@woosh/meep-engine 3.39.0 → 3.41.0

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 (561) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/package.json +1 -1
  3. package/src/core/geom/3d/quaternion/swing_twist_clamp.d.ts +24 -0
  4. package/src/core/geom/3d/quaternion/swing_twist_clamp.d.ts.map +1 -0
  5. package/src/core/geom/3d/quaternion/swing_twist_clamp.js +62 -0
  6. package/src/core/geom/3d/quaternion/swing_twist_compose.d.ts +15 -0
  7. package/src/core/geom/3d/quaternion/swing_twist_compose.d.ts.map +1 -0
  8. package/src/core/geom/3d/quaternion/swing_twist_compose.js +36 -0
  9. package/src/core/geom/3d/quaternion/swing_twist_error.d.ts +39 -0
  10. package/src/core/geom/3d/quaternion/swing_twist_error.d.ts.map +1 -0
  11. package/src/core/geom/3d/quaternion/swing_twist_error.js +85 -0
  12. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.d.ts +11 -6
  13. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.d.ts.map +1 -1
  14. package/src/core/geom/vec3/v3_rigid_align_paired_unit_vectors.js +27 -13
  15. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.d.ts +25 -0
  16. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.d.ts.map +1 -0
  17. package/src/core/math/linalg/eigen/matrix_symmetric_4x4_eigen.js +166 -0
  18. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.d.ts +5 -3
  19. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.d.ts.map +1 -1
  20. package/src/core/math/linalg/eigen/matrix_top_eigenvector_power_iteration.js +5 -3
  21. package/src/engine/EngineHarness.d.ts.map +1 -1
  22. package/src/engine/EngineHarness.js +17 -4
  23. package/src/engine/animation/curve/AnimationCurve.d.ts +3 -0
  24. package/src/engine/animation/curve/AnimationCurve.d.ts.map +1 -1
  25. package/src/engine/animation/curve/AnimationCurve.js +6 -1
  26. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  27. package/src/engine/ecs/EntityManager.d.ts +9 -1
  28. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  29. package/src/engine/ecs/EntityManager.js +26 -27
  30. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts +20 -0
  31. package/src/engine/ecs/gpu/GPUStateAuthority.d.ts.map +1 -1
  32. package/src/engine/ecs/gpu/GPUStateAuthority.js +21 -0
  33. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.d.ts +13 -0
  34. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.d.ts.map +1 -0
  35. package/src/engine/ecs/gpu/GPU_AUTHORITY_EVENT_HOLD_CHANGE.js +12 -0
  36. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts +6 -0
  37. package/src/engine/ecs/gpu/gpu_authority_grant.d.ts.map +1 -1
  38. package/src/engine/ecs/gpu/gpu_authority_grant.js +7 -1
  39. package/src/engine/ecs/gpu/gpu_authority_held.d.ts +14 -0
  40. package/src/engine/ecs/gpu/gpu_authority_held.d.ts.map +1 -0
  41. package/src/engine/ecs/gpu/gpu_authority_held.js +23 -0
  42. package/src/engine/ecs/gpu/gpu_authority_hold.d.ts +23 -0
  43. package/src/engine/ecs/gpu/gpu_authority_hold.d.ts.map +1 -0
  44. package/src/engine/ecs/gpu/gpu_authority_hold.js +41 -0
  45. package/src/engine/ecs/gpu/gpu_authority_unhold.d.ts +14 -0
  46. package/src/engine/ecs/gpu/gpu_authority_unhold.d.ts.map +1 -0
  47. package/src/engine/ecs/gpu/gpu_authority_unhold.js +32 -0
  48. package/src/engine/ecs/ik/IKGoal.d.ts +59 -0
  49. package/src/engine/ecs/ik/IKGoal.d.ts.map +1 -0
  50. package/src/engine/ecs/ik/IKGoal.js +83 -0
  51. package/src/engine/ecs/ik/IKGoalSystem.d.ts +75 -0
  52. package/src/engine/ecs/ik/IKGoalSystem.d.ts.map +1 -0
  53. package/src/engine/ecs/ik/IKGoalSystem.js +1456 -0
  54. package/src/engine/ecs/ik/PLAN.md +179 -0
  55. package/src/engine/ecs/speaker/VoiceSystem.d.ts +2 -2
  56. package/src/engine/ecs/speaker/VoiceSystem.d.ts.map +1 -1
  57. package/src/engine/ecs/storage/BinaryBufferSerializer.d.ts.map +1 -1
  58. package/src/engine/ecs/storage/BinaryBufferSerializer.js +4 -5
  59. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +7 -3
  60. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  61. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +5 -2
  62. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.d.ts +33 -0
  63. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.d.ts.map +1 -0
  64. package/src/engine/ecs/system/orderSystemsByDeclaredAccess.js +282 -0
  65. package/src/engine/ecs/transform/T64WorldCache.js +139 -139
  66. package/src/engine/ecs/transform/t64_evaluate_local.d.ts +25 -0
  67. package/src/engine/ecs/transform/t64_evaluate_local.d.ts.map +1 -0
  68. package/src/engine/ecs/transform/t64_evaluate_local.js +35 -0
  69. package/src/engine/ecs/transform/t64_evaluate_world.d.ts +5 -3
  70. package/src/engine/ecs/transform/t64_evaluate_world.d.ts.map +1 -1
  71. package/src/engine/ecs/transform/t64_evaluate_world.js +128 -126
  72. package/src/engine/graphics/ecs/water/Water.d.ts +14 -17
  73. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  74. package/src/engine/graphics/ecs/water/Water.js +100 -110
  75. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  76. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +36 -38
  77. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  78. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  79. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  80. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +3 -3
  81. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -46
  82. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  83. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  84. package/src/engine/graphics3/AnimationGraphSystem.d.ts +2 -0
  85. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -1
  86. package/src/engine/graphics3/AnimationGraphSystem.js +337 -329
  87. package/src/engine/graphics3/AnimationSystem.d.ts +2 -0
  88. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -1
  89. package/src/engine/graphics3/AnimationSystem.js +360 -352
