3] ?? 1;
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+ const cx = uy * vz - uz * vy;
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+ const cy = uz * vx - ux * vz;
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+ const cz = ux * vy - uy * vx;
674
+ out[outAt] = vx + 2 * (w * cx + (uy * cz - uz * cy));
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+ out[outAt + 1] = vy + 2 * (w * cy + (uz * cx - ux * cz));
676
+ out[outAt + 2] = vz + 2 * (w * cz + (ux * cy - uy * cx));
677
+ }
563
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  /** `conj(a) · b` into `out`. */
564
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  function multiplyConjugate(a, b, bAt, out, at) {
565
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  const ax = -a[0];
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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2
  "name": "@driftengine/physics",
3
- "version": "4.8.2",
3
+ "version": "4.8.3",
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  "description": "Collision shapes, spatial queries and swept kinematic collision",
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  "license": "Apache-2.0",
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  "type": "module",
package/src/ragdoll.ts CHANGED
@@ -230,6 +230,11 @@ export function ragdollFromBones(
230
230
  * the bones meet.
231
231
  */
232
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  const halfOf = new Float32Array(jointCount);
233
+ /**
234
+ * Each bone's rig offset over its length: 1 for a rig at unit scale, and what turns a length in
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+ * metres back into the parent's own units where the rig is scaled.
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+ */
237
+ const restScale = new Float32Array(jointCount).fill(1);
233
238
  let boneCount = 0;
234
239
  let firstBone = -1;
235
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  /** Half the first bone's length, which is how far its head sits from the body's centre. */
@@ -273,6 +278,10 @@ export function ragdollFromBones(
273
278
  });
274
279
  bodyOf[j] = body;
275
280
  halfOf[j] = length / 2;
281
+ const rx = localRest[j * 3] ?? 0;
282
+ const ry = localRest[j * 3 + 1] ?? 0;
283
+ const rz = localRest[j * 3 + 2] ?? 0;
284
+ restScale[j] = Math.sqrt(rx * rx + ry * ry + rz * rz) / length;
276
285
  // What takes the body's rotation back to each of its two joints', captured at rest. Parents
277
286
  // come before children in a rig, so the start joint's rotation is already read.
278
287
  multiplyConjugate(TMP, restRotation, j * 4, bodyToJoint, j * 4);
@@ -288,13 +297,65 @@ export function ragdollFromBones(
288
297
  }
289
298
  }
290
299
 
300
+ /*
301
+ * **A bone too short for a body is transparent.** Each joint resolves to the nearest one at or
302
+ * above it that a body ends at, or to its root: what hangs from a collar sitting on the chest
303
+ * joint hangs from the bone that ends at the chest. A rig puts one joint exactly on another as
304
+ * often as not, and a bone under `minLength` gets no body, so until 4.8.3 the spine above such a
305
+ * collar was jointed to nothing and collided with every bone it met there — compared by index,
306
+ * they shared no end. **What it gives up** is the skipped bone's own length, under `minLength`,
307
+ * which the joints below absorb exactly at rest: see `restAnchor`.
308
+ */
309
+ const attach = new Int32Array(jointCount);
310
+ for (let j = 0; j < jointCount; j++) {
311
+ let a = j;
312
+ while ((bodyOf[a] ?? -1) < 0 && (parents[a] ?? -1) >= 0) a = parents[a] ?? -1;
313
+ attach[j] = a;
314
+ }
315
+ /** Where a bone's parent end really hangs: its parent joint, seen through any bone too short. */
316
+ const hangsFrom = (j: number): number => {
317
+ const p = parents[j] ?? -1;
318
+ return p < 0 ? -1 : (attach[p] ?? p);
319
+ };
320
+ /**
321
+ * Bone `j`'s body-frame point at joint `at`'s rest position, into `REST_ANCHOR`. Where `at` is
322
+ * the bone's own parent joint this is its head, `(0, -half, 0)`, exactly as before; through a
323
+ * short bone it is where the two bones meet at rest, so a joint anchored there moves nothing on
324
+ * the first tick.
