@zephyr3d/scene 0.7.1 → 0.8.1

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 (441) hide show
  1. package/dist/animation/animation.js +0 -18
  2. package/dist/animation/animation.js.map +1 -1
  3. package/dist/animation/animationset.js +200 -3
  4. package/dist/animation/animationset.js.map +1 -1
  5. package/dist/animation/ik/ccd_solver.js +371 -0
  6. package/dist/animation/ik/ccd_solver.js.map +1 -0
  7. package/dist/animation/ik/fabrik_solver.js +398 -0
  8. package/dist/animation/ik/fabrik_solver.js.map +1 -0
  9. package/dist/animation/ik/ik_angle_constraint.js +181 -0
  10. package/dist/animation/ik/ik_angle_constraint.js.map +1 -0
  11. package/dist/animation/ik/ik_chain.js +163 -0
  12. package/dist/animation/ik/ik_chain.js.map +1 -0
  13. package/dist/animation/ik/ik_constraint.js +25 -0
  14. package/dist/animation/ik/ik_constraint.js.map +1 -0
  15. package/dist/animation/ik/ik_pole_constraint.js +128 -0
  16. package/dist/animation/ik/ik_pole_constraint.js.map +1 -0
  17. package/dist/animation/ik/ik_solver.js +48 -0
  18. package/dist/animation/ik/ik_solver.js.map +1 -0
  19. package/dist/animation/ik/ik_track.js +96 -0
  20. package/dist/animation/ik/ik_track.js.map +1 -0
  21. package/dist/animation/ik/ik_utils.js +191 -0
  22. package/dist/animation/ik/ik_utils.js.map +1 -0
  23. package/dist/animation/ik/two_bone_ik_solver.js +331 -0
  24. package/dist/animation/ik/two_bone_ik_solver.js.map +1 -0
  25. package/dist/animation/ik_modifier.js +61 -0
  26. package/dist/animation/ik_modifier.js.map +1 -0
  27. package/dist/animation/ik_postprocessor.js +71 -0
  28. package/dist/animation/ik_postprocessor.js.map +1 -0
  29. package/dist/animation/manual_transform_processor.js +156 -0
  30. package/dist/animation/manual_transform_processor.js.map +1 -0
  31. package/dist/animation/skeleton.js +55 -51
  32. package/dist/animation/skeleton.js.map +1 -1
  33. package/dist/animation/skeleton_modifier.js +38 -0
  34. package/dist/animation/skeleton_modifier.js.map +1 -0
  35. package/dist/animation/skeleton_postprocessor.js +50 -0
  36. package/dist/animation/skeleton_postprocessor.js.map +1 -0
  37. package/dist/animation/spring/multi_chain_spring_system.js +503 -0
  38. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -0
  39. package/dist/animation/spring/spring_bone.js +240 -0
  40. package/dist/animation/spring/spring_bone.js.map +1 -0
  41. package/dist/animation/spring/spring_bone_collider.js +198 -0
  42. package/dist/animation/spring/spring_bone_collider.js.map +1 -0
  43. package/dist/animation/spring/spring_bone_constraint.js +170 -0
  44. package/dist/animation/spring/spring_bone_constraint.js.map +1 -0
  45. package/dist/animation/spring/spring_bone_system.js +328 -0
  46. package/dist/animation/spring/spring_bone_system.js.map +1 -0
  47. package/dist/animation/spring/spring_chain.js +103 -0
  48. package/dist/animation/spring/spring_chain.js.map +1 -0
  49. package/dist/animation/spring/spring_collider.js +247 -0
  50. package/dist/animation/spring/spring_collider.js.map +1 -0
  51. package/dist/animation/spring/spring_constraint.js +21 -0
  52. package/dist/animation/spring/spring_constraint.js.map +1 -0
  53. package/dist/animation/spring/spring_particle.js +20 -0
  54. package/dist/animation/spring/spring_particle.js.map +1 -0
  55. package/dist/animation/spring/spring_system.js +526 -0
  56. package/dist/animation/spring/spring_system.js.map +1 -0
  57. package/dist/animation/spring_modifier.js +45 -0
  58. package/dist/animation/spring_modifier.js.map +1 -0
  59. package/dist/animation/spring_postprocessor.js +54 -0
  60. package/dist/animation/spring_postprocessor.js.map +1 -0
  61. package/dist/app/screen.js +1 -1
  62. package/dist/app/screen.js.map +1 -1
  63. package/dist/asset/model.js +10 -6
  64. package/dist/asset/model.js.map +1 -1
  65. package/dist/camera/perspectivecamera.js +3 -3
  66. package/dist/camera/perspectivecamera.js.map +1 -1
  67. package/dist/index.d.ts +1400 -4
  68. package/dist/index.js +16 -0
  69. package/dist/index.js.map +1 -1
  70. package/dist/material/mixins/lightmodel/blinnphong.js +66 -4
  71. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  72. package/dist/material/mixins/pbr/common.js +20 -17
  73. package/dist/material/mixins/pbr/common.js.map +1 -1
  74. package/dist/material/shader/helper.js +5 -3
  75. package/dist/material/shader/helper.js.map +1 -1
  76. package/dist/render/gpu_picking.js +100 -0
  77. package/dist/render/gpu_picking.js.map +1 -0
  78. package/dist/render/rendergraph/device_pool_allocator.js +41 -0
  79. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -0
  80. package/dist/render/rendergraph/executor.js +146 -0
  81. package/dist/render/rendergraph/executor.js.map +1 -0
  82. package/dist/render/rendergraph/forward_plus_builder.js +414 -0
  83. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -0
  84. package/dist/render/rendergraph/rendergraph.js +306 -0
  85. package/dist/render/rendergraph/rendergraph.js.map +1 -0
  86. package/dist/render/rendergraph/types.js +57 -0
  87. package/dist/render/rendergraph/types.js.map +1 -0
  88. package/dist/render/sky_motion_vector.js +85 -0
  89. package/dist/render/sky_motion_vector.js.map +1 -0
  90. package/dist/scene/mesh.js +15 -23
  91. package/dist/scene/mesh.js.map +1 -1
  92. package/dist/utility/serialization/scene/animation.js +24 -23
  93. package/dist/utility/serialization/scene/animation.js.map +1 -1
  94. package/dist/utility/serialization/scene/material.js +62 -0
  95. package/dist/utility/serialization/scene/material.js.map +1 -1
  96. package/dist/utility/serialization/scene/node.js +1 -1
  97. package/package.json +3 -3
  98. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  99. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  100. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  101. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  102. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  103. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  104. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  105. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  106. package/dist/src/animation/animation.js +0 -127
  107. package/dist/src/animation/animation.js.map +0 -1
  108. package/dist/src/animation/animationset.js +0 -255
  109. package/dist/src/animation/animationset.js.map +0 -1
  110. package/dist/src/animation/animationtrack.js +0 -34
  111. package/dist/src/animation/animationtrack.js.map +0 -1
  112. package/dist/src/animation/eulerrotationtrack.js +0 -52
  113. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  114. package/dist/src/animation/morphtarget.js +0 -93
  115. package/dist/src/animation/morphtarget.js.map +0 -1
  116. package/dist/src/animation/morphtrack.js +0 -70
  117. package/dist/src/animation/morphtrack.js.map +0 -1
  118. package/dist/src/animation/proptrack.js +0 -161
  119. package/dist/src/animation/proptrack.js.map +0 -1
  120. package/dist/src/animation/rotationtrack.js +0 -51
  121. package/dist/src/animation/rotationtrack.js.map +0 -1
