@zephyr3d/editor 0.3.0 → 0.3.1

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Files changed (48) hide show
  1. package/README.md +143 -0
  2. package/dist/assets/{index-BaUzUcND.js → index-IISR7uQv.js} +1 -1
  3. package/dist/assistant/zephyr-types-index.json +1 -1
  4. package/dist/index.html +2 -2
  5. package/dist/modules/zephyr3d_backend-webgpu.js.map +1 -1
  6. package/dist/modules/zephyr3d_imgui.js +3 -3
  7. package/dist/modules/zephyr3d_imgui.js.map +1 -1
  8. package/dist/modules/zephyr3d_scene.js +1439 -1439
  9. package/dist/modules/zephyr3d_scene.js.map +1 -1
  10. package/dist/vendor/zephyr3d/backend-webgpu/dist/bindgroup_webgpu.js.map +1 -1
  11. package/dist/vendor/zephyr3d/backend-webgpu/dist/buffer_webgpu.js.map +1 -1
  12. package/dist/vendor/zephyr3d/backend-webgpu/dist/commandqueue.js.map +1 -1
  13. package/dist/vendor/zephyr3d/backend-webgpu/dist/uploadringbuffer.js.map +1 -1
  14. package/dist/vendor/zephyr3d/imgui/dist/imgui_impl.js.map +1 -1
  15. package/dist/vendor/zephyr3d/imgui/dist/renderer.js +3 -3
  16. package/dist/vendor/zephyr3d/imgui/dist/renderer.js.map +1 -1
  17. package/dist/vendor/zephyr3d/scene/dist/animation/animationset.js +135 -135
  18. package/dist/vendor/zephyr3d/scene/dist/animation/animationset.js.map +1 -1
  19. package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics/controller.js +146 -146
  20. package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics/controller.js.map +1 -1
  21. package/dist/vendor/zephyr3d/scene/dist/animation/spring/spring_system.js +75 -75
  22. package/dist/vendor/zephyr3d/scene/dist/animation/spring/spring_system.js.map +1 -1
  23. package/dist/vendor/zephyr3d/scene/dist/camera/camera.js +184 -184
  24. package/dist/vendor/zephyr3d/scene/dist/camera/camera.js.map +1 -1
  25. package/dist/vendor/zephyr3d/scene/dist/material/material.js +288 -288
  26. package/dist/vendor/zephyr3d/scene/dist/material/material.js.map +1 -1
  27. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/history_resource_manager.js +93 -93
  28. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  29. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/history_resources.js +3 -3
  30. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/history_resources.js.map +1 -1
  31. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/types.js +22 -22
  32. package/dist/vendor/zephyr3d/scene/dist/render/rendergraph/types.js.map +1 -1
  33. package/dist/vendor/zephyr3d/scene/dist/utility/blueprint/material/ir.js +489 -489
  34. package/dist/vendor/zephyr3d/scene/dist/utility/blueprint/material/ir.js.map +1 -1
  35. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/animation.js.map +1 -1
  36. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js.map +1 -1
  37. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/common.js.map +1 -1
  38. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/light.js.map +1 -1
  39. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/material.js.map +1 -1
  40. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/mesh.js.map +1 -1
  41. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/node.js.map +1 -1
  42. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/particle.js.map +1 -1
  43. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/primitive.js.map +1 -1
  44. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/scene.js.map +1 -1
  45. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/terrain.js.map +1 -1
  46. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/types.js +4 -4
  47. package/dist/vendor/zephyr3d/scene/dist/utility/serialization/types.js.map +1 -1
  48. package/package.json +1 -1
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- {"version":3,"file":"controller.js","sources":["../../../src/animation/joint_dynamics/controller.ts"],"sourcesContent":["// High-level orchestrator - SPCRJointDynamicsController API\n\nimport {\n EPSILON,\n type PointR,\n type PointRW,\n type Constraint,\n type ColliderR,\n type ColliderRW,\n type GrabberR,\n type GrabberRW,\n type AngleLimitConfig,\n type FlatPlane,\n type TransformAccess,\n type BoneNode\n} from './types';\nimport { buildConstraints, buildSurfaceFaces, type ConstraintBuildOptions } from './constraints';\nimport { simulate, applyResult, applyAngleLimits, type SimulationParams } from './solver';\nimport type { InterpolatorScalar } from '@zephyr3d/base';\nimport { Vector3, Quaternion, Matrix4x4, clamp01 } from '@zephyr3d/base';\n\n/**\n * Depth-based physics parameter curves.\n * Each curve is evaluated with t = pointDepth / maxDepth (0 at root, 1 at tip).\n * This allows parameters to vary smoothly along the bone chain.\n *\n * @public\n */\nexport interface PhysicsCurves {\n /** Scales point mass by depth */\n massScale: InterpolatorScalar;\n /** Scales gravity strength by depth */\n gravityScale: InterpolatorScalar;\n /** Scales wind force effect by depth (also multiplied by depth rate) */\n windForceScale: InterpolatorScalar;\n /** Velocity damping [0-1]. Higher = less damping. Controls how much velocity is preserved */\n resistance: InterpolatorScalar;\n /** Restore-to-animation stiffness [0-1]. Higher = bone stays closer to animated pose */\n hardness: InterpolatorScalar;\n /** Friction multiplier by depth. Scales collision friction accumulation */\n friction: InterpolatorScalar;\n /** Collision radius by depth, mapped from VRM SpringBone hitRadius when available */\n pointRadius: InterpolatorScalar;\n /** Extra slack length for horizontal/shear constraints (allows stretching) */\n sliderJointLength: InterpolatorScalar;\n /** Global shrink stiffness multiplier (applied to all constraint types) */\n allShrinkScale: InterpolatorScalar;\n /** Global stretch stiffness multiplier (applied to all constraint types) */\n allStretchScale: InterpolatorScalar;\n /** Structural vertical constraint shrink stiffness by depth */\n structuralShrinkVertical: InterpolatorScalar;\n /** Structural vertical constraint stretch stiffness by depth */\n structuralStretchVertical: InterpolatorScalar;\n /** Structural horizontal constraint shrink stiffness by depth */\n structuralShrinkHorizontal: InterpolatorScalar;\n /** Structural horizontal constraint stretch stiffness by depth */\n structuralStretchHorizontal: InterpolatorScalar;\n /** Shear constraint shrink stiffness by depth */\n shearShrink: InterpolatorScalar;\n /** Shear constraint stretch stiffness by depth */\n shearStretch: InterpolatorScalar;\n /** Bending vertical constraint shrink stiffness by depth */\n bendingShrinkVertical: InterpolatorScalar;\n /** Bending vertical constraint stretch stiffness by depth */\n bendingStretchVertical: InterpolatorScalar;\n /** Bending horizontal constraint shrink stiffness by depth */\n bendingShrinkHorizontal: InterpolatorScalar;\n /** Bending horizontal constraint stretch stiffness by depth */\n bendingStretchHorizontal: InterpolatorScalar;\n /** Fake wave amplitude by depth (sinusoidal pseudo-wind on leaf bones) */\n fakeWavePower: InterpolatorScalar;\n /** Fake wave frequency offset by depth */\n fakeWaveFreq: InterpolatorScalar;\n}\n\n/**\n * Top-level configuration for the physics controller\n * @public\n **/\nexport interface ControllerConfig {\n /** Global gravity vector */\n gravity: Vector3;\n /** Global wind force vector applied to all dynamic points */\n windForce: Vector3;\n /** Number of constraint relaxation iterations per substep. Higher = more stable but slower */\n relaxation: number;\n /** Number of simulation substeps per frame. Higher = more stable at cost of performance */\n subSteps: number;\n /** Max root bone slide distance per substep. Excess is distributed as offset. -1 = unlimited */\n rootSlideLimit: number;\n /** Max root bone rotation angle (degrees) per substep. Excess is distributed. -1 = unlimited */\n rootRotateLimit: number;\n /** Upper limit for horizontal/shear constraint shrink power. Prevents over-compression */\n constraintShrinkLimit: number;\n /** Global blend ratio between physics and animation [0-1]. 0 = full physics, 1 = full animation */\n blendRatio: number;\n /** Target frame rate for stabilization (currently unused, reserved) */\n stabilizationFrameRate: number;\n /** Enable sinusoidal fake wave effect on leaf bones */\n isFakeWave: boolean;\n /** Fake wave global speed (accumulates over time) */\n fakeWaveSpeed: number;\n /** Fake wave global amplitude multiplier */\n fakeWavePower: number;\n /** Enable triangle-based surface collision (cloth vs colliders) */\n enableSurfaceCollision: boolean;\n /** Enable broad-phase pruning before precise collider tests */\n enableBroadPhase: boolean;\n /** Preserve each joint's initial local twist (axial roll) after physics simulation */\n preserveTwist: boolean;\n /** Post-simulation angle limiting between parent-child bones */\n angleLimitConfig: AngleLimitConfig;\n /** Depth-based physics parameter curves */\n curves: PhysicsCurves;\n /** Which constraint types to generate and their collision flags */\n constraintOptions: ConstraintBuildOptions;\n}\n\n/**\n * Stable runtime handle for a JointDynamics collider.