  90. package/src/engine/graphics3/WaterSystem.d.ts +21 -74
  91. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  92. package/src/engine/graphics3/WaterSystem.js +174 -367
  93. package/src/engine/physics/cloth/MEASUREMENTS.md +130 -0
  94. package/src/engine/physics/cloth/PLAN.md +16 -1
  95. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +5 -6
  96. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
  97. package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +5 -6
  98. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +4 -7
  99. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  100. package/src/engine/physics/cloth/ecs/ClothInstance.js +4 -7
  101. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +4 -3
  102. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  103. package/src/engine/physics/cloth/ecs/ClothSystem.js +4 -3
  104. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  105. package/src/engine/physics/cloth/ecs/ClothWorld.js +10 -0
  106. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts +24 -24
  107. package/src/engine/physics/cloth/ecs/cloth_seed_rig.d.ts.map +1 -1
  108. package/src/engine/physics/cloth/ecs/cloth_seed_rig.js +46 -43
  109. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts +1 -1
  110. package/src/engine/physics/cloth/ecs/cloth_write_back.js +1 -1
  111. package/src/engine/physics/constraint/solve_constraints.d.ts +0 -35
  112. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
  113. package/src/engine/physics/constraint/solve_constraints.js +1 -83
  114. package/src/engine/physics/ecs/ContactProbe.d.ts +73 -0
  115. package/src/engine/physics/ecs/ContactProbe.d.ts.map +1 -0
  116. package/src/engine/physics/ecs/ContactProbe.js +103 -0
  117. package/src/engine/physics/ecs/ContactProbeSystem.d.ts +44 -0
  118. package/src/engine/physics/ecs/ContactProbeSystem.d.ts.map +1 -0
  119. package/src/engine/physics/ecs/ContactProbeSystem.js +397 -0
  120. package/src/engine/physics/fluid/ecs/FluidComponent.d.ts +1 -1
  121. package/src/engine/physics/fluid/ecs/FluidComponent.js +1 -1
  122. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  123. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.d.ts +205 -0
  124. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.d.ts.map +1 -0
  125. package/src/engine/physics/inverse_kinematics/frame_fabrik/FrameFabrikProblem.js +245 -0
  126. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.d.ts +21 -0
  127. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.d.ts.map +1 -0
  128. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_limit_from_joint.js +63 -0
  129. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.d.ts +33 -0
  130. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.d.ts.map +1 -0
  131. package/src/engine/physics/inverse_kinematics/frame_fabrik/frame_fabrik_solve.js +874 -0
  132. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.d.ts +27 -0
  133. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.d.ts.map +1 -0
  134. package/src/engine/physics/inverse_kinematics/joint_hinge_mid_axis.js +77 -0
  135. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.d.ts +36 -0
  136. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.d.ts.map +1 -0
  137. package/src/engine/physics/inverse_kinematics/two_bone_path_solve.js +97 -0
  138. package/src/engine/physics/inverse_kinematics/two_joint_ik.d.ts +33 -11
  139. package/src/engine/physics/inverse_kinematics/two_joint_ik.d.ts.map +1 -1
  140. package/src/engine/physics/inverse_kinematics/two_joint_ik.js +158 -67
  141. package/src/format/image/avif/api/convert_to_rgba.d.ts +2 -2
  142. package/src/format/image/avif/api/convert_to_rgba.d.ts.map +1 -1
  143. package/src/format/image/avif/api/convert_to_rgba.js +10 -9
  144. package/src/format/image/avif/api/decode_avif.d.ts +2 -2
  145. package/src/format/image/avif/api/decode_avif.d.ts.map +1 -1
  146. package/src/format/image/avif/api/decode_avif.js +1 -1
  147. package/src/shade/playground/ssr_reprojection/README.md +111 -103
  148. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +68 -68
  149. package/src/shade/playground/ssr_reprojection/index.html +80 -79
  150. package/src/shade/playground/ssr_reprojection/main.js +256 -247
  151. package/src/shade/playground/ssr_variance/capture.js +96 -96
  152. package/src/shade/playground/ssr_variance/reference.js +78 -78
  153. package/src/shade/playground/vsm/README.md +96 -0
  154. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts +49 -0
  155. package/src/shade/playground/vsm/VSMDebugOverlay.d.ts.map +1 -0
  156. package/src/shade/playground/vsm/VSMDebugOverlay.js +351 -0
  157. package/src/shade/playground/vsm/clipmap_panel.d.ts +8 -0
  158. package/src/shade/playground/vsm/clipmap_panel.d.ts.map +1 -0
  159. package/src/shade/playground/vsm/clipmap_panel.js +138 -0
  160. package/src/shade/playground/vsm/index.html +170 -0
  161. package/src/shade/playground/vsm/main.d.ts +2 -0
  162. package/src/shade/playground/vsm/main.d.ts.map +1 -0
  163. package/src/shade/playground/vsm/main.js +389 -0
  164. package/src/shade/playground/vsm/scenes.d.ts +52 -0
  165. package/src/shade/playground/vsm/scenes.d.ts.map +1 -0
  166. package/src/shade/playground/vsm/scenes.js +320 -0
  167. package/src/shade/playground/vsm/verify_vsm.d.ts +38 -0
  168. package/src/shade/playground/vsm/verify_vsm.d.ts.map +1 -0
  169. package/src/shade/playground/vsm/verify_vsm.js +305 -0
  170. package/src/shade/playground/water_refraction/README.md +57 -9
  171. package/src/shade/playground/water_refraction/main.js +12 -3
  172. package/src/shade/playground/water_refraction/world.d.ts +1 -0
  173. package/src/shade/playground/water_refraction/world.d.ts.map +1 -1
  174. package/src/shade/playground/water_refraction/world.js +15 -5