  122. package/dist/src/animation/scaletrack.js +0 -50
  123. package/dist/src/animation/scaletrack.js.map +0 -1
  124. package/dist/src/animation/skeleton.js +0 -204
  125. package/dist/src/animation/skeleton.js.map +0 -1
  126. package/dist/src/animation/translationtrack.js +0 -50
  127. package/dist/src/animation/translationtrack.js.map +0 -1
  128. package/dist/src/app/app.js +0 -129
  129. package/dist/src/app/app.js.map +0 -1
  130. package/dist/src/app/inputmgr.js +0 -267
  131. package/dist/src/app/inputmgr.js.map +0 -1
  132. package/dist/src/asset/assetmanager.js +0 -404
  133. package/dist/src/asset/assetmanager.js.map +0 -1
  134. package/dist/src/asset/builtin.js +0 -337
  135. package/dist/src/asset/builtin.js.map +0 -1
  136. package/dist/src/asset/loaders/dds/dds.js +0 -470
  137. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  138. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  139. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  140. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  141. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  142. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  143. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  144. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  145. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  146. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  147. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  148. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  149. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  150. package/dist/src/asset/loaders/loader.js +0 -45
  151. package/dist/src/asset/loaders/loader.js.map +0 -1
  152. package/dist/src/asset/model.js +0 -414
  153. package/dist/src/asset/model.js.map +0 -1
  154. package/dist/src/blitter/bilateralblur.js +0 -221
  155. package/dist/src/blitter/bilateralblur.js.map +0 -1
  156. package/dist/src/blitter/blitter.js +0 -390
  157. package/dist/src/blitter/blitter.js.map +0 -1
  158. package/dist/src/blitter/box.js +0 -118
  159. package/dist/src/blitter/box.js.map +0 -1
  160. package/dist/src/blitter/copy.js +0 -22
  161. package/dist/src/blitter/copy.js.map +0 -1
  162. package/dist/src/blitter/gaussianblur.js +0 -228
  163. package/dist/src/blitter/gaussianblur.js.map +0 -1
  164. package/dist/src/camera/base.js +0 -92
  165. package/dist/src/camera/base.js.map +0 -1
  166. package/dist/src/camera/camera.js +0 -1005
  167. package/dist/src/camera/camera.js.map +0 -1
  168. package/dist/src/camera/fps.js +0 -238
  169. package/dist/src/camera/fps.js.map +0 -1
  170. package/dist/src/camera/orbit.js +0 -245
  171. package/dist/src/camera/orbit.js.map +0 -1
  172. package/dist/src/camera/orthocamera.js +0 -167
  173. package/dist/src/camera/orthocamera.js.map +0 -1
  174. package/dist/src/camera/perspectivecamera.js +0 -141
  175. package/dist/src/camera/perspectivecamera.js.map +0 -1
  176. package/dist/src/index.js +0 -120
  177. package/dist/src/index.js.map +0 -1
  178. package/dist/src/material/blinn.js +0 -81
  179. package/dist/src/material/blinn.js.map +0 -1
  180. package/dist/src/material/grassmaterial.js +0 -113
  181. package/dist/src/material/grassmaterial.js.map +0 -1
  182. package/dist/src/material/lambert.js +0 -92
  183. package/dist/src/material/lambert.js.map +0 -1
  184. package/dist/src/material/material.js +0 -301
  185. package/dist/src/material/material.js.map +0 -1
  186. package/dist/src/material/meshmaterial.js +0 -704
  187. package/dist/src/material/meshmaterial.js.map +0 -1
  188. package/dist/src/material/mixins/albedocolor.js +0 -76
  189. package/dist/src/material/mixins/albedocolor.js.map +0 -1
  190. package/dist/src/material/mixins/foliage.js +0 -47
  191. package/dist/src/material/mixins/foliage.js.map +0 -1
  192. package/dist/src/material/mixins/lightmodel/blinnphong.js +0 -112
  193. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +0 -1
  194. package/dist/src/material/mixins/lightmodel/lambert.js +0 -58
  195. package/dist/src/material/mixins/lightmodel/lambert.js.map +0 -1
  196. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +0 -178
  197. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +0 -1
  198. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +0 -139
  199. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +0 -1
  200. package/dist/src/material/mixins/lit.js +0 -476
  201. package/dist/src/material/mixins/lit.js.map +0 -1
  202. package/dist/src/material/mixins/pbr/common.js +0 -918
  203. package/dist/src/material/mixins/pbr/common.js.map +0 -1
  204. package/dist/src/material/mixins/texture.js +0 -172
  205. package/dist/src/material/mixins/texture.js.map +0 -1
  206. package/dist/src/material/mixins/vertexcolor.js +0 -56
  207. package/dist/src/material/mixins/vertexcolor.js.map +0 -1
  208. package/dist/src/material/particle.js +0 -178
  209. package/dist/src/material/particle.js.map +0 -1
  210. package/dist/src/material/pbrmr.js +0 -97
  211. package/dist/src/material/pbrmr.js.map +0 -1
  212. package/dist/src/material/pbrsg.js +0 -97
  213. package/dist/src/material/pbrsg.js.map +0 -1
  214. package/dist/src/material/shader/helper.js +0 -1209
  215. package/dist/src/material/shader/helper.js.map +0 -1
  216. package/dist/src/material/terrain-cm.js +0 -606
  217. package/dist/src/material/terrain-cm.js.map +0 -1
  218. package/dist/src/material/terrainmaterial.js +0 -375
  219. package/dist/src/material/terrainmaterial.js.map +0 -1
  220. package/dist/src/material/unlit.js +0 -41
  221. package/dist/src/material/unlit.js.map +0 -1
  222. package/dist/src/material/water.js +0 -417
  223. package/dist/src/material/water.js.map +0 -1
  224. package/dist/src/posteffect/bloom.js +0 -361
  225. package/dist/src/posteffect/bloom.js.map +0 -1
  226. package/dist/src/posteffect/compositor.js +0 -226
  227. package/dist/src/posteffect/compositor.js.map +0 -1
  228. package/dist/src/posteffect/fxaa.js +0 -273
  229. package/dist/src/posteffect/fxaa.js.map +0 -1
  230. package/dist/src/posteffect/grayscale.js +0 -69
  231. package/dist/src/posteffect/grayscale.js.map +0 -1
  232. package/dist/src/posteffect/motionblur.js +0 -96
  233. package/dist/src/posteffect/motionblur.js.map +0 -1
  234. package/dist/src/posteffect/posteffect.js +0 -126
  235. package/dist/src/posteffect/posteffect.js.map +0 -1
  236. package/dist/src/posteffect/sao.js +0 -324
  237. package/dist/src/posteffect/sao.js.map +0 -1
  238. package/dist/src/posteffect/ssr.js +0 -489
  239. package/dist/src/posteffect/ssr.js.map +0 -1
  240. package/dist/src/posteffect/taa.js +0 -172
  241. package/dist/src/posteffect/taa.js.map +0 -1
  242. package/dist/src/posteffect/tonemap.js +0 -94
  243. package/dist/src/posteffect/tonemap.js.map +0 -1
  244. package/dist/src/render/abuffer_oit.js +0 -361
  245. package/dist/src/render/abuffer_oit.js.map +0 -1
  246. package/dist/src/render/clipmap.js +0 -851
  247. package/dist/src/render/clipmap.js.map +0 -1
  248. package/dist/src/render/cluster_light.js +0 -333
  249. package/dist/src/render/cluster_light.js.map +0 -1