\n * @public\n */\nexport interface JointDynamicsColliderHandle {\n readonly type: 'collider';\n readonly id: number;\n}\n\n/**\n * Stable runtime handle for a JointDynamics flat plane.\n * @public\n */\nexport interface JointDynamicsFlatPlaneHandle {\n readonly type: 'flatPlane';\n readonly id: number;\n}\n\n/**\n * Stable runtime handle for a JointDynamics grabber.\n * @public\n */\nexport interface JointDynamicsGrabberHandle {\n readonly type: 'grabber';\n readonly id: number;\n}\n\n/**\n * High-level controller for joint dynamics simulation.\n *\n * This class manages the physics simulation for a hierarchy of bones, including constraints,\n * colliders, and grabbers. It provides an API for initializing the system with bone data and\n * transforms, stepping the simulation each frame, and modifying colliders and grabbers at runtime.\n * The controller handles the internal state and logic for blending between animation and physics,\n * applying forces, and enforcing constraints.\n *\n * @public\n */\nexport class JointDynamicsSystemController {\n private _config: ControllerConfig;\n private _pointsR: PointR[] = [];\n private _pointsRW: PointRW[] = [];\n private _constraints: Constraint[] = [];\n private _collidersR: ColliderR[] = [];\n private _collidersRW: ColliderRW[] = [];\n private _grabbersR: GrabberR[] = [];\n private _grabbersRW: GrabberRW[] = [];\n private _movableLimitTargets: Vector3[] = [];\n private _flatPlanes: FlatPlane[] = [];\n private _flatPlaneEnabled: boolean[] = [];\n private _flatPlaneAll: FlatPlane[] = [];\n private _surfaceConstraints: number[] = [];\n private _positionsToTransform: Vector3[] = [];\n private _fakeWaveCounter = 0;\n private _previousRootPosition = Vector3.zero();\n private _previousRootRotation = Quaternion.identity();\n private _rootTransform: TransformAccess | null = null;\n private _pointTransforms: TransformAccess[] = [];\n private _colliderTransforms: TransformAccess[] = [];\n private _grabberTransforms: TransformAccess[] = [];\n private _colliderHandleIds: number[] = [];\n private _flatPlaneHandleIds: number[] = [];\n private _grabberHandleIds: number[] = [];\n private _colliderHandleToIndex = new Map<number, number>();\n private _flatPlaneHandleToIndex = new Map<number, number>();\n private _grabberHandleToIndex = new Map<number, number>();\n private _nextColliderHandleId = 1;\n private _nextFlatPlaneHandleId = 1;\n private _nextGrabberHandleId = 1;\n private _initialized = false;\n private _isPaused = false;\n private _fadeState: 'none' | 'in' | 'out' = 'none';\n private _fadeTimer = 0;\n private _fadeDuration = 0;\n\n constructor(config: ControllerConfig) {\n this._config = config;\n }\n\n /**\n * Initializes the physics system.\n * @param rootTransform - Root bone transform used to detect root motion.\n * @param rootPoints - Root nodes of the bone hierarchy. Multiple roots are allowed.\n * @param pointTransforms - Transform array for all physics points. Order must match `BoneNode.index`.\n * @param colliders - Collider array (spheres/capsules).\n * @param grabbers - Grabber array used for interactions such as mouse dragging.\n * @param flatPlanes - Plane limiters such as the floor to prevent penetration.\n */\n initialize(\n rootTransform: TransformAccess,\n rootPoints: BoneNode[],\n pointTransforms: TransformAccess[],\n colliders: Array<{ r: ColliderR; transform: TransformAccess }>,\n grabbers: Array<{\n r: GrabberR;\n transform: TransformAccess;\n enabled: boolean;\n }>,\n flatPlanes: Array<{ up: Vector3; position: Vector3 }>\n ): void {\n this._rootTransform = rootTransform;\n this._pointTransforms = pointTransforms;\n this._colliderTransforms = colliders.map((c) => c.transform);\n this._grabberTransforms = grabbers.map((g) => g.transform);\n\n // Build constraints\n this._constraints = buildConstraints(rootPoints, this._config.constraintOptions);\n this._surfaceConstraints = buildSurfaceFaces(rootPoints, this._config.constraintOptions.isLoop);\n\n // Flatten bone hierarchy to point list, build parent map\n const allPoints: BoneNode[] = [];\n const parentMap = new Map<number, number>(); // child index -> parent index\n function walk(node: BoneNode) {\n allPoints.push(node);\n for (const c of node.children) {\n parentMap.set(c.index, node.index);\n walk(c);\n }\n }\n for (const r of rootPoints) {\n walk(r);\n }\n\n const maxDepth = Math.max(...allPoints.map((p) => p.depth));\n\n // Compute boneAxis from transforms: local-space direction to first child\n // This is critical for correct bone rotation in skinned meshes\n const indexToNode = new Map<number, BoneNode>();\n for (const p of allPoints) {\n indexToNode.set(p.index, p);\n }\n\n for (const p of allPoints) {\n if (!p.boneAxis && p.children.length > 0) {\n const childPos = pointTransforms[p.children[0].index].getWorldPosition();\n const parentPos = pointTransforms[p.index].getWorldPosition();\n // InverseTransformPoint: convert child world pos to parent local space\n const parentRot = pointTransforms[p.index].getWorldRotation();\n const parentScale = pointTransforms[p.index].getLocalScale();\n const diff = Vector3.sub(childPos, parentPos);\n const invRot = Quaternion.inverse(parentRot);\n const localDir = invRot.transform(diff);\n // Apply inverse scale\n const unscaled = new Vector3(\n parentScale.x !== 0 ? localDir.x / parentScale.x : 0,\n parentScale.y !== 0 ? localDir.y / parentScale.y : 0,\n parentScale.z !== 0 ? localDir.z / parentScale.z : 0\n );\n p.boneAxis = Vector3.normalize(unscaled);\n }\n }\n\n // Build PointR/RW arrays\n this._pointsR = allPoints.map((p) => this._createPointR(p, maxDepth, parentMap, pointTransforms));\n this._pointsRW = allPoints.map(() => this._createPointRW());\n this._positionsToTransform = new Array(allPoints.length).fill(Vector3.zero());\n\n // Initialize colliders\n this._collidersR = colliders.map((c) => c.r);\n this._collidersRW = colliders.map((c) => this._createColliderRW(c.transform));\n this._colliderHandleIds = this._collidersR.map(() => this._nextColliderHandleId++);\n this._rebuildColliderHandleMap();\n\n // Initialize grabbers\n this._grabbersR = grabbers.map((g) => g.r);\n this._grabbersRW = grabbers.map((g) => ({\n enabled: g.enabled ? 1 : 0,\n position: g.transform.getWorldPosition()\n }));\n this._grabberHandleIds = this._grabbersR.map(() => this._nextGrabberHandleId++);\n this._rebuildGrabberHandleMap();\n\n // Flat planes\n this._flatPlanes = flatPlanes.map((fp) => ({\n normal: Vector3.normalize(fp.up),\n distance: -Vector3.dot(Vector3.normalize(fp.up), fp.position)\n }));\n this._flatPlaneAll = [...this._flatPlanes];\n this._flatPlaneEnabled = this._flatPlaneAll.map(() => true);\n this._flatPlaneHandleIds = this._flatPlaneAll.map(() => this._nextFlatPlaneHandleId++);\n this._rebuildFlatPlaneHandleMap();\n\n // Capture initial state\n this._previousRootPosition = rootTransform.getWorldPosition();\n this._previousRootRotation = rootTransform.getWorldRotation();\n\n for (let i = 0; i < this._pointsRW.length; i++) {\n const pos = pointTransforms[i].getWorldPosition();\n this._pointsRW[i].positionCurrent = pos.clone();\n this._pointsRW[i].positionPrevious = pos.clone();\n this._pointsRW[i].positionCurrentTransform = pos.clone();\n this._pointsRW[i].positionPreviousTransform = pos.clone();\n this._pointsRW[i].positionToTransform = pos.clone();\n this._pointsRW[i].directionPrevious = Vector3.axisPZ();\n this._pointsRW[i].fakeWindDirection = Vector3.axisPZ();\n this._pointsRW[i].grabberIndex = -1;\n this._pointsRW[i].grabberDistance = 0;\n this._pointsRW[i].friction = 0;\n }\n\n this._initialized = true;\n }\n\n /**\n * Advances the simulation by one frame.\n * Internal flow: read current transforms, run Verlet integration and constraint solving,\n * then write the result back to the transforms.\n * @param deltaTime - Frame delta time in seconds. Internally subdivided by `subSteps`.\n */\n step(deltaTime: number): void {\n if (!this._initialized || !this._rootTransform) {\n return;\n }\n\n // Update fade\n if (this._fadeState !