@zephyr3d/scene 0.9.1 → 0.9.3

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 (522) hide show
  1. package/dist/animation/animationset.js +2 -0
  2. package/dist/animation/animationset.js.map +1 -1
  3. package/dist/animation/cloth/gpu_cloth_system.js +9 -1
  4. package/dist/animation/cloth/gpu_cloth_system.js.map +1 -1
  5. package/dist/animation/fixed_geometry_cache_track.js +5 -1
  6. package/dist/animation/fixed_geometry_cache_track.js.map +1 -1
  7. package/dist/animation/geometry_cache_utils.js +20 -4
  8. package/dist/animation/geometry_cache_utils.js.map +1 -1
  9. package/dist/animation/ik/ik_angle_constraint.js +2 -6
  10. package/dist/animation/ik/ik_angle_constraint.js.map +1 -1
  11. package/dist/animation/ik/ik_chain_builder.js +68 -0
  12. package/dist/animation/ik/ik_chain_builder.js.map +1 -0
  13. package/dist/animation/ik/ik_pole_constraint.js +2 -7
  14. package/dist/animation/ik/ik_pole_constraint.js.map +1 -1
  15. package/dist/animation/ik/two_bone_ik_solver.js +2 -6
  16. package/dist/animation/ik/two_bone_ik_solver.js.map +1 -1
  17. package/dist/animation/joint_dynamics/collision.js +60 -12
  18. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  19. package/dist/animation/joint_dynamics/constraints.js +20 -4
  20. package/dist/animation/joint_dynamics/constraints.js.map +1 -1
  21. package/dist/animation/joint_dynamics/controller.js +94 -46
  22. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  23. package/dist/animation/joint_dynamics/math.js +16 -0
  24. package/dist/animation/joint_dynamics/math.js.map +1 -0
  25. package/dist/animation/joint_dynamics/solver.js +21 -11
  26. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  27. package/dist/animation/joint_dynamics/types.js +15 -3
  28. package/dist/animation/joint_dynamics/types.js.map +1 -1
  29. package/dist/animation/pca_geometry_cache_track.js +5 -1
  30. package/dist/animation/pca_geometry_cache_track.js.map +1 -1
  31. package/dist/animation/skeleton.js +2 -2
  32. package/dist/animation/skeleton.js.map +1 -1
  33. package/dist/animation/skeleton_modifier.js +2 -6
  34. package/dist/animation/skeleton_modifier.js.map +1 -1
  35. package/dist/animation/spring/spring_particle.js +4 -4
  36. package/dist/animation/spring/spring_particle.js.map +1 -1
  37. package/dist/animation/spring/spring_system.js +13 -40
  38. package/dist/animation/spring/spring_system.js.map +1 -1
  39. package/dist/animation/spring2/constraints.js.map +1 -1
  40. package/dist/animation/spring2/controller.js +64 -64
  41. package/dist/animation/spring2/controller.js.map +1 -1
  42. package/dist/animation/spring2/math.js.map +1 -1
  43. package/dist/animation/spring2/spring_system.js +8 -8
  44. package/dist/animation/spring2/spring_system.js.map +1 -1
  45. package/dist/app/app.js.map +1 -1
  46. package/dist/app/engine.js +1 -1
  47. package/dist/app/engine.js.map +1 -1
  48. package/dist/app/screen.js +4 -4
  49. package/dist/app/screen.js.map +1 -1
  50. package/dist/app/scriptingsystem.js +24 -1
  51. package/dist/app/scriptingsystem.js.map +1 -1
  52. package/dist/app/scriptregistry.js +22 -1
  53. package/dist/app/scriptregistry.js.map +1 -1
  54. package/dist/asset/assetmanager.js +2 -2
  55. package/dist/asset/assetmanager.js.map +1 -1
  56. package/dist/asset/model.js +60 -60
  57. package/dist/asset/model.js.map +1 -1
  58. package/dist/camera/camera.js +1 -1
  59. package/dist/camera/camera.js.map +1 -1
  60. package/dist/camera/orbit.js.map +1 -1
  61. package/dist/index.d.ts +795 -266
  62. package/dist/index.js +3 -2
  63. package/dist/index.js.map +1 -1
  64. package/dist/material/material.js +3 -1
  65. package/dist/material/material.js.map +1 -1
  66. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  67. package/dist/material/shader/helper.js +281 -278
  68. package/dist/material/shader/helper.js.map +1 -1
  69. package/dist/material/sprite.js +6 -6
  70. package/dist/material/sprite.js.map +1 -1
  71. package/dist/material/terrain-cm.js +2 -2
  72. package/dist/material/terrain-cm.js.map +1 -1
  73. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
  74. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
  75. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
  76. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
  77. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
  78. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
  79. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
  80. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
  81. package/dist/posteffect/taa.js +31 -39
  82. package/dist/posteffect/taa.js.map +1 -1
  83. package/dist/render/cluster_light.js +3 -4
  84. package/dist/render/cluster_light.js.map +1 -1
  85. package/dist/render/drawable.js +5 -1
  86. package/dist/render/drawable.js.map +1 -1
  87. package/dist/render/rendergraph/device_pool_allocator.js +29 -3
  88. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  89. package/dist/render/rendergraph/executor.js +283 -33
  90. package/dist/render/rendergraph/executor.js.map +1 -1
  91. package/dist/render/rendergraph/forward_plus_builder.js +338 -108
  92. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  93. package/dist/render/rendergraph/history_resource_manager.js +195 -115
  94. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  95. package/dist/render/rendergraph/history_resources.js +10 -0
  96. package/dist/render/rendergraph/history_resources.js.map +1 -0
  97. package/dist/render/rendergraph/rendergraph.js +162 -35
  98. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  99. package/dist/render/rendergraph/types.js +25 -5
  100. package/dist/render/rendergraph/types.js.map +1 -1
  101. package/dist/render/rendertarget.js +5 -1
  102. package/dist/render/rendertarget.js.map +1 -1
  103. package/dist/render/screenrendertarget.js +5 -1
  104. package/dist/render/screenrendertarget.js.map +1 -1
  105. package/dist/render/sky.js +4 -4
  106. package/dist/render/sky.js.map +1 -1
  107. package/dist/scene/basesprite.js +2 -2
  108. package/dist/scene/basesprite.js.map +1 -1
  109. package/dist/scene/graph_node.js +1 -1
  110. package/dist/scene/graph_node.js.map +1 -1
  111. package/dist/scene/mesh.js +81 -97
  112. package/dist/scene/mesh.js.map +1 -1
  113. package/dist/scene/particlesys.js +1 -1
  114. package/dist/scene/particlesys.js.map +1 -1
  115. package/dist/scene/scene_node.js +228 -228
  116. package/dist/scene/scene_node.js.map +1 -1
  117. package/dist/scene/script_attachment.js +15 -3
  118. package/dist/scene/script_attachment.js.map +1 -1
  119. package/dist/scene/terrain-cm/terrain-cm.js +3 -3
  120. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  121. package/dist/shadow/shadowmapper.js.map +1 -1
  122. package/dist/shapes/box.js +1 -1
  123. package/dist/shapes/box.js.map +1 -1
  124. package/dist/shapes/capsule.js +0 -3
  125. package/dist/shapes/capsule.js.map +1 -1
  126. package/dist/shapes/cylinder.js +0 -3
  127. package/dist/shapes/cylinder.js.map +1 -1
  128. package/dist/shapes/plane.js +0 -3
  129. package/dist/shapes/plane.js.map +1 -1
  130. package/dist/shapes/tetrahedron.js +3 -9
  131. package/dist/shapes/tetrahedron.js.map +1 -1
  132. package/dist/shapes/torus.js +94 -66
  133. package/dist/shapes/torus.js.map +1 -1
  134. package/dist/src/animation/animation.js +127 -0
  135. package/dist/src/animation/animation.js.map +1 -0
  136. package/dist/src/animation/animationset.js +255 -0
  137. package/dist/src/animation/animationset.js.map +1 -0
  138. package/dist/src/animation/animationtrack.js +34 -0
  139. package/dist/src/animation/animationtrack.js.map +1 -0
  140. package/dist/src/animation/eulerrotationtrack.js +52 -0
  141. package/dist/src/animation/eulerrotationtrack.js.map +1 -0
  142. package/dist/src/animation/morphtarget.js +93 -0
  143. package/dist/src/animation/morphtarget.js.map +1 -0
  144. package/dist/src/animation/morphtrack.js +70 -0
  145. package/dist/src/animation/morphtrack.js.map +1 -0
  146. package/dist/src/animation/proptrack.js +161 -0
  147. package/dist/src/animation/proptrack.js.map +1 -0
  148. package/dist/src/animation/rotationtrack.js +51 -0
  149. package/dist/src/animation/rotationtrack.js.map +1 -0
  150. package/dist/src/animation/scaletrack.js +50 -0
  151. package/dist/src/animation/scaletrack.js.map +1 -0
  152. package/dist/src/animation/skeleton.js +204 -0
  153. package/dist/src/animation/skeleton.js.map +1 -0
  154. package/dist/src/animation/translationtrack.js +50 -0
  155. package/dist/src/animation/translationtrack.js.map +1 -0
  156. package/dist/src/app/app.js +129 -0
  157. package/dist/src/app/app.js.map +1 -0
  158. package/dist/src/app/inputmgr.js +267 -0
  159. package/dist/src/app/inputmgr.js.map +1 -0
  160. package/dist/src/asset/assetmanager.js +404 -0
  161. package/dist/src/asset/assetmanager.js.map +1 -0
  162. package/dist/src/asset/builtin.js +337 -0
  163. package/dist/src/asset/builtin.js.map +1 -0
  164. package/dist/src/asset/loaders/dds/dds.js +470 -0
  165. package/dist/src/asset/loaders/dds/dds.js.map +1 -0
  166. package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
  167. package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
  168. package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
  169. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
  170. package/dist/src/asset/loaders/gltf/helpers.js +327 -0
  171. package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
  172. package/dist/src/asset/loaders/hdr/hdr.js +180 -0
  173. package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
  174. package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
  175. package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
  176. package/dist/src/asset/loaders/image/webimage_loader.js +63 -0
  177. package/dist/src/asset/loaders/image/webimage_loader.js.map +1 -0
  178. package/dist/src/asset/loaders/loader.js +45 -0
  179. package/dist/src/asset/loaders/loader.js.map +1 -0
  180. package/dist/src/asset/model.js +414 -0
  181. package/dist/src/asset/model.js.map +1 -0
  182. package/dist/src/blitter/bilateralblur.js +221 -0
  183. package/dist/src/blitter/bilateralblur.js.map +1 -0
  184. package/dist/src/blitter/blitter.js +390 -0
  185. package/dist/src/blitter/blitter.js.map +1 -0
