@woosh/meep-engine 2.138.20 → 2.140.0

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 (584) hide show
  1. package/package.json +1 -1
  2. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts +3 -3
  3. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts.map +1 -1
  4. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.js +4 -4
  5. package/src/core/collection/PairUint32Map.d.ts +100 -0
  6. package/src/core/collection/PairUint32Map.d.ts.map +1 -0
  7. package/src/core/collection/PairUint32Map.js +321 -0
  8. package/src/core/collection/Uint32Map.d.ts +119 -0
  9. package/src/core/collection/Uint32Map.d.ts.map +1 -0
  10. package/src/core/collection/Uint32Map.js +345 -0
  11. package/src/core/collection/array/array_shuffle.d.ts +10 -3
  12. package/src/core/collection/array/array_shuffle.d.ts.map +1 -1
  13. package/src/core/collection/array/array_shuffle.js +27 -22
  14. package/src/core/collection/heap/FibonacciHeap.d.ts +195 -0
  15. package/src/core/collection/heap/FibonacciHeap.d.ts.map +1 -0
  16. package/src/core/collection/heap/FibonacciHeap.js +586 -0
  17. package/src/core/collection/heap/Uint32Heap.js +1 -1
  18. package/src/core/collection/heap/Uint32Heap4.d.ts +169 -0
  19. package/src/core/collection/heap/Uint32Heap4.d.ts.map +1 -0
  20. package/src/core/collection/heap/Uint32Heap4.js +490 -0
  21. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +30 -0
  22. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -0
  23. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +93 -0
  24. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts +27 -0
  25. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts.map +1 -0
  26. package/src/core/geom/3d/line/line3_closest_points_segment_segment.js +88 -0
  27. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +54 -0
  28. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -0
  29. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +69 -0
  30. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +24 -2
  31. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  32. package/src/core/geom/3d/shape/AbstractShape3D.js +24 -1
  33. package/src/core/geom/3d/shape/BoxShape3D.d.ts +61 -0
  34. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -0
  35. package/src/core/geom/3d/shape/BoxShape3D.js +158 -0
  36. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +11 -0
  37. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  38. package/src/core/geom/3d/shape/CapsuleShape3D.js +12 -0
  39. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +148 -0
  40. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -0
  41. package/src/core/geom/3d/shape/HeightMapShape3D.js +451 -0
  42. package/src/core/geom/3d/shape/MeshShape3D.d.ts +210 -0
  43. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -0
  44. package/src/core/geom/3d/shape/MeshShape3D.js +593 -0
  45. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/TransformedShape3D.js +46 -2
  47. package/src/core/geom/3d/shape/Triangle3D.d.ts +95 -0
  48. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -0
  49. package/src/core/geom/3d/shape/Triangle3D.js +318 -0
  50. package/src/core/geom/3d/shape/UnionShape3D.js +13 -0
  51. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts +37 -9
  52. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts.map +1 -1
  53. package/src/core/geom/3d/shape/UnitCubeShape3D.js +45 -98
  54. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts +10 -0
  55. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/UnitSphereShape3D.js +11 -0
  57. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts +30 -0
  58. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts.map +1 -0
  59. package/src/core/geom/3d/shape/shape_mesh_from_geometry.js +64 -0
  60. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts +61 -0
  61. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts.map +1 -0
  62. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.js +148 -0
  63. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts +39 -0
  64. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts.map +1 -0
  65. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.js +147 -0
  66. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts +15 -0
  67. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts.map +1 -0
  68. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.js +22 -0
  69. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts +2 -0
  70. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts.map +1 -0
  71. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.js +671 -0
  72. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts +28 -0
  73. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts.map +1 -0
  74. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.js +48 -0
  75. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts +26 -0
  76. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts.map +1 -0
  77. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.js +222 -0
  78. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts +34 -0
  79. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts.map +1 -0
  80. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.js +146 -0
  81. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts +36 -0
  82. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -0
  83. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +232 -0
  84. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts +33 -0
  85. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -0
  86. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +255 -0
  87. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts +68 -0
  88. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -0
  89. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +387 -0
  90. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts +35 -0
  91. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts.map +1 -0
  92. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.js +140 -0