== 'none') {\n this._fadeTimer += deltaTime;\n if (this._fadeTimer >= this._fadeDuration) {\n this._fadeState = 'none';\n this._fadeTimer = 0;\n }\n }\n\n const blendRatio = this._computeBlendRatio();\n\n // Capture current transforms\n const rootPos = this._rootTransform.getWorldPosition();\n const rootRot = this._rootTransform.getWorldRotation();\n\n for (let i = 0; i < this._pointsRW.length; i++) {\n this._pointsRW[i].positionPreviousTransform = this._pointsRW[i].positionCurrentTransform.clone();\n this._pointsRW[i].positionCurrentTransform = this._pointTransforms[i].getWorldPosition();\n }\n\n for (let i = 0; i < this._collidersRW.length; i++) {\n const t = this._colliderTransforms[i];\n this._collidersRW[i].positionPreviousTransform = this._collidersRW[i].positionCurrentTransform.clone();\n this._collidersRW[i].directionPreviousTransform =\n this._collidersRW[i].directionCurrentTransform.clone();\n this._collidersRW[i].positionCurrentTransform = t.getWorldPosition();\n this._collidersRW[i].directionCurrentTransform = t.getWorldRotation();\n this._collidersRW[i].worldScale = t.getWorldScale();\n this._collidersRW[i].worldToLocal = Matrix4x4.compose(\n this._collidersRW[i].worldScale,\n this._collidersRW[i].directionCurrentTransform,\n this._collidersRW[i].positionCurrentTransform\n ).inplaceInvertAffine();\n }\n\n for (let i = 0; i < this._grabbersRW.length; i++) {\n this._grabbersRW[i].position = this._grabberTransforms[i].getWorldPosition();\n }\n\n // Run simulation\n const params: SimulationParams = {\n isPaused: this._isPaused,\n stepTime: deltaTime,\n subSteps: this._config.subSteps,\n rootPosition: rootPos,\n previousRootPosition: this._previousRootPosition,\n rootSlideLimit: this._config.rootSlideLimit,\n rootRotation: rootRot,\n previousRootRotation: this._previousRootRotation,\n rootRotateLimit: this._config.rootRotateLimit,\n windForce: this._config.windForce,\n enableSurfaceCollision: this._config.enableSurfaceCollision,\n surfaceConstraints: this._surfaceConstraints,\n relaxation: this._config.relaxation,\n constraintShrinkLimit: this._config.constraintShrinkLimit,\n blendRatio,\n isFakeWave: this._config.isFakeWave,\n fakeWaveSpeed: this._config.fakeWaveSpeed,\n fakeWavePower: this._config.fakeWavePower,\n fakeWaveCounter: this._fakeWaveCounter,\n collisionScale: 1.0,\n enableBroadPhase: this._config.enableBroadPhase\n };\n\n const result = simulate(\n params,\n this._pointsR,\n this._pointsRW,\n this._constraints,\n this._collidersR,\n this._collidersRW,\n this._grabbersR,\n this._grabbersRW,\n this._movableLimitTargets,\n this._flatPlanes\n );\n\n this._positionsToTransform = result.positionsToTransform;\n this._fakeWaveCounter = result.fakeWaveCounter;\n\n // Angle limits\n if (this._config.angleLimitConfig.angleLimit >= 0) {\n applyAngleLimits(this._pointsR, this._pointsRW, this._config.angleLimitConfig);\n }\n\n // Apply results\n const transformRots = this._pointTransforms.map((t) => t.getWorldRotation());\n const transformLocalRots = this._pointTransforms.map((t) => t.getLocalRotation());\n const outputs = applyResult(\n this._pointsR,\n this._pointsRW,\n this._positionsToTransform,\n blendRatio,\n transformRots,\n transformLocalRots,\n this._config.preserveTwist\n );\n\n for (let i = 0; i < outputs.length; i++) {\n this._pointTransforms[i].setWorldPosition(outputs[i].position);\n this._pointTransforms[i].setWorldRotation(outputs[i].rotation);\n }\n\n this._previousRootPosition = rootPos;\n this._previousRootRotation = rootRot;\n }\n\n /**\n * Returns the simulated results for all points as world-space positions and rotations.\n * Usually this does not need to be called manually because `step()` already writes the\n * output back to the transforms.\n */\n getResults(): Array<{ position: Vector3; rotation: Quaternion }> {\n const transformRots = this._pointTransforms.map((t) => t.getWorldRotation());\n const transformLocalRots = this._pointTransforms.map((t) => t.getLocalRotation());\n const outputs = applyResult(\n this._pointsR,\n this._pointsRW,\n this._positionsToTransform,\n this._config.blendRatio,\n transformRots,\n transformLocalRots,\n this._config.preserveTwist\n );\n return outputs.map((o) => ({ position: o.position, rotation: o.rotation }));\n }\n\n /**\n * Compensates for teleportation by resetting the previous root transform to the current one.\n * Call this after a character warp or teleport to avoid a large root-motion impulse on the\n * next simulation step.\n */\n warp(): void {\n if (!this._rootTransform) {\n return;\n }\n this._previousRootPosition = this._rootTransform.getWorldPosition();\n this._previousRootRotation = this._rootTransform.getWorldRotation();\n }\n\n /**\n * Resets all physics state.\n * Each simulated point is snapped back to the current transform position and grab state\n * is cleared.\n */\n reset(): void {\n for (let i = 0; i < this._pointsRW.length; i++) {\n const pos = this._pointTransforms[i].getWorldPosition();\n this._pointsRW[i].positionCurrent = pos.clone();\n this._pointsRW[i].positionPrevious = pos.clone();\n this._pointsRW[i].grabberIndex = -1;\n }\n this._fakeWaveCounter = 0;\n }\n\n /**\n * Releases a fixed point so it becomes dynamic, for example when cloth is detached.\n * The point state is reset to avoid a sudden impulse.\n * @param index - Point index.\n */\n releasePoint(index: number): void {\n if (index < 0 || index >= this._pointsR.length) {\n return;\n }\n (this._pointsR[index] as any).weight = 1;\n const pos = this._pointTransforms[index].getWorldPosition();\n this._pointsRW[index].positionCurrent = pos.clone();\n this._pointsRW[index].positionPrevious = pos.clone();\n this._pointsRW[index].grabberIndex = -1;\n }\n\n /**\n * Fixes a dynamic point back to the animation pose, for example when an item is reattached.\n * The point grab state is cleared.\n * @param index - Point index.\n */\n fixPoint(index: number): void {\n if (index < 0 || index >= this._pointsR.length) {\n return;\n }\n (this._pointsR[index] as any).weight = 0;\n this._pointsRW[index].grabberIndex = -1;\n }\n\n /**\n * Returns whether a point is fixed to animation (`weight = 0`).\n * @param index - Point index.\n */\n isPointFixed(index: number): boolean {\n if (index < 0 || index >= this._pointsR.length) {\n return false;\n }\n return this._pointsR[index].weight <= EPSILON;\n }\n\n /** Gets the total number of physics points. */\n get pointCount(): number {\n return this._pointsR.length;\n }\n\n /**\n * Fades physics in by blending from animation pose to simulation.\n * `blendRatio` moves from `1` (animation only) to `0` (physics only).\n * @param seconds - Transition duration in seconds.\n */\n fadeIn(seconds: number): void {\n this._fadeState = 'in';\n this._fadeTimer = 0;\n this._fadeDuration = seconds;\n }\n\n /**\n * Fades physics out by blending from simulation back to animation pose.\n * `blendRatio` moves from `0` (physics only) to `1` (animation only).\n * @param seconds - Transition duration in seconds.\n */\n fadeOut(seconds: number): void {\n this._fadeState = 'out';\n this._fadeTimer = 0;\n this._fadeDuration = seconds;\n }\n\n /**\n * Sets the global wind force vector.\n * The final wind contribution is still scaled per point by `windForceScale` and mass.\n * @param wind - Wind vector in world space.\n */\n setWindForce(wind: Vector3): void {\n this._config.windForce = wind;\n }\n\n /**\n * Enable/disable broad-phase pruning for runtime performance comparison\n * @param enabled - `true` to enable broad-phase, `false` to disable.\n */\n setBroadPhaseEnabled(enabled: boolean): void {\n this._config.enableBroadPhase = enabled;\n }\n\n /** The blend ratio for the physics simulation */\n get blendRatio(): number {\n return this._config.blendRatio;\n }\n\n set blendRatio(value: number) {\n this._config.blendRatio = clamp01(value);\n }\n\n /**\n * Pauses or resumes the physics simulation.\n * While paused, the system still follows root motion but skips force integration and\n * constraint solving.\n * @param paused - `true` to pause, `false` to resume.\n */\n setPaused(paused: boolean): void {\n this._isPaused = paused;\n }\n\n /**\n * Enable or disable a collider by current array index.\n * Transform state is still read from the collider's TransformAccess each frame.\n * Prefer setColliderEnabled(handle, enabled) for runtime-owned colliders.\n *\n * @param index - Collider index in the current array. Note that this may change when colliders are added or removed.\n * @param enabled - `true` to enable the collider, `false` to disable it.\n *\n * @returns `true` if the index is valid and the collider was updated, `false` if the index is out of range.\n */\n setColliderEnabledAt(index: number, enabled: boolean): boolean {\n if (index >= 0 && index < this._collidersRW.length) {\n this._collidersRW[index].enabled = enabled ? 1 : 0;\n return true;\n }\n return false;\n }\n\n /**\n * Enable or disable a runtime collider by stable handle.\n *\n * @param handle - Stable handle for the collider to enable or disable.\n * @param enabled - `true` to enable the collider, `false` to disable it.\n * @returns true if the handle is still valid.\n */\n setColliderEnabled(handle: JointDynamicsColliderHandle, enabled: boolean): boolean {\n const index = this._getColliderIndex(handle);\n if (index === -1) {\n return false;\n }\n return this.setColliderEnabledAt(index, enabled);\n }\n\n /**\n * Add a collider at runtime.\n * @param r - Read-only collider data such as shape and size.\n * @param transform - TransformAccess that provides the collider's position and rotation each frame.\n * @returns A stable handle that remains valid until this collider is removed.\n */\n addCollider(r: ColliderR, transform: TransformAccess): JointDynamicsColliderHandle {\n const id = this._nextColliderHandleId++;\n this._collidersR.push(r);\n this._colliderTransforms.push(transform);\n this._collidersRW.push(this._createColliderRW(transform));\n this._colliderHandleIds.push(id);\n this._colliderHandleToIndex.set(id, this._collidersR.length - 1);\n return { type: 'collider', id };\n }\n\n /**\n * Remove a collider by stable handle.