  250. package/dist/src/render/cull_visitor.js +0 -187
  251. package/dist/src/render/cull_visitor.js.map +0 -1
  252. package/dist/src/render/depthpass.js +0 -68
  253. package/dist/src/render/depthpass.js.map +0 -1
  254. package/dist/src/render/drawable_mixin.js +0 -227
  255. package/dist/src/render/drawable_mixin.js.map +0 -1
  256. package/dist/src/render/envlight.js +0 -463
  257. package/dist/src/render/envlight.js.map +0 -1
  258. package/dist/src/render/fbm_wavegenerator.js +0 -251
  259. package/dist/src/render/fbm_wavegenerator.js.map +0 -1
  260. package/dist/src/render/fft_wavegenerator.js +0 -1006
  261. package/dist/src/render/fft_wavegenerator.js.map +0 -1
  262. package/dist/src/render/fullscreenquad.js +0 -38
  263. package/dist/src/render/fullscreenquad.js.map +0 -1
  264. package/dist/src/render/gerstner_wavegenerator.js +0 -314
  265. package/dist/src/render/gerstner_wavegenerator.js.map +0 -1
  266. package/dist/src/render/globalbindgroup_allocator.js +0 -60
  267. package/dist/src/render/globalbindgroup_allocator.js.map +0 -1
  268. package/dist/src/render/hzb.js +0 -273
  269. package/dist/src/render/hzb.js.map +0 -1
  270. package/dist/src/render/lightpass.js +0 -172
  271. package/dist/src/render/lightpass.js.map +0 -1
  272. package/dist/src/render/objectcolorpass.js +0 -51
  273. package/dist/src/render/objectcolorpass.js.map +0 -1
  274. package/dist/src/render/primitive.js +0 -364
  275. package/dist/src/render/primitive.js.map +0 -1
  276. package/dist/src/render/render_queue.js +0 -467
  277. package/dist/src/render/render_queue.js.map +0 -1
  278. package/dist/src/render/renderbundle_wrapper.js +0 -152
  279. package/dist/src/render/renderbundle_wrapper.js.map +0 -1
  280. package/dist/src/render/renderer.js +0 -455
  281. package/dist/src/render/renderer.js.map +0 -1
  282. package/dist/src/render/renderpass.js +0 -200
  283. package/dist/src/render/renderpass.js.map +0 -1
  284. package/dist/src/render/shadowmap_pass.js +0 -56
  285. package/dist/src/render/shadowmap_pass.js.map +0 -1
  286. package/dist/src/render/sky.js +0 -1103
  287. package/dist/src/render/sky.js.map +0 -1
  288. package/dist/src/render/weightedblended_oit.js +0 -168
  289. package/dist/src/render/weightedblended_oit.js.map +0 -1
  290. package/dist/src/scene/batchgroup.js +0 -162
  291. package/dist/src/scene/batchgroup.js.map +0 -1
  292. package/dist/src/scene/environment.js +0 -209
  293. package/dist/src/scene/environment.js.map +0 -1
  294. package/dist/src/scene/graph_node.js +0 -72
  295. package/dist/src/scene/graph_node.js.map +0 -1
  296. package/dist/src/scene/light.js +0 -416
  297. package/dist/src/scene/light.js.map +0 -1
  298. package/dist/src/scene/mesh.js +0 -341
  299. package/dist/src/scene/mesh.js.map +0 -1
  300. package/dist/src/scene/octree.js +0 -649
  301. package/dist/src/scene/octree.js.map +0 -1
  302. package/dist/src/scene/particlesys.js +0 -738
  303. package/dist/src/scene/particlesys.js.map +0 -1
  304. package/dist/src/scene/raycast_visitor.js +0 -103
  305. package/dist/src/scene/raycast_visitor.js.map +0 -1
  306. package/dist/src/scene/scene.js +0 -284
  307. package/dist/src/scene/scene.js.map +0 -1
  308. package/dist/src/scene/scene_node.js +0 -732
  309. package/dist/src/scene/scene_node.js.map +0 -1
  310. package/dist/src/scene/terrain/grass.js +0 -278
  311. package/dist/src/scene/terrain/grass.js.map +0 -1
  312. package/dist/src/scene/terrain/heightfield.js +0 -475
  313. package/dist/src/scene/terrain/heightfield.js.map +0 -1
  314. package/dist/src/scene/terrain/patch.js +0 -530
  315. package/dist/src/scene/terrain/patch.js.map +0 -1
  316. package/dist/src/scene/terrain/quadtree.js +0 -461
  317. package/dist/src/scene/terrain/quadtree.js.map +0 -1
  318. package/dist/src/scene/terrain/terrain.js +0 -246
  319. package/dist/src/scene/terrain/terrain.js.map +0 -1
  320. package/dist/src/scene/terrain-cm/grass.js +0 -594
  321. package/dist/src/scene/terrain-cm/grass.js.map +0 -1
  322. package/dist/src/scene/terrain-cm/grassmaterial.js +0 -159
  323. package/dist/src/scene/terrain-cm/grassmaterial.js.map +0 -1
  324. package/dist/src/scene/terrain-cm/terrain-cm.js +0 -538
  325. package/dist/src/scene/terrain-cm/terrain-cm.js.map +0 -1
  326. package/dist/src/scene/water.js +0 -374
  327. package/dist/src/scene/water.js.map +0 -1
  328. package/dist/src/shaders/atmosphere.js +0 -957
  329. package/dist/src/shaders/atmosphere.js.map +0 -1
  330. package/dist/src/shaders/fog.js +0 -112
  331. package/dist/src/shaders/fog.js.map +0 -1
  332. package/dist/src/shaders/misc.js +0 -266
  333. package/dist/src/shaders/misc.js.map +0 -1
  334. package/dist/src/shaders/noise.js +0 -222
  335. package/dist/src/shaders/noise.js.map +0 -1
  336. package/dist/src/shaders/pbr.js +0 -51
  337. package/dist/src/shaders/pbr.js.map +0 -1
  338. package/dist/src/shaders/shadow.js +0 -636
  339. package/dist/src/shaders/shadow.js.map +0 -1
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@@ -0,0 +1,240 @@
1
+ import { Vector3, Quaternion } from '@zephyr3d/base';
2
+
3
+ /**
4
+ * Spring bone for physics-based animation.
5
+ *
6
+ * @remarks
7
+ * A spring bone simulates physics on a bone node, commonly used for:
8
+ * - Skirts and dresses
9
+ * - Hair strands
10
+ * - Tails
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+ * - Capes and cloth
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+ *
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+ * The bone follows its parent's animation but adds secondary motion
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+ * based on physics simulation (springs, gravity, inertia).
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+ *
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+ * @public
17
+ */ class SpringBone {
18
+ /** The bone node this spring controls */ _bone;
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+ /** Current position in world space */ _currentPosition;
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+ /** Previous position in world space (for velocity calculation) */ _previousPosition;
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+ /** Initial local position relative to parent */ _initialLocalPosition;
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+ /** Initial bone length (distance from parent) */ _boneLength;
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+ /** Spring stiffness (0-1, higher = stiffer) */ _stiffness;
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+ /** Damping factor (0-1, higher = more damping) */ _damping;
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+ /** Mass of the bone (affects inertia) */ _mass;
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+ /** Gravity scale (1 = normal gravity, 0 = no gravity) */ _gravityScale;
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+ /** Radius for collision detection */ _radius;
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+ /**
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+ * Create a spring bone.
