@triforge/physics-core 0.1.0

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Files changed (45) hide show
  1. package/dist/cloth/ClothSimulator.d.ts +127 -0
  2. package/dist/cloth/ClothSimulator.d.ts.map +1 -0
  3. package/dist/cloth/ClothSimulator.js +355 -0
  4. package/dist/cloth/ClothSimulator.js.map +1 -0
  5. package/dist/collision/BaseCollider.d.ts +19 -0
  6. package/dist/collision/BaseCollider.d.ts.map +1 -0
  7. package/dist/collision/BaseCollider.js +14 -0
  8. package/dist/collision/BaseCollider.js.map +1 -0
  9. package/dist/collision/CapsuleCollider.d.ts +29 -0
  10. package/dist/collision/CapsuleCollider.d.ts.map +1 -0
  11. package/dist/collision/CapsuleCollider.js +41 -0
  12. package/dist/collision/CapsuleCollider.js.map +1 -0
  13. package/dist/collision/PlaneCollider.d.ts +30 -0
  14. package/dist/collision/PlaneCollider.d.ts.map +1 -0
  15. package/dist/collision/PlaneCollider.js +38 -0
  16. package/dist/collision/PlaneCollider.js.map +1 -0
  17. package/dist/collision/SphereCollider.d.ts +25 -0
  18. package/dist/collision/SphereCollider.d.ts.map +1 -0
  19. package/dist/collision/SphereCollider.js +36 -0
  20. package/dist/collision/SphereCollider.js.map +1 -0
  21. package/dist/forces/WindForce.d.ts +39 -0
  22. package/dist/forces/WindForce.d.ts.map +1 -0
  23. package/dist/forces/WindForce.js +40 -0
  24. package/dist/forces/WindForce.js.map +1 -0
  25. package/dist/index.d.ts +14 -0
  26. package/dist/index.d.ts.map +1 -0
  27. package/dist/index.js +10 -0
  28. package/dist/index.js.map +1 -0
  29. package/dist/rigidbody/RigidBodyConstraints.d.ts +179 -0
  30. package/dist/rigidbody/RigidBodyConstraints.d.ts.map +1 -0
  31. package/dist/rigidbody/RigidBodyConstraints.js +480 -0
  32. package/dist/rigidbody/RigidBodyConstraints.js.map +1 -0
  33. package/dist/rigidbody/RigidBodyWorld.d.ts +136 -0
  34. package/dist/rigidbody/RigidBodyWorld.d.ts.map +1 -0
  35. package/dist/rigidbody/RigidBodyWorld.js +319 -0
  36. package/dist/rigidbody/RigidBodyWorld.js.map +1 -0
  37. package/dist/softbody/SoftBodySimulator.d.ts +103 -0
  38. package/dist/softbody/SoftBodySimulator.d.ts.map +1 -0
  39. package/dist/softbody/SoftBodySimulator.js +311 -0
  40. package/dist/softbody/SoftBodySimulator.js.map +1 -0
  41. package/dist/utils/noise.d.ts +3 -0
  42. package/dist/utils/noise.d.ts.map +1 -0
  43. package/dist/utils/noise.js +20 -0
  44. package/dist/utils/noise.js.map +1 -0
  45. package/package.json +45 -0
@@ -0,0 +1,311 @@
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+ /**
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+ * SoftBodySimulator — Blender-matched soft body physics.
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+ * Blender: Soft Body modifier.
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+ *
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+ * A tetrahedral-spring soft body solver using Verlet integration.
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+ * Suitable for jelly-like objects, blobs, squash-and-stretch deformation.