  93. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts +31 -0
  94. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts.map +1 -0
  95. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.js +97 -0
  96. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +32 -0
  97. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts.map +1 -0
  98. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +66 -0
  99. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts +41 -0
  100. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts.map +1 -1
  101. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.js +124 -13
  102. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts +134 -0
  103. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts.map +1 -1
  104. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.js +276 -3
  105. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +17 -0
  106. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -0
  107. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +135 -0
  108. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts +14 -0
  109. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts.map +1 -0
  110. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.js +177 -0
  111. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts.map +1 -1
  112. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +20 -4
  113. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  114. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +5 -3
  115. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.d.ts.map +1 -1
  116. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.js +9 -0
  117. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.d.ts.map +1 -1
  118. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.js +21 -45
  119. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.d.ts.map +1 -1
  120. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.js +7 -1
  121. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts +8 -6
  122. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
  123. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +8 -6
  124. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +22 -0
  125. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts.map +1 -0
  126. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +73 -0
  127. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  128. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +51 -1
  129. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts +10 -0
  130. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -0
  131. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +42 -0
  132. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts +28 -0
  133. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts.map +1 -0
  134. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.js +227 -0
  135. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts +13 -0
  136. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts.map +1 -0
  137. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.js +108 -0
  138. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts +11 -0
  139. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts.map +1 -0
  140. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.js +20 -0
  141. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts +20 -0
  142. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts.map +1 -0
  143. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.js +38 -0
  144. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts +2 -2
  145. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts.map +1 -1
  146. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.js +1 -1
  147. package/src/core/geom/vec3/v3_dot_array_array.d.ts +3 -3
  148. package/src/core/geom/vec3/v3_dot_array_array.d.ts.map +1 -1
  149. package/src/core/geom/vec3/v3_dot_array_array.js +2 -2
  150. package/src/core/geom/vec3/v3_negate_array.d.ts +3 -3
  151. package/src/core/geom/vec3/v3_negate_array.d.ts.map +1 -1
  152. package/src/core/geom/vec3/v3_negate_array.js +2 -2
  153. package/src/core/geom/vec3/v3_quat3_apply.d.ts +29 -0
  154. package/src/core/geom/vec3/v3_quat3_apply.d.ts.map +1 -0
  155. package/src/core/geom/vec3/v3_quat3_apply.js +39 -0
  156. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts +30 -0
  157. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts.map +1 -0
  158. package/src/core/geom/vec3/v3_quat3_apply_inverse.js +41 -0
  159. package/src/core/geom/vec3/v3_triple_cross_product.d.ts +32 -0
  160. package/src/core/geom/vec3/v3_triple_cross_product.d.ts.map +1 -0
  161. package/src/core/geom/vec3/v3_triple_cross_product.js +45 -0
  162. package/src/core/graph/csr/CSRGraph.d.ts +168 -0
  163. package/src/core/graph/csr/CSRGraph.d.ts.map +1 -0
  164. package/src/core/graph/csr/CSRGraph.js +319 -0
  165. package/src/core/graph/metis/cluster_mesh_metis.d.ts +12 -0
  166. package/src/core/graph/metis/cluster_mesh_metis.d.ts.map +1 -1
  167. package/src/core/graph/metis/cluster_mesh_metis.js +12 -0
  168. package/src/core/graph/metis/metis.d.ts +19 -0
  169. package/src/core/graph/metis/metis.d.ts.map +1 -1
  170. package/src/core/graph/metis/metis.js +20 -0
  171. package/src/core/graph/metis/metis_cluster_bs.d.ts +11 -0
  172. package/src/core/graph/metis/metis_cluster_bs.d.ts.map +1 -1
  173. package/src/core/graph/metis/metis_cluster_bs.js +11 -0
  174. package/src/core/graph/metis/metis_options.d.ts +17 -2
  175. package/src/core/graph/metis/metis_options.d.ts.map +1 -1
  176. package/src/core/graph/metis/metis_options.js +17 -2
  177. package/src/core/graph/metis/native/MetisGraph.d.ts +144 -0
  178. package/src/core/graph/metis/native/MetisGraph.d.ts.map +1 -0
  179. package/src/core/graph/metis/native/MetisGraph.js +212 -0
  180. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts +72 -0
  181. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts.map +1 -0
  182. package/src/core/graph/metis/native/bisection/BisectionScratch.js +101 -0