  175. package/src/shade/renderer/Renderer.d.ts +19 -0
  176. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  177. package/src/shade/renderer/Renderer.js +72 -1
  178. package/src/shade/renderer/animation/ANIMATION_TRACK_BINDING_STRUCT.d.ts.map +1 -1
  179. package/src/shade/renderer/animation/ANIMATION_TRACK_BINDING_STRUCT.js +10 -1
  180. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +18 -4
  181. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  182. package/src/shade/renderer/animation/GPUAnimationManager.js +269 -23
  183. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts +12 -4
  184. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts.map +1 -1
  185. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.js +12 -4
  186. package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts.map +1 -1
  187. package/src/shade/renderer/animation/chunk_pose_accumulator.js +14 -1
  188. package/src/shade/renderer/animation/pose/PoseChannelIndex.d.ts +78 -0
  189. package/src/shade/renderer/animation/pose/PoseChannelIndex.d.ts.map +1 -0
  190. package/src/shade/renderer/animation/pose/PoseChannelIndex.js +274 -0
  191. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +40 -3
  192. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  193. package/src/shade/renderer/animation/pose/PosePlayback.js +77 -3
  194. package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts +21 -3
  195. package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts.map +1 -1
  196. package/src/shade/renderer/animation/pose/pose_evaluate_local.js +79 -11
  197. package/src/shade/renderer/animation/shader_animation_apply.js +1 -1
  198. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts +3 -2
  199. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +187 -176
  201. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts +7 -0
  202. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  203. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +11 -0
  204. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts +3 -1
  205. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.d.ts.map +1 -1
  206. package/src/shade/renderer/animation/skinning/SKINNING_BINDING_STRUCT.js +10 -1
  207. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.d.ts.map +1 -1
  208. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_read_code.js +28 -0
  209. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.d.ts.map +1 -1
  210. package/src/shade/renderer/buffer/table/serde/table_wgsl_gen_write_code.js +31 -1
  211. package/src/shade/renderer/geometry/MeshletGeometry.d.ts +3 -0
  212. package/src/shade/renderer/geometry/MeshletGeometry.d.ts.map +1 -1
  213. package/src/shade/renderer/geometry/MeshletGeometry.js +1 -0
  214. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.d.ts.map +1 -1
  215. package/src/shade/renderer/light/LIGHT_DATABASE_SPEC.js +62 -4
  216. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.d.ts +1 -1
  217. package/src/shade/renderer/light/environment/rgbe/parse_rgbe.js +2 -2
  218. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts +2 -2
  219. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.d.ts.map +1 -1
  220. package/src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.js +6 -14
  221. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.d.ts.map +1 -1
  222. package/src/shade/renderer/light/environment/sh_exponential/chunk_sh_exp_workgroup_sum.js +5 -1
  223. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  224. package/src/shade/renderer/medium/ParticipatingMedium.d.ts +3 -0
  225. package/src/shade/renderer/medium/ParticipatingMedium.d.ts.map +1 -1
  226. package/src/shade/renderer/medium/ParticipatingMedium.js +7 -0
  227. package/src/shade/renderer/object_property/chunk_write_object_property.d.ts +3 -1
  228. package/src/shade/renderer/object_property/chunk_write_object_property.d.ts.map +1 -1
  229. package/src/shade/renderer/object_property/chunk_write_object_property.js +5 -2
  230. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.d.ts +4 -0
  231. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.d.ts.map +1 -1
  232. package/src/shade/renderer/object_property/chunk_write_object_property_node3d.js +6 -1
  233. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.d.ts.map +1 -1
  234. package/src/shade/renderer/postprocess/eye/shader_autoexposure_build_histogram.js +5 -35
  235. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  236. package/src/shade/renderer/postprocess/ssr/SSR.d.ts +12 -4
  237. package/src/shade/renderer/postprocess/ssr/SSR.d.ts.map +1 -1
  238. package/src/shade/renderer/postprocess/ssr/SSR.js +36 -8
  239. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts +3 -0
  240. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.d.ts.map +1 -0
  241. package/src/shade/renderer/postprocess/ssr/SSR_DENOISE_TILE_SIZE.js +2 -0
  242. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts +8 -0
  243. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.d.ts.map +1 -0
  244. package/src/shade/renderer/postprocess/ssr/chunk_ssr_denoise_tile_active.js +40 -0
  245. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.d.ts.map +1 -1
  246. package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.js +150 -137
  247. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts +3 -0
  248. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.d.ts.map +1 -0
  249. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_classify.js +44 -0
  250. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts +5 -0
  251. package/src/shade/renderer/postprocess/ssr/shader_ssr_denoise_tile_dilate.d.ts.map +1 -0
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@@ -1,54 +0,0 @@
1
- /**
2
- * Places bones of an entity's hierarchy against the terrain — a foot onto the slope it stands on,
3
- * rather than through it.