\n * @param handle - Stable handle for the collider to remove.\n * @returns true if the collider existed and was removed.\n */\n removeCollider(handle: JointDynamicsColliderHandle): boolean {\n const index = this._getColliderIndex(handle);\n if (index === -1) {\n return false;\n }\n return this.removeColliderAt(index);\n }\n\n /**\n * Remove a collider by current array index.\n * @param index - Collider index in the current array. Note that this may change when colliders are added or removed.\n * Prefer removeCollider(handle) for runtime-owned colliders.\n */\n removeColliderAt(index: number): boolean {\n if (index < 0 || index >= this._collidersR.length) {\n return false;\n }\n this._collidersR.splice(index, 1);\n this._colliderTransforms.splice(index, 1);\n this._collidersRW.splice(index, 1);\n this._colliderHandleIds.splice(index, 1);\n this._rebuildColliderHandleMap();\n return true;\n }\n\n /**\n * Enable or disable a flat plane by current array index.\n * @param index - Flat plane index in the current array. Note that this may change when flat planes are added or removed.\n * @param enabled - `true` to enable the flat plane, `false` to disable it.\n * @returns `true` if the index is valid and the flat plane was updated, `false` if the index is out of range.\n */\n setFlatPlaneEnabledAt(index: number, enabled: boolean): boolean {\n if (index < 0 || index >= this._flatPlaneAll.length) {\n return false;\n }\n this._flatPlaneEnabled[index] = enabled;\n this._rebuildActiveFlatPlanes();\n return true;\n }\n\n /**\n * Enable or disable a runtime flat plane by stable handle.\n * @param handle - Stable handle for the flat plane to enable or disable.\n * @param enabled - `true` to enable the flat plane, `false` to disable it.\n * @returns true if the handle is still valid.\n */\n setFlatPlaneEnabled(handle: JointDynamicsFlatPlaneHandle, enabled: boolean): boolean {\n const index = this._getFlatPlaneIndex(handle);\n if (index === -1) {\n return false;\n }\n return this.setFlatPlaneEnabledAt(index, enabled);\n }\n\n /**\n * Add a flat plane at runtime.\n * @param up - Up direction of the plane. The normal is computed as `Vector3.normalize(up)`.\n * @param position - A point on the plane. The distance is computed as `-Vector3.dot(normal, position)`.\n * @returns A stable handle that remains valid until this flat plane is removed.\n */\n addFlatPlane(up: Vector3, position: Vector3): JointDynamicsFlatPlaneHandle {\n const id = this._nextFlatPlaneHandleId++;\n const normal = Vector3.normalize(up);\n this._flatPlaneAll.push({\n normal,\n distance: -Vector3.dot(normal, position)\n });\n this._flatPlaneEnabled.push(true);\n this._flatPlaneHandleIds.push(id);\n this._flatPlaneHandleToIndex.set(id, this._flatPlaneAll.length - 1);\n this._rebuildActiveFlatPlanes();\n return { type: 'flatPlane', id };\n }\n\n /**\n * Remove a flat plane by stable handle.\n * @param handle - Stable handle for the flat plane to remove.\n * @returns true if the flat plane existed and was removed.\n */\n removeFlatPlane(handle: JointDynamicsFlatPlaneHandle): boolean {\n const index = this._getFlatPlaneIndex(handle);\n if (index === -1) {\n return false;\n }\n return this.removeFlatPlaneAt(index);\n }\n\n /**\n * Remove a flat plane by current array index.\n * @param index - Flat plane index in the current array. Note that this may change when flat planes are added or removed.\n * @returns true if the index was valid and the flat plane was removed, false if the index was out of range.\n */\n removeFlatPlaneAt(index: number): boolean {\n if (index < 0 || index >= this._flatPlaneAll.length) {\n return false;\n }\n this._flatPlaneAll.splice(index, 1);\n this._flatPlaneEnabled.splice(index, 1);\n this._flatPlaneHandleIds.splice(index, 1);\n this._rebuildFlatPlaneHandleMap();\n this._rebuildActiveFlatPlanes();\n return true;\n }\n\n /**\n * Enable or disable a grabber by current array index.\n * Transform state is still read from the grabber's TransformAccess each frame.\n * Prefer setGrabberEnabled(handle, enabled) for runtime-owned grabbers.\n *\n * @param index - Grabber index in the current array. Note that this may change when grabbers are added or removed.\n * @param enabled - `true` to enable the grabber, `false` to disable it.\n * @returns `true` if the index is valid and the grabber was updated, `false` if the index is out of range.\n */\n setGrabberEnabledAt(index: number, enabled: boolean): boolean {\n if (index >= 0 && index < this._grabbersRW.length) {\n this._grabbersRW[index].enabled = enabled ? 1 : 0;\n if (!enabled) {\n this._releaseGrabber(index);\n }\n return true;\n }\n return false;\n }\n\n /**\n * Enable or disable a runtime grabber by stable handle.\n * @param handle - Stable handle for the grabber to enable or disable.\n * @param enabled - `true` to enable the grabber, `false` to disable it.\n * @returns true if the handle is still valid.\n */\n setGrabberEnabled(handle: JointDynamicsGrabberHandle, enabled: boolean): boolean {\n const index = this._getGrabberIndex(handle);\n if (index === -1) {\n return false;\n }\n return this.setGrabberEnabledAt(index, enabled);\n }\n\n /**\n * Add a grabber at runtime.\n * @param r - Read-only grabber data such as interaction radius.\n * @param transform - TransformAccess that provides the grabber's position each frame.\n * @param enabled - Whether the grabber starts enabled. The grabber can still be moved by its transform while disabled, but it won't affect any points until enabled.\n * @returns A stable handle that remains valid until this grabber is removed.\n */\n addGrabber(r: GrabberR, transform: TransformAccess, enabled = false): JointDynamicsGrabberHandle {\n const id = this._nextGrabberHandleId++;\n this._grabbersR.push(r);\n this._grabberTransforms.push(transform);\n this._grabbersRW.push({\n enabled: enabled ? 1 : 0,\n position: transform.getWorldPosition()\n });\n this._grabberHandleIds.push(id);\n this._grabberHandleToIndex.set(id, this._grabbersR.length - 1);\n return { type: 'grabber', id };\n }\n\n /**\n * Remove a grabber by stable handle.\n * @param handle - Stable handle for the grabber to remove.\n * @returns true if the grabber existed and was removed.\n */\n removeGrabber(handle: JointDynamicsGrabberHandle): boolean {\n const index = this._getGrabberIndex(handle);\n if (index === -1) {\n return false;\n }\n return this.removeGrabberAt(index);\n }\n\n /**\n * Remove a grabber by current array index.\n * Prefer removeGrabber(handle) for runtime-owned grabbers.\n *\n * @param index - Grabber index in the current array. Note that this may change when grabbers are added or removed.\n * @returns true if the index was valid and the grabber was removed, false if the index was out of range.\n */\n removeGrabberAt(index: number): boolean {\n if (index < 0 || index >= this._grabbersR.length) {\n return false;\n }\n this._grabbersR.splice(index, 1);\n this._grabberTransforms.splice(index, 1);\n this._grabbersRW.splice(index, 1);\n this._grabberHandleIds.splice(index, 1);\n this._rebuildGrabberHandleMap();\n\n this._releaseGrabber(index);\n for (const ptRW of this._pointsRW) {\n if (ptRW.grabberIndex > index) {\n ptRW.grabberIndex--;\n }\n }\n return true;\n }\n\n /** Gets the number of runtime colliders. */\n get colliderCount(): number {\n return this._collidersR.length;\n }\n\n /** Gets the number of runtime flat planes. */\n get flatPlaneCount(): number {\n return this._flatPlaneAll.length;\n }\n\n /** Gets the number of runtime grabbers. */\n get grabberCount(): number {\n return this._grabbersR.length;\n }\n\n private _computeBlendRatio(): number {\n if (this._fadeState === 'in') {\n return 1.0 - clamp01(this._fadeTimer / this._fadeDuration);\n }\n if (this._fadeState === 'out') {\n return clamp01(this._fadeTimer / this._fadeDuration);\n }\n return this._config.blendRatio;\n }\n\n private _getColliderIndex(handle: JointDynamicsColliderHandle): number {\n if (handle.type !== 'collider') {\n return -1;\n }\n return this._colliderHandleToIndex.get(handle.id) ?? -1;\n }\n\n private _getGrabberIndex(handle: JointDynamicsGrabberHandle): number {\n if (handle.type !== 'grabber') {\n return -1;\n }\n return this._grabberHandleToIndex.get(handle.id) ?? -1;\n }\n\n private _getFlatPlaneIndex(handle: JointDynamicsFlatPlaneHandle): number {\n if (handle.type !== 'flatPlane') {\n return -1;\n }\n return this._flatPlaneHandleToIndex.get(handle.id) ?? -1;\n }\n\n private _releaseGrabber(index: number): void {\n for (const ptRW of this._pointsRW) {\n if (ptRW.grabberIndex === index) {\n 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1