  183. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts +37 -0
  184. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts.map +1 -0
  185. package/src/core/graph/metis/native/bisection/bisect_graph.js +100 -0
  186. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts +15 -0
  187. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts.map +1 -0
  188. package/src/core/graph/metis/native/bisection/compute_2way_params.js +84 -0
  189. package/src/core/graph/metis/native/bisection/fm_2way.d.ts +30 -0
  190. package/src/core/graph/metis/native/bisection/fm_2way.d.ts.map +1 -0
  191. package/src/core/graph/metis/native/bisection/fm_2way.js +290 -0
  192. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts +23 -0
  193. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts.map +1 -0
  194. package/src/core/graph/metis/native/bisection/grow_bisection.js +137 -0
  195. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts +28 -0
  196. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts.map +1 -0
  197. package/src/core/graph/metis/native/bisection/split_graph_two_way.js +119 -0
  198. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts +20 -0
  199. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts.map +1 -0
  200. package/src/core/graph/metis/native/coarsen/coarsen_graph.js +94 -0
  201. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts +24 -0
  202. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts.map +1 -0
  203. package/src/core/graph/metis/native/coarsen/create_coarse_graph.js +158 -0
  204. package/src/core/graph/metis/native/coarsen/match_shem.d.ts +41 -0
  205. package/src/core/graph/metis/native/coarsen/match_shem.d.ts.map +1 -0
  206. package/src/core/graph/metis/native/coarsen/match_shem.js +175 -0
  207. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts +24 -0
  208. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts.map +1 -0
  209. package/src/core/graph/metis/native/initial/initial_kway_bfs.js +122 -0
  210. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts +29 -0
  211. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts.map +1 -0
  212. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.js +170 -0
  213. package/src/core/graph/metis/native/metis_partition_kway.d.ts +41 -0
  214. package/src/core/graph/metis/native/metis_partition_kway.d.ts.map +1 -0
  215. package/src/core/graph/metis/native/metis_partition_kway.js +126 -0
  216. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts +62 -0
  217. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts.map +1 -0
  218. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.js +261 -0
  219. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts +45 -0
  220. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts.map +1 -0
  221. package/src/core/graph/metis/native/refine/RefinementScratch.js +53 -0
  222. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts +18 -0
  223. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts.map +1 -0
  224. package/src/core/graph/metis/native/refine/compute_kway_params.js +138 -0
  225. package/src/core/graph/metis/native/refine/fm_kway.d.ts +63 -0
  226. package/src/core/graph/metis/native/refine/fm_kway.d.ts.map +1 -0
  227. package/src/core/graph/metis/native/refine/fm_kway.js +462 -0
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  493. package/src/engine/physics/island/IslandBuilder.d.ts.map +1 -0
  494. package/src/engine/physics/island/IslandBuilder.js +411 -0
  495. package/src/engine/physics/island/union_find.d.ts +51 -0
  496. package/src/engine/physics/island/union_find.d.ts.map +1 -0
  497. package/src/engine/physics/island/union_find.js +76 -0
  498. package/src/engine/physics/narrowphase/PosedShape.d.ts +51 -0
  499. package/src/engine/physics/narrowphase/PosedShape.d.ts.map +1 -0
  500. package/src/engine/physics/narrowphase/PosedShape.js +108 -0
  501. package/src/engine/physics/narrowphase/box_box_manifold.d.ts +32 -0
  502. package/src/engine/physics/narrowphase/box_box_manifold.d.ts.map +1 -0
  503. package/src/engine/physics/narrowphase/box_box_manifold.js +639 -0
  504. package/src/engine/physics/narrowphase/box_triangle_contact.d.ts +30 -0
  505. package/src/engine/physics/narrowphase/box_triangle_contact.d.ts.map +1 -0
  506. package/src/engine/physics/narrowphase/box_triangle_contact.js +811 -0
  507. package/src/engine/physics/narrowphase/capsule_contacts.d.ts +122 -0
  508. package/src/engine/physics/narrowphase/capsule_contacts.d.ts.map +1 -0
  509. package/src/engine/physics/narrowphase/capsule_contacts.js +462 -0
  510. package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts +71 -0
  511. package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts.map +1 -0
  512. package/src/engine/physics/narrowphase/capsule_triangle_contact.js +375 -0
  513. package/src/engine/physics/narrowphase/compute_penetration.d.ts +91 -0
  514. package/src/engine/physics/narrowphase/compute_penetration.d.ts.map +1 -0
  515. package/src/engine/physics/narrowphase/compute_penetration.js +396 -0
  516. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts +35 -0
  517. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts.map +1 -0
  518. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.js +80 -0
  519. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts +31 -0
  520. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts.map +1 -0
  521. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.js +55 -0
  522. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts +42 -0
  523. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts.map +1 -0
  524. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.js +204 -0
  525. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts +42 -0
  526. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts.map +1 -0
  527. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.js +94 -0
  528. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts +37 -0
  529. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts.map +1 -0
