@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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@@ -0,0 +1,71 @@
1
+ import { dampedSpringStep } from "./dampedSpringStep.js";
2
+
3
+ /**
4
+ * Damped spring with a value and velocity. Half-life parameterized.
5
+ *
6
+ * Convention: zeta = 1.0 is critically damped (no overshoot, fastest settle).
7
+ * zeta < 1.0 under-damps (oscillation/ringing, useful for impact bounces).
8
+ * zeta > 1.0 over-damps (slow approach, rarely useful in this engine).
9
+ *
10
+ * Use kick() to inject a velocity impulse (e.g. footfall impact, gunfire
11
+ * recoil, knockback). Use stepTo() each fixed update to advance the
12
+ * simulation toward a target value.
13
+ *
14
+ * @author Alex Goldring
15
+ * @copyright Company Named Limited (c) 2026
16
+ */
17
+ export class Spring {
18
+ /**
19
+ * @param {number} [value] initial value
20
+ * @param {number} [velocity] initial velocity
21
+ */
22
+ constructor(value = 0, velocity = 0) {
23
+ this.value = value;
24
+ this.velocity = velocity;
25
+ }
26
+
27
+ /**
28
+ * Advance the spring toward `target`. Same half-life form used by the
29
+ * pre-existing dampedSpringStep / criticallyDampedSpringStep helpers.
30
+ *
31
+ * @param {number} target target value
32
+ * @param {number} halfLife seconds for the envelope to halve (smaller → snappier)
33
+ * @param {number} zeta damping ratio (1=critical, <1=ring, >1=sluggish)
34
+ * @param {number} dt
35
+ */
36
+ stepTo(target, halfLife, zeta, dt) {
37
+ dampedSpringStep(this, target, halfLife, zeta, dt);
38
+ }
39
+
40
+ /**
41
+ * Inject a velocity impulse. Use for one-shot events that should result
42
+ * in an immediate "snap" (footfall down-kick, recoil push, blow-back).
43
+ *
44
+ * @param {number} impulse velocity to add
45
+ */
46
+ kick(impulse) {
47
+ this.velocity += impulse;
48
+ }
49
+
50
+ /**
51
+ * Instantaneously place the spring at a value with zero velocity. Use
52
+ * when initializing or hard-resetting (e.g. teleport).
53
+ *
54
+ * @param {number} [value]
55
+ */
56
+ settle(value = 0) {
57
+ this.value = value;
58
+ this.velocity = 0;
59
+ }
60
+
61
+ /**
62
+ * Displace value while preserving velocity. Used for "land here, then
63
+ * decay" — see landing recovery where we want the impact dip displaced
64
+ * but the velocity to ride out from there.
65
+ *
66
+ * @param {number} value
67
+ */
68
+ setValue(value) {
69
+ this.value = value;
70
+ }
71
+ }
@@ -0,0 +1,26 @@
1
+ /**
2
+ * Locomotor-respiratory coupling — compute the breath-rate target by
3
+ * blending the metabolic-demand rate with a stride-aligned sub-multiple.
4
+ *
5
+ * Empirical basis: in steady-state running, breath naturally locks to a
6
+ * sub-multiple of stride (2:1, 3:1, 4:1 depending on speed — see Bramble &
7
+ * Carrier 1983, Bernasconi & Kohl 1993). In *dynamic* activity (varied
8
+ * terrain, sports, untrained) the coupling is much weaker and the breath
9
+ * rate is dictated mostly by metabolic demand.
10
+ *
11
+ * We blend the two: at low exertion (or below the strideFreq threshold)
12
+ * the output is purely metabolic. At high exertion AND active gait, the
13
+ * output is pulled toward the integer-ratio aligned rate. This is
14
+ * FREQUENCY-only coupling — no phase lock — so the breath "rides" the
15
+ * gait without being constrained to it, matching loose dynamic-activity
16
+ * coupling rather than tight steady-state coupling.