+ {"version":3,"file":"controller.js","sources":["../../../src/animation/joint_dynamics/controller.ts"],"sourcesContent":["// High-level orchestrator - SPCRJointDynamicsController API\r\n\r\nimport {\r\n EPSILON,\r\n type PointR,\r\n type PointRW,\r\n type Constraint,\r\n type ColliderR,\r\n type ColliderRW,\r\n type GrabberR,\r\n type GrabberRW,\r\n type AngleLimitConfig,\r\n type FlatPlane,\r\n type TransformAccess,\r\n type BoneNode\r\n} from './types';\r\nimport { buildConstraints, buildSurfaceFaces, type ConstraintBuildOptions } from './constraints';\r\nimport { simulate, applyResult, applyAngleLimits, type SimulationParams } from './solver';\r\nimport type { InterpolatorScalar } from '@zephyr3d/base';\r\nimport { Vector3, Quaternion, Matrix4x4, clamp01 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Depth-based physics parameter curves.\r\n * Each curve is evaluated with t = pointDepth / maxDepth (0 at root, 1 at tip).\r\n * This allows parameters to vary smoothly along the bone chain.\r\n *\r\n * @public\r\n */\r\nexport interface PhysicsCurves {\r\n /** Scales point mass by depth */\r\n massScale: InterpolatorScalar;\r\n /** Scales gravity strength by depth */\r\n gravityScale: InterpolatorScalar;\r\n /** Scales wind force effect by depth (also multiplied by depth rate) */\r\n windForceScale: InterpolatorScalar;\r\n /** Velocity damping [0-1]. Higher = less damping. Controls how much velocity is preserved */\r\n resistance: InterpolatorScalar;\r\n /** Restore-to-animation stiffness [0-1]. Higher = bone stays closer to animated pose */\r\n hardness: InterpolatorScalar;\r\n /** Friction multiplier by depth. Scales collision friction accumulation */\r\n friction: InterpolatorScalar;\r\n /** Collision radius by depth, mapped from VRM SpringBone hitRadius when available */\r\n pointRadius: InterpolatorScalar;\r\n /** Extra slack length for horizontal/shear constraints (allows stretching) */\r\n sliderJointLength: InterpolatorScalar;\r\n /** Global shrink stiffness multiplier (applied to all constraint types) */\r\n allShrinkScale: InterpolatorScalar;\r\n /** Global stretch stiffness multiplier (applied to all constraint types) */\r\n allStretchScale: InterpolatorScalar;\r\n /** Structural vertical constraint shrink stiffness by depth */\r\n structuralShrinkVertical: InterpolatorScalar;\r\n /** Structural vertical constraint stretch stiffness by depth */\r\n structuralStretchVertical: InterpolatorScalar;\r\n /** Structural horizontal constraint shrink stiffness by depth */\r\n structuralShrinkHorizontal: InterpolatorScalar;\r\n /** Structural horizontal constraint stretch stiffness by depth */\r\n structuralStretchHorizontal: InterpolatorScalar;\r\n /** Shear constraint shrink stiffness by depth */\r\n shearShrink: InterpolatorScalar;\r\n /** Shear constraint stretch stiffness by depth */\r\n shearStretch: InterpolatorScalar;\r\n /** Bending vertical constraint shrink stiffness by depth */\r\n bendingShrinkVertical: InterpolatorScalar;\r\n /** Bending vertical constraint stretch stiffness by depth */\r\n bendingStretchVertical: InterpolatorScalar;\r\n /** Bending horizontal constraint shrink stiffness by depth */\r\n bendingShrinkHorizontal: InterpolatorScalar;\r\n /** Bending horizontal constraint stretch stiffness by depth */\r\n bendingStretchHorizontal: InterpolatorScalar;\r\n /** Fake wave amplitude by depth (sinusoidal pseudo-wind on leaf bones) */\r\n fakeWavePower: InterpolatorScalar;\r\n /** Fake wave frequency offset by depth */\r\n fakeWaveFreq: InterpolatorScalar;\r\n}\r\n\r\n/**\r\n * Top-level configuration for the physics controller\r\n * @public\r\n **/\r\nexport interface ControllerConfig {\r\n /** Global gravity vector */\r\n gravity: Vector3;\r\n /** Global wind force vector applied to all dynamic points */\r\n windForce: Vector3;\r\n /** Number of constraint relaxation iterations per substep. Higher = more stable but slower */\r\n relaxation: number;\r\n /** Number of simulation substeps per frame. Higher = more stable at cost of performance */\r\n subSteps: number;\r\n /** Max root bone slide distance per substep. Excess is distributed as offset. -1 = unlimited */\r\n rootSlideLimit: number;\r\n /** Max root bone rotation angle (degrees) per substep. Excess is distributed. -1 = unlimited */\r\n rootRotateLimit: number;\r\n /** Upper limit for horizontal/shear constraint shrink power. Prevents over-compression */\r\n constraintShrinkLimit: number;\r\n /** Global blend ratio between physics and animation [0-1]. 0 = full physics, 1 = full animation */\r\n blendRatio: number;\r\n /** Target frame rate for stabilization (currently unused, reserved) */\r\n stabilizationFrameRate: number;\r\n /** Enable sinusoidal fake wave effect on leaf bones */\r\n isFakeWave: boolean;\r\n /** Fake wave global speed (accumulates over time) */\r\n fakeWaveSpeed: number;\r\n /** Fake wave global amplitude multiplier */\r\n fakeWavePower: number;\r\n /** Enable triangle-based surface collision (cloth vs colliders) */\r\n enableSurfaceCollision: boolean;\r\n /** Enable broad-phase pruning before precise collider tests */\r\n enableBroadPhase: boolean;\r\n /** Preserve each joint's initial local twist (axial roll) after physics simulation */\r\n preserveTwist: boolean;\r\n /** Post-simulation angle limiting between parent-child bones */\r\n angleLimitConfig: AngleLimitConfig;\r\n /** Depth-based physics parameter curves */\r\n curves: PhysicsCurves;\r\n /** Which constraint types to generate and their collision flags */\r\n constraintOptions: ConstraintBuildOptions;\r\n}\r\n\r\n/**\r\n * Stable runtime handle for a JointDynamics collider.\r\n * @public\r\n */\r\nexport interface JointDynamicsColliderHandle {\r\n readonly type: 'collider';\r\n readonly id: number;\r\n}\r\n\r\n/**\r\n * Stable runtime handle for a JointDynamics flat plane.\r\n * @public\r\n */\r\nexport interface JointDynamicsFlatPlaneHandle {\r\n readonly type: 'flatPlane';\r\n readonly id: number;\r\n}\r\n\r\n/**\r\n * Stable runtime handle for a JointDynamics grabber.\r\n * @public\r\n */\r\nexport interface JointDynamicsGrabberHandle {\r\n readonly type: 'grabber';\r\n readonly id: number;\r\n}\r\n\r\n/**\r\n * High-level controller for joint dynamics simulation.\r\n *\r\n * This class manages the physics simulation for a hierarchy of bones, including constraints,\r\n * colliders, and grabbers. It provides an API for initializing the system with bone data and\r\n * transforms, stepping the simulation each frame, and modifying colliders and grabbers at runtime.\r\n * The controller handles the internal state and logic for blending between animation and physics,\r\n * applying forces, and enforcing constraints.\r\n *\r\n * @public\r\n */\r\nexport class JointDynamicsSystemController {\r\n private _config: ControllerConfig;\r\n private _pointsR: PointR[] = [];\r\n private _pointsRW: PointRW[] = [];\r\n private _constraints: Constraint[] = [];\r\n private _collidersR: ColliderR[] = [];\r\n private _collidersRW: ColliderRW[] = [];\r\n private _grabbersR: GrabberR[] = [];\r\n private _grabbersRW: GrabberRW[] = [];\r\n private _movableLimitTargets: Vector3[] = [];\r\n private _flatPlanes: FlatPlane[] = [];\r\n private _flatPlaneEnabled: boolean[] = [];\r\n private _flatPlaneAll: FlatPlane[] = [];\r\n private _surfaceConstraints: number[] = [];\r\n private _positionsToTransform: Vector3[] = [];\r\n private _fakeWaveCounter = 0;\r\n private _previousRootPosition = Vector3.zero();\r\n private _previousRootRotation = Quaternion.identity();\r\n private _rootTransform: TransformAccess | null = null;\r\n private _pointTransforms: TransformAccess[] = [];\r\n private _colliderTransforms: TransformAccess[] = [];\r\n private _grabberTransforms: TransformAccess[] = [];\r\n private _colliderHandleIds: number[] = [];\r\n private _flatPlaneHandleIds: number[] = [];\r\n private _grabberHandleIds: number[] = [];\r\n private _colliderHandleToIndex = new Map<number, number>();\r\n private _flatPlaneHandleToIndex = new Map<number, number>();\r\n private _grabberHandleToIndex = new Map<number, number>();\r\n private _nextColliderHandleId = 1;\r\n private _nextFlatPlaneHandleId = 1;\r\n private _nextGrabberHandleId = 1;\r\n private _initialized = false;\r\n private _isPaused = false;\r\n private _fadeState: 'none' | 'in' | 'out' = 'none';\r\n private _fadeTimer = 0;\r\n private _fadeDuration = 0;\r\n\r\n constructor(config: ControllerConfig) {\r\n this._config = config;\r\n }\r\n\r\n /**\r\n * Initializes the physics system.\r\n * @param rootTransform - Root bone transform used to detect root motion.\r\n * @param rootPoints - Root nodes of the bone hierarchy. Multiple roots are allowed.\r\n * @param pointTransforms - Transform array for all physics points. Order must match `BoneNode.index`.\r\n * @param colliders - Collider array (spheres/capsules).\r\n * @param grabbers - Grabber array used for interactions such as mouse dragging.\r\n * @param flatPlanes - Plane limiters such as the floor to prevent penetration.