325
+ */
326
+ const restAnchor = (j: number, at: number): void => {
327
+ const p = parents[j] ?? -1;
328
+ if (at === p) {
329
+ REST_ANCHOR[0] = 0;
330
+ REST_ANCHOR[1] = -(halfOf[j] ?? 0);
331
+ REST_ANCHOR[2] = 0;
332
+ return;
333
+ }
334
+ const body = bodyOf[j] ?? 0;
335
+ const dx = (worldMatrices[at * 16 + 12] ?? 0) - (world.bodies.posX[body] ?? 0);
336
+ const dy = (worldMatrices[at * 16 + 13] ?? 0) - (world.bodies.posY[body] ?? 0);
337
+ const dz = (worldMatrices[at * 16 + 14] ?? 0) - (world.bodies.posZ[body] ?? 0);
338
+ /* Into the body's frame: turned by the conjugate of its rotation. */
339
+ const ux = -(world.bodies.rotX[body] ?? 0);
340
+ const uy = -(world.bodies.rotY[body] ?? 0);
341
+ const uz = -(world.bodies.rotZ[body] ?? 0);
342
+ const w = world.bodies.rotW[body] ?? 1;
343
+ const cx = uy * dz - uz * dy;
344
+ const cy = uz * dx - ux * dz;
345
+ const cz = ux * dy - uy * dx;
346
+ REST_ANCHOR[0] = dx + 2 * (w * cx + (uy * cz - uz * cy));
347
+ REST_ANCHOR[1] = dy + 2 * (w * cy + (uz * cx - ux * cz));
348
+ REST_ANCHOR[2] = dz + 2 * (w * cz + (ux * cy - uy * cx));
349
+ };
350
+
291
351
  // Joint each bone to its parent's bone, at the shared end.
292
352
  for (let j = 0; j < jointCount; j++) {
293
353
  const body = bodyOf[j] ?? -1;
294
354
  if (body < 0) continue;
295
- const p = parents[j] ?? -1;
355
+ const p = hangsFrom(j);
296
356
  const parentBody = p >= 0 ? (bodyOf[p] ?? -1) : -1;
297
357
  if (parentBody < 0) continue;
358
+ restAnchor(j, p);
298
359
  world.addJoint({
299
360
  type: JOINT_CONE_TWIST,
300
361
  bodyA: parentBody,
@@ -321,7 +382,9 @@ export function ragdollFromBones(
321
382
  * so the first tick still moves nothing.
322
383
  */
323
384
  anchorAY: halfOf[p] ?? 0,
324
- anchorBY: -(halfOf[j] ?? 0),
385
+ anchorBX: REST_ANCHOR[0],
386
+ anchorBY: REST_ANCHOR[1],
387
+ anchorBZ: REST_ANCHOR[2],
325
388
  });
326
389
  }
327
390
 
@@ -338,13 +401,18 @@ export function ragdollFromBones(
338
401
  for (let j = 0; j < jointCount; j++) {
339
402
  const body = bodyOf[j] ?? -1;
340
403
  if (body < 0) continue;
341
- const p = parents[j] ?? -1;
404
+ const p = hangsFrom(j);
342
405
  if (p < 0 || (bodyOf[p] ?? -1) >= 0) continue;
343
406
  const first = firstUnder[p] ?? -1;
344
407
  if (first < 0) {
345
408
  firstUnder[p] = j;
346
409
  continue;
347
410
  }
411
+ restAnchor(first, p);
412
+ const ax = REST_ANCHOR[0];
413
+ const ay = REST_ANCHOR[1];
414
+ const az = REST_ANCHOR[2];
415
+ restAnchor(j, p);
348
416
  world.addJoint({
349
417
  type: JOINT_CONE_TWIST,
350
418
  bodyA: bodyOf[first] ?? 0,
@@ -352,8 +420,12 @@ export function ragdollFromBones(
352
420
  swingCos: limitAt(swingCos, Math.SQRT1_2, j),
353
421
  twistSin: limitAt(twistSin, 0.3826834323650898, j),
354
422
  axisY: 1,
355
- anchorAY: -(halfOf[first] ?? 0),
356
- anchorBY: -(halfOf[j] ?? 0),
423
+ anchorAX: ax,
424
+ anchorAY: ay,
425
+ anchorAZ: az,
426
+ anchorBX: REST_ANCHOR[0],
427
+ anchorBY: REST_ANCHOR[1],
428
+ anchorBZ: REST_ANCHOR[2],
357
429
  });
358
430
  }
359
431
 
@@ -375,8 +447,9 @@ export function ragdollFromBones(
375
447
  world.ignorePair(body, other);
376
448
  continue;
377
449
  }
378
- const pj = parents[j] ?? -1;
379
- const pk = parents[k] ?? -1;
450
+ /* Seen through any bone too short for a body, which is where they really meet. */
451
+ const pj = hangsFrom(j);
452
+ const pk = hangsFrom(k);
380
453
  /* Jointed, either way round, or two bones hanging off the same parent joint: siblings share
381
454
  a head the way a parent and child share a point, so they overlap there too. */
382
455
  if (pk === j || pj === k || (pj === pk && pj >= 0)) world.ignorePair(body, other);
@@ -427,10 +500,32 @@ export function ragdollFromBones(
427
500
  copy4(WORLD_ROT, j * 4, out.rotation, j * 4);
428
501
  }
429
502
  if (p < 0) continue;
430
- // Bones are rigid, so translation stays what the rig was built with.