  186. package/dist/src/blitter/box.js +118 -0
  187. package/dist/src/blitter/box.js.map +1 -0
  188. package/dist/src/blitter/copy.js +22 -0
  189. package/dist/src/blitter/copy.js.map +1 -0
  190. package/dist/src/blitter/gaussianblur.js +228 -0
  191. package/dist/src/blitter/gaussianblur.js.map +1 -0
  192. package/dist/src/camera/base.js +92 -0
  193. package/dist/src/camera/base.js.map +1 -0
  194. package/dist/src/camera/camera.js +1005 -0
  195. package/dist/src/camera/camera.js.map +1 -0
  196. package/dist/src/camera/fps.js +238 -0
  197. package/dist/src/camera/fps.js.map +1 -0
  198. package/dist/src/camera/orbit.js +245 -0
  199. package/dist/src/camera/orbit.js.map +1 -0
  200. package/dist/src/camera/orthocamera.js +167 -0
  201. package/dist/src/camera/orthocamera.js.map +1 -0
  202. package/dist/src/camera/perspectivecamera.js +141 -0
  203. package/dist/src/camera/perspectivecamera.js.map +1 -0
  204. package/dist/src/index.js +120 -0
  205. package/dist/src/index.js.map +1 -0
  206. package/dist/src/material/blinn.js +81 -0
  207. package/dist/src/material/blinn.js.map +1 -0
  208. package/dist/src/material/grassmaterial.js +113 -0
  209. package/dist/src/material/grassmaterial.js.map +1 -0
  210. package/dist/src/material/lambert.js +92 -0
  211. package/dist/src/material/lambert.js.map +1 -0
  212. package/dist/src/material/material.js +301 -0
  213. package/dist/src/material/material.js.map +1 -0
  214. package/dist/src/material/meshmaterial.js +704 -0
  215. package/dist/src/material/meshmaterial.js.map +1 -0
  216. package/dist/src/material/mixins/albedocolor.js +76 -0
  217. package/dist/src/material/mixins/albedocolor.js.map +1 -0
  218. package/dist/src/material/mixins/foliage.js +47 -0
  219. package/dist/src/material/mixins/foliage.js.map +1 -0
  220. package/dist/src/material/mixins/lightmodel/blinnphong.js +112 -0
  221. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +1 -0
  222. package/dist/src/material/mixins/lightmodel/lambert.js +58 -0
  223. package/dist/src/material/mixins/lightmodel/lambert.js.map +1 -0
  224. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +178 -0
  225. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -0
  226. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +139 -0
  227. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -0
  228. package/dist/src/material/mixins/lit.js +476 -0
  229. package/dist/src/material/mixins/lit.js.map +1 -0
  230. package/dist/src/material/mixins/pbr/common.js +918 -0
  231. package/dist/src/material/mixins/pbr/common.js.map +1 -0
  232. package/dist/src/material/mixins/texture.js +172 -0
  233. package/dist/src/material/mixins/texture.js.map +1 -0
  234. package/dist/src/material/mixins/vertexcolor.js +56 -0
  235. package/dist/src/material/mixins/vertexcolor.js.map +1 -0
  236. package/dist/src/material/particle.js +178 -0
  237. package/dist/src/material/particle.js.map +1 -0
  238. package/dist/src/material/pbrmr.js +97 -0
  239. package/dist/src/material/pbrmr.js.map +1 -0
  240. package/dist/src/material/pbrsg.js +97 -0
  241. package/dist/src/material/pbrsg.js.map +1 -0
  242. package/dist/src/material/shader/helper.js +1209 -0
  243. package/dist/src/material/shader/helper.js.map +1 -0
  244. package/dist/src/material/terrain-cm.js +606 -0
  245. package/dist/src/material/terrain-cm.js.map +1 -0
  246. package/dist/src/material/terrainmaterial.js +375 -0
  247. package/dist/src/material/terrainmaterial.js.map +1 -0
  248. package/dist/src/material/unlit.js +41 -0
  249. package/dist/src/material/unlit.js.map +1 -0
  250. package/dist/src/material/water.js +417 -0
  251. package/dist/src/material/water.js.map +1 -0
  252. package/dist/src/posteffect/bloom.js +361 -0
  253. package/dist/src/posteffect/bloom.js.map +1 -0
  254. package/dist/src/posteffect/compositor.js +226 -0
  255. package/dist/src/posteffect/compositor.js.map +1 -0
  256. package/dist/src/posteffect/fxaa.js +273 -0
  257. package/dist/src/posteffect/fxaa.js.map +1 -0
  258. package/dist/src/posteffect/grayscale.js +69 -0
  259. package/dist/src/posteffect/grayscale.js.map +1 -0
  260. package/dist/src/posteffect/motionblur.js +96 -0
  261. package/dist/src/posteffect/motionblur.js.map +1 -0
  262. package/dist/src/posteffect/posteffect.js +126 -0
  263. package/dist/src/posteffect/posteffect.js.map +1 -0
  264. package/dist/src/posteffect/sao.js +324 -0
  265. package/dist/src/posteffect/sao.js.map +1 -0
  266. package/dist/src/posteffect/ssr.js +489 -0
  267. package/dist/src/posteffect/ssr.js.map +1 -0
  268. package/dist/src/posteffect/taa.js +172 -0
  269. package/dist/src/posteffect/taa.js.map +1 -0
  270. package/dist/src/posteffect/tonemap.js +94 -0
  271. package/dist/src/posteffect/tonemap.js.map +1 -0
  272. package/dist/src/render/abuffer_oit.js +361 -0
  273. package/dist/src/render/abuffer_oit.js.map +1 -0
  274. package/dist/src/render/clipmap.js +851 -0
  275. package/dist/src/render/clipmap.js.map +1 -0
  276. package/dist/src/render/cluster_light.js +333 -0
  277. package/dist/src/render/cluster_light.js.map +1 -0
  278. package/dist/src/render/cull_visitor.js +187 -0
  279. package/dist/src/render/cull_visitor.js.map +1 -0
  280. package/dist/src/render/depthpass.js +68 -0
  281. package/dist/src/render/depthpass.js.map +1 -0
  282. package/dist/src/render/drawable_mixin.js +227 -0
  283. package/dist/src/render/drawable_mixin.js.map +1 -0
  284. package/dist/src/render/envlight.js +463 -0
  285. package/dist/src/render/envlight.js.map +1 -0
  286. package/dist/src/render/fbm_wavegenerator.js +251 -0
  287. package/dist/src/render/fbm_wavegenerator.js.map +1 -0
  288. package/dist/src/render/fft_wavegenerator.js +1006 -0
  289. package/dist/src/render/fft_wavegenerator.js.map +1 -0
  290. package/dist/src/render/fullscreenquad.js +38 -0
  291. package/dist/src/render/fullscreenquad.js.map +1 -0
  292. package/dist/src/render/gerstner_wavegenerator.js +314 -0
  293. package/dist/src/render/gerstner_wavegenerator.js.map +1 -0
  294. package/dist/src/render/globalbindgroup_allocator.js +60 -0
  295. package/dist/src/render/globalbindgroup_allocator.js.map +1 -0
  296. package/dist/src/render/hzb.js +273 -0
  297. package/dist/src/render/hzb.js.map +1 -0
  298. package/dist/src/render/lightpass.js +172 -0
  299. package/dist/src/render/lightpass.js.map +1 -0
  300. package/dist/src/render/objectcolorpass.js +51 -0
  301. package/dist/src/render/objectcolorpass.js.map +1 -0
  302. package/dist/src/render/primitive.js +364 -0
  303. package/dist/src/render/primitive.js.map +1 -0
  304. package/dist/src/render/render_queue.js +467 -0
  305. package/dist/src/render/render_queue.js.map +1 -0
  306. package/dist/src/render/renderbundle_wrapper.js +152 -0
  307. package/dist/src/render/renderbundle_wrapper.js.map +1 -0
  308. package/dist/src/render/renderer.js +455 -0
  309. package/dist/src/render/renderer.js.map +1 -0
  310. package/dist/src/render/renderpass.js +200 -0
  311. package/dist/src/render/renderpass.js.map +1 -0
  312. package/dist/src/render/shadowmap_pass.js +56 -0
  313. package/dist/src/render/shadowmap_pass.js.map +1 -0
  314. package/dist/src/render/sky.js +1103 -0
  315. package/dist/src/render/sky.js.map +1 -0
  316. package/dist/src/render/weightedblended_oit.js +168 -0
  317. package/dist/src/render/weightedblended_oit.js.map +1 -0
  318. package/dist/src/scene/batchgroup.js +162 -0
  319. package/dist/src/scene/batchgroup.js.map +1 -0
  320. package/dist/src/scene/environment.js +209 -0
  321. package/dist/src/scene/environment.js.map +1 -0
  322. package/dist/src/scene/graph_node.js +72 -0
  323. package/dist/src/scene/graph_node.js.map +1 -0
  324. package/dist/src/scene/light.js +416 -0
  325. package/dist/src/scene/light.js.map +1 -0
  326. package/dist/src/scene/mesh.js +341 -0
  327. package/dist/src/scene/mesh.js.map +1 -0
  328. package/dist/src/scene/octree.js +649 -0
  329. package/dist/src/scene/octree.js.map +1 -0
  330. package/dist/src/scene/particlesys.js +738 -0
  331. package/dist/src/scene/particlesys.js.map +1 -0
  332. package/dist/src/scene/raycast_visitor.js +103 -0
  333. package/dist/src/scene/raycast_visitor.js.map +1 -0
  334. package/dist/src/scene/scene.js +284 -0
  335. package/dist/src/scene/scene.js.map +1 -0
  336. package/dist/src/scene/scene_node.js +732 -0
  337. package/dist/src/scene/scene_node.js.map +1 -0
  338. package/dist/src/scene/terrain/grass.js +278 -0
  339. package/dist/src/scene/terrain/grass.js.map +1 -0
  340. package/dist/src/scene/terrain/heightfield.js +475 -0
  341. package/dist/src/scene/terrain/heightfield.js.map +1 -0
  342. package/dist/src/scene/terrain/patch.js +530 -0
  343. package/dist/src/scene/terrain/patch.js.map +1 -0
  344. package/dist/src/scene/terrain/quadtree.js +461 -0