  530. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.js +37 -0
  531. package/src/engine/physics/narrowphase/narrowphase_step.d.ts +17 -0
  532. package/src/engine/physics/narrowphase/narrowphase_step.d.ts.map +1 -0
  533. package/src/engine/physics/narrowphase/narrowphase_step.js +1422 -0
  534. package/src/engine/physics/narrowphase/sphere_box_contact.d.ts +38 -0
  535. package/src/engine/physics/narrowphase/sphere_box_contact.d.ts.map +1 -0
  536. package/src/engine/physics/narrowphase/sphere_box_contact.js +123 -0
  537. package/src/engine/physics/narrowphase/sphere_sphere_contact.d.ts +26 -0
  538. package/src/engine/physics/narrowphase/sphere_sphere_contact.d.ts.map +1 -0
  539. package/src/engine/physics/narrowphase/sphere_sphere_contact.js +51 -0
  540. package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts +48 -0
  541. package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts.map +1 -0
  542. package/src/engine/physics/narrowphase/sphere_triangle_contact.js +143 -0
  543. package/src/engine/physics/queries/PhysicsSurfacePoint.d.ts +83 -0
  544. package/src/engine/physics/queries/PhysicsSurfacePoint.d.ts.map +1 -0
  545. package/src/engine/physics/queries/PhysicsSurfacePoint.js +100 -0
  546. package/src/engine/physics/queries/overlap_shape.d.ts +51 -0
  547. package/src/engine/physics/queries/overlap_shape.d.ts.map +1 -0
  548. package/src/engine/physics/queries/overlap_shape.js +183 -0
  549. package/src/engine/physics/queries/raycast.d.ts +20 -0
  550. package/src/engine/physics/queries/raycast.d.ts.map +1 -0
  551. package/src/engine/physics/queries/raycast.js +249 -0
  552. package/src/engine/physics/queries/shape_cast.d.ts +56 -0
  553. package/src/engine/physics/queries/shape_cast.d.ts.map +1 -0
  554. package/src/engine/physics/queries/shape_cast.js +387 -0
  555. package/src/engine/physics/solver/friction_cone.d.ts +16 -0
  556. package/src/engine/physics/solver/friction_cone.d.ts.map +1 -0
  557. package/src/engine/physics/solver/friction_cone.js +37 -0
  558. package/src/engine/physics/solver/solve_contacts.d.ts +122 -0
  559. package/src/engine/physics/solver/solve_contacts.d.ts.map +1 -0
  560. package/src/engine/physics/solver/solve_contacts.js +1016 -0
  561. package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.d.ts +0 -34
  562. package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.d.ts.map +0 -1
  563. package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.js +0 -66
  564. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.d.ts +0 -2
  565. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.d.ts.map +0 -1
  566. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.js +0 -54
  567. package/src/core/geom/3d/topology/struct/binary/io/edge/get_or_create_edge_map.d.ts +0 -2
  568. package/src/core/geom/3d/topology/struct/binary/io/edge/get_or_create_edge_map.d.ts.map +0 -1
  569. package/src/core/geom/3d/topology/struct/binary/io/edge/get_or_create_edge_map.js +0 -26
  570. package/src/engine/ecs/components/Motion.d.ts +0 -21
  571. package/src/engine/ecs/components/Motion.d.ts.map +0 -1
  572. package/src/engine/ecs/components/Motion.js +0 -27
  573. package/src/engine/ecs/components/MotionSerializationAdapter.d.ts +0 -20
  574. package/src/engine/ecs/components/MotionSerializationAdapter.d.ts.map +0 -1
  575. package/src/engine/ecs/components/MotionSerializationAdapter.js +0 -26
  576. package/src/engine/ecs/systems/MotionSystem.d.ts +0 -9
  577. package/src/engine/ecs/systems/MotionSystem.d.ts.map +0 -1
  578. package/src/engine/ecs/systems/MotionSystem.js +0 -29
  579. package/src/engine/physics/fluid/Fluid.d.ts +0 -26
  580. package/src/engine/physics/fluid/Fluid.d.ts.map +0 -1
  581. package/src/engine/physics/fluid/Fluid.js +0 -221
  582. package/src/engine/physics/fluid/solver/v3_grid_apply_advection_reverse.d.ts +0 -7
  583. package/src/engine/physics/fluid/solver/v3_grid_apply_advection_reverse.d.ts.map +0 -1
  584. package/src/engine/physics/fluid/solver/v3_grid_apply_advection_reverse.js +0 -8
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"FirstPersonPlayerControllerConfig.d.ts","sourceRoot":"","sources":["../../../../../src/engine/control/first-person/FirstPersonPlayerControllerConfig.js"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH;IACI;QACI,qDAAqD;;QAErD,2BAA2B;;QAE3B;;yBAEiB;;QAEjB,8CAA8C;;QAE9C,iFAAiF;;QAEjF,oFAAoF;;QAEpF;;;;;;;;;WASG;;MAEL;IAMF;;;;QAII,iEAAiE;;QAEjE;;;;;;;;;;;;;;;;;;;WAmBG;;QAEH,kEAAkE;;QAElE,oDAAoD;;QAEpD;;;;;WAKG;;QAEH;;;;WAIG;;MAEL;IAEF;QACI,2CAA2C;;QAE3C,sEAAsE;;;;QAItE,kDAAkD;;QAElD,iEAAiE;;;;;;MAMnE;IAEF;QACI,yDAAyD;;QAEzD,yDAAyD;;;YAGrD,oDAAoD;;YAEpD,0BAA0B;;;;gBAItB,mEAAmE;;;;MAI7E;IAEF;QACI,gEAAgE;;QAEhE,yBAAyB;;MAE3B;IAEF;;;;;;OAMG;IACH;QACI,yDAAyD;;QAEzD;+EACuE;;QAEvE,4DAA4D;;QAE5D,0EAA0E;;QAE1E;kEAC0D;;MAE5D;IAEF;;;;OAIG;IACH;QACI,6EAA6E;;QAE7E,oDAAoD;;QAEpD;0DACkD;;MAEpD;IAEF;;;;;;OAMG;IACH;QACI;;qBAEa;;QAEb;;sBAEc;;QAEd;0EACkE;;QAElE;iEACyD;;QAEzD;;;gCAGwB;;MAE1B;IAEF;;;;;;OAMG;IACH;QACI;oDAC4C;;QAE5C;;qEAE6D;;QAE7D;8DACsD;;QAEtD;;2BAEmB;;MAErB;IAEF;;;;OAIG;IACH;QACI;;;;;;;;;;;;;;WAcG;;QAEH,oEAAoE;;QAEpE;qEAC6D;;QAE7D;;0EAEkE;;QAElE;;6CAEqC;;QAErC;4DACoD;;MAEtD;IAEF;;;;;QAKI,0DAA0D;;;QAG1D,sDAAsD;;QAEtD;;;;;;;WAOG;;QAEH;;;;;;;WAOG;;QAEH,qEAAqE;;QAErE;;;;;;WAMG;;QAEH;;;;;;;;;;;WAWG;;;;QAIH;;;;;;;;;WASG;;MAEL;IAEF;;;;;;;QAOI,8CAA8C;;QAE9C;;;;;;;;;;;;;;;;;;WAkBG;;QAEH;;6DAEqD;;MAEvD;IAEF;QAEI,wEAAwE;;QAExE,+DAA+D;;QAI/D,+DAA+D;;QAE/D;yEACiE;;QAEjE;;;;;WAKG;;QAEH,yDAAyD;;QAIzD,sEAAsE;;QAEtE,2EAA2E;;QAI3E;yEACiE;;QAEjE;qEAC6D;;QAE7D,sDAAsD;;MAExD;IAEF;;QAEI,kDAAkD;;;;;;QAGlD;;;WAGG;;QAEH;;;;WAIG;;QAEH;gEACwD;;QAExD;;;;;;;WAOG;;MAEL;IAEF;;;;;MAKE;IAEF;;;;MAIE;IAEF;;;;;;;OAOG;IACH;QACI,mFAAmF;;QAEnF,wDAAwD;;QAExD,iFAAiF;;MAEnF;IAEF;QACI;;mEAE2D;;MAE7D;IAEF;;YAzcI,qDAAqD;;YAErD,2BAA2B;;YAE3B;;6BAEiB;;YAEjB,8CAA8C;;YAE9C,iFAAiF;;YAEjF,oFAAoF;;YAEpF;;;;;;;;;eASG;;;;;;;YAYH,iEAAiE;;YAEjE;;;;;;;;;;;;;;;;;;;eAmBG;;YAEH,kEAAkE;;YAElE,oDAAoD;;YAEpD;;;;;eAKG;;YAEH;;;;eAIG;;;;;;;;YAKH,2CAA2C;;YAE3C,sEAAsE;;;;YAItE,kDAAkD;;YAElD,iEAAiE;;;;;;;oBAoBzD,mEAAmE;;;gBANvE,oDAAoD;;gBAEpD,0BAA0B;;;YAP9B,yDAAyD;;YAEzD,yDAAyD;;;;YAgBzD,gEAAgE;;YAEhE,yBAAyB;;;;YAiDzB;;yBAEa;;YAEb;;0BAEc;;YAEd;8EACkE;;YAElE;qEACyD;;YAEzD;;;oCAGwB;;;;YAYxB;wDAC4C;;YAE5C;;yEAE6D;;YAE7D;kEACsD;;YAEtD;;+BAEmB;;;;YA9EnB,yDAAyD;;YAEzD;mFACuE;;YAEvE,4DAA4D;;YAE5D,0EAA0E;;YAE1E;sEAC0D;;;;YAU1D,6EAA6E;;YAE7E,oDAAoD;;YAEpD;8DACkD;;;;YA+DlD;;;;;;;;;;;;;;eAcG;;YAEH,oEAAoE;;YAEpE;yEAC6D;;YAE7D;;8EAEkE;;YAElE;;iDAEqC;;YAErC;gEACoD;;;;;;;;YASpD,0DAA0D;;;YAG1D,sDAAsD;;YAEtD;;;;;;;eAOG;;YAEH;;;;;;;eAOG;;YAEH,qEAAqE;;YAErE;;;;;;eAMG;;YAEH;;;;;;;;;;;eAWG;;;;YAIH;;;;;;;;;eASG;;;;;;;;;;YAWH,8CAA8C;;YAE9C;;;;;;;;;;;;;;;;;;eAkBG;;YAEH;;iEAEqD;;;;YAMrD,wEAAwE;;YAExE,+DAA+D;;YAI/D,+DAA+D;;YAE/D;6EACiE;;YAEjE;;;;;eAKG;;YAEH,yDAAyD;;YAIzD,sEAAsE;;YAEtE,2EAA2E;;YAI3E;6EACiE;;YAEjE;yEAC6D;;YAE7D,sDAAsD;;;;;;;;;YAMtD,kDAAkD;;YAGlD;;;eAGG;;YAEH;;;;eAIG;;YAEH;oEACwD;;YAExD;;;;;;;eAOG;;;;;;;;;;;;;;;YA0BH,mFAAmF;;YAEnF,wDAAwD;;YAExD,iFAAiF;;;;YAKjF;;uEAE2D;;;MA+B9D;IAED,0BAmCC;IAED;;OAEG;IACH,YAFW,iCAAiC,QAI3C;IAED,2CAIC;CACJ"}
@@ -11,11 +11,28 @@ export class FirstPersonPlayerControllerConfig {
11
11
  /** Standing eye height, meters above body origin. */
12
12
  height: 1.80,
13
13
  /** Crouched eye height. */
14
- crouchHeight: 1.10,
14
+ crouchHeight: 0.8,
15
+ /** Prone eye height (used by slide). Body is horizontal — eye
16
+ * just above ground level, head turned toward the direction
17
+ * of travel. */
18
+ proneHeight: 0.4,
15
19
  /** Capsule radius, for downstream physics. */
16
- radius: 0.35,
17
- /** Kilograms — drives bob amplitude and land-impact magnitude. */
20
+ radius: 0.34,
21
+ /** Kilograms — affects bob, jump, landing, accel, and exertion via massRatio. */
18
22
  mass: 80,
23
+ /** Reference mass against which `mass` is normalized (massRatio = mass/refMass). */
24
+ referenceMass: 80,
25
+ /**
26
+ * How strongly `mass` couples into derived effects. 0 = mass is
27
+ * cosmetic; 1.0 = full coupling (heavier ⇒ lower jump, lower accel,
28
+ * harder landing, faster exhaustion). At 1.0 a 25% mass increase
29
+ * yields:
30
+ * jump peak ≈ 0.83× (∝ 1/√massRatio — kinematically motivated)
31
+ * ground accel ≈ 0.80× (∝ 1/massRatio — F = ma at fixed force)
32
+ * landing dip ≈ 1.25× (∝ massRatio — higher momentum to absorb)
33
+ * exertion rise ≈ 1.25× (∝ massRatio — more body to move)
34
+ */
35
+ massCouplingStrength: 1.0,
19
36
  };
20
37
 
21
38
  // Defaults are tuned toward an "athlete with juice" feel — plausible
@@ -28,12 +45,44 @@ export class FirstPersonPlayerControllerConfig {
28
45
  crouchSpeed: 2.2,
29
46
  /** [0..1] how much intent influences velocity while airborne. */
30
47
  airControl: 0.5,
31
- /** m/s^2 horizontal acceleration toward intent on ground. */
32
- groundAccel: 60, // ~6g start-up near-instant feel
48
+ /**
49
+ * Half-life (seconds) for the mono-exponential approach to top
50
+ * sprint speed on the ground. The controller's ground-accel
51
+ * model is Hill-based:
52
+ * v(t) = v_max · (1 − e^(−t / τ))
53
+ * with τ = halfLife / ln 2. At each tick the velocity halves
54
+ * the remaining gap to `targetSpeed` every `halfLife` seconds.
55
+ *
56
+ * Default `0.116 s` gives ~95 % of `sprintSpeed` reached in
57
+ * 500 ms — the Apex Legends / Titanfall / modern CoD ramp
58
+ * window. The curve is naturally non-uniform: roughly 45 %
59
+ * of top speed in the first 100 ms, then the last 5 % takes
60
+ * 300 ms — so a quick tap-and-go still feels snappy while
61
+ * follow-up moves (slide, sprint-jump) require committed
62
+ * sprint time to be at top speed.
63
+ *
64
+ * Literature: Hill 1927 / Furusawa-Hill 1928 (force-velocity
65
+ * curve, original analytical formulation); Morin & Samozino
66
+ * 2016 (modern sprint profiling using the same mono-exp fit).
67
+ */
68
+ groundAccelHalfLife: 0.116,
33
69
  /** m/s^2 horizontal deceleration toward 0 when intent is zero. */
34
70
  groundDecel: 75, // crisp stops, no skating
35
71
  /** m/s^2 horizontal acceleration while airborne. */
36
72
  airAccel: 14, // mid-air agility for course-correction
73
+ /**
74
+ * Top-speed multiplier applied while the move intent has a backward
75
+ * component (intent.move.y < 0). Backpedaling is mechanically slower
76
+ * than running forward — this also enforces a hard cap rather than
77
+ * letting "backward sprint" reach the same speed as forward sprint.
78
+ */
79
+ backwardSpeedFactor: 0.65,
80
+ /**
81
+ * Acceleration multiplier while moving backward. Body has worse
82
+ * mechanical advantage when reversing — slower to start, slower to
83
+ * stop, sells the "fighting the gait" feel.
84
+ */
85
+ backwardAccelFactor: 0.65,
37
86
  };
38
87
 
39
88
  jump = {
@@ -78,6 +127,136 @@ export class FirstPersonPlayerControllerConfig {
78
127
  mode: "hold",
79
128
  };
80
129
 
130
+ /**
131
+ * Wall-run ability — airborne + lateral wall + speed → run along the
132
+ * wall with reduced gravity. Camera tilts into the wall via the
133
+ * shared lean spring (consistent with the rest of the camera).
134
+ * Fields here are consumed by the {@link WallRun} ability when
135
+ * registered.
136
+ */
137
+ wallRun = {
138
+ /** Minimum horizontal speed (m/s) to engage wall-run. */
139
+ minSpeed: 4.0,
140
+ /** Player must be airborne at least this long before wall-run can
141
+ * engage — prevents wall-run triggering off a jump's first frames. */
142
+ minAirborneTime: 0.1,
143
+ /** Maximum wall-run duration (s). Auto-exits at the end. */
144
+ maxDuration: 2.0,
145
+ /** Multiplier on base gravity while wall-running. Lower = longer hang. */
146
+ gravityFactor: 0.25,
147
+ /** Camera tilt magnitude (deg) into the wall. Disabled by the
148
+ * motion-sickness toggle alongside the standard lean. */
149
+ cameraRollDeg: 12,
150
+ };
151
+
152
+ /**
153
+ * Wall-jump ability — instantaneous off-wall impulse. Fires from
154
+ * either an active wall-run state or from near-wall airborne (a
155
+ * short window where the player is close enough to push off).