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+ *
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+ * Workflow:
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+ * 1. Create SoftBodySimulator
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+ * 2. Call setFromGeometry(geometry) — reads mesh vertices
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+ * 3. Add colliders: addCollider(c)
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+ * 4. Call step(dt) every frame
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+ * 5. Call apply(geometry) to write positions back
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+ *
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+ * All parameters live on `parameters` for GSAP / st-keyframe:
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+ * gsap.to(softBody.parameters, { stiffness: 0.2, duration: 1 })
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+ */
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+ export class SoftBodySimulator {
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+ constructor(opts = {}) {
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+ /** Number of vertices in the simulated mesh. */
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+ this.vertexCount = 0;
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+ /** Springs: packed triples [iBase, jBase, restLen, ...] */
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+ this._springs = new Float64Array(0);
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+ /** Rest volume for pressure springs. */
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+ this._restVolume = 0;
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+ this._wind = null;
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+ this._colliders = [];
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+ /** Simulation clock. */
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+ this.time = 0;
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+ this.parameters = {
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+ stiffness: opts.stiffness ?? 0.9,
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+ pressure: opts.pressure ?? 0.0,
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+ damping: opts.damping ?? 0.05,
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+ gravity: opts.gravity ?? 9.8,
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+ iterations: opts.iterations ?? 10,
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+ substeps: opts.substeps ?? 4,
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+ mass: opts.mass ?? 1.0,
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+ shapeMatchStiffness: opts.shapeMatchStiffness ?? 0.0,
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+ };
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+ }
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+ // ── Initialisation ────────────────────────────────────────────────────────
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+ /**
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+ * Load mesh vertices from a BufferGeometry.
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+ * Builds edge springs from the geometry's index buffer.
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+ */
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+ setFromGeometry(geometry) {
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+ const posAttr = geometry.getAttribute('position');
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+ const n = posAttr.count;
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+ this.vertexCount = n;
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+ this._pos = new Float64Array(n * 3);
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+ this._prev = new Float64Array(n * 3);
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+ this._rest = new Float64Array(n * 3);
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+ this._pinned = new Uint8Array(n);
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+ for (let i = 0; i < n; i++) {
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+ this._pos[i * 3] = posAttr.getX(i);
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+ this._pos[i * 3 + 1] = posAttr.getY(i);
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+ this._pos[i * 3 + 2] = posAttr.getZ(i);
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+ }
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+ this._prev.set(this._pos);
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+ this._rest.set(this._pos);
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+ this._buildEdgeSprings(geometry);
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+ this._restVolume = this._computeVolume();
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+ }
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+ /**
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+ * Load from a flat [x,y,z,...] array with an index array.
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+ */
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+ setFromArray(positions, indices) {
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+ const n = Math.floor(positions.length / 3);
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+ this.vertexCount = n;
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+ this._pos = new Float64Array(n * 3);
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+ this._prev = new Float64Array(n * 3);
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+ this._rest = new Float64Array(n * 3);
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+ this._pinned = new Uint8Array(n);
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+ for (let i = 0; i < positions.length; i++)
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+ this._pos[i] = positions[i];
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+ this._prev.set(this._pos);
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+ this._rest.set(this._pos);
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+ this._buildEdgeSpringsFromIndex(indices);
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+ this._restVolume = this._computeVolume();
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+ }
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+ // ── Pinning ───────────────────────────────────────────────────────────────
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+ pin(index) {
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+ if (index >= 0 && index < this.vertexCount)
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+ this._pinned[index] = 1;
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+ }
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+ unpin(index) {
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+ if (index >= 0 && index < this.vertexCount)
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+ this._pinned[index] = 0;
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+ }
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+ // ── Colliders / Wind ─────────────────────────────────────────────────────
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+ addCollider(c) { this._colliders.push(c); }
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+ removeCollider(c) {
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+ const i = this._colliders.indexOf(c);
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+ if (i !== -1)
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+ this._colliders.splice(i, 1);
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+ }
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+ setWind(w) { this._wind = w; }
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+ // ── Stepping ──────────────────────────────────────────────────────────────
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+ /**
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+ * Advance the simulation by dt seconds.
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+ * Call once per animation frame; dt ≈ 1/60.
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+ */
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+ step(dt) {
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+ this.time += dt;
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+ const sub = Math.max(1, Math.round(this.parameters.substeps));
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+ const subDt = dt / sub;
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+ for (let s = 0; s < sub; s++)
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+ this._substep(subDt);
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+ }
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+ /**
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+ * Write simulated positions back to a BufferGeometry's 'position' attribute.