\r\n */\r\n initialize(\r\n rootTransform: TransformAccess,\r\n rootPoints: BoneNode[],\r\n pointTransforms: TransformAccess[],\r\n colliders: Array<{ r: ColliderR; transform: TransformAccess }>,\r\n grabbers: Array<{\r\n r: GrabberR;\r\n transform: TransformAccess;\r\n enabled: boolean;\r\n }>,\r\n flatPlanes: Array<{ up: Vector3; position: Vector3 }>\r\n ): void {\r\n this._rootTransform = rootTransform;\r\n this._pointTransforms = pointTransforms;\r\n this._colliderTransforms = colliders.map((c) => c.transform);\r\n this._grabberTransforms = grabbers.map((g) => g.transform);\r\n\r\n // Build constraints\r\n this._constraints = buildConstraints(rootPoints, this._config.constraintOptions);\r\n this._surfaceConstraints = buildSurfaceFaces(rootPoints, this._config.constraintOptions.isLoop);\r\n\r\n // Flatten bone hierarchy to point list, build parent map\r\n const allPoints: BoneNode[] = [];\r\n const parentMap = new Map<number, number>(); // child index -> parent index\r\n function walk(node: BoneNode) {\r\n allPoints.push(node);\r\n for (const c of node.children) {\r\n parentMap.set(c.index, node.index);\r\n walk(c);\r\n }\r\n }\r\n for (const r of rootPoints) {\r\n walk(r);\r\n }\r\n\r\n const maxDepth = Math.max(...allPoints.map((p) => p.depth));\r\n\r\n // Compute boneAxis from transforms: local-space direction to first child\r\n // This is critical for correct bone rotation in skinned meshes\r\n const indexToNode = new Map<number, BoneNode>();\r\n for (const p of allPoints) {\r\n indexToNode.set(p.index, p);\r\n }\r\n\r\n for (const p of allPoints) {\r\n if (!p.boneAxis && p.children.length > 0) {\r\n const childPos = pointTransforms[p.children[0].index].getWorldPosition();\r\n const parentPos = pointTransforms[p.index].getWorldPosition();\r\n // InverseTransformPoint: convert child world pos to parent local space\r\n const parentRot = pointTransforms[p.index].getWorldRotation();\r\n const parentScale = pointTransforms[p.index].getLocalScale();\r\n const diff = Vector3.sub(childPos, parentPos);\r\n const invRot = Quaternion.inverse(parentRot);\r\n const localDir = invRot.transform(diff);\r\n // Apply inverse scale\r\n const unscaled = new Vector3(\r\n parentScale.x !== 0 ? localDir.x / parentScale.x : 0,\r\n parentScale.y !== 0 ? localDir.y / parentScale.y : 0,\r\n parentScale.z !== 0 ? localDir.z / parentScale.z : 0\r\n );\r\n p.boneAxis = Vector3.normalize(unscaled);\r\n }\r\n }\r\n\r\n // Build PointR/RW arrays\r\n this._pointsR = allPoints.map((p) => this._createPointR(p, maxDepth, parentMap, pointTransforms));\r\n this._pointsRW = allPoints.map(() => this._createPointRW());\r\n this._positionsToTransform = new Array(allPoints.length).fill(Vector3.zero());\r\n\r\n // Initialize colliders\r\n this._collidersR = colliders.map((c) => c.r);\r\n this._collidersRW = colliders.map((c) => this._createColliderRW(c.transform));\r\n this._colliderHandleIds = this._collidersR.map(() => this._nextColliderHandleId++);\r\n this._rebuildColliderHandleMap();\r\n\r\n // Initialize grabbers\r\n this._grabbersR = grabbers.map((g) => g.r);\r\n this._grabbersRW = grabbers.map((g) => ({\r\n enabled: g.enabled ? 1 : 0,\r\n position: g.transform.getWorldPosition()\r\n }));\r\n this._grabberHandleIds = this._grabbersR.map(() => this._nextGrabberHandleId++);\r\n this._rebuildGrabberHandleMap();\r\n\r\n // Flat planes\r\n this._flatPlanes = flatPlanes.map((fp) => ({\r\n normal: Vector3.normalize(fp.up),\r\n distance: -Vector3.dot(Vector3.normalize(fp.up), fp.position)\r\n }));\r\n this._flatPlaneAll = [...this._flatPlanes];\r\n this._flatPlaneEnabled = this._flatPlaneAll.map(() => true);\r\n this._flatPlaneHandleIds = this._flatPlaneAll.map(() => this._nextFlatPlaneHandleId++);\r\n this._rebuildFlatPlaneHandleMap();\r\n\r\n // Capture initial state\r\n this._previousRootPosition = rootTransform.getWorldPosition();\r\n this._previousRootRotation = rootTransform.getWorldRotation();\r\n\r\n for (let i = 0; i < this._pointsRW.length; i++) {\r\n const pos = pointTransforms[i].getWorldPosition();\r\n this._pointsRW[i].positionCurrent = pos.clone();\r\n this._pointsRW[i].positionPrevious = pos.clone();\r\n this._pointsRW[i].positionCurrentTransform = pos.clone();\r\n this._pointsRW[i].positionPreviousTransform = pos.clone();\r\n this._pointsRW[i].positionToTransform = pos.clone();\r\n this._pointsRW[i].directionPrevious = Vector3.axisPZ();\r\n this._pointsRW[i].fakeWindDirection = Vector3.axisPZ();\r\n this._pointsRW[i].grabberIndex = -1;\r\n this._pointsRW[i].grabberDistance = 0;\r\n this._pointsRW[i].friction = 0;\r\n }\r\n\r\n this._initialized = true;\r\n }\r\n\r\n /**\r\n * Advances the simulation by one frame.\r\n * Internal flow: read current transforms, run Verlet integration and constraint solving,\r\n * then write the result back to the transforms.\r\n * @param deltaTime - Frame delta time in seconds. Internally subdivided by `subSteps`.\r\n */\r\n step(deltaTime: number): void {\r\n if (!this._initialized || !this._rootTransform) {\r\n return;\r\n }\r\n\r\n // Update fade\r\n if (this._fadeState !== 'none') {\r\n this._fadeTimer += deltaTime;\r\n if (this._fadeTimer >= this._fadeDuration) {\r\n this._fadeState = 'none';\r\n this._fadeTimer = 0;\r\n }\r\n }\r\n\r\n const blendRatio = this._computeBlendRatio();\r\n\r\n // Capture current transforms\r\n const rootPos = this._rootTransform.getWorldPosition();\r\n const rootRot = this._rootTransform.getWorldRotation();\r\n\r\n for (let i = 0; i < this._pointsRW.length; i++) {\r\n this._pointsRW[i].positionPreviousTransform = this._pointsRW[i].positionCurrentTransform.clone();\r\n this._pointsRW[i].positionCurrentTransform = this._pointTransforms[i].getWorldPosition();\r\n }\r\n\r\n for (let i = 0; i < this._collidersRW.length; i++) {\r\n const t = this._colliderTransforms[i];\r\n this._collidersRW[i].positionPreviousTransform = this._collidersRW[i].positionCurrentTransform.clone();\r\n this._collidersRW[i].directionPreviousTransform =\r\n this._collidersRW[i].directionCurrentTransform.clone();\r\n this._collidersRW[i].positionCurrentTransform = t.getWorldPosition();\r\n this._collidersRW[i].directionCurrentTransform = t.getWorldRotation();\r\n this._collidersRW[i].worldScale = t.getWorldScale();\r\n this._collidersRW[i].worldToLocal = Matrix4x4.compose(\r\n this._collidersRW[i].worldScale,\r\n this._collidersRW[i].directionCurrentTransform,\r\n this._collidersRW[i].positionCurrentTransform\r\n ).inplaceInvertAffine();\r\n }\r\n\r\n for (let i = 0; i < this._grabbersRW.length; i++) {\r\n this._grabbersRW[i].position = this._grabberTransforms[i].getWorldPosition();\r\n }\r\n\r\n // Run simulation\r\n const params: SimulationParams = {\r\n isPaused: this._isPaused,\r\n stepTime: deltaTime,\r\n subSteps: this._config.subSteps,\r\n rootPosition: rootPos,\r\n previousRootPosition: this._previousRootPosition,\r\n rootSlideLimit: this._config.rootSlideLimit,\r\n rootRotation: rootRot,\r\n previousRootRotation: this._previousRootRotation,\r\n rootRotateLimit: this._config.rootRotateLimit,\r\n windForce: this._config.windForce,\r\n enableSurfaceCollision: this._config.enableSurfaceCollision,\r\n surfaceConstraints: this._surfaceConstraints,\r\n relaxation: this._config.relaxation,\r\n constraintShrinkLimit: this._config.constraintShrinkLimit,\r\n blendRatio,\r\n isFakeWave: this._config.isFakeWave,\r\n fakeWaveSpeed: this._config.fakeWaveSpeed,\r\n fakeWavePower: this._config.fakeWavePower,\r\n fakeWaveCounter: this._fakeWaveCounter,\r\n collisionScale: 1.0,\r\n enableBroadPhase: this._config.enableBroadPhase\r\n };\r\n\r\n const result = simulate(\r\n params,\r\n this._pointsR,\r\n this._pointsRW,\r\n this._constraints,\r\n this._collidersR,\r\n this._collidersRW,\r\n this._grabbersR,\r\n this._grabbersRW,\r\n this._movableLimitTargets,\r\n this._flatPlanes\r\n );\r\n\r\n this._positionsToTransform = result.positionsToTransform;\r\n this._fakeWaveCounter = result.fakeWaveCounter;\r\n\r\n // Angle limits\r\n if (this._config.angleLimitConfig.angleLimit >= 0) {\r\n applyAngleLimits(this._pointsR, this._pointsRW, this._config.angleLimitConfig);\r\n }\r\n\r\n // Apply results\r\n const transformRots = this._pointTransforms.map((t) => t.getWorldRotation());\r\n const transformLocalRots = this._pointTransforms.map((t) => t.getLocalRotation());\r\n const outputs = applyResult(\r\n this._pointsR,\r\n this._pointsRW,\r\n this._positionsToTransform,\r\n blendRatio,\r\n transformRots,\r\n transformLocalRots,\r\n this._config.preserveTwist\r\n );\r\n\r\n for (let i = 0; i < outputs.length; i++) {\r\n this._pointTransforms[i].setWorldPosition(outputs[i].position);\r\n this._pointTransforms[i].setWorldRotation(outputs[i].rotation);\r\n }\r\n\r\n this._previousRootPosition = rootPos;\r\n this._previousRootRotation = rootRot;\r\n }\r\n\r\n /**\r\n * Returns the simulated results for all points as world-space positions and rotations.\r\n * Usually this does not need to be called manually because `step()` already writes the\r\n * output back to the transforms.\r\n */\r\n getResults(): Array<{ position: Vector3; rotation: Quaternion }> {\r\n const transformRots = this._pointTransforms.map((t) => t.getWorldRotation());\r\n const transformLocalRots = this._pointTransforms.map((t) => t.getLocalRotation());\r\n const outputs = applyResult(\r\n this._pointsR,\r\n this._pointsRW,\r\n this._positionsToTransform,\r\n this._config.blendRatio,\r\n transformRots,\r\n transformLocalRots,\r\n this._config.preserveTwist\r\n );\r\n return outputs.map((o) => ({ position: o.position, rotation: o.rotation }));\r\n }\r\n\r\n /**\r\n * Compensates for teleportation by resetting the previous root transform to the current one.