4
- *
5
- * **A bone is an entity here.** The constraint names one, the name is resolved to an entity beneath
6
- * the constrained entity, and the chain above it is the {@link TransformAttachment} parent walk. So
7
- * this system knows nothing about renderers: it reads world {@link Transform64}s the hierarchy has
8
- * already composed and writes local ones back, which is the whole of what a joint angle is.
9
- */
10
- export class InverseKinematicsSystem extends System<any> {
11
- constructor();
12
- dependencies: (typeof Transform64 | typeof InverseKinematics)[];
13
- components_used: ResourceAccessSpecification<typeof Transform64>[];
14
- /**
15
- *
16
- * @type {{"2BIK": TwoBoneInverseKinematicsSolver, "1BSA": OneBoneSurfaceAlignmentSolver}}
17
- */
18
- solvers: {
19
- "2BIK": TwoBoneInverseKinematicsSolver;
20
- "1BSA": OneBoneSurfaceAlignmentSolver;
21
- };
22
- problems: {};
23
- get componentClass(): typeof InverseKinematics;
24
- /**
25
- *
26
- * @param {InverseKinematics} ik
27
- * @param {Transform64} transform
28
- * @param {number} entity
29
- */
30
- link(ik: InverseKinematics, transform: Transform64, entity: number): void;
31
- /**
32
- *
33
- * @param {InverseKinematics} ik
34
- * @param {Transform64} transform
35
- * @param {number} entity
36
- */
37
- unlink(ik: InverseKinematics, transform: Transform64, entity: number): void;
38
- /**
39
- *
40
- * @param {InverseKinematics} ik
41
- * @param {Transform64} transform
42
- * @param {number} entity
43
- */
44
- recordEntityProblems(ik: InverseKinematics, transform: Transform64, entity: number): void;
45
- update(timeDelta: any): void;
46
- #private;
47
- }
48
- import { System } from "../System.js";
49
- import { Transform64 } from "../transform/Transform64.js";
50
- import { InverseKinematics } from "./InverseKinematics.js";
51
- import { ResourceAccessSpecification } from "../../../core/model/ResourceAccessSpecification.js";
52
- import { TwoBoneInverseKinematicsSolver } from "./TwoBoneInverseKinematicsSolver.js";
53
- import { OneBoneSurfaceAlignmentSolver } from "./OneBoneSurfaceAlignmentSolver.js";
54
- //# sourceMappingURL=InverseKinematicsSystem.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"InverseKinematicsSystem.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/ik/InverseKinematicsSystem.js"],"names":[],"mappings":"AAeA;;;;;;;;GAQG;AACH;;IAEI,gEAAgD;IAEhD,mEAEE;IAEF;;;OAGG;IACH,SAFU;QAAC,MAAM,EAAE,8BAA8B,CAAC;QAAC,MAAM,EAAE,6BAA6B,CAAA;KAAC,CAKvF;IAEF,aAAc;IA8Bd,+CAEC;IAED;;;;;OAKG;IACH,SAJW,iBAAiB,aACjB,WAAW,UACX,MAAM,QAIhB;IAED;;;;;OAKG;IACH,WAJW,iBAAiB,aACjB,WAAW,UACX,MAAM,QAIhB;IAED;;;;;OAKG;IACH,yBAJW,iBAAiB,aACjB,WAAW,UACX,MAAM,QAuDhB;IAED,6BAsDC;;CACJ;uBAhNsB,cAAc;4BAMT,6BAA6B;kCAEvB,wBAAwB;4CAVd,oDAAoD;+CAYjD,qCAAqC;8CADtC,oCAAoC"}
@@ -1,212 +0,0 @@
1
- import { ResourceAccessKind } from "../../../core/model/ResourceAccessKind.js";
2
- import { ResourceAccessSpecification } from "../../../core/model/ResourceAccessSpecification.js";
3
- import { collect_entity_playbacks } from "../../graphics3/pose/collect_entity_playbacks.js";
4
- import { System } from "../System.js";
5
- import { obtainTerrain } from "../terrain/util/obtainTerrain.js";
6
- import {
7
- transform_attachment_find_descendant_by_name
8
- } from "../transform-attachment/transform_attachment_find_descendant_by_name.js";
9
- import { T64WorldCache } from "../transform/T64WorldCache.js";
10
- import { Transform64 } from "../transform/Transform64.js";
11
- import { IKProblem } from "./IKProblem.js";
12
- import { InverseKinematics } from "./InverseKinematics.js";
13
- import { OneBoneSurfaceAlignmentSolver } from "./OneBoneSurfaceAlignmentSolver.js";
14
- import { TwoBoneInverseKinematicsSolver } from "./TwoBoneInverseKinematicsSolver.js";
15
-
16
- /**
17
- * Places bones of an entity's hierarchy against the terrain — a foot onto the slope it stands on,
18
- * rather than through it.