156
+ */
157
+ wallJump = {
158
+ /** Impulse magnitude away from the wall (m/s, applied along wall normal). */
159
+ outwardImpulse: 6.0,
160
+ /** Upward component multiplier on jumpInitialVy. */
161
+ upFactor: 0.9,
162
+ /** Max distance to wall (m) at which a near-wall-airborne wall-jump
163
+ * is allowed (when not already wall-running). */
164
+ nearWallMaxDistance: 0.6,
165
+ };
166
+
167
+ /**
168
+ * Ledge-grab ability — snap to a forward ledge while descending and
169
+ * hang from it until the player releases. Climbing fatigue is
170
+ * modelled via the shared exertion channel: hang too long and you
171
+ * slip. Fields here are consumed by the {@link LedgeGrab} ability
172
+ * if registered; ignored otherwise.
173
+ */
174
+ ledgeGrab = {
175
+ /** Body Y offset from ledge top while hanging (negative — feet
176
+ * below the ledge so the body looks like it's gripping the
177
+ * edge). */
178
+ hangOffsetY: -1.4,
179
+ /** Forward offset from the ledge edge (negative = pulled BACK
180
+ * from the edge so the body is against the wall under the
181
+ * ledge). */
182
+ hangOffsetForward: -0.2,
183
+ /** Exertion rise per second while hanging — drives slip-by-
184
+ * fatigue. The base exertion rise scale (massRatios) applies. */
185
+ exertionRiseRate: 0.15,
186
+ /** Player must be airborne at least this long before a ledge-
187
+ * grab can engage — prevents auto-catching mid-jump. */
188
+ minAirborneTime: 0.3,
189
+ /** Vertical kick (multiplier on jumpInitialVy) given on a
190
+ * mantle-up release. Just enough to put the body above the
191
+ * ledge so mantle's ledgeAhead probe still resolves correctly
192
+ * on the next tick. */
193
+ mantleUpUpFactor: 0.3,
194
+ };
195
+
196
+ /**
197
+ * Mantle ability — auto-triggers when the player approaches a
198
+ * reachable obstacle with forward intent. The body follows a scripted
199
+ * path (horizontal + vertical eases) onto the surface; player input
200
+ * is suspended for the path's duration. Fields here are consumed by
201
+ * the {@link Mantle} ability if registered; ignored otherwise.
202
+ */
203
+ mantle = {
204
+ /** Below this height (m above feet), the obstacle is just a step
205
+ * the player can walk over — no mantle. */
206
+ minHeight: 0.4,
207
+ /** Above this, the surface is out of reach — no mantle. ~1.4m
208
+ * is chest height for a 1.8m body, which is the canonical
209
+ * "obstacle you can climb on but not over without help". */
210
+ maxHeight: 1.4,
211
+ /** Total scripted-path duration (seconds). Short enough that the
212
+ * brief loss of player control isn't frustrating. */
213
+ duration: 0.5,
214
+ /** How far past the obstacle edge the player lands (m). Slight
215
+ * forward bias so the player ends on top of the surface, not
216
+ * on the edge. */
217
+ forwardOffsetOnLand: 0.4,
218
+ };
219
+
220
+ /**
221
+ * Slide ability — activates from sprint+crouch when grounded. The
222
+ * fields here are read by the {@link Slide} ability if it's registered
223
+ * on the controller; unused if Slide is not in use.
224
+ */
225
+ slide = {
226
+ /**
227
+ * Required horizontal speed to start a slide. Below this,
228
+ * crouch + sprint just transitions to a normal crouched walk.
229
+ *
230
+ * The default — `7.5 m/s` — sits between walkSpeed (4.5) and
231
+ * sprintSpeed (9), at ~83 % of sprint. Earning the slide is
232
+ * enforced by the ground-accel model: with
233
+ * `groundAccelHalfLife = 0.116 s`, reaching this threshold
234
+ * from standstill takes ~300 ms of sustained sprint — well
235
+ * past a normal reaction window. Walking off a ledge or
236
+ * accelerating down a slope into a slide is explicitly
237
+ * supported: anything that brings the player's horizontal
238
+ * speed above this threshold lets crouch engage a slide.
239
+ * (Following Apex Legends' velocity-only gate at 200 hu/s.)
240
+ */
241
+ minEntrySpeed: 7.5,
242
+ /** Auto-exit threshold — slide ends when speed drops below this. */
243
+ endSpeed: 2.0,
244
+ /** Horizontal deceleration (m/s²) while sliding. Lower than the
245
+ * normal groundDecel so slides preserve momentum longer. */
246
+ friction: 3.0,
247
+ /** Non-interruptible window (seconds) after slide start — higher-
248
+ * priority abilities can't preempt during this window so the
249
+ * player isn't yanked out the instant they commit to a slide. */
250
+ startupWindow: 0.15,
251
+ /** Multiplier on the jump initial Vy for slide-jump. 1.0 = same
252
+ * height as a standing jump; >1 gives slide-jump some extra
253
+ * reward for chaining the input. */
254
+ slideJumpUpFactor: 1.05,
255
+ /** Vertical-impact-spring kick (m/s) at slide entry — the
256
+ * satisfying "thud" of dropping into the slide. */
257
+ entryImpactVelocity: 0.6,
258
+ };
259
+
81
260
  bob = {
82
261
  stepFreqAtWalk: 1.8,
83
262
  stepFreqExp: 0.75, // sub-linear so sprint isn't frantic
@@ -88,6 +267,60 @@ export class FirstPersonPlayerControllerConfig {
88
267
  rollAtWalkDeg: 0.8, // a touch more visible head sway
89
268
  /** Speeds below this don't tick the stride at all. */
90
269
  minStepSpeed: 0.2,
270
+ /**
271
+ * Half-life of the bob-amplitude envelope (seconds). When the player
272
+ * starts/stops moving, the bob amplitude springs toward its natural
273
+ * value rather than cutting on/off — so releasing a movement key
274
+ * doesn't whiplash the head from full sway back to neutral. The
275
+ * stride phase itself still freezes when stationary; only the
276
+ * AMPLITUDE is temporally smoothed.