30
+ *
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+ * @param bone - The bone node to control
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+ * @param stiffness - Spring stiffness (0-1, default: 0.1)
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+ * @param damping - Damping factor (0-1, default: 0.5)
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+ * @param mass - Mass of the bone (default: 1)
35
+ * @param gravityScale - Gravity scale (default: 1)
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+ * @param radius - Collision radius (default: 0.05)
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+ */ constructor(bone, stiffness = 0.1, damping = 0.5, mass = 1, gravityScale = 1, radius = 0.05){
38
+ this._bone = bone;
39
+ this._stiffness = Math.max(0, Math.min(1, stiffness));
40
+ this._damping = Math.max(0, Math.min(1, damping));
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+ this._mass = Math.max(0.01, mass);
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+ this._gravityScale = gravityScale;
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+ this._radius = Math.max(0, radius);
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+ // Store initial local transform
45
+ this._initialLocalPosition = bone.position.clone();
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+ this._boneLength = this._initialLocalPosition.magnitude;
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+ // Initialize positions in world space
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+ const worldPos = new Vector3();
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+ bone.worldMatrix.decompose(null, null, worldPos);
50
+ this._currentPosition = worldPos.clone();
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+ this._previousPosition = worldPos.clone();
52
+ }
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+ /**
54
+ * Get the bone node.
55
+ */ get bone() {
56
+ return this._bone;
57
+ }
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+ /**
59
+ * Get/set spring stiffness (0-1).
60
+ */ get stiffness() {
61
+ return this._stiffness;
62
+ }
63
+ set stiffness(value) {
64
+ this._stiffness = Math.max(0, Math.min(1, value));
65
+ }
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+ /**
67
+ * Get/set damping factor (0-1).
68
+ */ get damping() {
69
+ return this._damping;
70
+ }
71
+ set damping(value) {
72
+ this._damping = Math.max(0, Math.min(1, value));
73
+ }
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+ /**
75
+ * Get/set mass.
76
+ */ get mass() {
77
+ return this._mass;
78
+ }
79
+ set mass(value) {
80
+ this._mass = Math.max(0.01, value);
81
+ }
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+ /**
83
+ * Get/set gravity scale.
84
+ */ get gravityScale() {
85
+ return this._gravityScale;
86
+ }
87
+ set gravityScale(value) {
88
+ this._gravityScale = value;
89
+ }
90
+ /**
91
+ * Get/set collision radius.
92
+ */ get radius() {
93
+ return this._radius;
94
+ }
95
+ set radius(value) {
96
+ this._radius = Math.max(0, value);
97
+ }
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+ /**
99
+ * Get current position in world space.
100
+ */ get currentPosition() {
101
+ return this._currentPosition;
102
+ }
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+ /**
104
+ * Get initial local position relative to parent.
105
+ */ get initialLocalPosition() {
106
+ return this._initialLocalPosition;
107
+ }
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+ /**
109
+ * Reset the spring bone to its initial state.
110
+ */ reset() {
111
+ const worldPos = new Vector3();
112
+ this._bone.worldMatrix.decompose(null, null, worldPos);
113
+ this._currentPosition.set(worldPos);
114
+ this._previousPosition.set(worldPos);
115
+ }
116
+ /**
117
+ * Update spring physics.
118
+ *
119
+ * @param deltaTime - Time step in seconds
120
+ * @param gravity - Gravity vector in world space
121
+ * @param windForce - Wind force vector in world space
122
+ */ update(deltaTime, gravity, windForce) {
123
+ // Clamp delta time to avoid instability (1ms to 100ms)
124
+ if (deltaTime <= 0.001 || deltaTime > 0.1) {
125
+ return; // Skip invalid or too large time steps
126
+ }
127
+ // Get parent's world position
128
+ const parent = this._bone.parent;
129
+ if (!parent) {
130
+ return; // Root bone, no spring simulation
131
+ }
132
+ const parentWorldPos = new Vector3();
133
+ parent.worldMatrix.decompose(null, null, parentWorldPos);
134
+ // Calculate velocity from previous frame
135
+ const velocity = Vector3.sub(this._currentPosition, this._previousPosition, new Vector3());
136
+ Vector3.scale(velocity, 1 / deltaTime, velocity);
137
+ // Store current position as previous
138
+ this._previousPosition.set(this._currentPosition);
139
+ // Calculate forces
140
+ const totalForce = new Vector3();
141
+ // 1. Gravity force
142
+ const gravityForce = Vector3.scale(gravity, this._gravityScale * this._mass, new Vector3());
143
+ totalForce.addBy(gravityForce);
144
+ // 2. Wind force
145
+ totalForce.addBy(windForce);
146
+ // 3. Damping force (opposes velocity)
147
+ const dampingForce = Vector3.scale(velocity, -this._damping * this._mass, new Vector3());
148
+ totalForce.addBy(dampingForce);
149
+ // 4. Spring force (only if stretched beyond bone length)
150
+ const toChild = Vector3.sub(this._currentPosition, parentWorldPos, new Vector3());
151
+ const currentLength = toChild.magnitude;
152
+ if (currentLength > this._boneLength + 0.001) {
153
+ // Bone is stretched, apply restoring force
154
+ const stretchAmount = currentLength - this._boneLength;
155
+ const direction = Vector3.scale(toChild, -1 / currentLength, new Vector3());
156
+ const springForce = Vector3.scale(direction, stretchAmount * this._stiffness * 100, new Vector3());
157
+ totalForce.addBy(springForce);
158
+ }
159
+ // Calculate acceleration (F = ma, a = F/m)
160
+ const acceleration = Vector3.scale(totalForce, 1 / this._mass, new Vector3());
161
+ // Update velocity
162
+ velocity.addBy(Vector3.scale(acceleration, deltaTime, new Vector3()));
163
+ // Apply velocity damping (additional damping to prevent oscillation)
164
+ const velocityMagnitude = velocity.magnitude;
165
+ if (velocityMagnitude > 0.001) {
166
+ const dampingFactor = Math.max(0, 1 - this._damping * deltaTime * 10);
167
+ velocity.scaleBy(dampingFactor);
168
+ }
169
+ // Update position
170
+ this._currentPosition.addBy(Vector3.scale(velocity, deltaTime, new Vector3()));
171
+ // Constrain to bone length (hard constraint)
172
+ const finalToChild = Vector3.sub(this._currentPosition, parentWorldPos, new Vector3());
173
+ const finalLength = finalToChild.magnitude;
174
+ if (finalLength > 0.000001) {
175
+ const direction = Vector3.scale(finalToChild, 1 / finalLength, new Vector3());
176
+ const targetPos = Vector3.add(parentWorldPos, Vector3.scale(direction, this._boneLength, new Vector3()), new Vector3());
177
+ // Soft constraint: blend toward target position
178
+ // This prevents the hard snap that causes oscillation
179
+ const constraintStrength = 0.5; // 0 = no constraint, 1 = hard constraint
180
+ this._currentPosition.x += (targetPos.x - this._currentPosition.x) * constraintStrength;
181
+ this._currentPosition.y += (targetPos.y - this._currentPosition.y) * constraintStrength;
182
+ this._currentPosition.z += (targetPos.z - this._currentPosition.z) * constraintStrength;
183
+ }
184
+ }
185
+ /**
186
+ * Apply the simulated position to the bone node.
187
+ *
188
+ * @remarks
189
+ * This converts the world space position back to local rotation.
190
+ */ applyToNode() {
191
+ const parent = this._bone.parent;
192
+ if (!parent) {
193
+ return;
194
+ }
195
+ // Get parent's world position and rotation
196
+ const parentWorldPos = new Vector3();
197
+ const parentWorldRot = new Quaternion();
198
+ parent.worldMatrix.decompose(null, parentWorldRot, parentWorldPos);
199
+ // Calculate current direction from parent to simulated position (in world space)
200
+ const currentDir = Vector3.sub(this._currentPosition, parentWorldPos, new Vector3());
201
+ const currentLength = currentDir.magnitude;
202
+ if (currentLength < 0.000001) {
203
+ return; // Too close to parent
204
+ }
205
+ currentDir.scaleBy(1 / currentLength);
206
+ // Transform current direction to parent's local space
207
+ const parentInvRot = Quaternion.conjugate(parentWorldRot, new Quaternion());
208
+ const currentDirLocal = parentInvRot.transform(currentDir, new Vector3());
209
+ // Original direction in local space (normalized)
210
+ const originalDirLocal = Vector3.normalize(this._initialLocalPosition, new Vector3());
211
+ // Calculate local rotation from original to current
212
+ const localRotation = new Quaternion();
213
+ this._fromToRotation(originalDirLocal, currentDirLocal, localRotation);
214
+ // Apply to bone
215
+ this._bone.rotation = localRotation;
216
+ }
217
+ /**
218
+ * Calculate rotation from one direction to another.