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- {"version":3,"file":"two_bone_ik_solver.js","sources":["../../../src/animation/ik/two_bone_ik_solver.ts"],"sourcesContent":["import { Vector3, Quaternion } from '@zephyr3d/base';\r\nimport { IKSolver } from './ik_solver';\r\nimport type { IKChain } from './ik_chain';\r\nimport { IKUtils } from './ik_utils';\r\nimport type { TwistConstraint } from './ik_constraint';\r\n\r\n/**\r\n * Two Bone IK solver for chains with exactly 3 joints (2 bones).\r\n *\r\n * @remarks\r\n * This solver uses an analytical solution specifically optimized for\r\n * two-bone chains like arms (shoulder-elbow-wrist) or legs (hip-knee-ankle).\r\n * It's faster and more stable than iterative methods like FABRIK for this case.\r\n *\r\n * The solver supports an optional pole vector to control the bending direction\r\n * of the middle joint (elbow/knee).\r\n *\r\n * @public\r\n */\r\nexport class TwoBoneIKSolver extends IKSolver {\r\n /** Optional pole vector position in world space */\r\n private _poleVector: Vector3 | null;\r\n /** Weight of the pole vector constraint (0-1) */\r\n private _poleWeight: number;\r\n /** Twist constraints for each joint (indexed by joint index) */\r\n private _twistConstraints: Map<number, TwistConstraint>;\r\n\r\n /**\r\n * Create a Two Bone IK solver.\r\n *\r\n * @param chain - The IK chain to solve (must have exactly 3 joints)\r\n * @param poleVector - Optional pole vector position in world space\r\n * @param poleWeight - Weight of the pole vector constraint (0-1, default: 1)\r\n */\r\n constructor(chain: IKChain, poleVector: Vector3 | null = null, poleWeight = 1) {\r\n super(chain, 1, 0.001); // Two bone IK doesn't need iterations\r\n\r\n if (chain.joints.length !== 3) {\r\n throw new Error('Two Bone IK requires exactly 3 joints (2 bones)');\r\n }\r\n\r\n this._poleVector = poleVector ? poleVector.clone() : null;\r\n this._poleWeight = Math.max(0, Math.min(1, poleWeight));\r\n this._twistConstraints = new Map();\r\n\r\n // Set default twist constraints\r\n // Root joint (shoulder/hip) - moderate twist\r\n this._twistConstraints.set(0, {\r\n minTwist: -Math.PI * 0.25, // -45 degrees\r\n maxTwist: Math.PI * 0.25, // +45 degrees\r\n smoothFactor: 0.3\r\n });\r\n\r\n // Middle joint (elbow/knee) - very limited twist\r\n this._twistConstraints.set(1, {\r\n minTwist: -Math.PI * 0.15, // -27 degrees\r\n maxTwist: Math.PI * 0.15, // +27 degrees\r\n smoothFactor: 0.3\r\n });\r\n }\r\n\r\n /**\r\n * Set twist constraint for a specific joint.\r\n *\r\n * @param jointIndex - Index of the joint (0 = root, 1 = middle)\r\n * @param minTwist - Minimum twist angle in radians\r\n * @param maxTwist - Maximum twist angle in radians\r\n * @param smoothFactor - Smoothing factor [0-1] (default: 0.3)\r\n */\r\n setTwistConstraint(\r\n jointIndex: number,\r\n minTwist: number,\r\n maxTwist: number,\r\n smoothFactor: number = 0.3\r\n ): void {\r\n if (jointIndex < 0 || jointIndex >= this._chain.joints.length - 1) {\r\n throw new Error(`Invalid joint index: ${jointIndex}`);\r\n }\r\n\r\n this._twistConstraints.set(jointIndex, {\r\n minTwist,\r\n maxTwist,\r\n smoothFactor: Math.max(0, Math.min(1, smoothFactor))\r\n });\r\n }\r\n\r\n /**\r\n * Get twist constraint for a specific joint.\r\n *\r\n * @param jointIndex - Index of the joint\r\n * @returns Twist constraint or undefined if not set\r\n */\r\n getTwistConstraint(jointIndex: number): TwistConstraint | undefined {\r\n return this._twistConstraints.get(jointIndex);\r\n }\r\n\r\n /**\r\n * Remove twist constraint for a specific joint.\r\n *\r\n * @param jointIndex - Index of the joint\r\n * @returns True if a constraint was removed\r\n */\r\n removeTwistConstraint(jointIndex: number): boolean {\r\n return this._twistConstraints.delete(jointIndex);\r\n }\r\n\r\n /**\r\n * Clear all twist constraints.\r\n */\r\n clearTwistConstraints(): void {\r\n this._twistConstraints.clear();\r\n }\r\n\r\n /**\r\n * Get the pole vector position.\r\n */\r\n get poleVector(): Vector3 | null {\r\n return this._poleVector;\r\n }\r\n\r\n /**\r\n * Set the pole vector position.\r\n */\r\n set poleVector(value: Vector3 | null) {\r\n if (value) {\r\n if (!this._poleVector) {\r\n this._poleVector = value.clone();\r\n } else {\r\n this._poleVector.set(value);\r\n }\r\n } else {\r\n this._poleVector = null;\r\n }\r\n }\r\n\r\n /**\r\n * Get the pole vector weight.\r\n */\r\n get poleWeight(): number {\r\n return this._poleWeight;\r\n }\r\n\r\n /**\r\n * Set the pole vector weight (0-1).\r\n */\r\n set poleWeight(value: number) {\r\n this._poleWeight = Math.max(0, Math.min(1, value));\r\n }\r\n\r\n /**\r\n * Solve the IK chain to reach the target position using Two Bone IK algorithm.\r\n *\r\n * @param target - Target position for the end effector\r\n * @returns True if the target is reachable, false if stretched to maximum\r\n */\r\n solve(target: Vector3): boolean {\r\n const joints = this._chain.joints;\r\n\r\n // Update joint positions from scene nodes before solving\r\n this._chain.updateFromNodes();\r\n\r\n // Store original positions\r\n this._chain.storeOriginalPositions();\r\n\r\n const root = joints[0];\r\n const middle = joints[1];\r\n const end = joints[2];\r\n\r\n const rootPos = root.position;\r\n const upperLength = root.boneLength; // Length from root to middle\r\n const lowerLength = middle.boneLength; // Length from middle to end\r\n const totalLength = upperLength + lowerLength;\r\n\r\n // Calculate direction and distance from root to target\r\n const rootToTarget = Vector3.sub(target, rootPos, new Vector3());\r\n const targetDistance = rootToTarget.magnitude;\r\n\r\n // Check if target is reachable\r\n if (targetDistance < 0.000001) {\r\n // Target is at root position, keep original pose\r\n return true;\r\n }\r\n\r\n let reachable = true;\r\n\r\n // If target is unreachable, clamp to maximum distance\r\n let effectiveTarget = target;\r\n if (targetDistance >= totalLength - 0.0001) {\r\n // Stretch to maximum length\r\n const direction = Vector3.scale(rootToTarget, 1 / targetDistance, new Vector3());\r\n effectiveTarget = Vector3.add(\r\n rootPos,\r\n Vector3.scale(direction, totalLength - 0.0001, new Vector3()),\r\n new Vector3()\r\n );\r\n reachable = false;\r\n }\r\n\r\n // Calculate the distance from root to effective target\r\n const rootToEffectiveTarget = Vector3.sub(effectiveTarget, rootPos, new Vector3());\r\n const distance = rootToEffectiveTarget.magnitude;\r\n\r\n // Use law of cosines to find the angle at the root joint\r\n // cos(rootAngle) = (a² + c² - b²) / (2ac)\r\n const cosRootAngle =\r\n (upperLength * upperLength + distance * distance - lowerLength * lowerLength) /\r\n (2 * upperLength * distance);\r\n const clampedCosRootAngle = Math.max(-1, Math.min(1, cosRootAngle));\r\n const rootAngle = Math.acos(clampedCosRootAngle);\r\n\r\n // Determine the plane of bending\r\n let bendNormal: Vector3;\r\n\r\n if (this._poleVector && this._poleWeight > 0.001) {\r\n // Use pole vector to determine bend direction\r\n const rootToTargetDir = Vector3.normalize(rootToEffectiveTarget, new Vector3());\r\n const rootToPole = Vector3.sub(this._poleVector, rootPos, new Vector3());\r\n\r\n // Project pole vector onto plane perpendicular to root-target direction\r\n const projectionLength = Vector3.dot(rootToPole, rootToTargetDir);\r\n const projection = Vector3.scale(rootToTargetDir, projectionLength, new Vector3());\r\n const perpendicular = Vector3.sub(rootToPole, projection, new Vector3());\r\n\r\n const perpLength = perpendicular.magnitude;\r\n if (perpLength > 0.000001) {\r\n // Bend normal is perpendicular to both root-target and pole direction\r\n bendNormal = Vector3.cross(rootToTargetDir, perpendicular, new Vector3()).inplaceNormalize();\r\n } else {\r\n // Pole is on the line, use default bend direction\r\n bendNormal = this._getDefaultBendNormal(rootToEffectiveTarget);\r\n }\r\n\r\n // Apply pole weight\r\n if (this._poleWeight < 0.999) {\r\n const defaultNormal = this._getDefaultBendNormal(rootToEffectiveTarget);\r\n // Slerp between default and pole-based normal\r\n const angle = Math.acos(Math.max(-1, Math.min(1, Vector3.dot(defaultNormal, bendNormal))));\r\n if (angle > 0.001) {\r\n const axis = Vector3.cross(defaultNormal, bendNormal, new Vector3()).inplaceNormalize();\r\n const rotation = new Quaternion().fromAxisAngle(axis, angle * this._poleWeight);\r\n bendNormal = rotation.transform(defaultNormal, new Vector3());\r\n }\r\n }\r\n } else {\r\n // No pole vector, use default bend direction\r\n bendNormal = this._getDefaultBendNormal(rootToEffectiveTarget);\r\n }\r\n\r\n // Calculate middle joint position\r\n const rootToTargetDir = Vector3.normalize(rootToEffectiveTarget, new Vector3());\r\n\r\n // Rotate root-to-target direction by rootAngle around bendNormal\r\n const rotationToMiddle = new Quaternion().fromAxisAngle(bendNormal, rootAngle);\r\n const rootToMiddleDir = rotationToMiddle.transform(rootToTargetDir, new Vector3());\r\n\r\n // Place middle joint\r\n middle.position.set(\r\n Vector3.add(rootPos, Vector3.scale(rootToMiddleDir, upperLength, new Vector3()), new Vector3())\r\n );\r\n\r\n // Place end joint at target\r\n end.position.set(effectiveTarget);\r\n\r\n // Apply constraints after solving\r\n // Note: Constraints may modify joint positions, which could affect bone lengths\r\n // For Two Bone IK, we apply constraints and then restore bone lengths\r\n this._applyConstraints();\r\n\r\n return reachable;\r\n }\r\n\r\n /**\r\n * Apply all constraints to the joint chain.\r\n * After applying constraints, we need to restore bone lengths.\r\n */\r\n private _applyConstraints(): void {\r\n const constraints = this._chain.constraints;\r\n if (constraints.length === 0) {\r\n return;\r\n }\r\n\r\n const joints = this._chain.joints;\r\n\r\n // Apply each constraint\r\n for (const constraint of constraints) {\r\n constraint.apply(joints);\r\n }\r\n\r\n // After constraints are applied, we need to restore bone lengths\r\n // because constraints may have moved joints in ways that change bone lengths\r\n // For Two Bone IK, we fix this by adjusting positions while maintaining the constraint\r\n this._restoreBoneLengths();\r\n }\r\n\r\n /**\r\n * Restore bone lengths after constraints have been applied.\r\n * This ensures that the chain maintains correct bone lengths.\r\n */\r\n private _restoreBoneLengths(): void {\r\n const joints = this._chain.joints;\r\n const root = joints[0];\r\n const middle = joints[1];\r\n const end = joints[2];\r\n\r\n const upperLength = root.boneLength;\r\n const lowerLength = middle.boneLength;\r\n\r\n // Fix middle joint position to maintain upper bone length\r\n const rootToMiddle = Vector3.sub(middle.position, root.position, new Vector3());\r\n const rootToMiddleDist = rootToMiddle.magnitude;\r\n\r\n if (rootToMiddleDist > 0.000001 && Math.abs(rootToMiddleDist - upperLength) > 0.0001) {\r\n const rootToMiddleDir = Vector3.scale(rootToMiddle, 1 / rootToMiddleDist, new Vector3());\r\n middle.position.set(\r\n Vector3.add(root.position, Vector3.scale(rootToMiddleDir, upperLength, new Vector3()), new Vector3())\r\n );\r\n }\r\n\r\n // Fix end joint position to maintain lower bone length\r\n const middleToEnd = Vector3.sub(end.position, middle.position, new Vector3());\r\n const middleToEndDist = middleToEnd.magnitude;\r\n\r\n if (middleToEndDist > 0.000001 && Math.abs(middleToEndDist - lowerLength) > 0.0001) {\r\n const middleToEndDir = Vector3.scale(middleToEnd, 1 / middleToEndDist, new Vector3());\r\n end.position.set(\r\n Vector3.add(middle.position, Vector3.scale(middleToEndDir, lowerLength, new Vector3()), new Vector3())\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Apply the solved joint positions to scene nodes as rotations.