277
+ */
278
+ intensityHalfLife: 0.22,
279
+ /**
280
+ * Vertical impact spring — kicked downward at each footfall. The
281
+ * spring's response shapes the actual vertical motion of the head:
282
+ * a sharp dip (foot arresting the head's fall), recovery through
283
+ * neutral, and a slight overshoot above neutral as the standing
284
+ * leg injects energy into the body (the "push" phase). Models the
285
+ * gait COM trajectory more accurately than a smooth sinusoid.
286
+ */
287
+ impactSpringHalfLife: 0.14,
288
+ /** zeta < 1 → spring overshoots after impact, sells the leg-push. */
289
+ impactSpringZeta: 0.50,
290
+ /**
291
+ * Multiplier converting "desired peak dip" (verticalAmpAtWalk + mass
292
+ * boost, scaled by intensity and back-pedal factor) into the actual
293
+ * velocity impulse delivered at footfall. Empirical — tuned so the
294
+ * default verticalAmpAtWalk produces the expected peak dip with the
295
+ * spring params above.
296
+ */
297
+ impactKickMultiplier: 30,
298
+ /**
299
+ * Multipliers applied to bob amplitude when the player is moving
300
+ * backward (interpolated by "backwardness" — the negative dot of
301
+ * velocity onto screen-forward, normalized to sprint speed). At
302
+ * full back-pedal these are fully applied; at rest they have no
303
+ * effect.
304
+ *
305
+ * Lateral is intentionally larger than vertical: real back-gait
306
+ * has worse side-to-side balance than vertical compression, so
307
+ * the visual wobble should track that. Roll boosts each footfall's
308
+ * head-tilt for the same reason — sells "unstable footing".
309
+ */
310
+ backwardVerticalAmpFactor: 1.2,
311
+ backwardLateralAmpFactor: 1.4,
312
+ backwardRollFactor: 1.3,
313
+ /**
314
+ * Bob roll × lean coupling: when the body is leaning into a turn
315
+ * (lean spring displaced), the per-stride head roll is biased
316
+ * toward the lean direction. At 0 the bob roll is symmetric
317
+ * regardless of lean. At 1.0 the bob roll excursions in the lean
318
+ * direction are doubled and the opposite-direction excursions go to
319
+ * zero. Typical 0.3–0.6 reads as a cohesive "leaning while running"
320
+ * gait. Normalized against cfg.lean.maxRollDeg so the coupling
321
+ * stays proportional regardless of how aggressive lean is tuned.
322
+ */
323
+ leanCouplingFactor: 0.45,
91
324
  };
92
325
 
93
326
  breath = {
@@ -99,14 +332,70 @@ export class FirstPersonPlayerControllerConfig {
99
332
  pitchAmpMaxDeg: 0.55,
100
333
  /** ±20% amplitude noise rides on the sine. */
101
334
  noiseAmount: 0.20,
335
+ /**
336
+ * Locomotor-respiratory coupling strength at full exertion. The
337
+ * breath-rate target is blended between purely metabolic (driven by
338
+ * exertion) and stride-aligned (an integer N strides per breath
339
+ * cycle). At 0 no coupling; at 1 breath rate is fully pulled toward
340
+ * the stride-aligned target.
341
+ *
342
+ * Coupling is SCALED by exertion — low exertion means the breath is
343
+ * dictated by metabolic demand alone, high sustained effort lets
344
+ * the diaphragm couple to gait impacts (mechanistically: heavier
345
+ * breathing means deeper chest excursions, which the gait's
346
+ * vertical accelerations bias toward integer ratios). Matches
347
+ * empirical findings in dynamic activity (Bernasconi & Kohl 1993,
348
+ * Bramble & Carrier 1983) — much weaker than steady-state running.
349
+ *
350
+ * Frequency-coupled only, NOT phase-locked: breath rate matches a
351
+ * sub-multiple of stride rate, but phase drifts. Holds the "loose"
352
+ * character the user asked for.
353
+ */
354
+ locomotorCouplingMax: 0.45,
355
+ /** Coupling does not engage below this stride frequency (Hz). At
356
+ * walking pace your gait is too slow to mechanically influence
357
+ * breath; coupling really shows up at jog+ pace. */
358
+ couplingMinStrideFreqHz: 1.5,
102
359
  };
103
360
 
104
361
  exertion = {
362
+ // -- Sustained drivers (continuous accumulation per second) ---
363
+ /** Per-second accumulation while sprinting (mass-scaled internally). */
105
364
  sprintRiseRate: 0.20,
106
- jumpRise: 0.08,
365
+ /** Per-second decay toward 0 when not under sustained load. */
107
366
  idleDecayRate: 0.12,
367
+
368
+ // -- Impulse drivers (one-shot bumps on discrete events) ------
369
+ /** Bump on jump fire — the muscular impulse of pushing off. */
370
+ jumpRise: 0.08,
371
+ /** Bump on crouch-enter — the knee-grip on absorbing into a crouch.
372
+ * Small; we don't want crouch-spamming to instantly exhaust. */
373
+ crouchEnterRise: 0.03,
374
+ /**
375
+ * Per-(m/s) impulse on landing — proportional to vertical impact
376
+ * speed. A clean low-jump landing barely registers; a hard fall
377
+ * delivers a noticeable bump. Clamped internally so an impossible
378
+ * fall doesn't max out exertion in one tick.
379
+ */
380
+ landImpulsePerVy: 0.012,
381
+ /** Max impulse magnitude added by any single landing. */
382
+ landImpulseMax: 0.20,
383
+
384
+ // -- Breath coupling (existing — unchanged contract) ----------
385
+ /** How long after exertion subsides before breath rate normalizes. */
108
386
  rateDecayHalfLife: 4.0,
387
+ /** How long after exertion subsides before breath amplitude normalizes. */
109
388
  ampDecayHalfLife: 2.0,
389
+
390
+ // -- Output coupling: exertion affects how the body moves -----
391
+ /** At full exertion, bob lateral amp is multiplied by 1 + this.