219
+ */ _fromToRotation(from, to, result) {
220
+ const dot = Vector3.dot(from, to);
221
+ if (dot >= 0.999999) {
222
+ return result.identity();
223
+ }
224
+ if (dot <= -0.999999) {
225
+ let axis = Vector3.cross(Vector3.axisPX(), from, new Vector3());
226
+ const lenSq = axis.x * axis.x + axis.y * axis.y + axis.z * axis.z;
227
+ if (lenSq < 0.000001) {
228
+ axis = Vector3.cross(Vector3.axisPY(), from, new Vector3());
229
+ }
230
+ axis.inplaceNormalize();
231
+ return result.fromAxisAngle(axis, Math.PI);
232
+ }
233
+ const axis = Vector3.cross(from, to).inplaceNormalize();
234
+ const angle = Math.acos(dot);
235
+ return result.fromAxisAngle(axis, angle);
236
+ }
237
+ }
238
+
239
+ export { SpringBone };
240
+ //# sourceMappingURL=spring_bone.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"spring_bone.js","sources":["../../../src/animation/spring/spring_bone.ts"],"sourcesContent":["import { Vector3, Quaternion } from '@zephyr3d/base';\r\nimport type { SceneNode } from '../../scene/scene_node';\r\n\r\n/**\r\n * Spring bone for physics-based animation.\r\n *\r\n * @remarks\r\n * A spring bone simulates physics on a bone node, commonly used for:\r\n * - Skirts and dresses\r\n * - Hair strands\r\n * - Tails\r\n * - Capes and cloth\r\n *\r\n * The bone follows its parent's animation but adds secondary motion\r\n * based on physics simulation (springs, gravity, inertia).\r\n *\r\n * @public\r\n */\r\nexport class SpringBone {\r\n /** The bone node this spring controls */\r\n private _bone: SceneNode;\r\n /** Current position in world space */\r\n private _currentPosition: Vector3;\r\n /** Previous position in world space (for velocity calculation) */\r\n private _previousPosition: Vector3;\r\n /** Initial local position relative to parent */\r\n private _initialLocalPosition: Vector3;\r\n /** Initial bone length (distance from parent) */\r\n private _boneLength: number;\r\n\r\n /** Spring stiffness (0-1, higher = stiffer) */\r\n private _stiffness: number;\r\n /** Damping factor (0-1, higher = more damping) */\r\n private _damping: number;\r\n /** Mass of the bone (affects inertia) */\r\n private _mass: number;\r\n /** Gravity scale (1 = normal gravity, 0 = no gravity) */\r\n private _gravityScale: number;\r\n\r\n /** Radius for collision detection */\r\n private _radius: number;\r\n\r\n /**\r\n * Create a spring bone.\r\n *\r\n * @param bone - The bone node to control\r\n * @param stiffness - Spring stiffness (0-1, default: 0.1)\r\n * @param damping - Damping factor (0-1, default: 0.5)\r\n * @param mass - Mass of the bone (default: 1)\r\n * @param gravityScale - Gravity scale (default: 1)\r\n * @param radius - Collision radius (default: 0.05)\r\n */\r\n constructor(\r\n bone: SceneNode,\r\n stiffness = 0.1,\r\n damping = 0.5,\r\n mass = 1,\r\n gravityScale = 1,\r\n radius = 0.05\r\n ) {\r\n this._bone = bone;\r\n this._stiffness = Math.max(0, Math.min(1, stiffness));\r\n this._damping = Math.max(0, Math.min(1, damping));\r\n this._mass = Math.max(0.01, mass);\r\n this._gravityScale = gravityScale;\r\n this._radius = Math.max(0, radius);\r\n\r\n // Store initial local transform\r\n this._initialLocalPosition = bone.position.clone();\r\n this._boneLength = this._initialLocalPosition.magnitude;\r\n\r\n // Initialize positions in world space\r\n const worldPos = new Vector3();\r\n bone.worldMatrix.decompose(null, null, worldPos);\r\n this._currentPosition = worldPos.clone();\r\n this._previousPosition = worldPos.clone();\r\n }\r\n\r\n /**\r\n * Get the bone node.\r\n */\r\n get bone(): SceneNode {\r\n return this._bone;\r\n }\r\n\r\n /**\r\n * Get/set spring stiffness (0-1).\r\n */\r\n get stiffness(): number {\r\n return this._stiffness;\r\n }\r\n\r\n set stiffness(value: number) {\r\n this._stiffness = Math.max(0, Math.min(1, value));\r\n }\r\n\r\n /**\r\n * Get/set damping factor (0-1).\r\n */\r\n get damping(): number {\r\n return this._damping;\r\n }\r\n\r\n set damping(value: number) {\r\n this._damping = Math.max(0, Math.min(1, value));\r\n }\r\n\r\n /**\r\n * Get/set mass.\r\n */\r\n get mass(): number {\r\n return this._mass;\r\n }\r\n\r\n set mass(value: number) {\r\n this._mass = Math.max(0.01, value);\r\n }\r\n\r\n /**\r\n * Get/set gravity scale.\r\n */\r\n get gravityScale(): number {\r\n return this._gravityScale;\r\n }\r\n\r\n set gravityScale(value: number) {\r\n this._gravityScale = value;\r\n }\r\n\r\n /**\r\n * Get/set collision radius.\r\n */\r\n get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n set radius(value: number) {\r\n this._radius = Math.max(0, value);\r\n }\r\n\r\n /**\r\n * Get current position in world space.\r\n */\r\n get currentPosition(): Vector3 {\r\n return this._currentPosition;\r\n }\r\n\r\n /**\r\n * Get initial local position relative to parent.\r\n */\r\n get initialLocalPosition(): Vector3 {\r\n return this._initialLocalPosition;\r\n }\r\n\r\n /**\r\n * Reset the spring bone to its initial state.\r\n */\r\n reset(): void {\r\n const worldPos = new Vector3();\r\n this._bone.worldMatrix.decompose(null, null, worldPos);\r\n this._currentPosition.set(worldPos);\r\n this._previousPosition.set(worldPos);\r\n }\r\n\r\n /**\r\n * Update spring physics.\r\n *\r\n * @param deltaTime - Time step in seconds\r\n * @param gravity - Gravity vector in world space\r\n * @param windForce - Wind force vector in world space\r\n */\r\n update(deltaTime: number, gravity: Vector3, windForce: Vector3): void {\r\n // Clamp delta time to avoid instability (1ms to 100ms)\r\n if (deltaTime <= 0.001 || deltaTime > 0.1) {\r\n return; // Skip invalid or too large time steps\r\n }\r\n\r\n // Get parent's world position\r\n const parent = this._bone.parent;\r\n if (!parent) {\r\n return; // Root bone, no spring simulation\r\n }\r\n\r\n const parentWorldPos = new Vector3();\r\n parent.worldMatrix.decompose(null, null, parentWorldPos);\r\n\r\n // Calculate velocity from previous frame\r\n const velocity = Vector3.sub(this._currentPosition, this._previousPosition, new Vector3());\r\n Vector3.scale(velocity, 1 / deltaTime, velocity);\r\n\r\n // Store current position as previous\r\n this._previousPosition.set(this._currentPosition);\r\n\r\n // Calculate forces\r\n const totalForce = new Vector3();\r\n\r\n // 1. Gravity force\r\n const gravityForce = Vector3.scale(gravity, this._gravityScale * this._mass, new Vector3());\r\n totalForce.addBy(gravityForce);\r\n\r\n // 2. Wind