\r\n * Call this after a character warp or teleport to avoid a large root-motion impulse on the\r\n * next simulation step.\r\n */\r\n warp(): void {\r\n if (!this._rootTransform) {\r\n return;\r\n }\r\n this._previousRootPosition = this._rootTransform.getWorldPosition();\r\n this._previousRootRotation = this._rootTransform.getWorldRotation();\r\n }\r\n\r\n /**\r\n * Resets all physics state.\r\n * Each simulated point is snapped back to the current transform position and grab state\r\n * is cleared.\r\n */\r\n reset(): void {\r\n for (let i = 0; i < this._pointsRW.length; i++) {\r\n const pos = this._pointTransforms[i].getWorldPosition();\r\n this._pointsRW[i].positionCurrent = pos.clone();\r\n this._pointsRW[i].positionPrevious = pos.clone();\r\n this._pointsRW[i].grabberIndex = -1;\r\n }\r\n this._fakeWaveCounter = 0;\r\n }\r\n\r\n /**\r\n * Releases a fixed point so it becomes dynamic, for example when cloth is detached.\r\n * The point state is reset to avoid a sudden impulse.\r\n * @param index - Point index.\r\n */\r\n releasePoint(index: number): void {\r\n if (index < 0 || index >= this._pointsR.length) {\r\n return;\r\n }\r\n (this._pointsR[index] as any).weight = 1;\r\n const pos = this._pointTransforms[index].getWorldPosition();\r\n this._pointsRW[index].positionCurrent = pos.clone();\r\n this._pointsRW[index].positionPrevious = pos.clone();\r\n this._pointsRW[index].grabberIndex = -1;\r\n }\r\n\r\n /**\r\n * Fixes a dynamic point back to the animation pose, for example when an item is reattached.\r\n * The point grab state is cleared.\r\n * @param index - Point index.\r\n */\r\n fixPoint(index: number): void {\r\n if (index < 0 || index >= this._pointsR.length) {\r\n return;\r\n }\r\n (this._pointsR[index] as any).weight = 0;\r\n this._pointsRW[index].grabberIndex = -1;\r\n }\r\n\r\n /**\r\n * Returns whether a point is fixed to animation (`weight = 0`).\r\n * @param index - Point index.\r\n */\r\n isPointFixed(index: number): boolean {\r\n if (index < 0 || index >= this._pointsR.length) {\r\n return false;\r\n }\r\n return this._pointsR[index].weight <= EPSILON;\r\n }\r\n\r\n /** Gets the total number of physics points. */\r\n get pointCount(): number {\r\n return this._pointsR.length;\r\n }\r\n\r\n /**\r\n * Fades physics in by blending from animation pose to simulation.\r\n * `blendRatio` moves from `1` (animation only) to `0` (physics only).\r\n * @param seconds - Transition duration in seconds.\r\n */\r\n fadeIn(seconds: number): void {\r\n this._fadeState = 'in';\r\n this._fadeTimer = 0;\r\n this._fadeDuration = seconds;\r\n }\r\n\r\n /**\r\n * Fades physics out by blending from simulation back to animation pose.\r\n * `blendRatio` moves from `0` (physics only) to `1` (animation only).\r\n * @param seconds - Transition duration in seconds.\r\n */\r\n fadeOut(seconds: number): void {\r\n this._fadeState = 'out';\r\n this._fadeTimer = 0;\r\n this._fadeDuration = seconds;\r\n }\r\n\r\n /**\r\n * Sets the global wind force vector.\r\n * The final wind contribution is still scaled per point by `windForceScale` and mass.\r\n * @param wind - Wind vector in world space.\r\n */\r\n setWindForce(wind: Vector3): void {\r\n this._config.windForce = wind;\r\n }\r\n\r\n /**\r\n * Enable/disable broad-phase pruning for runtime performance comparison\r\n * @param enabled - `true` to enable broad-phase, `false` to disable.\r\n */\r\n setBroadPhaseEnabled(enabled: boolean): void {\r\n this._config.enableBroadPhase = enabled;\r\n }\r\n\r\n /** The blend ratio for the physics simulation */\r\n get blendRatio(): number {\r\n return this._config.blendRatio;\r\n }\r\n\r\n set blendRatio(value: number) {\r\n this._config.blendRatio = clamp01(value);\r\n }\r\n\r\n /**\r\n * Pauses or resumes the physics simulation.\r\n * While paused, the system still follows root motion but skips force integration and\r\n * constraint solving.\r\n * @param paused - `true` to pause, `false` to resume.\r\n */\r\n setPaused(paused: boolean): void {\r\n this._isPaused = paused;\r\n }\r\n\r\n /**\r\n * Enable or disable a collider by current array index.\r\n * Transform state is still read from the collider's TransformAccess each frame.\r\n * Prefer setColliderEnabled(handle, enabled) for runtime-owned colliders.\r\n *\r\n * @param index - Collider index in the current array. Note that this may change when colliders are added or removed.\r\n * @param enabled - `true` to enable the collider, `false` to disable it.\r\n *\r\n * @returns `true` if the index is valid and the collider was updated, `false` if the index is out of range.\r\n */\r\n setColliderEnabledAt(index: number, enabled: boolean): boolean {\r\n if (index >= 0 && index < this._collidersRW.length) {\r\n this._collidersRW[index].enabled = enabled ? 1 : 0;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Enable or disable a runtime collider by stable handle.\r\n *\r\n * @param handle - Stable handle for the collider to enable or disable.\r\n * @param enabled - `true` to enable the collider, `false` to disable it.\r\n * @returns true if the handle is still valid.\r\n */\r\n setColliderEnabled(handle: JointDynamicsColliderHandle, enabled: boolean): boolean {\r\n const index = this._getColliderIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.setColliderEnabledAt(index, enabled);\r\n }\r\n\r\n /**\r\n * Add a collider at runtime.\r\n * @param r - Read-only collider data such as shape and size.\r\n * @param transform - TransformAccess that provides the collider's position and rotation each frame.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addCollider(r: ColliderR, transform: TransformAccess): JointDynamicsColliderHandle {\r\n const id = this._nextColliderHandleId++;\r\n this._collidersR.push(r);\r\n this._colliderTransforms.push(transform);\r\n this._collidersRW.push(this._createColliderRW(transform));\r\n this._colliderHandleIds.push(id);\r\n this._colliderHandleToIndex.set(id, this._collidersR.length - 1);\r\n return { type: 'collider', id };\r\n }\r\n\r\n /**\r\n * Remove a collider by stable handle.\r\n * @param handle - Stable handle for the collider to remove.\r\n * @returns true if the collider existed and was removed.\r\n */\r\n removeCollider(handle: JointDynamicsColliderHandle): boolean {\r\n const index = this._getColliderIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.removeColliderAt(index);\r\n }\r\n\r\n /**\r\n * Remove a collider by current array index.\r\n * @param index - Collider index in the current array. Note that this may change when colliders are added or removed.\r\n * Prefer removeCollider(handle) for runtime-owned colliders.\r\n */\r\n removeColliderAt(index: number): boolean {\r\n if (index < 0 || index >= this._collidersR.length) {\r\n return false;\r\n }\r\n this._collidersR.splice(index, 1);\r\n this._colliderTransforms.splice(index, 1);\r\n this._collidersRW.splice(index, 1);\r\n this._colliderHandleIds.splice(index, 1);\r\n this._rebuildColliderHandleMap();\r\n return true;\r\n }\r\n\r\n /**\r\n * Enable or disable a flat plane by current array index.\r\n * @param index - Flat plane index in the current array. Note that this may change when flat planes are added or removed.\r\n * @param enabled - `true` to enable the flat plane, `false` to disable it.\r\n * @returns `true` if the index is valid and the flat plane was updated, `false` if the index is out of range.\r\n */\r\n setFlatPlaneEnabledAt(index: number, enabled: boolean): boolean {\r\n if (index < 0 || index >= this._flatPlaneAll.length) {\r\n return false;\r\n }\r\n this._flatPlaneEnabled[index] = enabled;\r\n this._rebuildActiveFlatPlanes();\r\n return true;\r\n }\r\n\r\n /**\r\n * Enable or disable a runtime flat plane by stable handle.\r\n * @param handle - Stable handle for the flat plane to enable or disable.\r\n * @param enabled - `true` to enable the flat plane, `false` to disable it.\r\n * @returns true if the handle is still valid.\r\n */\r\n setFlatPlaneEnabled(handle: JointDynamicsFlatPlaneHandle, enabled: boolean): boolean {\r\n const index = this._getFlatPlaneIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.setFlatPlaneEnabledAt(index, enabled);\r\n }\r\n\r\n /**\r\n * Add a flat plane at runtime.\r\n * @param up - Up direction of the plane. The normal is computed as `Vector3.normalize(up)`.\r\n * @param position - A point on the plane. The distance is computed as `-Vector3.dot(normal, position)`.\r\n * @returns A stable handle that remains valid until this flat plane is removed.\r\n */\r\n addFlatPlane(up: Vector3, position: Vector3): JointDynamicsFlatPlaneHandle {\r\n const id = this._nextFlatPlaneHandleId++;\r\n const normal = Vector3.normalize(up);\r\n this._flatPlaneAll.push({\r\n normal,\r\n distance: -Vector3.dot(normal, position)\r\n });\r\n this._flatPlaneEnabled.push(true);\r\n this._flatPlaneHandleIds.push(id);\r\n this._flatPlaneHandleToIndex.set(id, this._flatPlaneAll.length - 1);\r\n this._rebuildActiveFlatPlanes();\r\n return { type: 'flatPlane', id };\r\n }\r\n\r\n /**\r\n * Remove a flat plane by stable handle.