19
- *
20
- * **A bone is an entity here.** The constraint names one, the name is resolved to an entity beneath
21
- * the constrained entity, and the chain above it is the {@link TransformAttachment} parent walk. So
22
- * this system knows nothing about renderers: it reads world {@link Transform64}s the hierarchy has
23
- * already composed and writes local ones back, which is the whole of what a joint angle is.
24
- */
25
- export class InverseKinematicsSystem extends System {
26
-
27
- dependencies = [InverseKinematics, Transform64];
28
-
29
- components_used = [
30
- ResourceAccessSpecification.from(Transform64, ResourceAccessKind.Read | ResourceAccessKind.Write)
31
- ];
32
-
33
- /**
34
- *
35
- * @type {{"2BIK": TwoBoneInverseKinematicsSolver, "1BSA": OneBoneSurfaceAlignmentSolver}}
36
- */
37
- solvers = {
38
- "2BIK": new TwoBoneInverseKinematicsSolver(),
39
- "1BSA": new OneBoneSurfaceAlignmentSolver()
40
- };
41
-
42
- problems = {};
43
-
44
- /**
45
- * Effector entities already found, per constrained entity, indexed the same way its constraints
46
- * are. A name is resolved by searching the hierarchy, which is worth doing once — a model's
47
- * bones do not move between entities.
48
- *
49
- * An entry is absent while the search has not succeeded, and the search is retried until it
50
- * does, because the hierarchy a constraint names arrives with the model rather than with the
51
- * component.
52
- *
53
- * @type {Array<number[]>}
54
- */
55
- #effectors = [];
56
-
57
- /**
58
- *
59
- * @type {Terrain}
60
- */
61
- #terrain = null;
62
-
63
- /**
64
- * Evaluated worlds of the tick, for chains the GPU composes: the constraints on one model
65
- * share its spine, and a socket asked twice is evaluated once.
66
- *
67
- * @type {T64WorldCache}
68
- */
69
- #cache = new T64WorldCache();
70
-
71
-
72
- get componentClass() {
73
- return InverseKinematics;
74
- }
75
-
76
- /**
77
- *
78
- * @param {InverseKinematics} ik
79
- * @param {Transform64} transform
80
- * @param {number} entity
81
- */
82
- link(ik, transform, entity) {
83
- this.#effectors[entity] = [];
84
- }
85
-
86
- /**
87
- *
88
- * @param {InverseKinematics} ik
89
- * @param {Transform64} transform
90
- * @param {number} entity
91
- */
92
- unlink(ik, transform, entity) {
93
- delete this.#effectors[entity];
94
- }
95
-
96
- /**
97
- *
98
- * @param {InverseKinematics} ik
99
- * @param {Transform64} transform
100
- * @param {number} entity
101
- */
102
- recordEntityProblems(ik, transform, entity) {
103
- const ecd = this.entityManager.dataset;
104
-
105
- const effectors = this.#effectors[entity];
106
-
107
- const ikConstraints = ik.constraints;
108
-
109
- const n = ikConstraints.length;
110
-
111
- for (let i = 0; i < n; i++) {
112
- /**
113
- *
114
- * @type {IKConstraint}
115
- */
116
- const c = ikConstraints[i];
117
-
118
- let effector = effectors[i];
119
-
120
- if (effector === undefined) {
121
- effector = transform_attachment_find_descendant_by_name(ecd, entity, c.effector);
122
-
123
- if (effector === -1) {
124
- // the hierarchy carries no such bone yet
125
- continue;
126
- }
127
-
128
- effectors[i] = effector;
129
- }
130
-
131
- const solverID = c.solver;
132
-
133
- //define problem
134
- const problem = IKProblem.pool.create();
135
- problem.constraint = c;
136
- problem.dataset = ecd;
137
- problem.effector = effector;
138
- problem.terrain = this.#terrain;
139
-
140
- // what the chain is evaluated against if the GPU composes it; a pooled problem keeps
141
- // its list, so it is emptied before it is filled
142
- problem.playbacks.length = 0;
143
- collect_entity_playbacks(problem.playbacks, this.entityManager, entity);
144
- problem.cache = this.#cache;
145
-
146
- const problemSet = this.problems[solverID];
147
-
148
- if (problemSet === undefined) {
149
- this.problems[solverID] = [problem];
150
- } else {
151
- problemSet.push(problem);
152
- }
153
- }
154
-
155
- }
156
-
157
- update(timeDelta) {
158
-
159
-
160
- const em = this.entityManager;
161
-
162
- const ecd = em.dataset;
163
-