force\r\n totalForce.addBy(windForce);\r\n\r\n // 3. Damping force (opposes velocity)\r\n const dampingForce = Vector3.scale(velocity, -this._damping * this._mass, new Vector3());\r\n totalForce.addBy(dampingForce);\r\n\r\n // 4. Spring force (only if stretched beyond bone length)\r\n const toChild = Vector3.sub(this._currentPosition, parentWorldPos, new Vector3());\r\n const currentLength = toChild.magnitude;\r\n\r\n if (currentLength > this._boneLength + 0.001) {\r\n // Bone is stretched, apply restoring force\r\n const stretchAmount = currentLength - this._boneLength;\r\n const direction = Vector3.scale(toChild, -1 / currentLength, new Vector3());\r\n const springForce = Vector3.scale(direction, stretchAmount * this._stiffness * 100, new Vector3());\r\n totalForce.addBy(springForce);\r\n }\r\n\r\n // Calculate acceleration (F = ma, a = F/m)\r\n const acceleration = Vector3.scale(totalForce, 1 / this._mass, new Vector3());\r\n\r\n // Update velocity\r\n velocity.addBy(Vector3.scale(acceleration, deltaTime, new Vector3()));\r\n\r\n // Apply velocity damping (additional damping to prevent oscillation)\r\n const velocityMagnitude = velocity.magnitude;\r\n if (velocityMagnitude > 0.001) {\r\n const dampingFactor = Math.max(0, 1 - this._damping * deltaTime * 10);\r\n velocity.scaleBy(dampingFactor);\r\n }\r\n\r\n // Update position\r\n this._currentPosition.addBy(Vector3.scale(velocity, deltaTime, new Vector3()));\r\n\r\n // Constrain to bone length (hard constraint)\r\n const finalToChild = Vector3.sub(this._currentPosition, parentWorldPos, new Vector3());\r\n const finalLength = finalToChild.magnitude;\r\n\r\n if (finalLength > 0.000001) {\r\n const direction = Vector3.scale(finalToChild, 1 / finalLength, new Vector3());\r\n const targetPos = Vector3.add(\r\n parentWorldPos,\r\n Vector3.scale(direction, this._boneLength, new Vector3()),\r\n new Vector3()\r\n );\r\n\r\n // Soft constraint: blend toward target position\r\n // This prevents the hard snap that causes oscillation\r\n const constraintStrength = 0.5; // 0 = no constraint, 1 = hard constraint\r\n this._currentPosition.x += (targetPos.x - this._currentPosition.x) * constraintStrength;\r\n this._currentPosition.y += (targetPos.y - this._currentPosition.y) * constraintStrength;\r\n this._currentPosition.z += (targetPos.z - this._currentPosition.z) * constraintStrength;\r\n }\r\n }\r\n\r\n /**\r\n * Apply the simulated position to the bone node.\r\n *\r\n * @remarks\r\n * This converts the world space position back to local rotation.\r\n */\r\n applyToNode(): void {\r\n const parent = this._bone.parent;\r\n if (!parent) {\r\n return;\r\n }\r\n\r\n // Get parent's world position and rotation\r\n const parentWorldPos = new Vector3();\r\n const parentWorldRot = new Quaternion();\r\n parent.worldMatrix.decompose(null, parentWorldRot, parentWorldPos);\r\n\r\n // Calculate current direction from parent to simulated position (in world space)\r\n const currentDir = Vector3.sub(this._currentPosition, parentWorldPos, new Vector3());\r\n const currentLength = currentDir.magnitude;\r\n\r\n if (currentLength < 0.000001) {\r\n return; // Too close to parent\r\n }\r\n\r\n currentDir.scaleBy(1 / currentLength);\r\n\r\n // Transform current direction to parent's local space\r\n const parentInvRot = Quaternion.conjugate(parentWorldRot, new Quaternion());\r\n const currentDirLocal = parentInvRot.transform(currentDir, new Vector3());\r\n\r\n // Original direction in local space (normalized)\r\n const originalDirLocal = Vector3.normalize(this._initialLocalPosition, new Vector3());\r\n\r\n // Calculate local rotation from original to current\r\n const localRotation = new Quaternion();\r\n this._fromToRotation(originalDirLocal, currentDirLocal, localRotation);\r\n\r\n // Apply to bone\r\n this._bone.rotation = localRotation;\r\n }\r\n\r\n /**\r\n * Calculate rotation from one direction to another.\r\n */\r\n private _fromToRotation(from: Vector3, to: Vector3, result: Quaternion): Quaternion {\r\n const dot = Vector3.dot(from, to);\r\n\r\n if (dot >= 0.999999) {\r\n return result.identity();\r\n }\r\n\r\n if (dot <= -0.999999) {\r\n let axis = Vector3.cross(Vector3.axisPX(), from, new Vector3());\r\n const lenSq = axis.x * axis.x + axis.y * axis.y + axis.z * axis.z;\r\n if (lenSq < 0.000001) {\r\n axis = Vector3.cross(Vector3.axisPY(), from, new Vector3());\r\n }\r\n axis.inplaceNormalize();\r\n return result.fromAxisAngle(axis, Math.PI);\r\n }\r\n\r\n const axis = Vector3.cross(from, to).inplaceNormalize();\r\n const angle = Math.acos(dot);\r\n return result.fromAxisAngle(axis, angle);\r\n 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@@ -0,0 +1,198 @@
1
+ import { Vector3 } from '@zephyr3d/base';
2
+
3
+ /**
4
+ * Base class for spring bone colliders.
5
+ *
6
+ * @public
7
+ */ class SpringBoneCollider {
8
+ }
9
+ /**
10
+ * Sphere collider for spring bones.
11
+ *
12
+ * @public
13
+ */ class SphereCollider extends SpringBoneCollider {
14
+ /** Center position in world space */ _center;
15
+ /** Sphere radius */ _radius;
16
+ /** Optional bone node to follow */ _bone;
17
+ /** Local offset from bone (if bone is set) */ _localOffset;
18
+ /**
19
+ * Create a sphere collider.
20
+ *
21
+ * @param center - Center position in world space (or local offset if bone is provided)
22
+ * @param radius - Sphere radius
23
+ * @param bone - Optional bone node to follow
24
+ */ constructor(center, radius, bone = null){
25
+ super();
26
+ this._center = center.clone();
27
+ this._radius = Math.max(0, radius);
28
+ this._bone = bone;
29
+ this._localOffset = bone ? center.clone() : new Vector3();
30
+ }
31
+ /**
32
+ * Get/set center position.
33
+ */ get center() {
34
+ if (this._bone) {
35
+ // Calculate world position from bone
36
+ const worldPos = new Vector3();
37
+ const matrix = this._bone.worldMatrix;
38
+ const offset = this._localOffset;
39
+ worldPos.x = matrix.m00 * offset.x + matrix.m01 * offset.y + matrix.m02 * offset.z + matrix.m03;
40
+ worldPos.y = matrix.m10 * offset.x + matrix.m11 * offset.y + matrix.m12 * offset.z + matrix.m13;
41
+ worldPos.z = matrix.m20 * offset.x + matrix.m21 * offset.y + matrix.m22 * offset.z + matrix.m23;
42
+ return worldPos;
43
+ }
44
+ return this._center;
45
+ }
46
+ set center(value) {
47
+ if (this._bone) {
48
+ this._localOffset.set(value);
49
+ } else {
50
+ this._center.set(value);
51
+ }
52
+ }
53
+ /**
54
+ * Get/set radius.