\r\n * @param handle - Stable handle for the flat plane to remove.\r\n * @returns true if the flat plane existed and was removed.\r\n */\r\n removeFlatPlane(handle: JointDynamicsFlatPlaneHandle): boolean {\r\n const index = this._getFlatPlaneIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.removeFlatPlaneAt(index);\r\n }\r\n\r\n /**\r\n * Remove a flat plane by current array index.\r\n * @param index - Flat plane index in the current array. Note that this may change when flat planes are added or removed.\r\n * @returns true if the index was valid and the flat plane was removed, false if the index was out of range.\r\n */\r\n removeFlatPlaneAt(index: number): boolean {\r\n if (index < 0 || index >= this._flatPlaneAll.length) {\r\n return false;\r\n }\r\n this._flatPlaneAll.splice(index, 1);\r\n this._flatPlaneEnabled.splice(index, 1);\r\n this._flatPlaneHandleIds.splice(index, 1);\r\n this._rebuildFlatPlaneHandleMap();\r\n this._rebuildActiveFlatPlanes();\r\n return true;\r\n }\r\n\r\n /**\r\n * Enable or disable a grabber by current array index.\r\n * Transform state is still read from the grabber's TransformAccess each frame.\r\n * Prefer setGrabberEnabled(handle, enabled) for runtime-owned grabbers.\r\n *\r\n * @param index - Grabber index in the current array. Note that this may change when grabbers are added or removed.\r\n * @param enabled - `true` to enable the grabber, `false` to disable it.\r\n * @returns `true` if the index is valid and the grabber was updated, `false` if the index is out of range.\r\n */\r\n setGrabberEnabledAt(index: number, enabled: boolean): boolean {\r\n if (index >= 0 && index < this._grabbersRW.length) {\r\n this._grabbersRW[index].enabled = enabled ? 1 : 0;\r\n if (!enabled) {\r\n this._releaseGrabber(index);\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Enable or disable a runtime grabber by stable handle.\r\n * @param handle - Stable handle for the grabber to enable or disable.\r\n * @param enabled - `true` to enable the grabber, `false` to disable it.\r\n * @returns true if the handle is still valid.\r\n */\r\n setGrabberEnabled(handle: JointDynamicsGrabberHandle, enabled: boolean): boolean {\r\n const index = this._getGrabberIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.setGrabberEnabledAt(index, enabled);\r\n }\r\n\r\n /**\r\n * Add a grabber at runtime.\r\n * @param r - Read-only grabber data such as interaction radius.\r\n * @param transform - TransformAccess that provides the grabber's position each frame.\r\n * @param enabled - Whether the grabber starts enabled. The grabber can still be moved by its transform while disabled, but it won't affect any points until enabled.\r\n * @returns A stable handle that remains valid until this grabber is removed.\r\n */\r\n addGrabber(r: GrabberR, transform: TransformAccess, enabled = false): JointDynamicsGrabberHandle {\r\n const id = this._nextGrabberHandleId++;\r\n this._grabbersR.push(r);\r\n this._grabberTransforms.push(transform);\r\n this._grabbersRW.push({\r\n enabled: enabled ? 1 : 0,\r\n position: transform.getWorldPosition()\r\n });\r\n this._grabberHandleIds.push(id);\r\n this._grabberHandleToIndex.set(id, this._grabbersR.length - 1);\r\n return { type: 'grabber', id };\r\n }\r\n\r\n /**\r\n * Remove a grabber by stable handle.\r\n * @param handle - Stable handle for the grabber to remove.\r\n * @returns true if the grabber existed and was removed.\r\n */\r\n removeGrabber(handle: JointDynamicsGrabberHandle): boolean {\r\n const index = this._getGrabberIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.removeGrabberAt(index);\r\n }\r\n\r\n /**\r\n * Remove a grabber by current array index.\r\n * Prefer removeGrabber(handle) for runtime-owned grabbers.\r\n *\r\n * @param index - Grabber index in the current array. Note that this may change when grabbers are added or removed.\r\n * @returns true if the index was valid and the grabber was removed, false if the index was out of range.\r\n */\r\n removeGrabberAt(index: number): boolean {\r\n if (index < 0 || index >= this._grabbersR.length) {\r\n return false;\r\n }\r\n this._grabbersR.splice(index, 1);\r\n this._grabberTransforms.splice(index, 1);\r\n this._grabbersRW.splice(index, 1);\r\n this._grabberHandleIds.splice(index, 1);\r\n this._rebuildGrabberHandleMap();\r\n\r\n this._releaseGrabber(index);\r\n for (const ptRW of this._pointsRW) {\r\n if (ptRW.grabberIndex > index) {\r\n ptRW.grabberIndex--;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /** Gets the number of runtime colliders. */\r\n get colliderCount(): number {\r\n return this._collidersR.length;\r\n }\r\n\r\n /** Gets the number of runtime flat planes. */\r\n get flatPlaneCount(): number {\r\n return this._flatPlaneAll.length;\r\n }\r\n\r\n /** Gets the number of runtime grabbers. */\r\n get grabberCount(): number {\r\n return this._grabbersR.length;\r\n }\r\n\r\n private _computeBlendRatio(): number {\r\n if (this._fadeState === 'in') {\r\n return 1.0 - clamp01(this._fadeTimer / this._fadeDuration);\r\n }\r\n if (this._fadeState === 'out') {\r\n return clamp01(this._fadeTimer / this._fadeDuration);\r\n }\r\n return this._config.blendRatio;\r\n }\r\n\r\n private _getColliderIndex(handle: JointDynamicsColliderHandle): number {\r\n if (handle.type !== 'collider') {\r\n return -1;\r\n }\r\n return this._colliderHandleToIndex.get(handle.id) ?? -1;\r\n }\r\n\r\n private _getGrabberIndex(handle: JointDynamicsGrabberHandle): number {\r\n if (handle.type !== 'grabber') {\r\n return -1;\r\n }\r\n return this._grabberHandleToIndex.get(handle.id) ?? -1;\r\n }\r\n\r\n private _getFlatPlaneIndex(handle: JointDynamicsFlatPlaneHandle): number {\r\n if (handle.type !== 'flatPlane') {\r\n return -1;\r\n }\r\n return this._flatPlaneHandleToIndex.get(handle.id) ?? -1;\r\n }\r\n\r\n private _releaseGrabber(index: number): void {\r\n for (const ptRW of this._pointsRW) {\r\n if (ptRW.grabberIndex === index) {\r\n ptRW.grabberIndex = -1;\r\n ptRW.grabberDistance = 0;\r\n }\r\n }\r\n }\r\n\r\n private _rebuildColliderHandleMap(): void {\r\n this._colliderHandleToIndex.clear();\r\n for (let i = 0; i < this._colliderHandleIds.length; i++) {\r\n this._colliderHandleToIndex.set(this._colliderHandleIds[i], i);\r\n }\r\n }\r\n\r\n private _rebuildFlatPlaneHandleMap(): void {\r\n this._flatPlaneHandleToIndex.clear();\r\n for (let i = 0; i < this._flatPlaneHandleIds.length; i++) {\r\n this._flatPlaneHandleToIndex.set(this._flatPlaneHandleIds[i], i);\r\n }\r\n }\r\n\r\n private _rebuildActiveFlatPlanes(): void {\r\n this._flatPlanes = [];\r\n for (let i = 0; i < this._flatPlaneAll.length; i++) {\r\n if (this._flatPlaneEnabled[i]) {\r\n this._flatPlanes.push(this._flatPlaneAll[i]);\r\n }\r\n }\r\n }\r\n\r\n private _rebuildGrabberHandleMap(): void {\r\n this._grabberHandleToIndex.clear();\r\n for (let i = 0; i < this._grabberHandleIds.length; i++) {\r\n this._grabberHandleToIndex.set(this._grabberHandleIds[i], i);\r\n }\r\n }\r\n\r\n private _createPointR(\r\n node: BoneNode,\r\n maxDepth: number,\r\n parentMap: Map<number, number>,\r\n transforms: TransformAccess[]\r\n ): PointR {\r\n const rate = maxDepth > 0 ? node.depth / maxDepth : 0;\r\n const c = this._config.curves;\r\n\r\n const parentIdx = parentMap.get(node.index) ?? -1;\r\n const childIdx = node.children.length > 0 ? node.children[0].index : -1;\r\n\r\n // Capture initial local transform for rotation blending\r\n const t = transforms[node.index];\r\n const initLocalPos = t.getLocalPosition();\r\n const initLocalRot = t.getLocalRotation();\r\n const initLocalScale = t.getLocalScale();\r\n\r\n // BoneAxis: local-space direction to first child (computed in initialize)\r\n const boneAxis = node.boneAxis ?? new Vector3(0, -1, 0);\r\n\r\n // ParentLength: distance to parent\r\n let parentLength = 0;\r\n if (parentIdx !== -1) {\r\n const pPos = transforms[parentIdx].getWorldPosition();\r\n const cPos = transforms[node.index].getWorldPosition();\r\n parentLength = Vector3.distance(pPos, cPos);\r\n }\r\n\r\n return {\r\n parent: parentIdx,\r\n child: childIdx,\r\n applyInvertCollision: 0,\r\n movableLimitIndex: -1,\r\n movableLimitRadius: 0,\r\n weight: node.isFixed ? 0 : 1,\r\n mass: c.massScale.evaluate(rate),\r\n resistance: clamp01(c.resistance.evaluate(rate)),\r\n hardness: clamp01(c.hardness.evaluate(rate)),\r\n frictionScale: c.friction.evaluate(rate),\r\n sliderJointLength: c.sliderJointLength.evaluate(rate),\r\n parentLength,\r\n structuralShrinkVertical: c.structuralShrinkVertical.evaluate(rate) * 0.5,\r\n structuralStretchVertical: c.structuralStretchVertical.evaluate(rate) * 0.5,\r\n structuralShrinkHorizontal: c.structuralShrinkHorizontal.evaluate(rate) * 0.5,\r\n structuralStretchHorizontal: c.structuralStretchHorizontal.evaluate(rate) * 0.5,\r\n 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