17
+ *
18
+ * @param {number} metabolicRate the rate driven by exertion alone (Hz)
19
+ * @param {number} strideFreqHz current stride frequency (Hz, 0 if not striding)
20
+ * @param {number} exertion in [0..1]
21
+ * @param {number} couplingMax coupling strength at exertion=1
22
+ * @param {number} minStrideFreqHz coupling does not engage below this
23
+ * @returns {number} target breath rate (Hz)
24
+ */
25
+ export function computeLRCBreathRate(metabolicRate: number, strideFreqHz: number, exertion: number, couplingMax: number, minStrideFreqHz: number): number;
26
+ //# sourceMappingURL=computeLRCBreathRate.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"computeLRCBreathRate.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/math/computeLRCBreathRate.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,oDAPW,MAAM,gBACN,MAAM,YACN,MAAM,eACN,MAAM,mBACN,MAAM,GACJ,MAAM,CAgBlB"}
@@ -0,0 +1,41 @@
1
+ import { lerp } from "../../../../core/math/lerp.js";
2
+
3
+ /**
4
+ * Locomotor-respiratory coupling — compute the breath-rate target by
5
+ * blending the metabolic-demand rate with a stride-aligned sub-multiple.
6
+ *
7
+ * Empirical basis: in steady-state running, breath naturally locks to a
8
+ * sub-multiple of stride (2:1, 3:1, 4:1 depending on speed — see Bramble &
9
+ * Carrier 1983, Bernasconi & Kohl 1993). In *dynamic* activity (varied
10
+ * terrain, sports, untrained) the coupling is much weaker and the breath
11
+ * rate is dictated mostly by metabolic demand.
12
+ *
13
+ * We blend the two: at low exertion (or below the strideFreq threshold)
14
+ * the output is purely metabolic. At high exertion AND active gait, the
15
+ * output is pulled toward the integer-ratio aligned rate. This is
16
+ * FREQUENCY-only coupling — no phase lock — so the breath "rides" the
17
+ * gait without being constrained to it, matching loose dynamic-activity
18
+ * coupling rather than tight steady-state coupling.
19
+ *
20
+ * @param {number} metabolicRate the rate driven by exertion alone (Hz)
21
+ * @param {number} strideFreqHz current stride frequency (Hz, 0 if not striding)
22
+ * @param {number} exertion in [0..1]
23
+ * @param {number} couplingMax coupling strength at exertion=1
24
+ * @param {number} minStrideFreqHz coupling does not engage below this
25
+ * @returns {number} target breath rate (Hz)
26
+ */
27
+ export function computeLRCBreathRate(
28
+ metabolicRate,
29
+ strideFreqHz,
30
+ exertion,
31
+ couplingMax,
32
+ minStrideFreqHz,
33
+ ) {
34
+ if (strideFreqHz < minStrideFreqHz || metabolicRate <= 1e-3) {
35
+ return metabolicRate;
36
+ }
37
+ const stridesPerBreath = Math.max(1, Math.round(strideFreqHz / metabolicRate));
38
+ const strideAlignedRate = strideFreqHz / stridesPerBreath;
39
+ const coupling = couplingMax * exertion;
40
+ return lerp(metabolicRate, strideAlignedRate, coupling);
41
+ }
@@ -0,0 +1,35 @@
1
+ /**
2
+ * Derive the per-effect mass scaling factors from the body config. Computed
3
+ * once at link time (mass is not expected to change at runtime); the system
4
+ * caches the result on the runtime.
5
+ *
6
+ * Each scaling is mixed with coupling-strength ∈ [0, 1]: at 0 the ratio is
7
+ * identity (mass becomes purely cosmetic, useful for prototypes); at 1 the
8
+ * full kinematic relationship applies.
9
+ *
10
+ * massRatio = mass / referenceMass
11
+ * coupled(r, k) = 1 + (r - 1) · k // identity at k=0, full r at k=1
12
+ * jumpV0Scale = 1 / √coupled(massRatio, k) ∝ 1/√mass
13
+ * groundAccelScale = 1 / coupled(massRatio, k) ∝ 1/mass
14
+ * landingDipScale = coupled(massRatio, k) ∝ mass
15
+ * exertionRiseScale = coupled(massRatio, k) ∝ mass
16
+ *
17
+ * @param {number} mass
18
+ * @param {number} referenceMass
19
+ * @param {number} couplingStrength [0..1]
20
+ * @returns {{
21
+ * massRatio: number,
22
+ * jumpV0Scale: number,
23
+ * groundAccelScale: number,
24
+ * landingDipScale: number,
25
+ * exertionRiseScale: number,
26
+ * }}
27
+ */
28
+ export function computeMassRatios(mass: number, referenceMass: number, couplingStrength: number): {
29
+ massRatio: number;
30
+ jumpV0Scale: number;
31
+ groundAccelScale: number;
32
+ landingDipScale: number;
33
+ exertionRiseScale: number;
34
+ };
35
+ //# sourceMappingURL=computeMassRatios.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"computeMassRatios.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/math/computeMassRatios.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,wCAXW,MAAM,iBACN,MAAM,oBACN,MAAM,GACJ;IACZ,SAAa,EAAE,MAAM,CAAC;IACtB,WAAe,EAAE,MAAM,CAAC;IACxB,gBAAoB,EAAE,MAAM,CAAC;IAC7B,eAAmB,EAAE,MAAM,CAAC;IAC5B,iBAAqB,EAAE,MAAM,CAAC;CAC3B,CAkBH"}
@@ -0,0 +1,44 @@
1
+ /**
2
+ * Derive the per-effect mass scaling factors from the body config. Computed
3
+ * once at link time (mass is not expected to change at runtime); the system
4
+ * caches the result on the runtime.