164
- if (ecd == null) {
165
- return;
166
- }
167
-
168
- this.#terrain = obtainTerrain(ecd);
169
-
170
- if (this.#terrain === null) {
171
- return;
172
- }
173
-
174
-
175
- // last tick's answers are last tick's
176
- this.#cache.invalidate();
177
-
178
- ecd.traverseEntities([InverseKinematics, Transform64], this.recordEntityProblems, this);
179
-
180
- //solve problems
181
- for (const solverID in this.solvers) {
182
- const problemSet = this.problems[solverID];
183
-
184
- if (problemSet === undefined) {
185
- continue;
186
- }
187
-
188
- const n = problemSet.length;
189
-
190
- if (n === 0) {
191
- continue;
192
- }
193
-
194
- const solver = this.solvers[solverID];
195
-
196
- for (let i = 0; i < n; i++) {
197
- const problem = problemSet[i];
198
-
199
- solver.solve(problem);
200
-
201
- IKProblem.pool.release(problem);
202
- }
203
- }
204
-
205
- //clear problem set
206
- for (const solverID in this.problems) {
207
- const problemSet = this.problems[solverID];
208
-
209
- problemSet.splice(0, problemSet.length);
210
- }
211
- }
212
- }
@@ -1,8 +0,0 @@
1
- /**
2
- * Align a single bone onto terrain surface
3
- */
4
- export class OneBoneSurfaceAlignmentSolver extends IKSolver {
5
- solve(problem: any): void;
6
- }
7
- import { IKSolver } from "./IKSolver.js";
8
- //# sourceMappingURL=OneBoneSurfaceAlignmentSolver.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"OneBoneSurfaceAlignmentSolver.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/ik/OneBoneSurfaceAlignmentSolver.js"],"names":[],"mappings":"AA4CA;;GAEG;AACH;IACI,0BAuGC;CACJ;yBA/IwB,eAAe"}
@@ -1,153 +0,0 @@
1
- import { SurfacePoint3 } from "../../../core/geom/3d/SurfacePoint3.js";
2
- import Quaternion from "../../../core/geom/Quaternion.js";
3
- import Vector3 from "../../../core/geom/Vector3.js";
4
- import { clamp } from "../../../core/math/clamp.js";
5
- import { inverseLerp } from "../../../core/math/inverseLerp.js";
6
- import { t64_read_rotation } from "../transform/t64_read_rotation.js";
7
- import { t64_read_translation } from "../transform/t64_read_translation.js";
8
- import { IKBone, ik_bone_chain } from "./ik_bone_chain.js";
9
- import { ik_probe_terrain_contact } from "./ik_probe_terrain_contact.js";
10
- import { IKSolver } from "./IKSolver.js";
11
- import { ik_write_local_rotation } from "./ik_write_local_rotation.js";
12
-
13
- const contact = new SurfacePoint3();
14
-
15
- const targetPosition = new Vector3();
16
-
17
- const bonePosition = new Vector3();
18
- const parentPosition = new Vector3();
19
-
20
- const boneWorldRotation = new Quaternion();
21
- const parentLocalRotation = new Quaternion();
22
-
23
- const v3 = new Vector3();
24
-
25
- const ONE_OVER_SQRT_3 = 0.57735026919;
26
-
27
- const r = new Quaternion();
28
- const up = new Vector3();
29
-
30
- const r_i = new Quaternion();
31
-
32
- const axis = new Vector3();
33
-
34
- const x = new Quaternion();
35
-
36
- const target = new Quaternion();
37
-
38
- /**
39
- * the bone, and its parent — needed for the "down" direction the probe casts along
40
- *
41
- * @type {IKBone[]}
42
- */
43
- const CHAIN = [new IKBone(), new IKBone()];
44
-
45
- /**
46
- * Align a single bone onto terrain surface
47
- */
48
- export class OneBoneSurfaceAlignmentSolver extends IKSolver {
49
- solve(problem) {
50
- const { dataset, effector, constraint, terrain, playbacks, cache } = problem;
51
-
52
- if (!ik_bone_chain(CHAIN, dataset, effector, 2, playbacks, cache)) {
53
- // the hierarchy does not hold the bone and a parent to cast from
54
- return;
55
- }
56
-
57
- const bone = CHAIN[0];
58
- const boneParent = CHAIN[1];
59
-
60
- /*
61
- Read straight off the components: `TransformAttachmentSystem` composes a world transform as
62
- soon as anything it depends on moves, so nothing has to be brought up to date first.
63
-
64
- They are read OUT of the transforms rather than used in place, the same way the two-bone
65
- solver reads its chain: what follows is vector and quaternion math, and a Transform64 is an
66
- array carrying none of those methods.