392
+ * Sells "tired wobble" — modest effect (10–20% recommended). */
393
+ bobLateralBoostAtMax: 0.20,
394
+ /** At full exertion, the head droops forward by this many degrees.
395
+ * Sells visual fatigue without compromising aim. Subtle. */
396
+ headDroopAtMaxDeg: 1.5,
397
+ /** Spring half-life for the head-droop transition. */
398
+ headDroopHalfLife: 0.6,
110
399
  };
111
400
 
112
401
  lean = {
@@ -114,12 +403,35 @@ export class FirstPersonPlayerControllerConfig {
114
403
  /** Degrees of roll per (lateral m/s^2 / 9.81). */
115
404
  maxRollDeg: 3.2, // more visible lean into turns — sells the athleticism
116
405
  spring: { halfLife: 0.16, zeta: 1.0 },
406
+ /**
407
+ * Yaw-rate "look-lean": camera banks into mouse-driven turns even
408
+ * without strafe input. Disable for motion-sickness sensitivity.
409
+ */
410
+ lookLeanEnabled: true,
411
+ /**
412
+ * Degrees of roll per rad/s of yaw rate. ~3 means a 180°/s turn
413
+ * (slow camera pan) gives ~16.5° of bank; a fast mouse flick at
414
+ * 5 rad/s (≈286°/s) would saturate against the clamp below.
415
+ */
416
+ lookLeanDegPerRadPerSec: 3.0,
417
+ /** Yaw rate is clamped to ±this (rad/s) before scaling — prevents
418
+ * single-frame flicks from spiking the lean target. */
419
+ lookLeanYawRateClamp: 4.0,
420
+ /**
421
+ * Multiplier applied to look-lean (yaw-rate banking) when crouched.
422
+ * Crouched stance is low and stable; banking from a mouse turn
423
+ * reads as unmotivated. Default 0 fully disables; dial up to add
424
+ * a subtle tilt without it feeling like you're running. The lateral-
425
+ * acceleration lean is NOT affected by this — it scales naturally
426
+ * with crouch speeds since accel magnitudes drop.
427
+ */
428
+ crouchLookLeanFactor: 0.0,
117
429
  };
118
430
 
119
431
  fov = {
120
432
  base: 75, // wider baseline — more energetic
121
- sprintAdd: 10, // dramatic punch on sprint (Apex/Titanfall feel)
122
- crouchAdd: -4,
433
+ sprintAdd: 7, // dramatic punch on sprint (Apex/Titanfall feel)
434
+ crouchAdd: -3,
123
435
  smoothHalfLife: 0.18, // slightly snappier transitions
124
436
  };
125
437
 
@@ -129,6 +441,23 @@ export class FirstPersonPlayerControllerConfig {
129
441
  invertY: false,
130
442
  };
131
443
 
444
+ /**
445
+ * Postural shifts driven by intent — distinct from look (which is
446
+ * player-driven) and from bob (which is procedural). Models
447
+ * Mirror's Edge-style "commitment to motion": sprinting tilts the head
448
+ * forward as the body leans into the run. Slow spring so it builds up
449
+ * over a second or so rather than snapping — it's a *posture* change,
450
+ * not a flick.
451
+ */
452
+ posture = {
453
+ /** Forward pitch (deg) applied to the eye at full sprint. Positive = look-down. */
454
+ sprintForwardPitchDeg: 4.0,
455
+ /** Spring half-life for the sprint pitch transition. */
456
+ sprintForwardPitchHalfLife: 0.32,
457
+ /** Small forward eye-position shift (m) at full sprint — head leads the hips. */
458
+ sprintForwardShiftM: 0.04,
459
+ };
460
+
132
461
  gravity = {
133
462
  /** Default gravity magnitude (m/s^2). Overridden by computeJumpFromApex once
134
463
  * the jump tunables are resolved; kept here so non-jumping entities (NPCs,
@@ -149,12 +478,18 @@ export class FirstPersonPlayerControllerConfig {
149
478
  },
150
479
  },
151
480
  crouch: { ...this.crouch },
481
+ ledgeGrab: { ...this.ledgeGrab },
482
+ mantle: { ...this.mantle },
483
+ wallRun: { ...this.wallRun },
484
+ wallJump: { ...this.wallJump },
485
+ slide: { ...this.slide },
152
486
  bob: { ...this.bob },
153
487
  breath: { ...this.breath },
154
488
  exertion: { ...this.exertion },
155
489
  lean: { ...this.lean, spring: { ...this.lean.spring } },
156
490
  fov: { ...this.fov },
157
491
  look: { ...this.look },
492
+ posture: { ...this.posture },
158
493
  gravity: { ...this.gravity },
159
494
  };
160
495
  }
@@ -177,6 +512,11 @@ export class FirstPersonPlayerControllerConfig {
177
512
  }
178
513
  }
179
514
  if (json.crouch) Object.assign(this.crouch, json.crouch);
515
+ if (json.ledgeGrab) Object.assign(this.ledgeGrab, json.ledgeGrab);
516
+ if (json.mantle) Object.assign(this.mantle, json.mantle);
517
+ if (json.wallRun) Object.assign(this.wallRun, json.wallRun);
518
+ if (json.wallJump) Object.assign(this.wallJump, json.wallJump);
519
+ if (json.slide) Object.assign(this.slide, json.slide);
180
520
  if (json.bob) Object.assign(this.bob, json.bob);
181
521
  if (json.breath) Object.assign(this.breath, json.breath);
182
522
  if (json.exertion) Object.assign(this.exertion, json.exertion);
@@ -187,6 +527,7 @@ export class FirstPersonPlayerControllerConfig {
187
527
  }
188
528
  if (json.fov) Object.assign(this.fov, json.fov);
189
529
  if (json.look) Object.assign(this.look, json.look);
530
+ if (json.posture) Object.assign(this.posture, json.posture);
190
531
  if (json.gravity) Object.assign(this.gravity, json.gravity);
191
532
  }
192
533