431
- out.translation[j * 3] = localRest[j * 3] ?? 0;
432
- out.translation[j * 3 + 1] = localRest[j * 3 + 1] ?? 0;
433
- out.translation[j * 3 + 2] = localRest[j * 3 + 2] ?? 0;
503
+ /*
504
+ * **Placed along its own bone as the body holds it**, at the rig's length: the body's +y,
505
+ * in the parent's frame. For the first bone under a joint that is the rig's offset exactly,
506
+ * because the joint turns with that body; for a second or third — a thigh beside the spine,
507
+ * a clavicle beside the neck — it is what keeps the branch on its own body. Placed by the
508
+ * rig's offset, every branch but the first was swung by the first one's turn: reported as
509
+ * a foot 0.24 m and an arm 0.17 m from their bodies after a fall. A joint with no bone of
510
+ * its own keeps the rig's offset. **What would make it wrong** is a bone the body
511
+ * stretches, which a rigid capsule cannot.
512
+ */
513
+ const body = bodyOf[j] ?? -1;
514
+ if (body >= 0 && KNOWN[p] === 1) {
515
+ boneInParentFrame(
516
+ world,
517
+ body,
518
+ 2 * (halfOf[j] ?? 0) * (restScale[j] ?? 1),
519
+ WORLD_ROT,
520
+ p * 4,
521
+ out.translation,
522
+ j * 3,
523
+ );
524
+ } else {
525
+ out.translation[j * 3] = localRest[j * 3] ?? 0;
526
+ out.translation[j * 3 + 1] = localRest[j * 3 + 1] ?? 0;
527
+ out.translation[j * 3 + 2] = localRest[j * 3 + 2] ?? 0;
528
+ }
434
529
  out.scale[j * 3] = 1;
435
530
  out.scale[j * 3 + 1] = 1;
436
531
  out.scale[j * 3 + 2] = 1;
@@ -544,6 +639,8 @@ const WORLD_ROT = new Float32Array(256 * 4);
544
639
  /** Whether `writePose` recovered each joint's rotation this call: 1 if a body speaks for it. */
545
640
  const KNOWN = new Uint8Array(256);
546
641
  const START_ROT = new Float32Array(4);
642
+ /** One joint anchor in a body's own frame, filled by `restAnchor` and read at once. */
643
+ const REST_ANCHOR = new Float64Array(3);
547
644
  const PARENT_ROT = new Float32Array(4);
548
645
  const TARGET_ROT = new Float32Array(4);
549
646
  const CURRENT_ROT = new Float32Array(4);
@@ -721,6 +818,40 @@ function multiplyByConjugate(
721
818
  out[3] = aw * bw - ax * bx - ay * by - az * bz;
722
819
  }
723
820
 
821
+ /**
822
+ * A body's own +y at `length`, turned by the body and then back by the inverse of a parent's world
823
+ * rotation: the bone as the body holds it, in the parent's frame.
824
+ */
825
+ function boneInParentFrame(
826
+ world: PhysicsWorld,
827
+ body: number,
828
+ length: number,
829
+ parent: Float32Array,
830
+ parentAt: number,
831
+ out: Float32Array,
832
+ outAt: number,
833
+ ): void {
834
+ const bx = world.bodies.rotX[body] ?? 0;
835
+ const by = world.bodies.rotY[body] ?? 0;
836
+ const bz = world.bodies.rotZ[body] ?? 0;
837
+ const bw = world.bodies.rotW[body] ?? 1;
838
+ /* The body's +y in the world, scaled. */
839
+ const vx = 2 * length * (bx * by - bw * bz);
840
+ const vy = length * (1 - 2 * (bx * bx + bz * bz));
841
+ const vz = 2 * length * (by * bz + bw * bx);
842
+ /* Turned by the conjugate of the parent's rotation: v + 2w(u×v) + 2u×(u×v), u = −q.xyz. */
843
+ const ux = -(parent[parentAt] ?? 0);
844
+ const uy = -(parent[parentAt + 1] ?? 0);
845
+ const uz = -(parent[parentAt + 2] ?? 0);
846
+ const w = parent[parentAt + 3] ?? 1;
847
+ const cx = uy * vz - uz * vy;
848
+ const cy = uz * vx - ux * vz;
849
+ const cz = ux * vy - uy * vx;
850
+ out[outAt] = vx + 2 * (w * cx + (uy * cz - uz * cy));
851
+ out[outAt + 1] = vy + 2 * (w * cy + (uz * cx - ux * cz));
852
+ out[outAt + 2] = vz + 2 * (w * cz + (ux * cy - uy * cx));
853
+ }
854
+
724
855
  /** `conj(a) · b` into `out`. */
725
856
  function multiplyConjugate(
726
857
  a: Float64Array,