@triforge/physics-core 0.1.0
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.
- package/dist/cloth/ClothSimulator.d.ts +127 -0
- package/dist/cloth/ClothSimulator.d.ts.map +1 -0
- package/dist/cloth/ClothSimulator.js +355 -0
- package/dist/cloth/ClothSimulator.js.map +1 -0
- package/dist/collision/BaseCollider.d.ts +19 -0
- package/dist/collision/BaseCollider.d.ts.map +1 -0
- package/dist/collision/BaseCollider.js +14 -0
- package/dist/collision/BaseCollider.js.map +1 -0
- package/dist/collision/CapsuleCollider.d.ts +29 -0
- package/dist/collision/CapsuleCollider.d.ts.map +1 -0
- package/dist/collision/CapsuleCollider.js +41 -0
- package/dist/collision/CapsuleCollider.js.map +1 -0
- package/dist/collision/PlaneCollider.d.ts +30 -0
- package/dist/collision/PlaneCollider.d.ts.map +1 -0
- package/dist/collision/PlaneCollider.js +38 -0
- package/dist/collision/PlaneCollider.js.map +1 -0
- package/dist/collision/SphereCollider.d.ts +25 -0
- package/dist/collision/SphereCollider.d.ts.map +1 -0
- package/dist/collision/SphereCollider.js +36 -0
- package/dist/collision/SphereCollider.js.map +1 -0
- package/dist/forces/WindForce.d.ts +39 -0
- package/dist/forces/WindForce.d.ts.map +1 -0
- package/dist/forces/WindForce.js +40 -0
- package/dist/forces/WindForce.js.map +1 -0
- package/dist/index.d.ts +14 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +10 -0
- package/dist/index.js.map +1 -0
- package/dist/rigidbody/RigidBodyConstraints.d.ts +179 -0
- package/dist/rigidbody/RigidBodyConstraints.d.ts.map +1 -0
- package/dist/rigidbody/RigidBodyConstraints.js +480 -0
- package/dist/rigidbody/RigidBodyConstraints.js.map +1 -0
- package/dist/rigidbody/RigidBodyWorld.d.ts +136 -0
- package/dist/rigidbody/RigidBodyWorld.d.ts.map +1 -0
- package/dist/rigidbody/RigidBodyWorld.js +319 -0
- package/dist/rigidbody/RigidBodyWorld.js.map +1 -0
- package/dist/softbody/SoftBodySimulator.d.ts +103 -0
- package/dist/softbody/SoftBodySimulator.d.ts.map +1 -0
- package/dist/softbody/SoftBodySimulator.js +311 -0
- package/dist/softbody/SoftBodySimulator.js.map +1 -0
- package/dist/utils/noise.d.ts +3 -0
- package/dist/utils/noise.d.ts.map +1 -0
- package/dist/utils/noise.js +20 -0
- package/dist/utils/noise.js.map +1 -0
- package/package.json +45 -0
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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++) {
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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 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
|
|
263
|
+
const sp = this._springs;
|
|
264
|
+
const nSp = sp.length / 3;
|
|
265
|
+
let vol = 0;
|
|
266
|
+
for (let k = 0; k < nSp; k++) {
|
|
267
|
+
const ib = sp[k * 3] | 0, jb = sp[k * 3 + 1] | 0;
|
|
268
|
+
const x1 = this._pos[ib], y1 = this._pos[ib + 1], z1 = this._pos[ib + 2];
|
|
269
|
+
const x2 = this._pos[jb], y2 = this._pos[jb + 1], z2 = this._pos[jb + 2];
|
|
270
|
+
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) {
|
|
285
|
+
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];
|
|
304
|
+
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 @@
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|
|
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"}
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@@ -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
|
+
}
|