\r\n *\r\n * @param weight - Blend weight (0 = original, 1 = full IK, default: 1)\r\n */\r\n applyToNodes(weight = 1): void {\r\n const joints = this._chain.joints;\r\n\r\n // Apply rotation for root and middle joints (end joint doesn't need rotation)\r\n for (let i = 0; i < joints.length - 1; i++) {\r\n const joint = joints[i];\r\n const nextJoint = joints[i + 1];\r\n\r\n // Calculate direction from current joint to next joint in world space\r\n const originalDir = Vector3.sub(nextJoint.originalPosition, joint.originalPosition, new Vector3());\r\n const newDir = Vector3.sub(nextJoint.position, joint.position, new Vector3());\r\n\r\n const originalDirNorm = Vector3.normalize(originalDir, new Vector3());\r\n const newDirNorm = Vector3.normalize(newDir, new Vector3());\r\n\r\n // Calculate basic rotation\r\n const deltaRotation = new Quaternion();\r\n IKUtils.fromToRotation(originalDirNorm, newDirNorm, deltaRotation);\r\n\r\n // Calculate new world rotation\r\n let worldRotation = Quaternion.multiply(deltaRotation, joint.originalRotation, new Quaternion());\r\n\r\n // Apply swing-twist constraint to prevent over-rotation\r\n // Decompose rotation around bone axis\r\n const swing = new Quaternion();\r\n const twist = new Quaternion();\r\n worldRotation.decomposeSwingTwist(newDirNorm, swing, twist);\r\n\r\n // Get twist angle\r\n let twistAngle = twist.getTwistAngle(newDirNorm);\r\n\r\n // Get twist constraint for this joint\r\n const constraint = this._twistConstraints.get(i);\r\n if (constraint) {\r\n // Clamp and smooth twist\r\n twistAngle = IKUtils.clampAndSmoothTwist(\r\n twistAngle,\r\n joint.previousTwist,\r\n constraint.minTwist,\r\n constraint.maxTwist,\r\n constraint.smoothFactor\r\n );\r\n }\r\n\r\n // Store for next frame\r\n joint.previousTwist = twistAngle;\r\n\r\n // Reconstruct rotation from clamped twist: Q = Twist * Swing\r\n const clampedTwist = Quaternion.fromAxisAngle(newDirNorm, twistAngle);\r\n worldRotation = Quaternion.multiply(clampedTwist, swing, worldRotation);\r\n\r\n // Blend with original rotation based on weight\r\n if (weight < 1) {\r\n Quaternion.slerp(joint.originalRotation, worldRotation, weight, worldRotation);\r\n }\r\n\r\n // Store this frame's world rotation for next frame's twist continuity\r\n if (!joint.previousIKRotation) {\r\n joint.previousIKRotation = worldRotation.clone();\r\n } else {\r\n joint.previousIKRotation.set(worldRotation);\r\n }\r\n\r\n // Convert world rotation to local rotation (relative to parent)\r\n if (joint.node.parent) {\r\n const parentWorldRotation = new Quaternion();\r\n joint.node.parent.worldMatrix.decompose(null, parentWorldRotation, null);\r\n\r\n // localRotation = conjugate(parentWorldRotation) * worldRotation\r\n const parentInvRotation = Quaternion.conjugate(parentWorldRotation, new Quaternion());\r\n const localRotation = Quaternion.multiply(parentInvRotation, worldRotation, new Quaternion());\r\n\r\n joint.node.rotation = localRotation;\r\n } else {\r\n // Root node has no parent, world rotation is local rotation\r\n joint.node.rotation = worldRotation;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Get a default bend normal when no pole vector is specified.\r\n * This tries to find a reasonable perpendicular direction.\r\n *\r\n * @param rootToTarget - Direction from root to target\r\n * @returns A normalized perpendicular vector\r\n */\r\n private _getDefaultBendNormal(rootToTarget: Vector3): Vector3 {\r\n const rootToTargetDir = Vector3.normalize(rootToTarget, new Vector3());\r\n\r\n // Try to use world up (Y axis) as reference\r\n let bendNormal = Vector3.cross(rootToTargetDir, Vector3.axisPY(), new Vector3());\r\n const lenSq = bendNormal.x * bendNormal.x + bendNormal.y * bendNormal.y + bendNormal.z * bendNormal.z;\r\n\r\n // If root-to-target is parallel to Y axis, use X axis instead\r\n if (lenSq < 0.000001) {\r\n bendNormal = Vector3.cross(rootToTargetDir, Vector3.axisPX(), new Vector3());\r\n }\r\n\r\n return bendNormal.inplaceNormalize();\r\n 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+ {"version":3,"file":"two_bone_ik_solver.js","sources":["../../../src/animation/ik/two_bone_ik_solver.ts"],"sourcesContent":["import { Vector3, Quaternion } from '@zephyr3d/base';\r\nimport { IKSolver } from './ik_solver';\r\nimport type { IKChain } from './ik_chain';\r\nimport { IKUtils } from './ik_utils';\r\nimport type { TwistConstraint } from './ik_constraint';\r\n\r\n/**\r\n * Two Bone IK solver for chains with exactly 3 joints (2 bones).\r\n *\r\n * @remarks\r\n * This solver uses an analytical solution specifically optimized for\r\n * two-bone chains like arms (shoulder-elbow-wrist) or legs (hip-knee-ankle).\r\n * It's faster and more stable than iterative methods like FABRIK for this case.\r\n *\r\n * The solver supports an optional pole vector to control the bending direction\r\n * of the middle joint (elbow/knee).\r\n *\r\n * @public\r\n */\r\nexport class TwoBoneIKSolver extends IKSolver {\r\n /** Optional pole vector position in world space */\r\n private _poleVector: Vector3 | null;\r\n /** Weight of the pole vector constraint (0-1) */\r\n private _poleWeight: number;\r\n /** Twist constraints for each joint (indexed by joint index) */\r\n private _twistConstraints: Map<number, TwistConstraint>;\r\n\r\n /**\r\n * Create a Two Bone IK solver.\r\n *\r\n * @param chain - The IK chain to solve (must have exactly 3 joints)\r\n * @param poleVector - Optional pole vector position in world space\r\n * @param poleWeight - Weight of the pole vector constraint (0-1, default: 1)\r\n */\r\n constructor(chain: IKChain, poleVector: Vector3 | null = null, poleWeight = 1) {\r\n super(chain, 1, 0.001); // Two bone IK doesn't need iterations\r\n\r\n if (chain.joints.length !== 3) {\r\n throw new Error('Two Bone IK requires exactly 3 joints (2 bones)');\r\n }\r\n\r\n this._poleVector = poleVector ? poleVector.clone() : null;\r\n this._poleWeight = Math.max(0, Math.min(1, poleWeight));\r\n this._twistConstraints = new Map();\r\n\r\n // Set default twist constraints\r\n // Root joint (shoulder/hip) - moderate twist\r\n this._twistConstraints.set(0, {\r\n minTwist: -Math.PI * 0.25, // -45 degrees\r\n maxTwist: Math.PI * 0.25, // +45 degrees\r\n smoothFactor: 0.3\r\n });\r\n\r\n // Middle joint (elbow/knee) - very limited twist\r\n this._twistConstraints.set(1, {\r\n minTwist: -Math.PI * 0.15, // -27 degrees\r\n maxTwist: Math.PI * 0.15, // +27 degrees\r\n smoothFactor: 0.3\r\n });\r\n }\r\n\r\n /**\r\n * Set twist constraint for a specific joint.\r\n *\r\n * @param jointIndex - Index of the joint (0 = root, 1 = middle)\r\n * @param minTwist - Minimum twist angle in radians\r\n * @param maxTwist - Maximum twist angle in radians\r\n * @param smoothFactor - Smoothing factor [0-1] (default: 0.3)\r\n */\r\n setTwistConstraint(\r\n jointIndex: number,\r\n minTwist: number,\r\n maxTwist: number,\r\n smoothFactor: number = 0.3\r\n ): void {\r\n if (jointIndex < 0 || jointIndex >= this._chain.joints.length - 1) {\r\n throw new Error(`Invalid joint index: ${jointIndex}`);\r\n }\r\n\r\n this._twistConstraints.set(jointIndex, {\r\n minTwist,\r\n maxTwist,\r\n smoothFactor: Math.max(0, Math.min(1, smoothFactor))\r\n });\r\n }\r\n\r\n /**\r\n * Get twist constraint for a specific joint.\r\n *\r\n * @param jointIndex - Index of the joint\r\n * @returns Twist constraint or undefined if not set\r\n */\r\n getTwistConstraint(jointIndex: number): TwistConstraint | undefined {\r\n return this._twistConstraints.get(jointIndex);\r\n }\r\n\r\n /**\r\n * Remove twist constraint for a specific joint.\r\n *\r\n * @param jointIndex - Index of the joint\r\n * @returns True if a constraint was removed\r\n */\r\n removeTwistConstraint(jointIndex: number): boolean {\r\n return this._twistConstraints.delete(jointIndex);\r\n }\r\n\r\n /**\r\n * Clear all twist constraints.\r\n */\r\n clearTwistConstraints(): void {\r\n this._twistConstraints.clear();\r\n }\r\n\r\n /**\r\n * Get the pole vector position.\r\n */\r\n get poleVector(): Vector3 | null {\r\n return this._poleVector;\r\n }\r\n\r\n set poleVector(value: Vector3 | null) {\r\n if (value) {\r\n if (!this._poleVector) {\r\n this._poleVector = value.clone();\r\n } else {\r\n this._poleVector.set(value);\r\n }\r\n } else {\r\n this._poleVector = null;\r\n }\r\n }\r\n\r\n /**\r\n * Get the pole vector weight.\r\n */\r\n get poleWeight(): number {\r\n return this._poleWeight;\r\n }\r\n\r\n set poleWeight(value: number) {\r\n this._poleWeight = Math.max(0, Math.min(1, value));\r\n }\r\n\r\n /**\r\n * Solve the IK chain to reach the target position using Two Bone IK algorithm.\r\n *\r\n * @param target - Target position for the end effector\r\n * @returns True if the target is reachable, false if stretched to maximum\r\n */\r\n solve(target: Vector3): boolean {\r\n const joints = this._chain.joints;\r\n\r\n // Update joint positions from scene nodes before solving\r\n this._chain.updateFromNodes();\r\n\r\n // Store original positions\r\n this._chain.storeOriginalPositions();\r\n\r\n const root = joints[0];\r\n const middle = joints[1];\r\n const end = joints[2];\r\n\r\n const rootPos = root.position;\r\n const upperLength = root.boneLength; // Length from root to middle\r\n const lowerLength = middle.boneLength; // Length from middle to end\r\n const totalLength = upperLength + lowerLength;\r\n\r\n // Calculate direction and distance from root to target\r\n const rootToTarget = Vector3.sub(target, rootPos, new Vector3());\r\n const targetDistance = rootToTarget.magnitude;\r\n\r\n // Check if target is reachable\r\n if (targetDistance < 0.000001) {\r\n // Target is at root position, keep original pose\r\n return true;\r\n }\r\n\r\n let reachable = true;\r\n\r\n // If target is unreachable, clamp to maximum distance\r\n let effectiveTarget = target;\r\n if (targetDistance >= totalLength - 0.0001) {\r\n // Stretch to maximum length\r\n const direction = Vector3.scale(rootToTarget, 1 / targetDistance, new Vector3());\r\n effectiveTarget = Vector3.add(\r\n rootPos,\r\n Vector3.scale(direction, totalLength - 0.0001, new Vector3()),\r\n new Vector3()\r\n );\r\n reachable = false;\r\n }\r\n\r\n // Calculate the distance from root to effective target\r\n const rootToEffectiveTarget = Vector3.sub(effectiveTarget, rootPos, new