5
+ *
6
+ * Each scaling is mixed with coupling-strength ∈ [0, 1]: at 0 the ratio is
7
+ * identity (mass becomes purely cosmetic, useful for prototypes); at 1 the
8
+ * full kinematic relationship applies.
9
+ *
10
+ * massRatio = mass / referenceMass
11
+ * coupled(r, k) = 1 + (r - 1) · k // identity at k=0, full r at k=1
12
+ * jumpV0Scale = 1 / √coupled(massRatio, k) ∝ 1/√mass
13
+ * groundAccelScale = 1 / coupled(massRatio, k) ∝ 1/mass
14
+ * landingDipScale = coupled(massRatio, k) ∝ mass
15
+ * exertionRiseScale = coupled(massRatio, k) ∝ mass
16
+ *
17
+ * @param {number} mass
18
+ * @param {number} referenceMass
19
+ * @param {number} couplingStrength [0..1]
20
+ * @returns {{
21
+ * massRatio: number,
22
+ * jumpV0Scale: number,
23
+ * groundAccelScale: number,
24
+ * landingDipScale: number,
25
+ * exertionRiseScale: number,
26
+ * }}
27
+ */
28
+ export function computeMassRatios(mass, referenceMass, couplingStrength) {
29
+ const r = mass / Math.max(referenceMass, 1e-6);
30
+ const k = Math.max(0, Math.min(1, couplingStrength));
31
+ const coupled = 1 + (r - 1) * k;
32
+
33
+ // Guard: at very low coupled values 1/coupled blows up. Clamp the
34
+ // *minimum* coupled to avoid division blow-ups for tiny-mass exotic configs.
35
+ const safeCoupled = Math.max(coupled, 0.1);
36
+
37
+ return {
38
+ massRatio: r,
39
+ jumpV0Scale: 1 / Math.sqrt(safeCoupled),
40
+ groundAccelScale: 1 / safeCoupled,
41
+ landingDipScale: safeCoupled,
42
+ exertionRiseScale: safeCoupled,
43
+ };
44
+ }
@@ -4,6 +4,12 @@ export namespace FirstPersonActionState {
4
4
  let Airborne: number;
5
5
  let Landing: number;
6
6
  }
7
+ export namespace FirstPersonLocomotionMode {
8
+ let Idle: number;
9
+ let Walk: number;
10
+ let Sprint: number;
11
+ let Crouch: number;
12
+ }
7
13
  export class FirstPersonPose {
8
14
  /**
9
15
  * World-space body root.
@@ -49,15 +55,39 @@ export class FirstPersonPose {
49
55
  */
50
56
  locomotionStrafe: number;
51
57
  /**
52
- * See {@link FirstPersonActionState}.
58
+ * Kinetic vertical state. See {@link FirstPersonActionState}.
53
59
  * @type {number}
54
60
  */
55
61
  actionState: number;
62
+ /**
63
+ * Horizontal locomotion intent mode. See {@link FirstPersonLocomotionMode}.
64
+ * @type {number}
65
+ */
66
+ locomotionMode: number;
56
67
  /**
57
68
  * [0..1] interpolation between standing and fully-crouched pose.
69
+ * Legacy field — pinned to (height − eyeHeight)/(height − crouchHeight),
70
+ * so a body in Prone reads ≥ 1.0 (saturated). Use {@link postureAmount}
71
+ * if the animator needs to distinguish Crouch / Prone / Hang.