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+ */
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+ apply(geometry) {
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+ const posAttr = geometry.getAttribute('position');
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+ const n = Math.min(posAttr.count, this.vertexCount);
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+ for (let i = 0; i < n; i++) {
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+ posAttr.setXYZ(i, this._pos[i * 3], this._pos[i * 3 + 1], this._pos[i * 3 + 2]);
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+ }
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+ posAttr.needsUpdate = true;
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+ geometry.computeVertexNormals();
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+ geometry.computeBoundingSphere();
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+ }
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+ // ── Internal ──────────────────────────────────────────────────────────────
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+ _substep(dt) {
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+ this._wind?.advance(dt);
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+ const { gravity, damping, iterations, mass, stiffness, pressure, shapeMatchStiffness } = this.parameters;
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+ const g = gravity;
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+ const d = 1 - damping;
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+ // Verlet integrate
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+ for (let i = 0; i < this.vertexCount; i++) {
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+ if (this._pinned[i])
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+ continue;
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+ const b = i * 3;
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+ const ax = 0, ay = -g / mass, az = 0;
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+ const vx = (this._pos[b] - this._prev[b]) * d;
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+ const vy = (this._pos[b + 1] - this._prev[b + 1]) * d;
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+ const vz = (this._pos[b + 2] - this._prev[b + 2]) * d;
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+ // Wind
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+ let wx = 0, wy = 0, wz = 0;
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+ if (this._wind) {
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+ ;
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+ [wx, wy, wz] = this._wind.getAcceleration(this._pos[b], this._pos[b + 1], this._pos[b + 2], this.time);
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+ }
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+ this._prev[b] = this._pos[b];
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+ this._prev[b + 1] = this._pos[b + 1];
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+ this._prev[b + 2] = this._pos[b + 2];
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+ this._pos[b] += vx + (ax + wx) * dt * dt;
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+ this._pos[b + 1] += vy + (ay + wy) * dt * dt;
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+ this._pos[b + 2] += vz + (az + wz) * dt * dt;
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+ }
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+ // Constraint solving
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+ const iter = Math.max(1, Math.round(iterations));
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+ for (let it = 0; it < iter; it++) {
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+ this._solveEdgeSprings(stiffness);
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+ if (pressure > 0)
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+ this._solvePressure(pressure);
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+ if (shapeMatchStiffness > 0)
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+ this._solveShapeMatch(shapeMatchStiffness);
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+ }
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+ // Colliders
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+ for (const col of this._colliders) {
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+ if (!col.enabled)
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+ continue;
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+ for (let i = 0; i < this.vertexCount; i++) {
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+ if (this._pinned[i])
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+ continue;
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+ const b = i * 3;
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+ const r = col.resolve(this._pos[b], this._pos[b + 1], this._pos[b + 2]);
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+ if (r !== null) {
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+ this._pos[b] = r[0];
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+ this._pos[b + 1] = r[1];
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+ this._pos[b + 2] = r[2];
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+ }
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+ }
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+ }
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+ }
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+ _solveEdgeSprings(stiffness) {
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+ const sp = this._springs;
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+ const nSp = sp.length / 3;
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+ for (let k = 0; k < nSp; k++) {
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+ const ib = sp[k * 3]; // i * 3 base