Vector3());\r\n const distance = rootToEffectiveTarget.magnitude;\r\n\r\n // Use law of cosines to find the angle at the root joint\r\n // cos(rootAngle) = (a² + c² - b²) / (2ac)\r\n const cosRootAngle =\r\n (upperLength * upperLength + distance * distance - lowerLength * lowerLength) /\r\n (2 * upperLength * distance);\r\n const clampedCosRootAngle = Math.max(-1, Math.min(1, cosRootAngle));\r\n const rootAngle = Math.acos(clampedCosRootAngle);\r\n\r\n // Determine the plane of bending\r\n let bendNormal: Vector3;\r\n\r\n if (this._poleVector && this._poleWeight > 0.001) {\r\n // Use pole vector to determine bend direction\r\n const rootToTargetDir = Vector3.normalize(rootToEffectiveTarget, new Vector3());\r\n const rootToPole = Vector3.sub(this._poleVector, rootPos, new Vector3());\r\n\r\n // Project pole vector onto plane perpendicular to root-target direction\r\n const projectionLength = Vector3.dot(rootToPole, rootToTargetDir);\r\n const projection = Vector3.scale(rootToTargetDir, projectionLength, new Vector3());\r\n const perpendicular = Vector3.sub(rootToPole, projection, new Vector3());\r\n\r\n const perpLength = perpendicular.magnitude;\r\n if (perpLength > 0.000001) {\r\n // Bend normal is perpendicular to both root-target and pole direction\r\n bendNormal = Vector3.cross(rootToTargetDir, perpendicular, new Vector3()).inplaceNormalize();\r\n } else {\r\n // Pole is on the line, use default bend direction\r\n bendNormal = this._getDefaultBendNormal(rootToEffectiveTarget);\r\n }\r\n\r\n // Apply pole weight\r\n if (this._poleWeight < 0.999) {\r\n const defaultNormal = this._getDefaultBendNormal(rootToEffectiveTarget);\r\n // Slerp between default and pole-based normal\r\n const angle = Math.acos(Math.max(-1, Math.min(1, Vector3.dot(defaultNormal, bendNormal))));\r\n if (angle > 0.001) {\r\n const axis = Vector3.cross(defaultNormal, bendNormal, new Vector3()).inplaceNormalize();\r\n const rotation = new Quaternion().fromAxisAngle(axis, angle * this._poleWeight);\r\n bendNormal = rotation.transform(defaultNormal, new Vector3());\r\n }\r\n }\r\n } else {\r\n // No pole vector, use default bend direction\r\n bendNormal = this._getDefaultBendNormal(rootToEffectiveTarget);\r\n }\r\n\r\n // Calculate middle joint position\r\n const rootToTargetDir = Vector3.normalize(rootToEffectiveTarget, new Vector3());\r\n\r\n // Rotate root-to-target direction by rootAngle around bendNormal\r\n const rotationToMiddle = new Quaternion().fromAxisAngle(bendNormal, rootAngle);\r\n const rootToMiddleDir = rotationToMiddle.transform(rootToTargetDir, new Vector3());\r\n\r\n // Place middle joint\r\n middle.position.set(\r\n Vector3.add(rootPos, Vector3.scale(rootToMiddleDir, upperLength, new Vector3()), new Vector3())\r\n );\r\n\r\n // Place end joint at target\r\n end.position.set(effectiveTarget);\r\n\r\n // Apply constraints after solving\r\n // Note: Constraints may modify joint positions, which could affect bone lengths\r\n // For Two Bone IK, we apply constraints and then restore bone lengths\r\n this._applyConstraints();\r\n\r\n return reachable;\r\n }\r\n\r\n /**\r\n * Apply all constraints to the joint chain.\r\n * After applying constraints, we need to restore bone lengths.\r\n */\r\n private _applyConstraints(): void {\r\n const constraints = this._chain.constraints;\r\n if (constraints.length === 0) {\r\n return;\r\n }\r\n\r\n const joints = this._chain.joints;\r\n\r\n // Apply each constraint\r\n for (const constraint of constraints) {\r\n constraint.apply(joints);\r\n }\r\n\r\n // After constraints are applied, we need to restore bone lengths\r\n // because constraints may have moved joints in ways that change bone lengths\r\n // For Two Bone IK, we fix this by adjusting positions while maintaining the constraint\r\n this._restoreBoneLengths();\r\n }\r\n\r\n /**\r\n * Restore bone lengths after constraints have been applied.\r\n * This ensures that the chain maintains correct bone lengths.\r\n */\r\n private _restoreBoneLengths(): void {\r\n const joints = this._chain.joints;\r\n const root = joints[0];\r\n const middle = joints[1];\r\n const end = joints[2];\r\n\r\n const upperLength = root.boneLength;\r\n const lowerLength = middle.boneLength;\r\n\r\n // Fix middle joint position to maintain upper bone length\r\n const rootToMiddle = Vector3.sub(middle.position, root.position, new Vector3());\r\n const rootToMiddleDist = rootToMiddle.magnitude;\r\n\r\n if (rootToMiddleDist > 0.000001 && Math.abs(rootToMiddleDist - upperLength) > 0.0001) {\r\n const rootToMiddleDir = Vector3.scale(rootToMiddle, 1 / rootToMiddleDist, new Vector3());\r\n middle.position.set(\r\n Vector3.add(root.position, Vector3.scale(rootToMiddleDir, upperLength, new Vector3()), new Vector3())\r\n );\r\n }\r\n\r\n // Fix end joint position to maintain lower bone length\r\n const middleToEnd = Vector3.sub(end.position, middle.position, new Vector3());\r\n const middleToEndDist = middleToEnd.magnitude;\r\n\r\n if (middleToEndDist > 0.000001 && Math.abs(middleToEndDist - lowerLength) > 0.0001) {\r\n const middleToEndDir = Vector3.scale(middleToEnd, 1 / middleToEndDist, new Vector3());\r\n end.position.set(\r\n Vector3.add(middle.position, Vector3.scale(middleToEndDir, lowerLength, new Vector3()), new Vector3())\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Apply the solved joint positions to scene nodes as rotations.\r\n *\r\n * @param weight - Blend weight (0 = original, 1 = full IK, default: 1)\r\n */\r\n applyToNodes(weight = 1): void {\r\n const joints = this._chain.joints;\r\n\r\n // Apply rotation for root and middle joints (end joint doesn't need rotation)\r\n for (let i = 0; i < joints.length - 1; i++) {\r\n const joint = joints[i];\r\n const nextJoint = joints[i + 1];\r\n\r\n // Calculate direction from current joint to next joint in world space\r\n const originalDir = Vector3.sub(nextJoint.originalPosition, joint.originalPosition, new Vector3());\r\n const newDir = Vector3.sub(nextJoint.position, joint.position, new Vector3());\r\n\r\n const originalDirNorm = Vector3.normalize(originalDir, new Vector3());\r\n const newDirNorm = Vector3.normalize(newDir, new Vector3());\r\n\r\n // Calculate basic rotation\r\n const deltaRotation = new Quaternion();\r\n IKUtils.fromToRotation(originalDirNorm, newDirNorm, deltaRotation);\r\n\r\n // Calculate new world rotation\r\n let worldRotation = Quaternion.multiply(deltaRotation, joint.originalRotation, new Quaternion());\r\n\r\n // Apply swing-twist constraint to prevent over-rotation\r\n // Decompose rotation around bone axis\r\n const swing = new Quaternion();\r\n const twist = new Quaternion();\r\n worldRotation.decomposeSwingTwist(newDirNorm, swing, twist);\r\n\r\n // Get twist angle\r\n let twistAngle = twist.getTwistAngle(newDirNorm);\r\n\r\n // Get twist constraint for this joint\r\n const constraint = this._twistConstraints.get(i);\r\n if (constraint) {\r\n // Clamp and smooth twist\r\n twistAngle = IKUtils.clampAndSmoothTwist(\r\n twistAngle,\r\n joint.previousTwist,\r\n constraint.minTwist,\r\n constraint.maxTwist,\r\n constraint.smoothFactor\r\n );\r\n }\r\n\r\n // Store for next frame\r\n joint.previousTwist = twistAngle;\r\n\r\n // Reconstruct rotation from clamped twist: Q = Twist * Swing\r\n const clampedTwist = Quaternion.fromAxisAngle(newDirNorm, twistAngle);\r\n worldRotation = Quaternion.multiply(clampedTwist, swing, worldRotation);\r\n\r\n // Blend with original rotation based on weight\r\n if (weight < 1) {\r\n Quaternion.slerp(joint.originalRotation, worldRotation, weight, worldRotation);\r\n }\r\n\r\n // Store this frame's world rotation for next frame's twist continuity\r\n if (!joint.previousIKRotation) {\r\n joint.previousIKRotation = 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@@ -162,7 +162,11 @@ function writeNearestPointsResult(out, tP, tQ, pointOnP, pointOnQ, sqrDistance,
162
162
  return out;
163
163
  }
164
164
  // Pushout (keep point outside collider)
165
- function pushoutFromSphere(center, radius, pointRadius, point, out) {
165
+ /**
166
+ * Pushes a point out of a sphere collider.
167
+ *
168
+ * @public
169
+ */ function pushoutFromSphere(center, radius, pointRadius, point, out) {
166
170
  const direction = Vector3.sub(point, center, _pushoutSphereDirection);
167
171
  const sqrLen = direction.magnitudeSq;
168
172
  if (sqrLen > EPSILON) {
@@ -175,13 +179,21 @@ function pushoutFromSphere(center, radius, pointRadius, point, out) {
175
179
  }
176
180
  return writeCollisionResult(out, false, point, !out);
177
181
  }
178
- function pushoutFromCollider(colR, colRW, point, ptR, out) {
182
+ /**
183
+ * Pushes a point out of a collider.
184
+ *
185
+ * @public
186
+ */ function pushoutFromCollider(colR, colRW, point, ptR, out) {
179
187
  if (colR.height <= EPSILON) {
180
188
  return pushoutFromSphere(colRW.positionCurrent, colRW.radius, ptR.pointRadius, point, out);
181
189
  }
182
190
  return pushoutFromCapsule(colR, colRW, point, ptR, out);
183
191
  }
184
- function pushoutFromCapsule(colR, colRW, point, ptR, out) {
192
+ /**
193
+ * Pushes a point out of a capsule collider.
194
+ *
195
+ * @public
196
+ */ function pushoutFromCapsule(colR, colRW, point, ptR, out) {
185
197
  const capsuleVec = colRW.directionCurrent;
186
198
  const capsuleVecN = Vector3.normalize(capsuleVec, _pushoutCapsuleVecN);
187
199
  const capsulePos = colRW.positionCurrent;
@@ -210,7 +222,11 @@ function pushoutFromCapsule(colR, colRW, point, ptR, out) {
210
222
  return writeCollisionResult(out, false, point, !out);
211
223
  }
212
224
  // PushIn (keep point inside collider - inverse mode)
213
- function pushInFromSphere(center, radius, point, out) {
225
+ /**
226
+ * Pulls a point inside a sphere collider.
227
+ *
228
+ * @public
229
+ */ function pushInFromSphere(center, radius, point, out) {
214
230
  const direction = Vector3.sub(center, point, _pushInSphereDirection);
215
231
  const sqrLen = direction.magnitudeSq;
216
232
  if (sqrLen > EPSILON && sqrLen > radius * radius) {
@@ -222,13 +238,21 @@ function pushInFromSphere(center, radius, point, out) {
222
238
  }
223
239
  return writeCollisionResult(out, false, point, !out);
224
240
  }
225
- function pushInFromCollider(colR, colRW, point, out) {
241
+ /**
242
+ * Pulls a point inside a collider.