55
+ */ get radius() {
56
+ return this._radius;
57
+ }
58
+ set radius(value) {
59
+ this._radius = Math.max(0, value);
60
+ }
61
+ /**
62
+ * Get/set bone node.
63
+ */ get bone() {
64
+ return this._bone;
65
+ }
66
+ set bone(value) {
67
+ this._bone = value;
68
+ }
69
+ /**
70
+ * Test collision with a point and resolve it.
71
+ */ collide(position, radius) {
72
+ const center = this.center;
73
+ const direction = Vector3.sub(position, center, new Vector3());
74
+ const distance = direction.magnitude;
75
+ const minDistance = this._radius + radius;
76
+ if (distance < minDistance && distance > 0.000001) {
77
+ // Collision detected, push the point out
78
+ direction.scaleBy(1 / distance);
79
+ const penetration = minDistance - distance;
80
+ position.addBy(Vector3.scale(direction, penetration, new Vector3()));
81
+ return true;
82
+ }
83
+ return false;
84
+ }
85
+ }
86
+ /**
87
+ * Capsule collider for spring bones.
88
+ *
89
+ * @remarks
90
+ * A capsule is defined by two sphere centers and a radius.
91
+ * Useful for limbs like arms and legs.
92
+ *
93
+ * @public
94
+ */ class CapsuleCollider extends SpringBoneCollider {
95
+ /** Start point in world space */ _start;
96
+ /** End point in world space */ _end;
97
+ /** Capsule radius */ _radius;
98
+ /** Optional bone node for start point */ _startBone;
99
+ /** Optional bone node for end point */ _endBone;
100
+ /** Local offset for start point */ _startOffset;
101
+ /** Local offset for end point */ _endOffset;
102
+ /**
103
+ * Create a capsule collider.
104
+ *
105
+ * @param start - Start point in world space (or local offset if startBone is provided)
106
+ * @param end - End point in world space (or local offset if endBone is provided)
107
+ * @param radius - Capsule radius
108
+ * @param startBone - Optional bone node for start point
109
+ * @param endBone - Optional bone node for end point
110
+ */ constructor(start, end, radius, startBone = null, endBone = null){
111
+ super();
112
+ this._start = start.clone();
113
+ this._end = end.clone();
114
+ this._radius = Math.max(0, radius);
115
+ this._startBone = startBone;
116
+ this._endBone = endBone;
117
+ this._startOffset = startBone ? start.clone() : new Vector3();
118
+ this._endOffset = endBone ? end.clone() : new Vector3();
119
+ }
120
+ /**
121
+ * Get start point in world space.
122
+ */ get start() {
123
+ if (this._startBone) {
124
+ const worldPos = new Vector3();
125
+ const matrix = this._startBone.worldMatrix;
126
+ const offset = this._startOffset;
127
+ worldPos.x = matrix.m00 * offset.x + matrix.m01 * offset.y + matrix.m02 * offset.z + matrix.m03;
128
+ worldPos.y = matrix.m10 * offset.x + matrix.m11 * offset.y + matrix.m12 * offset.z + matrix.m13;
129
+ worldPos.z = matrix.m20 * offset.x + matrix.m21 * offset.y + matrix.m22 * offset.z + matrix.m23;
130
+ return worldPos;
131
+ }
132
+ return this._start;
133
+ }
134
+ /**
135
+ * Get end point in world space.
136
+ */ get end() {
137
+ if (this._endBone) {
138
+ const worldPos = new Vector3();
139
+ const matrix = this._endBone.worldMatrix;
140
+ const offset = this._endOffset;
141
+ worldPos.x = matrix.m00 * offset.x + matrix.m01 * offset.y + matrix.m02 * offset.z + matrix.m03;
142
+ worldPos.y = matrix.m10 * offset.x + matrix.m11 * offset.y + matrix.m12 * offset.z + matrix.m13;
143
+ worldPos.z = matrix.m20 * offset.x + matrix.m21 * offset.y + matrix.m22 * offset.z + matrix.m23;
144
+ return worldPos;
145
+ }
146
+ return this._end;
147
+ }
148
+ /**
149
+ * Get/set radius.
150
+ */ get radius() {
151
+ return this._radius;
152
+ }
153
+ set radius(value) {
154
+ this._radius = Math.max(0, value);
155
+ }
156
+ /**
157
+ * Test collision with a point and resolve it.
158
+ */ collide(position, radius) {
159
+ const start = this.start;
160
+ const end = this.end;
161
+ // Calculate closest point on capsule line segment
162
+ const line = Vector3.sub(end, start, new Vector3());
163
+ const lineLength = line.magnitude;
164
+ if (lineLength < 0.000001) {
165
+ // Degenerate capsule, treat as sphere
166
+ const direction = Vector3.sub(position, start, new Vector3());
167
+ const distance = direction.magnitude;
168
+ const minDistance = this._radius + radius;
169
+ if (distance < minDistance && distance > 0.000001) {
170
+ direction.scaleBy(1 / distance);
171
+ const penetration = minDistance - distance;
172
+ position.addBy(Vector3.scale(direction, penetration, new Vector3()));
173
+ return true;
174
+ }
175
+ return false;
176
+ }
177
+ const lineDir = Vector3.scale(line, 1 / lineLength, new Vector3());
178
+ const toPoint = Vector3.sub(position, start, new Vector3());
179
+ const t = Math.max(0, Math.min(lineLength, Vector3.dot(toPoint, lineDir)));
180
+ // Closest point on line segment
181
+ const closestPoint = Vector3.add(start, Vector3.scale(lineDir, t, new Vector3()), new Vector3());
182
+ // Check distance from closest point
183
+ const direction = Vector3.sub(position, closestPoint, new Vector3());
184
+ const distance = direction.magnitude;
185
+ const minDistance = this._radius + radius;
186
+ if (distance < minDistance && distance > 0.000001) {
187
+ // Collision detected, push the point out
188
+ direction.scaleBy(1 / distance);
189
+ const penetration = minDistance - distance;
190
+ position.addBy(Vector3.scale(direction, penetration, new Vector3()));
191
+ return true;
192
+ }
193
+ return false;
194
+ }
195
+ }
196
+
197
+ export { CapsuleCollider, SphereCollider, SpringBoneCollider };
198
+ //# sourceMappingURL=spring_bone_collider.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"spring_bone_collider.js","sources":["../../../src/animation/spring/spring_bone_collider.ts"],"sourcesContent":["import { Vector3 } from '@zephyr3d/base';\r\nimport type { SceneNode } from '../../scene/scene_node';\r\n\r\n/**\r\n * Base class for spring bone colliders.\r\n *\r\n * @public\r\n */\r\nexport abstract class SpringBoneCollider {\r\n /**\r\n * Test collision with a point and resolve it.\r\n *\r\n * @param position - Point position in world space\r\n * @param radius - Point radius\r\n * @returns True if collision occurred and was resolved\r\n */\r\n abstract collide(position: Vector3, radius: number): boolean;\r\n}\r\n\r\n/**\r\n * Sphere collider for spring bones.\r\n *\r\n * @public\r\n */\r\nexport class SphereCollider extends SpringBoneCollider {\r\n /** Center position in world space */\r\n private _center: Vector3;\r\n /** Sphere radius */\r\n private _radius: number;\r\n /** Optional bone node to follow */\r\n private _bone: SceneNode | null;\r\n /** Local offset from bone (if bone is set) */\r\n private _localOffset: Vector3;\r\n\r\n /**\r\n * Create a sphere collider.