67
- */
68
- const world = bone.world;
69
-
70
- t64_read_translation(bonePosition, world);
71
- t64_read_translation(parentPosition, boneParent.world);
72
-
73
- // the magnitude of a uniform scale, which is what the limb's lengths are expressed in
74
- const bone_scale = Math.hypot(world.scale_x, world.scale_y, world.scale_z) * ONE_OVER_SQRT_3;
75
-
76
- //cast from the parent towards the bone to find the surface underneath it
77
- let influence = ik_probe_terrain_contact(
78
- targetPosition,
79
- contact,
80
- terrain,
81
- parentPosition.x, parentPosition.y, parentPosition.z,
82
- bonePosition.x, bonePosition.y, bonePosition.z,
83
- constraint,
84
- bone_scale
85
- );
86
-
87
- if (influence <= 0) {
88
- //no contact, or no influence
89
- return;
90
- }
91
-
92
- const contactNormal = contact.normal;
93
-
94
- t64_read_rotation(r, bone.local);
95
- t64_read_rotation(boneWorldRotation, world);
96
-
97
- //we want to make bone align orthogonally to surface contact normal
98
-
99
-
100
- //convert bone UP vector to world space
101
- up.copy(Vector3.forward);
102
- up.applyQuaternion(boneWorldRotation);
103
- up.normalize();
104
-
105
- r_i.copyInverse(boneWorldRotation);
106
-
107
- v3.copy(contactNormal);
108
- v3.applyQuaternion(r_i);
109
-
110
-
111
- //
112
- axis.crossVectors(v3, Vector3.forward);
113
-
114
- const betaSine = axis.length();
115
-
116
- //compute angle between normal and up vector of the bone
117
- const beta = Math.asin(clamp(betaSine, -1, 1));
118
-
119
- //
120
- axis.normalize();
121
-
122
- x.fromAxisAngle(axis, beta);
123
-
124
- target.copy(r);
125
- target.multiply(x);
126
-
127
- //compute angle between quaternions
128
- t64_read_rotation(parentLocalRotation, boneParent.local);
129
-
130
- const a = target.angleTo(parentLocalRotation);
131
-
132
- const a_abs = Math.abs(a);
133
- if (a_abs >= constraint.limit) {
134
- const b = target.angleTo(r);
135
-
136
- const b_abs = Math.abs(b);
137
- if (b_abs < constraint.limit) {
138
-
139
- const l = inverseLerp(a_abs, b_abs, constraint.limit);
140
-
141
- influence *= l;
142
- } else {
143
- return;
144
- }
145
- }
146
-
147
- //slerp, not lerp: see ClingToTerrainSystem.alignToVector. A componentwise blend is not a
148
- //unit quaternion, and `ik_write_local_rotation` writes it straight into the Transform64.
149
- r.slerp(target, constraint.strength * influence);
150
-
151
- ik_write_local_rotation(dataset, bone, r);
152
- }
153
- }
@@ -1,5 +0,0 @@
1
- export class TwoBoneInverseKinematicsSolver extends IKSolver {
2
- solve(problem: any): void;
3
- }
4
- import { IKSolver } from "./IKSolver.js";
5
- //# sourceMappingURL=TwoBoneInverseKinematicsSolver.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"TwoBoneInverseKinematicsSolver.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/ik/TwoBoneInverseKinematicsSolver.js"],"names":[],"mappings":"AAsCA;IAGI,0BA6EC;CACJ;yBA/GwB,eAAe"}
@@ -1,120 +0,0 @@
1
- import { SurfacePoint3 } from "../../../core/geom/3d/SurfacePoint3.js";
2
- import Quaternion from "../../../core/geom/Quaternion.js";
3
- import Vector3 from "../../../core/geom/Vector3.js";
4
- import { two_joint_ik } from "../../physics/inverse_kinematics/two_joint_ik.js";
5
- import { IKBone, ik_bone_chain } from "./ik_bone_chain.js";
6
- import { ik_probe_terrain_contact } from "./ik_probe_terrain_contact.js";
7
- import { t64_read_rotation } from "../transform/t64_read_rotation.js";
8
- import { t64_read_translation } from "../transform/t64_read_translation.js";
9
- import { IKSolver } from "./IKSolver.js";
10
- import { ik_write_local_rotation } from "./ik_write_local_rotation.js";
11
-
12
- const contact = new SurfacePoint3();
13
-
14
- const targetPosition = new Vector3();
15
-
16
- const positionA = new Vector3();
17
- const positionB = new Vector3();
18
- const positionC = new Vector3();
19
-
20
- const worldRotationA = new Quaternion();
21
- const worldRotationB = new Quaternion();
22
-
23
- const localRotationA = new Quaternion();
24
- const localRotationB = new Quaternion();
25
-
26
- const targetLocalRotationA = new Quaternion();
27
- const targetLocalRotationB = new Quaternion();
28
-
29
- const r0 = new Quaternion();
30
- const r1 = new Quaternion();
31
-
32
- /**
33
- * effector, its parent, its grandparent
34
- *
35
- * @type {IKBone[]}
36
- */
37
- const CHAIN = [new IKBone(), new IKBone(), new IKBone()];
38
-
39
- export class TwoBoneInverseKinematicsSolver extends IKSolver {
40
-
41
-
42
- solve(problem) {
43
-
44
- const { dataset, effector, terrain, constraint, playbacks, cache } = problem;
45
-
46
- if (!ik_bone_chain(CHAIN, dataset, effector, 3, playbacks, cache)) {
47
- // the hierarchy does not hold three links yet
48
- return;
49
- }
50
-
51
- const boneC = CHAIN[0];
52
- const boneB = CHAIN[1];
53
- const boneA = CHAIN[2];
54
-
55
- /*
56
- The world poses are read straight off the components. There is no matrix to bring up to
57
- date first: `TransformAttachmentSystem` composes a world transform the moment anything it
58
- depends on changes, so what is on the component is what the hierarchy currently says.
59
-
60
- They are read OUT of the transforms rather than used in place, because `two_joint_ik` is
61
- geometry math over vectors and quaternions and a Transform64 is an array with none of their
62
- methods on it.