58
72
  * @type {number}
59
73
  */
60
74
  crouchAmount: number;
75
+ /**
76
+ * Current body shape. Picks which animation track the rig should
77
+ * blend toward — Stand / Crouch / Prone / Hang. See
78
+ * {@link FirstPersonPosture}.
79
+ * @type {number}
80
+ */
81
+ posture: number;
82
+ /**
83
+ * [0..1] blend weight from Stand toward the current {@link posture}.
84
+ * 0 = fully standing (postures hold-frame is the standing rig);
85
+ * 1 = fully in the posture's target shape. Computed from eye-height
86
+ * relative to the posture's target height, so the value transitions
87
+ * smoothly with the same spring the camera uses.
88
+ * @type {number}
89
+ */
90
+ postureAmount: number;
61
91
  /**
62
92
  * Same as headPitchRad, surfaced separately for IK consumers that only
63
93
  * need the aim axis.
@@ -1 +1 @@
1
- {"version":3,"file":"FirstPersonPose.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/pose/FirstPersonPose.js"],"names":[],"mappings":";;;;;;AAoBA;IACI;;;OAGG;IACH,cAFU,OAAO,CAEY;IAE7B;;;OAGG;IACH,YAFU,MAAM,CAED;IAEf;;;;;OAKG;IACH,YAFU,MAAM,CAED;IAEf;;OAEG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;OAKG;IACH,iBAFU,MAAM,CAEI;IAEpB;;;OAGG;IACH,iBAFU,MAAM,CAEI;IAEpB;;;OAGG;IACH,kBAFU,MAAM,CAEK;IAErB;;;OAGG;IACH,aAFU,MAAM,CAE8B;IAE9C;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB;;;;OAIG;IACH,UAFU,MAAM,CAEH;CAChB;oBA1FmB,kCAAkC"}
1
+ {"version":3,"file":"FirstPersonPose.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/pose/FirstPersonPose.js"],"names":[],"mappings":";;;;;;;;;;;;AAuCA;IACI;;;OAGG;IACH,cAFU,OAAO,CAEY;IAE7B;;;OAGG;IACH,YAFU,MAAM,CAED;IAEf;;;;;OAKG;IACH,YAFU,MAAM,CAED;IAEf;;OAEG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,aAFU,MAAM,CAEA;IAEhB;;;;;OAKG;IACH,iBAFU,MAAM,CAEI;IAEpB;;;OAGG;IACH,iBAFU,MAAM,CAEI;IAEpB;;;OAGG;IACH,kBAFU,MAAM,CAEK;IAErB;;;OAGG;IACH,aAFU,MAAM,CAE8B;IAE9C;;;OAGG;IACH,gBAFU,MAAM,CAEgC;IAEhD;;;;;;OAMG;IACH,cAFU,MAAM,CAEC;IAEjB;;;;;OAKG;IACH,SAFU,MAAM,CAEmB;IAEnC;;;;;;;OAOG;IACH,eAFU,MAAM,CAEE;IAElB;;;;OAIG;IACH,UAFU,MAAM,CAEH;CAChB;oBAxImB,kCAAkC"}
@@ -1,4 +1,5 @@
1
1
  import Vector3 from "../../../../core/geom/Vector3.js";
2
+ import { FirstPersonPosture } from "./FirstPersonPosture.js";
2
3
 
3
4
  /**
4
5
  * Read-only outputs intended for a downstream skeleton system to consume.
@@ -8,14 +9,32 @@ import Vector3 from "../../../../core/geom/Vector3.js";
8
9
  * internal state representations change later. A future first-person arms
9
10
  * rig, third-person body rig, and network-replicated remote rig should all
10
11
  * be able to drive themselves from these channels alone.
11
- *
12
+ */
13
+
14
+ /**
15
+ * Vertical (kinetic) state — "what is the body doing in 3D space right now".
16
+ * Independent of {@link FirstPersonLocomotionMode}; the player can be
17
+ * Airborne while sprinting, Anticipating from a crouch, etc.