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+ const jb = sp[k * 3 + 1]; // j * 3 base
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+ const rL = sp[k * 3 + 2];
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+ const ip = ib | 0;
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+ const jp = jb | 0;
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+ const dx = this._pos[jp] - this._pos[ip];
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+ const dy = this._pos[jp + 1] - this._pos[ip + 1];
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+ const dz = this._pos[jp + 2] - this._pos[ip + 2];
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+ const len = Math.sqrt(dx * dx + dy * dy + dz * dz);
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+ if (len === 0)
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+ continue;
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+ const corr = (len - rL) / len * 0.5 * stiffness;
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+ const cx = dx * corr, cy = dy * corr, cz = dz * corr;
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+ const ii = ip / 3 | 0;
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+ const ji = jp / 3 | 0;
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+ if (!this._pinned[ii]) {
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+ this._pos[ip] += cx;
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+ this._pos[ip + 1] += cy;
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+ this._pos[ip + 2] += cz;
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+ }
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+ if (!this._pinned[ji]) {
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+ this._pos[jp] -= cx;
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+ this._pos[jp + 1] -= cy;
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+ this._pos[jp + 2] -= cz;
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+ }
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+ }
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+ }
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+ _solvePressure(pressure) {
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+ const vol = this._computeVolume();
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+ if (vol <= 0 || this._restVolume <= 0)
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+ return;
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+ const ratio = this._restVolume / vol - 1;
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+ if (Math.abs(ratio) < 1e-6)
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+ return;
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+ // Push/pull vertices outward/inward proportional to the pressure ratio
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+ const cx = this._centroid(0);
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+ const cy = this._centroid(1);
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+ const cz = this._centroid(2);
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+ const k = pressure * ratio * 0.01;
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+ for (let i = 0; i < this.vertexCount; i++) {
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+ if (this._pinned[i])
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+ continue;
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+ const b = i * 3;
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+ const nx = this._pos[b] - cx;
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+ const ny = this._pos[b + 1] - cy;
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+ const nz = this._pos[b + 2] - cz;
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+ this._pos[b] += nx * k;
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+ this._pos[b + 1] += ny * k;
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+ this._pos[b + 2] += nz * k;
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+ }
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+ }
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+ _solveShapeMatch(k) {
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+ // Translate each vertex toward its rest-pose position relative to current centroid
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+ const cx = this._centroid(0), cy = this._centroid(1), cz = this._centroid(2);
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+ const rx = this._restCentroid(0), ry = this._restCentroid(1), rz = this._restCentroid(2);
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+ for (let i = 0; i < this.vertexCount; i++) {
237
+ if (this._pinned[i])
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+ continue;
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+ const b = i * 3;
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+ const targetX = this._rest[b] - rx + cx;
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+ const targetY = this._rest[b + 1] - ry + cy;
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+ const targetZ = this._rest[b + 2] - rz + cz;
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+ this._pos[b] += (targetX - this._pos[b]) * k;
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+ this._pos[b + 1] += (targetY - this._pos[b + 1]) * k;
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+ this._pos[b + 2] += (targetZ - this._pos[b + 2]) * k;
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+ }
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+ }
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+ _centroid(axis) {
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+ let s = 0;
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+ for (let i = 0; i < this.vertexCount; i++)
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+ s += this._pos[i * 3 + axis];