243
+ *
244
+ * @public
245
+ */ function pushInFromCollider(colR, colRW, point, out) {
226
246
  if (colR.height <= EPSILON) {
227
247
  return pushInFromSphere(colRW.positionCurrent, colRW.radius, point, out);
228
248
  }
229
249
  return pushInFromCapsule(colR, colRW, point, out);
230
250
  }
231
- function pushInFromCapsule(colR, colRW, point, out) {
251
+ /**
252
+ * Pulls a point inside a capsule collider.
253
+ *
254
+ * @public
255
+ */ function pushInFromCapsule(colR, colRW, point, out) {
232
256
  const capsuleVec = colRW.directionCurrent;
233
257
  const capsuleVecN = Vector3.normalize(capsuleVec, _pushInCapsuleVecN);
234
258
  const capsulePos = colRW.positionCurrent;
@@ -258,7 +282,11 @@ function pushInFromCapsule(colR, colRW, point, out) {
258
282
  return writeCollisionResult(out, false, point, !out);
259
283
  }
260
284
  // Line segment vs collider detection
261
- function collisionDetectionSphere(center, radius, point1, point2, out) {
285
+ /**
286
+ * Performs sphere collision detection.
287
+ *
288
+ * @public
289
+ */ function collisionDetectionSphere(center, radius, point1, point2, out) {
262
290
  const dir = Vector3.sub(point2, point1, _collisionSphereDir);
263
291
  const dirLen = dir.magnitude;
264
292
  if (dirLen < EPSILON) {
@@ -274,7 +302,11 @@ function collisionDetectionSphere(center, radius, point1, point2, out) {
274
302
  const hit = diff.magnitudeSq <= radius * radius;
275
303
  return writeLineCollisionResult(out, hit, ptOnLine, center, radius, !out);
276
304
  }
277
- function collisionDetectionCapsule(colR, colRW, point1, point2, out) {
305
+ /**
306
+ * Performs capsule collision detection.
307
+ *
308
+ * @public
309
+ */ function collisionDetectionCapsule(colR, colRW, point1, point2, out) {
278
310
  const capsuleDir = colRW.directionCurrent;
279
311
  const capsulePos = colRW.positionCurrent;
280
312
  let res = collisionDetectionSphere(capsulePos, colRW.radius, point1, point2, out);
@@ -302,13 +334,21 @@ function collisionDetectionCapsule(colR, colRW, point1, point2, out) {
302
334
  const hit = diff.magnitudeSq <= r * r;
303
335
  return writeLineCollisionResult(out, hit, ptOnLine, ptOnCol, r, !out);
304
336
  }
305
- function collisionDetection(colR, colRW, point1, point2, out) {
337
+ /**
338
+ * Performs collision detection against the specified collider.
339
+ *
340
+ * @public
341
+ */ function collisionDetection(colR, colRW, point1, point2, out) {
306
342
  if (colR.height <= EPSILON) {
307
343
  return collisionDetectionSphere(colRW.positionCurrent, colRW.radius, point1, point2, out);
308
344
  }
309
345
  return collisionDetectionCapsule(colR, colRW, point1, point2, out);
310
346
  }
311
- function pushInCollisionDetection(colR, colRW, point1, point2, out) {
347
+ /**
348
+ * Performs inward collision detection.
349
+ *
350
+ * @public
351
+ */ function pushInCollisionDetection(colR, colRW, point1, point2, out) {
312
352
  if (colR.height <= EPSILON) {
313
353
  return collisionDetectionSphere(colRW.positionCurrent, colRW.radius, point1, point2, out);
314
354
  }
@@ -317,7 +357,11 @@ function pushInCollisionDetection(colR, colRW, point1, point2, out) {
317
357
  return res;
318
358
  }
319
359
  // Nearest points between two line segments
320
- function computeNearestPoints(posP, dirP, posQ, dirQ, out) {
360
+ /**
361
+ * Computes the nearest points between two segments.
362
+ *
363
+ * @public
364
+ */ function computeNearestPoints(posP, dirP, posQ, dirQ, out) {
321
365
  const cross0 = Vector3.cross(dirQ, dirP, _nearestCross0);
322
366
  const n1 = Vector3.cross(dirP, cross0, _nearestN1);
323
367
  const cross1 = Vector3.cross(dirP, dirQ, _nearestCross1);
@@ -335,7 +379,11 @@ function computeNearestPoints(posP, dirP, posQ, dirQ, out) {
335
379
  return writeNearestPointsResult(out, tP, tQ, pointOnP, pointOnQ, diff.magnitudeSq, !out);
336
380
  }
337
381
  // Surface collision (triangle-based)
338
- function checkSurfaceCollision(ptA, ptB, ptC, colliderPos, colR, colRW, out) {
382
+ /**
383
+ * Checks triangle-surface collision against a collider.
384
+ *
385
+ * @public
386
+ */ function checkSurfaceCollision(ptA, ptB, ptC, colliderPos, colR, colRW, out) {
339
387
  _surfaceNoHit.hit = false;
340
388
  _surfaceNoHit.intersectionPoint.setXYZ(0, 0, 0);
341
389
  _surfaceNoHit.pushOut.setXYZ(0, 0, 0);
@@ -1 +1 @@
1
- {"version":3,"file":"collision.js","sources":["../../../src/animation/joint_dynamics/collision.ts"],"sourcesContent":["// Collision detection & response - direct port of SPCRJointDynamicsJob.cs Collision class\r\n\r\nimport { Vector3 } from '@zephyr3d/base';\r\nimport type { ColliderR, ColliderRW, PointR } from './types';\r\nimport { EPSILON, ColliderForce } from './types';\r\n\r\nexport interface CollisionResult {\r\n hit: boolean;\r\n point: Vector3;\r\n}\r\n\r\nexport interface LineCollisionResult {\r\n hit: boolean;\r\n pointOnLine: Vector3;\r\n pointOnCollider: Vector3;\r\n radius: number;\r\n}\r\n\r\nexport interface SurfaceCheckResult {\r\n hit: boolean;\r\n intersectionPoint: Vector3;\r\n pushOut: Vector3;\r\n pointOnCollider: Vector3;\r\n radius: number;\r\n}\r\n\r\nexport interface NearestPointsResult {\r\n tP: number;\r\n tQ: number;\r\n pointOnP: Vector3;\r\n pointOnQ: Vector3;\r\n sqrDistance: number;\r\n}\r\n\r\nconst _pushoutSphereDirection = new Vector3();\r\nconst _pushoutSphereScaled = new Vector3();\r\nconst _pushoutCapsuleVecN = new Vector3();\r\nconst _pushoutCapsuleTargetVec = new Vector3();\r\nconst _pushoutCapsuleTail = new Vector3();\r\nconst _pushoutCapsulePosOnVec = new Vector3();\r\nconst _pushoutCapsulePushVec = new Vector3();\r\nconst _pushoutCapsuleScaled = new Vector3();\r\nconst _pushInSphereDirection = new Vector3();\r\nconst _pushInSphereDirectionN = new Vector3();\r\nconst _pushInSphereScaled = new Vector3();\r\nconst _pushInCapsuleVecN = new Vector3();\r\nconst _pushInCapsuleTargetVec = new Vector3();\r\nconst _pushInCapsuleTail = new Vector3();\r\nconst _pushInCapsulePosOnVec = new Vector3();\r\nconst _pushInCapsulePullVec = new Vector3();\r\nconst _pushInCapsulePullVecN = new Vector3();\r\nconst _pushInCapsuleScaled = new Vector3();\r\nconst _collisionSphereDir = new Vector3();\r\nconst _collisionSphereDirN = new Vector3();\r\nconst _collisionSphereToCenter = new Vector3();\r\nconst _collisionSphereScaled = new Vector3();\r\nconst _collisionSphereDiff = new Vector3();\r\nconst _collisionCapsuleTail = new Vector3();\r\nconst _collisionCapsulePointDir = new Vector3();\r\nconst _collisionCapsulePtOnCol = new Vector3();\r\nconst _collisionCapsulePtOnLine = new Vector3();\r\nconst _collisionCapsuleDiff = new Vector3();\r\nconst _collisionCapsuleTempLineResult: LineCollisionResult = {\r\n hit: false,\r\n pointOnLine: new Vector3(),\r\n pointOnCollider: new Vector3(),\r\n radius: 0\r\n};\r\nconst _nearestCross0 = new Vector3();\r\nconst _nearestCross1 = new Vector3();\r\nconst _nearestN1 = new Vector3();\r\nconst _nearestN2 = new Vector3();\r\nconst _nearestPosDiff = new Vector3();\r\nconst _nearestPointOnP = new Vector3();\r\nconst _nearestPointOnQ = new Vector3();\r\nconst _nearestPointDiff = new Vector3();\r\nconst _nearestResult: NearestPointsResult = {\r\n tP: 0,\r\n tQ: 0,\r\n pointOnP: new Vector3(),\r\n pointOnQ: new Vector3(),\r\n sqrDistance: 0\r\n};\r\nconst _surfaceNoHit: SurfaceCheckResult = {\r\n hit: false,\r\n intersectionPoint: new Vector3(),\r\n pushOut: new Vector3(),\r\n pointOnCollider: new Vector3(),\r\n radius: 0\r\n};\r\nconst _surfaceTriCenter = new Vector3();\r\nconst _surfaceEdgeAB = new Vector3();\r\nconst _surfaceEdgeAC = new Vector3();\r\nconst _surfacePlaneNormal = new Vector3();\r\nconst _surfacePlaneNormalNeg = new Vector3();\r\nconst _surfaceColliderDir = new Vector3();\r\nconst _surfaceRayDir = new Vector3();\r\nconst _surfaceRayDirN = new Vector3();\r\nconst _surfaceTail = new Vector3();\r\nconst _surfaceIntersection = new Vector3();\r\nconst _surfacePushOut = new Vector3();\r\nconst _surfaceToCol = new Vector3();\r\nconst _surfaceEndVec = new Vector3();\r\nconst _surfaceColDirVec = new Vector3();\r\nconst _surfaceIntersecToEnd = new Vector3();\r\nconst _surfaceColToEnd = new Vector3();\r\nconst _surfaceColToIntersect = new Vector3();\r\nconst _surfaceEVec = new Vector3();\r\nconst _surfacePoc2 = new Vector3();\r\nconst _triangleAp = new Vector3();\r\nconst _triangleBp = new Vector3();\r\nconst _triangleCp = new Vector3();\r\nconst _triangleU = new Vector3();\r\nconst _triangleV = new Vector3();\r\nconst _triangleW = new Vector3();\r\n\r\nfunction writeCollisionResult(\r\n out: CollisionResult | undefined,\r\n hit: boolean,\r\n point: Vector3,\r\n copyPoint: boolean\r\n) {\r\n if (!out) {\r\n return { hit, point: copyPoint ? point.clone() : point };\r\n }\r\n if (!out.point) {\r\n out.point = new Vector3();\r\n }\r\n out.hit = hit;\r\n out.point.set(point);\r\n return out;\r\n}\r\n\r\nfunction writeLineCollisionResult(\r\n out: LineCollisionResult | undefined,\r\n hit: boolean,\r\n pointOnLine: Vector3,\r\n pointOnCollider: Vector3,\r\n radius: number,\r\n copyVectors: boolean\r\n) {\r\n if (!out) {\r\n return {\r\n hit,\r\n pointOnLine: copyVectors ? pointOnLine.clone() : pointOnLine,\r\n