12
18
  * @readonly enum
13
19
  */
14
20
  export const FirstPersonActionState = {
15
21
  Grounded: 0,
16
22
  Anticipating: 1, // squashing down before jump impulse
17
23
  Airborne: 2,
18
- Landing: 3
24
+ Landing: 3,
25
+ };
26
+
27
+ /**
28
+ * Horizontal (intent-driven) locomotion mode. Drives the blend tree for the
29
+ * skeletal rig's locomotion layer. Orthogonal to {@link FirstPersonActionState}
30
+ * — a Sprint-mode player who jumps is `(Sprint, Airborne)` until they land.
31
+ * @readonly enum
32
+ */
33
+ export const FirstPersonLocomotionMode = {
34
+ Idle: 0,
35
+ Walk: 1,
36
+ Sprint: 2,
37
+ Crouch: 3,
19
38
  };
20
39
 
21
40
  export class FirstPersonPose {
@@ -71,17 +90,44 @@ export class FirstPersonPose {
71
90
  locomotionStrafe = 0;
72
91
 
73
92
  /**
74
- * See {@link FirstPersonActionState}.
93
+ * Kinetic vertical state. See {@link FirstPersonActionState}.
75
94
  * @type {number}
76
95
  */
77
96
  actionState = FirstPersonActionState.Grounded;
78
97
 
98
+ /**
99
+ * Horizontal locomotion intent mode. See {@link FirstPersonLocomotionMode}.
100
+ * @type {number}
101
+ */
102
+ locomotionMode = FirstPersonLocomotionMode.Idle;
103
+
79
104
  /**
80
105
  * [0..1] interpolation between standing and fully-crouched pose.
106
+ * Legacy field — pinned to (height − eyeHeight)/(height − crouchHeight),
107
+ * so a body in Prone reads ≥ 1.0 (saturated). Use {@link postureAmount}
108
+ * if the animator needs to distinguish Crouch / Prone / Hang.
81
109
  * @type {number}
82
110
  */
83
111
  crouchAmount = 0;
84
112
 
113
+ /**
114
+ * Current body shape. Picks which animation track the rig should
115
+ * blend toward — Stand / Crouch / Prone / Hang. See
116
+ * {@link FirstPersonPosture}.
117
+ * @type {number}
118
+ */
119
+ posture = FirstPersonPosture.Stand;
120
+
121
+ /**
122
+ * [0..1] blend weight from Stand toward the current {@link posture}.
123
+ * 0 = fully standing (postures hold-frame is the standing rig);
124
+ * 1 = fully in the posture's target shape. Computed from eye-height
125
+ * relative to the posture's target height, so the value transitions
126
+ * smoothly with the same spring the camera uses.
127
+ * @type {number}
128
+ */
129
+ postureAmount = 0;
130
+
85
131
  /**
86
132
  * Same as headPitchRad, surfaced separately for IK consumers that only
87
133
  * need the aim axis.
@@ -0,0 +1,7 @@
1
+ export namespace FirstPersonPosture {
2
+ let Stand: number;
3
+ let Crouch: number;
4
+ let Prone: number;
5
+ let Hang: number;
6
+ }
7
+ //# sourceMappingURL=FirstPersonPosture.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"FirstPersonPosture.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/pose/FirstPersonPosture.js"],"names":[],"mappings":""}
@@ -0,0 +1,27 @@
1
+ /**
2
+ * Body posture — discrete shape the body holds. Drives eye height and
3
+ * gait gating (stride / footstep / bob).
4
+ *
5
+ * The base controller computes posture from intent each tick (Stand vs.
6
+ * Crouch). Abilities own the posture while they're active and can force
7
+ * Prone (slide) or Hang (ledge-grab). When an ability releases, the
8
+ * next base tick re-derives posture from intent.
9
+ *
10
+ * Why a single enum field rather than override sentinels: a uniform
11
+ * channel that every consumer (eye-height spring, stride gate, future
12
+ * skeleton animator) reads from one place. Adding a new posture means
13
+ * adding one enum value + one mapping, not threading "is X overriding
14
+ * Y" sentinels through L2.
15
+ *
16
+ * @readonly enum
17
+ */
18
+ export const FirstPersonPosture = {
19
+ /** Upright on both feet — the default. Strides normally. */
20
+ Stand: 0,
21
+ /** Knees bent, head dropped — feet still strike the ground. */
22
+ Crouch: 1,
23
+ /** Body horizontal — sliding or diving. No stride; eye near ground. */
24
+ Prone: 2,
25
+ /** Suspended from hands — hanging on a ledge. No stride. */
26
+ Hang: 3,
27
+ };