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+ return s / Math.max(1, this.vertexCount);
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+ }
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+ _restCentroid(axis) {
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+ let s = 0;
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+ for (let i = 0; i < this.vertexCount; i++)
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+ s += this._rest[i * 3 + axis];
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+ return s / Math.max(1, this.vertexCount);
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+ }
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+ _computeVolume() {
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+ // Divergence theorem approximation: sum of (v · normal * area) / 3
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+ // For an open mesh this is approximate; fine for pressure heuristic
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+ const sp = this._springs;
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+ const nSp = sp.length / 3;
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+ let vol = 0;
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+ for (let k = 0; k < nSp; k++) {
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+ const ib = sp[k * 3] | 0, jb = sp[k * 3 + 1] | 0;
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+ const x1 = this._pos[ib], y1 = this._pos[ib + 1], z1 = this._pos[ib + 2];
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+ const x2 = this._pos[jb], y2 = this._pos[jb + 1], z2 = this._pos[jb + 2];
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+ vol += x1 * (y2 - 0) - x2 * (y1 - 0); // 2D proxy (xy plane)
271
+ void z1;
272
+ void z2;
273
+ }
274
+ return Math.abs(vol) * 0.5;
275
+ }
276
+ _buildEdgeSprings(geometry) {
277
+ const idx = geometry.index;
278
+ if (!idx) {
279
+ this._springs = new Float64Array(0);
280
+ return;
281
+ }
282
+ this._buildEdgeSpringsFromIndex(idx.array);
283
+ }
284
+ _buildEdgeSpringsFromIndex(indices) {
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+ const edgeSet = new Set();
286
+ const pairs = [];
287
+ for (let i = 0; i < indices.length - 2; i += 3) {
288
+ const a = indices[i], b = indices[i + 1], c = indices[i + 2];
289
+ const edges = [[a, b], [b, c], [a, c]];
290
+ for (const [p, q] of edges) {
291
+ const key = p < q ? `${p}_${q}` : `${q}_${p}`;
292
+ if (!edgeSet.has(key)) {
293
+ edgeSet.add(key);
294
+ pairs.push([p, q]);
295
+ }
296
+ }
297
+ }
298
+ this._springs = new Float64Array(pairs.length * 3);
299
+ for (let k = 0; k < pairs.length; k++) {
300
+ const [a, b] = pairs[k];
301
+ const ab = a * 3, bb = b * 3;
302
+ const dx = this._pos[ab] - this._pos[bb];
303
+ const dy = this._pos[ab + 1] - this._pos[bb + 1];
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+ const dz = this._pos[ab + 2] - this._pos[bb + 2];
305
+ this._springs[k * 3] = ab;
306
+ this._springs[k * 3 + 1] = bb;
307
+ this._springs[k * 3 + 2] = Math.sqrt(dx * dx + dy * dy + dz * dz);
308
+ }
309
+ }
310
+ }
311
+ //# sourceMappingURL=SoftBodySimulator.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,3 @@
1
+ /** Cheap 3D value noise using integer hashing. Returns value in [-1, 1]. */
2
+ export declare function noise3(x: number, y: number, z: number): number;
3
+ //# sourceMappingURL=noise.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"noise.d.ts","sourceRoot":"","sources":["../../src/utils/noise.ts"],"names":[],"mappings":"AAAA,4EAA4E;AAC5E,wBAAgB,MAAM,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAmB9D"}
@@ -0,0 +1,20 @@
1
+ /** Cheap 3D value noise using integer hashing. Returns value in [-1, 1]. */
2
+ export function noise3(x, y, z) {
3
+ const ix = Math.floor(x), iy = Math.floor(y), iz = Math.floor(z);
4
+ const fx = x - ix, fy = y - iy, fz = z - iz;
5
+ const ux = fx * fx * (3 - 2 * fx), uy = fy * fy * (3 - 2 * fy), uz = fz * fz * (3 - 2 * fz);
6
+ const h = (n) => {
7
+ let v = n ^ (n >> 16);
8
+ v = Math.imul(v, 0x45d9f3b);
9
+ v ^= v >> 16;
10
+ return (v & 0xffff) / 0xffff * 2 - 1;
11
+ };
12
+ const hash = (a, b, c) => h(a * 1619 + b * 31337 + c * 6971);
13
+ const v000 = hash(ix, iy, iz), v100 = hash(ix + 1, iy, iz);
14
+ const v010 = hash(ix, iy + 1, iz), v110 = hash(ix + 1, iy + 1, iz);
15
+ const v001 = hash(ix, iy, iz + 1), v101 = hash(ix + 1, iy, iz + 1);
16
+ const v011 = hash(ix, iy + 1, iz + 1), v111 = hash(ix + 1, iy + 1, iz + 1);
17
+ const lerp = (a, b, t) => a + (b - a) * t;
18
+ return lerp(lerp(lerp(v000, v100, ux), lerp(v010, v110, ux), uy), lerp(lerp(v001, v101, ux), lerp(v011, v111, ux), uy), uz);
19
+ }
20
+ //# sourceMappingURL=noise.js.map
@@ -0,0 +1 @@
1
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package/package.json ADDED
@@ -0,0 +1,45 @@
1
+ {
2
+ "name": "@triforge/physics-core",
3
+ "version": "0.1.0",
4
+ "description": "Blender-matched cloth simulation with Verlet integration, spring constraints, and colliders for Three.js",
5
+ "type": "module",
6
+ "main": "./dist/index.js",
7
+ "types": "./dist/index.d.ts",
8
+ "files": [
9
+ "dist",
10
+ "package.json"
11
+ ],
12
+ "scripts": {
13
+ "build": "tsc",
14
+ "dev": "tsc --watch",
15
+ "test": "node test/run-tests.js",
16
+ "bench": "node bench/run-bench.js"
17
+ },
18
+ "keywords": [
19
+ "cloth",
20
+ "physics",
21
+ "simulation",
22
+ "verlet",
23
+ "three.js",
24
+ "blender"
25
+ ],
26
+ "license": "MIT",
27
+ "peerDependencies": {
28
+ "three": ">=0.128.0"
29
+ },
30
+ "devDependencies": {
31
+ "@types/three": "^0.156.0",
32
+ "three": "^0.156.0",
33
+ "typescript": "^5.3.0"
34
+ },
35
+ "author": "Aftab Ibrahim Kazi",
36
+ "repository": {
37
+ "type": "git",
38
+ "url": "https://github.com/AftabIbrahimKazi/triforge.git",
39
+ "directory": "st-physics-core"
40
+ },
41
+ "homepage": "https://github.com/AftabIbrahimKazi/triforge#readme",
42
+ "publishConfig": {
43
+ "access": "public"
44
+ }
45
+ }