pointOnCollider: copyVectors ? pointOnCollider.clone() : pointOnCollider,\r\n radius\r\n };\r\n }\r\n if (!out.pointOnLine) {\r\n out.pointOnLine = new Vector3();\r\n }\r\n if (!out.pointOnCollider) {\r\n out.pointOnCollider = new Vector3();\r\n }\r\n out.hit = hit;\r\n out.pointOnLine.set(pointOnLine);\r\n out.pointOnCollider.set(pointOnCollider);\r\n out.radius = radius;\r\n return out;\r\n}\r\n\r\nfunction writeSurfaceCheckResult(\r\n out: SurfaceCheckResult | undefined,\r\n hit: boolean,\r\n intersectionPoint: Vector3,\r\n pushOut: Vector3,\r\n pointOnCollider: Vector3,\r\n radius: number,\r\n copyVectors: boolean\r\n) {\r\n if (!out) {\r\n return {\r\n hit,\r\n intersectionPoint: copyVectors ? intersectionPoint.clone() : intersectionPoint,\r\n pushOut: copyVectors ? pushOut.clone() : pushOut,\r\n pointOnCollider: copyVectors ? pointOnCollider.clone() : pointOnCollider,\r\n radius\r\n };\r\n }\r\n if (!out.intersectionPoint) {\r\n out.intersectionPoint = new Vector3();\r\n }\r\n if (!out.pushOut) {\r\n out.pushOut = new Vector3();\r\n }\r\n if (!out.pointOnCollider) {\r\n out.pointOnCollider = new Vector3();\r\n }\r\n out.hit = hit;\r\n out.intersectionPoint.set(intersectionPoint);\r\n out.pushOut.set(pushOut);\r\n out.pointOnCollider.set(pointOnCollider);\r\n out.radius = radius;\r\n return out;\r\n}\r\n\r\nfunction writeNearestPointsResult(\r\n out: NearestPointsResult | undefined,\r\n tP: number,\r\n tQ: number,\r\n pointOnP: Vector3,\r\n pointOnQ: Vector3,\r\n sqrDistance: number,\r\n copyVectors: boolean\r\n) {\r\n if (!out) {\r\n return {\r\n tP,\r\n tQ,\r\n pointOnP: copyVectors ? pointOnP.clone() : pointOnP,\r\n pointOnQ: copyVectors ? pointOnQ.clone() : pointOnQ,\r\n sqrDistance\r\n };\r\n }\r\n out.tP = tP;\r\n out.tQ = tQ;\r\n out.pointOnP.set(pointOnP);\r\n out.pointOnQ.set(pointOnQ);\r\n out.sqrDistance = sqrDistance;\r\n return out;\r\n}\r\n\r\n// Pushout (keep point outside collider)\r\n\r\nexport function pushoutFromSphere(\r\n center: Vector3,\r\n radius: number,\r\n pointRadius: number,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const direction = Vector3.sub(point, center, _pushoutSphereDirection);\r\n const sqrLen = direction.magnitudeSq;\r\n if (sqrLen > EPSILON) {\r\n const dirLen = Math.sqrt(sqrLen) - pointRadius;\r\n if (dirLen < radius) {\r\n const scaled = Vector3.scale(direction, radius / dirLen, _pushoutSphereScaled);\r\n Vector3.add(center, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\nexport function pushoutFromCollider(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n ptR: PointR,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return pushoutFromSphere(colRW.positionCurrent, colRW.radius, ptR.pointRadius, point, out);\r\n }\r\n return pushoutFromCapsule(colR, colRW, point, ptR, out);\r\n}\r\n\r\nexport function pushoutFromCapsule(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n ptR: PointR,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const capsuleVec = colRW.directionCurrent;\r\n const capsuleVecN = Vector3.normalize(capsuleVec, _pushoutCapsuleVecN);\r\n const capsulePos = colRW.positionCurrent;\r\n const targetVec = Vector3.sub(point, capsulePos, _pushoutCapsuleTargetVec);\r\n const distOnVec = Vector3.dot(capsuleVecN, targetVec);\r\n\r\n if (distOnVec <= EPSILON) {\r\n return pushoutFromSphere(capsulePos, colRW.radius, ptR.pointRadius, point, out);\r\n }\r\n if (distOnVec >= colR.height) {\r\n const tail = Vector3.add(capsulePos, capsuleVec, _pushoutCapsuleTail);\r\n return pushoutFromSphere(tail, colRW.radius * colR.radiusTailScale, ptR.pointRadius, point, out);\r\n }\r\n\r\n const posOnVec = Vector3.scale(capsuleVecN, distOnVec, _pushoutCapsulePosOnVec);\r\n Vector3.add(capsulePos, posOnVec, posOnVec);\r\n const pushVec = Vector3.sub(point, posOnVec, _pushoutCapsulePushVec);\r\n const sqrPushDist = pushVec.magnitudeSq;\r\n if (sqrPushDist > EPSILON) {\r\n const pushDist = Math.sqrt(sqrPushDist) - ptR.pointRadius;\r\n const r = colRW.radius * lerp(1.0, colR.radiusTailScale, distOnVec / colR.height);\r\n if (pushDist < r) {\r\n const scaled = Vector3.scale(pushVec, r / pushDist, _pushoutCapsuleScaled);\r\n Vector3.add(posOnVec, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\n// PushIn (keep point inside collider - inverse mode)\r\n\r\nexport function pushInFromSphere(\r\n center: Vector3,\r\n radius: number,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const direction = Vector3.sub(center, point, _pushInSphereDirection);\r\n const sqrLen = direction.magnitudeSq;\r\n if (sqrLen > EPSILON && sqrLen > radius * radius) {\r\n const dirLen = Math.sqrt(sqrLen);\r\n const directionN = Vector3.normalize(direction, _pushInSphereDirectionN);\r\n const scaled = Vector3.scale(directionN, dirLen - radius, _pushInSphereScaled);\r\n Vector3.add(point, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\nexport function pushInFromCollider(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return pushInFromSphere(colRW.positionCurrent, colRW.radius, point, out);\r\n }\r\n return pushInFromCapsule(colR, colRW, point, out);\r\n}\r\n\r\nexport function pushInFromCapsule(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const capsuleVec = colRW.directionCurrent;\r\n const capsuleVecN = Vector3.normalize(capsuleVec, _pushInCapsuleVecN);\r\n const capsulePos = colRW.positionCurrent;\r\n const targetVec = Vector3.sub(point, capsulePos, _pushInCapsuleTargetVec);\r\n const distOnVec = Vector3.dot(capsuleVecN, targetVec);\r\n\r\n if (distOnVec <= EPSILON) {\r\n return pushInFromSphere(capsulePos, colRW.radius, point, out);\r\n }\r\n if (distOnVec >= colR.height) {\r\n const tail = Vector3.add(capsulePos, capsuleVec, _pushInCapsuleTail);\r\n return pushInFromSphere(tail, colRW.radius * colR.radiusTailScale, point, out);\r\n }\r\n\r\n const posOnVec = Vector3.scale(capsuleVecN, distOnVec, _pushInCapsulePosOnVec);\r\n Vector3.add(capsulePos, posOnVec, posOnVec);\r\n const pullVec = Vector3.sub(posOnVec, point, _pushInCapsulePullVec);\r\n const sqrPullDist = pullVec.magnitudeSq;\r\n if (sqrPullDist > EPSILON) {\r\n const r = colRW.radius * lerp(1.0, colR.radiusTailScale, colR.height / distOnVec);\r\n if (sqrPullDist > r * r) {\r\n const pullDist = Math.sqrt(sqrPullDist);\r\n const pullVecN = Vector3.normalize(pullVec, _pushInCapsulePullVecN);\r\n const scaled = Vector3.scale(pullVecN, pullDist - r, _pushInCapsuleScaled);\r\n Vector3.add(point, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\n// Line segment vs collider detection\r\n\r\nexport function collisionDetectionSphere(\r\n center: Vector3,\r\n radius: number,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n const dir = Vector3.sub(point2, point1, _collisionSphereDir);\r\n const dirLen = dir.magnitude;\r\n if (dirLen < EPSILON) {\r\n return writeLineCollisionResult(out, false, point1, center, radius, !out);\r\n }\r\n const dirN = Vector3.scale(dir, 1 / dirLen, _collisionSphereDirN);\r\n const toCenter = Vector3.sub(center, point1, _collisionSphereToCenter);\r\n const dot = Vector3.dot(dirN, toCenter);\r\n const clamped = Math.max(0, Math.min(dot, dirLen));\r\n const ptOnLine = Vector3.scale(dirN, clamped, _collisionSphereScaled);\r\n Vector3.add(point1, ptOnLine, ptOnLine);\r\n const diff = Vector3.sub(center, ptOnLine, _collisionSphereDiff);\r\n const hit = diff.magnitudeSq <= radius * radius;\r\n return writeLineCollisionResult(out, hit, ptOnLine, center, radius, !out);\r\n}\r\n\r\nexport function collisionDetectionCapsule(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n const capsuleDir = colRW.directionCurrent;\r\n const capsulePos = colRW.positionCurrent;\r\n\r\n let res = collisionDetectionSphere(capsulePos, colRW.radius, point1, point2, out);\r\n if (res.hit) {\r\n return res;\r\n }\r\n\r\n const tail = Vector3.add(capsulePos, capsuleDir, _collisionCapsuleTail);\r\n res = collisionDetectionSphere(\r\n tail,\r\n colRW.radius * colR.radiusTailScale,\r\n point1,\r\n point2,\r\n _collisionCapsuleTempLineResult\r\n );\r\n if (res.hit) {\r\n return writeLineCollisionResult(out, true, res.pointOnLine, res.pointOnCollider, res.radius, !out);\r\n }\r\n\r\n const pointDir = Vector3.sub(point2, point1, _collisionCapsulePointDir);\r\n const nearest = computeNearestPoints(capsulePos, capsuleDir, point1, pointDir, _nearestResult);\r\n const t1 = Math.max(0, Math.min(1, nearest.tP));\r\n const r = colRW.radius * lerp(1.0, colR.radiusTailScale, t1);\r\n\r\n if (nearest.sqrDistance > r * r) {\r\n return writeLineCollisionResult(out, false, point1, capsulePos, r, !out);\r\n }\r\n\r\n const t2 = Math.max(0, Math.min(1, nearest.tQ));\r\n const ptOnCol = Vector3.scale(capsuleDir, t1, _collisionCapsulePtOnCol);\r\n Vector3.add(capsulePos, ptOnCol, ptOnCol);\r\n const ptOnLine = Vector3.scale(pointDir, t2, _collisionCapsulePtOnLine);\r\n Vector3.add(point1, ptOnLine, ptOnLine);\r\n const diff = Vector3.sub(ptOnCol, ptOnLine, _collisionCapsuleDiff);\r\n const hit = diff.magnitudeSq <= r * r;\r\n return writeLineCollisionResult(out, hit, ptOnLine, ptOnCol, r, !out);\r\n}\r\n\r\nexport function collisionDetection(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return collisionDetectionSphere(colRW.positionCurrent, colRW.radius, point1, point2, out);\r\n }\r\n return collisionDetectionCapsule(colR, colRW, point1, point2, out);\r\n}\r\n\r\nexport function pushInCollisionDetection(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return collisionDetectionSphere(colRW.positionCurrent, colRW.radius, point1, point2, out);\r\n }\r\n const res = collisionDetectionCapsule(colR, colRW, point1, point2, out);\r\n res.hit = false;\r\n return res;\r\n}\r\n\r\n// Nearest points between two line segments\r\n\r\nexport function computeNearestPoints(\r\n posP: Vector3,\r\n dirP: Vector3,\r\n posQ: Vector3,\r\n dirQ: Vector3,\r\n out?: NearestPointsResult\r\n): {\r\n tP: number;\r\n tQ: number;\r\n pointOnP: Vector3;\r\n pointOnQ: Vector3;\r\n sqrDistance: number;\r\n} {\r\n const cross0 = Vector3.cross(dirQ, dirP, _nearestCross0);\r\n const n1 = Vector3.cross(dirP, cross0, _nearestN1);\r\n const cross1 = Vector3.cross(dirP, dirQ, _nearestCross1);\r\n const n2 = Vector3.cross(dirQ, cross1, _nearestN2);\r\n const dP_n2 = Vector3.dot(dirP, n2);\r\n const dQ_n1 = Vector3.dot(dirQ, n1);\r\n const posDiff = Vector3.sub(posQ, posP, _nearestPosDiff);\r\n const tP = dP_n2 !