63
- */
64
- t64_read_translation(positionA, boneA.world);
65
- t64_read_translation(positionB, boneB.world);
66
- t64_read_translation(positionC, boneC.world);
67
-
68
- //compute total length of the limb
69
- const limbLength = positionA.distanceTo(positionB) + positionB.distanceTo(positionC);
70
-
71
- //check if there is a penetration with the terrain between the two bones
72
- const influence = ik_probe_terrain_contact(
73
- targetPosition,
74
- contact,
75
- terrain,
76
- positionA.x, positionA.y, positionA.z,
77
- positionC.x, positionC.y, positionC.z,
78
- constraint,
79
- limbLength
80
- );
81
-
82
- if (influence <= 0) {
83
- //no contact, or no influence
84
- return;
85
- }
86
-
87
- t64_read_rotation(localRotationA, boneA.local);
88
- t64_read_rotation(localRotationB, boneB.local);
89
-
90
- t64_read_rotation(worldRotationA, boneA.world);
91
- t64_read_rotation(worldRotationB, boneB.world);
92
-
93
- targetLocalRotationA.copy(localRotationA);
94
- targetLocalRotationB.copy(localRotationB);
95
-
96
- //compute
97
- two_joint_ik(
98
- positionA,
99
- positionB,
100
- positionC,
101
- targetPosition,
102
- 0.01,
103
- worldRotationA,
104
- worldRotationB,
105
- targetLocalRotationA,
106
- targetLocalRotationB
107
- );
108
-
109
- //lerp bone rotations based on influence
110
- r0.lerpQuaternions(localRotationA, targetLocalRotationA, influence);
111
- r1.lerpQuaternions(localRotationB, targetLocalRotationB, influence);
112
-
113
- /*
114
- Both lerps are taken before either write, because a write recomposes every world transform
115
- below it — reading a bone's pose after moving its parent would read the corrected one.
116
- */
117
- ik_write_local_rotation(dataset, boneA, r0);
118
- ik_write_local_rotation(dataset, boneB, r1);
119
- }
120
- }
@@ -1,64 +0,0 @@
1
- /**
2
- * Fill a chain of bones running from the effector up towards the root.
3
- *
4
- * `result[0]` is the effector itself, `result[1]` its parent, and so on. The walk stops early when
5
- * the hierarchy runs out, which is how a chain that is too short to solve announces itself.
6
- *
7
- * @param {IKBone[]} result must hold at least `count` bones
8
- * @param {EntityComponentDataset} dataset
9
- * @param {number} effector
10
- * @param {number} count how many links the solver needs
11
- * @returns {boolean} `false` when the hierarchy holds fewer than `count` links above and including
12
- * the effector, or when one of them is not a full transform pair. Neither is an error — a model
13
- * that has not finished arriving looks exactly like this
14
- */
15
- export function ik_bone_chain(result: IKBone[], dataset: EntityComponentDataset, effector: number, count: number, playbacks?: any, cache?: any): boolean;
16
- /**
17
- * One link of a chain the solvers work on: the entity, the world pose the hierarchy composed for
18
- * it, and the local pose that composition came from.
19
- *
20
- * A solver reads the world pose and writes the local one — writing the world pose directly would be
21
- * overwritten by {@link TransformAttachmentSystem} the moment anything above moved, and the local
22
- * rotation is what a joint angle *is*.
23
- */
24
- export class IKBone {
25
- /**
26
- *
27
- * @type {number}
28
- */
29
- entity: number;
30
- /**
31
- * The bone's world pose this frame. Read only.
32
- *
33
- * The component itself when the CPU composes the chain; {@link evaluated} when the GPU does,
34
- * in which case the component holds whatever the CPU last composed and is not read.
35
- *
36
- * @type {Transform64|null}
37
- */
38
- world: Transform64 | null;
39
- /**
40
- * Where an evaluated world pose is written — see {@link ik_bone_chain}.
41
- *
42
- * @type {Transform64}
43
- */
44
- evaluated: Transform64;
45
- /**
46
- * Relative to the parent bone. This is what a solver writes.
47
- *
48
- * @type {Transform64|null}
49
- */
50
- local: Transform64 | null;
51
- /**
52
- * The component {@link IKBone#local} belongs to.
53
- *
54
- * A Transform64 announces nothing when it is written, so a solver has to say that it changed,
55
- * and the announcement names the component the hierarchy is listening for - which is this one,
56
- * not the transform inside it.
57
- *
58
- * @type {TransformAttachment|null}
59
- */
60
- attachment: TransformAttachment | null;
61
- }
62
- import { Transform64 } from "../transform/Transform64.js";
63
- import { TransformAttachment } from "../transform-attachment/TransformAttachment.js";
64
- //# sourceMappingURL=ik_bone_chain.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"ik_bone_chain.d.ts","sourceRoot":"","sources":["../../../../../src/engine/ecs/ik/ik_bone_chain.js"],"names":[],"mappings":"AA2DA;;;;;;;;;;;;;GAaG;AACH,sCARW,MAAM,EAAE,6CAER,MAAM,SACN,MAAM,iCACJ,OAAO,CAwEnB;AArID;;;;;;;GAOG;AACH;IACI;;;OAGG;IACH,QAFU,MAAM,CAEJ;IAEZ;;;;;;;OAOG;IACH,OAFU,WAAW,GAAC,IAAI,CAEb;IAEb;;;;OAIG;IACH,WAFU,WAAW,CAES;IAE9B;;;;OAIG;IACH,OAFU,WAAW,GAAC,IAAI,CAEb;IAEb;;;;;;;;OAQG;IACH,YAFU,mBAAmB,GAAC,IAAI,CAEhB;CACrB;4BApD2B,6BAA6B;oCADrB,gDAAgD"}