\r\n *\r\n * @param center - Center position in world space (or local offset if bone is provided)\r\n * @param radius - Sphere radius\r\n * @param bone - Optional bone node to follow\r\n */\r\n constructor(center: Vector3, radius: number, bone: SceneNode | null = null) {\r\n super();\r\n this._center = center.clone();\r\n this._radius = Math.max(0, radius);\r\n this._bone = bone;\r\n this._localOffset = bone ? center.clone() : new Vector3();\r\n }\r\n\r\n /**\r\n * Get/set center position.\r\n */\r\n get center(): Vector3 {\r\n if (this._bone) {\r\n // Calculate world position from bone\r\n const worldPos = new Vector3();\r\n const matrix = this._bone.worldMatrix;\r\n const offset = this._localOffset;\r\n worldPos.x = matrix.m00 * offset.x + matrix.m01 * offset.y + matrix.m02 * offset.z + matrix.m03;\r\n worldPos.y = matrix.m10 * offset.x + matrix.m11 * offset.y + matrix.m12 * offset.z + matrix.m13;\r\n worldPos.z = matrix.m20 * offset.x + matrix.m21 * offset.y + matrix.m22 * offset.z + matrix.m23;\r\n return worldPos;\r\n }\r\n return this._center;\r\n }\r\n\r\n set center(value: Vector3) {\r\n if (this._bone) {\r\n this._localOffset.set(value);\r\n } else {\r\n this._center.set(value);\r\n }\r\n }\r\n\r\n /**\r\n * Get/set radius.\r\n */\r\n get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n set radius(value: number) {\r\n this._radius = Math.max(0, value);\r\n }\r\n\r\n /**\r\n * Get/set bone node.\r\n */\r\n get bone(): SceneNode | null {\r\n return this._bone;\r\n }\r\n\r\n set bone(value: SceneNode | null) {\r\n this._bone = value;\r\n }\r\n\r\n /**\r\n * Test collision with a point and resolve it.\r\n */\r\n collide(position: Vector3, radius: number): boolean {\r\n const center = this.center;\r\n const direction = Vector3.sub(position, center, new Vector3());\r\n const distance = direction.magnitude;\r\n const minDistance = this._radius + radius;\r\n\r\n if (distance < minDistance && distance > 0.000001) {\r\n // Collision detected, push the point out\r\n direction.scaleBy(1 / distance);\r\n const penetration = minDistance - distance;\r\n position.addBy(Vector3.scale(direction, penetration, new Vector3()));\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n\r\n/**\r\n * Capsule collider for spring bones.\r\n *\r\n * @remarks\r\n * A capsule is defined by two sphere centers and a radius.\r\n * Useful for limbs like arms and legs.\r\n *\r\n * @public\r\n */\r\nexport class CapsuleCollider extends SpringBoneCollider {\r\n /** Start point in world space */\r\n private _start: Vector3;\r\n /** End point in world space */\r\n private _end: Vector3;\r\n /** Capsule radius */\r\n private _radius: number;\r\n /** Optional bone node for start point */\r\n private _startBone: SceneNode | null;\r\n /** Optional bone node for end point */\r\n private _endBone: SceneNode | null;\r\n /** Local offset for start point */\r\n private _startOffset: Vector3;\r\n /** Local offset for end point */\r\n private _endOffset: Vector3;\r\n\r\n /**\r\n * Create a capsule collider.\r\n *\r\n * @param start - Start point in world space (or local offset if startBone is provided)\r\n * @param end - End point in world space (or local offset if endBone is provided)\r\n * @param radius - Capsule radius\r\n * @param startBone - Optional bone node for start point\r\n * @param endBone - Optional bone node for end point\r\n */\r\n constructor(\r\n start: Vector3,\r\n end: Vector3,\r\n radius: number,\r\n startBone: SceneNode | null = null,\r\n endBone: SceneNode | null = null\r\n ) {\r\n super();\r\n this._start = start.clone();\r\n this._end = end.clone();\r\n this._radius = Math.max(0, radius);\r\n this._startBone = startBone;\r\n this._endBone = endBone;\r\n this._startOffset = startBone ? start.clone() : new Vector3();\r\n this._endOffset = endBone ? end.clone() : new Vector3();\r\n }\r\n\r\n /**\r\n * Get start point in world space.\r\n */\r\n get start(): Vector3 {\r\n if (this._startBone) {\r\n const worldPos = new Vector3();\r\n const matrix = this._startBone.worldMatrix;\r\n const offset = this._startOffset;\r\n worldPos.x = matrix.m00 * offset.x + matrix.m01 * offset.y + matrix.m02 * offset.z + matrix.m03;\r\n worldPos.y = matrix.m10 * offset.x + matrix.m11 * offset.y + matrix.m12 * offset.z + matrix.m13;\r\n worldPos.z = matrix.m20 * offset.x + matrix.m21 * offset.y + matrix.m22 * offset.z + matrix.m23;\r\n return worldPos;\r\n }\r\n return this._start;\r\n }\r\n\r\n /**\r\n * Get end point in world space.\r\n */\r\n get end(): Vector3 {\r\n if (this._endBone) {\r\n const worldPos = new Vector3();\r\n const matrix = this._endBone.worldMatrix;\r\n const offset = this._endOffset;\r\n worldPos.x = matrix.m00 * offset.x + matrix.m01 * offset.y + matrix.m02 * offset.z + matrix.m03;\r\n worldPos.y = matrix.m10 * offset.x + matrix.m11 * offset.y + matrix.m12 * offset.z + matrix.m13;\r\n worldPos.z = matrix.m20 * offset.x + matrix.m21 * offset.y + matrix.m22 * offset.z + matrix.m23;\r\n return worldPos;\r\n }\r\n return this._end;\r\n }\r\n\r\n /**\r\n * Get/set radius.\r\n */\r\n get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n set radius(value: number) {\r\n this._radius = Math.max(0, value);\r\n }\r\n\r\n /**\r\n * Test collision with a point and resolve it.\r\n */\r\n collide(position: Vector3, radius: number): boolean {\r\n const start = this.start;\r\n const end = this.end;\r\n\r\n // Calculate closest point on capsule line segment\r\n const line = Vector3.sub(end, start, new Vector3());\r\n const lineLength = line.magnitude;\r\n\r\n if (lineLength < 0.000001) {\r\n // Degenerate capsule, treat as sphere\r\n const direction = Vector3.sub(position, start, new Vector3());\r\n const distance = direction.magnitude;\r\n const minDistance = this._radius + radius;\r\n\r\n if (distance < minDistance && distance > 0.000001) {\r\n direction.scaleBy(1 / distance);\r\n const penetration = minDistance - distance;\r\n position.addBy(Vector3.scale(direction, penetration, new Vector3()));\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n const lineDir = Vector3.scale(line, 1 / lineLength, new Vector3());\r\n const toPoint = Vector3.sub(position, start, new Vector3());\r\n const t = Math.max(0, Math.min(lineLength, Vector3.dot(toPoint, lineDir)));\r\n\r\n // Closest point on line segment\r\n const closestPoint = Vector3.add(start, Vector3.scale(lineDir, t, new Vector3()), new Vector3());\r\n\r\n // Check distance from closest point\r\n const direction = Vector3.sub(position, closestPoint, new Vector3());\r\n const distance = direction.magnitude;\r\n const minDistance = this._radius + radius;\r\n\r\n if (distance < minDistance && distance > 0.000001) {\r\n // Collision detected, push the point out\r\n direction.scaleBy(1 / distance);\r\n const penetration = minDistance - distance;\r\n position.addBy(Vector3.scale(direction, penetration, 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