== 0 ? Vector3.dot(posDiff, n2) / dP_n2 : 0;\r\n const tQ = dQ_n1 !== 0 ? Vector3.dot(Vector3.scale(posDiff, -1, posDiff), n1) / dQ_n1 : 0;\r\n const pointOnP = Vector3.scale(dirP, tP, _nearestPointOnP);\r\n Vector3.add(posP, pointOnP, pointOnP);\r\n const pointOnQ = Vector3.scale(dirQ, tQ, _nearestPointOnQ);\r\n Vector3.add(posQ, pointOnQ, pointOnQ);\r\n const diff = Vector3.sub(pointOnQ, pointOnP, _nearestPointDiff);\r\n return writeNearestPointsResult(out, tP, tQ, pointOnP, pointOnQ, diff.magnitudeSq, !out);\r\n}\r\n\r\n// Surface collision (triangle-based)\r\n\r\nexport function checkSurfaceCollision(\r\n ptA: Vector3,\r\n ptB: Vector3,\r\n ptC: Vector3,\r\n colliderPos: Vector3,\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n out?: SurfaceCheckResult\r\n): SurfaceCheckResult {\r\n _surfaceNoHit.hit = false;\r\n _surfaceNoHit.intersectionPoint.setXYZ(0, 0, 0);\r\n _surfaceNoHit.pushOut.setXYZ(0, 0, 0);\r\n _surfaceNoHit.pointOnCollider.set(colliderPos);\r\n _surfaceNoHit.radius = colRW.radius;\r\n\r\n let pointOnCollider = colliderPos;\r\n let radius = colRW.radius;\r\n const isCapsule = colR.height > EPSILON;\r\n\r\n const triCenter = centerOfTriangle(ptA, ptB, ptC, _surfaceTriCenter);\r\n const edgeAB = Vector3.sub(ptB, ptA, _surfaceEdgeAB);\r\n const edgeAC = Vector3.sub(ptC, ptA, _surfaceEdgeAC);\r\n const planeNormal = Vector3.cross(edgeAB, edgeAC, _surfacePlaneNormal);\r\n Vector3.normalize(planeNormal, planeNormal);\r\n Vector3.scale(planeNormal, -1, planeNormal);\r\n const planeNormalNeg = Vector3.scale(planeNormal, -1, _surfacePlaneNormalNeg);\r\n const planeDist = -Vector3.dot(planeNormalNeg, ptA);\r\n const colliderDir = Vector3.sub(colliderPos, triCenter, _surfaceColliderDir);\r\n Vector3.normalize(colliderDir, colliderDir);\r\n const dot = Vector3.dot(colliderDir, planeNormal);\r\n\r\n if (isCapsule) {\r\n const side = Vector3.dot(colRW.directionCurrent, planeNormal) * dot;\r\n const rayDir = Vector3.scale(planeNormal, dot * -1, _surfaceRayDir);\r\n const tempPOC = pointOnCollider;\r\n\r\n if (side < 0) {\r\n radius = colRW.radius * colR.radiusTailScale;\r\n pointOnCollider = Vector3.add(colliderPos, colRW.directionCurrent, _surfaceTail);\r\n }\r\n\r\n const rayDirN = Vector3.normalize(rayDir, _surfaceRayDirN);\r\n const enter = raycast(planeNormalNeg, planeDist, pointOnCollider, rayDirN);\r\n if (enter !== null) {\r\n const ip = Vector3.scale(rayDirN, enter, _surfaceIntersection);\r\n Vector3.add(pointOnCollider, ip, ip);\r\n if (triangleContainsPoint(ptA, ptB, ptC, ip)) {\r\n const pushOut = Vector3.sub(ip, pointOnCollider, _surfacePushOut);\r\n const toCol = Vector3.sub(pointOnCollider, ip, _surfaceToCol);\r\n if (toCol.magnitudeSq <= radius * radius) {\r\n return writeSurfaceCheckResult(out, true, ip, pushOut, pointOnCollider, radius, !out);\r\n }\r\n }\r\n } else if (colR.forceType !== ColliderForce.Off) {\r\n pointOnCollider = tempPOC;\r\n let endVec = Vector3.add(colliderPos, colRW.directionCurrent, _surfaceEndVec);\r\n _surfaceColDirVec.set(colRW.directionCurrent);\r\n let colDirVec = _surfaceColDirVec;\r\n if (colR.forceType === ColliderForce.Pull) {\r\n const tmp = pointOnCollider;\r\n pointOnCollider = endVec;\r\n endVec = tmp;\r\n colDirVec = Vector3.scale(colDirVec, -1, colDirVec);\r\n }\r\n const enter2 = raycast(planeNormalNeg, planeDist, pointOnCollider, colDirVec);\r\n if (enter2 !== null) {\r\n const ip = Vector3.scale(colDirVec, enter2, _surfaceIntersection);\r\n Vector3.add(pointOnCollider, ip, ip);\r\n if (triangleContainsPoint(ptA, ptB, ptC, ip)) {\r\n const intersecToEnd = Vector3.sub(endVec, ip, _surfaceIntersecToEnd);\r\n const colToEnd = Vector3.sub(endVec, pointOnCollider, _surfaceColToEnd);\r\n const colToIntersect = Vector3.sub(ip, pointOnCollider, _surfaceColToIntersect);\r\n const pDot = Vector3.dot(intersecToEnd, colToIntersect);\r\n const lDot = Vector3.dot(colToEnd, colToEnd);\r\n if (!(pDot >= 0 && pDot <= lDot)) {\r\n return writeSurfaceCheckResult(\r\n out,\r\n _surfaceNoHit.hit,\r\n _surfaceNoHit.intersectionPoint,\r\n _surfaceNoHit.pushOut,\r\n _surfaceNoHit.pointOnCollider,\r\n _surfaceNoHit.radius,\r\n !out\r\n );\r\n }\r\n const dotVal = Vector3.dot(colToEnd, colToIntersect);\r\n const s2eMag = Vector3.dot(colToEnd, colToEnd);\r\n const colToEndN = Vector3.normalize(colToEnd, colToEnd);\r\n const eVec = Vector3.scale(colToEndN, -radius, _surfaceEVec);\r\n Vector3.add(pointOnCollider, eVec, eVec);\r\n const pushOut = Vector3.sub(ip, eVec, _surfacePushOut);\r\n const poc2 = Vector3.scale(colToEnd, dotVal / s2eMag, _surfacePoc2);\r\n Vector3.add(pointOnCollider, poc2, poc2);\r\n const toCol = Vector3.sub(poc2, ip, _surfaceToCol);\r\n if (toCol.magnitudeSq <= radius * radius) {\r\n return writeSurfaceCheckResult(out, true, ip, pushOut, poc2, radius, !out);\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n const rayDir = Vector3.scale(planeNormal, dot * -1, _surfaceRayDir);\r\n const rayDirN = Vector3.normalize(rayDir, _surfaceRayDirN);\r\n const enter = raycast(planeNormalNeg, planeDist, pointOnCollider, rayDirN);\r\n if (enter !== null) {\r\n const ip = Vector3.scale(rayDirN, enter, _surfaceIntersection);\r\n Vector3.add(pointOnCollider, ip, ip);\r\n if (triangleContainsPoint(ptA, ptB, ptC, ip)) {\r\n const pushOut = Vector3.sub(ip, pointOnCollider, _surfacePushOut);\r\n const toCol = Vector3.sub(pointOnCollider, ip, _surfaceToCol);\r\n if (toCol.magnitudeSq <= radius * radius) {\r\n return writeSurfaceCheckResult(out, true, ip, pushOut, pointOnCollider, radius, !out);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return writeSurfaceCheckResult(\r\n out,\r\n _surfaceNoHit.hit,\r\n _surfaceNoHit.intersectionPoint,\r\n _surfaceNoHit.pushOut,\r\n _surfaceNoHit.pointOnCollider,\r\n _surfaceNoHit.radius,\r\n !out\r\n );\r\n}\r\n\r\n// Helpers\r\n\r\nfunction raycast(normal: Vector3, planeDist: number, origin: Vector3, direction: Vector3): number | null {\r\n const vdot = Vector3.dot(direction, normal);\r\n const ndot = -Vector3.dot(origin, normal) - planeDist;\r\n if (Math.abs(vdot) <= EPSILON) {\r\n 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+ {"version":3,"file":"collision.js","sources":["../../../src/animation/joint_dynamics/collision.ts"],"sourcesContent":["// Collision detection & response - direct port of SPCRJointDynamicsJob.cs Collision class\r\n\r\nimport { Vector3 } from '@zephyr3d/base';\r\nimport type { ColliderR, ColliderRW, PointR } from './types';\r\nimport { EPSILON, ColliderForce } from './types';\r\n\r\n/** @public */\r\nexport interface CollisionResult {\r\n hit: boolean;\r\n point: Vector3;\r\n}\r\n\r\n/** @public */\r\nexport interface LineCollisionResult {\r\n hit: boolean;\r\n pointOnLine: Vector3;\r\n pointOnCollider: Vector3;\r\n radius: number;\r\n}\r\n\r\n/** @public */\r\nexport interface SurfaceCheckResult {\r\n hit: boolean;\r\n intersectionPoint: Vector3;\r\n pushOut: Vector3;\r\n pointOnCollider: Vector3;\r\n radius: number;\r\n}\r\n\r\n/** @public */\r\nexport interface NearestPointsResult {\r\n tP: number;\r\n tQ: number;\r\n pointOnP: Vector3;\r\n pointOnQ: Vector3;\r\n sqrDistance: number;\r\n}\r\n\r\nconst _pushoutSphereDirection = new Vector3();\r\nconst _pushoutSphereScaled = new Vector3();\r\nconst _pushoutCapsuleVecN = new Vector3();\r\nconst _pushoutCapsuleTargetVec = new Vector3();\r\nconst _pushoutCapsuleTail = new Vector3();\r\nconst _pushoutCapsulePosOnVec = new Vector3();\r\nconst _pushoutCapsulePushVec = new Vector3();\r\nconst _pushoutCapsuleScaled = new Vector3();\r\nconst _pushInSphereDirection = new Vector3();\r\nconst _pushInSphereDirectionN = new Vector3();\r\nconst _pushInSphereScaled = new Vector3();\r\nconst _pushInCapsuleVecN = new Vector3();\r\nconst _pushInCapsuleTargetVec = new Vector3();\r\nconst _pushInCapsuleTail = new Vector3();\r\nconst _pushInCapsulePosOnVec = new Vector3();\r\nconst _pushInCapsulePullVec = new Vector3();\r\nconst _pushInCapsulePullVecN = new Vector3();\r\nconst _pushInCapsuleScaled = new Vector3();\r\nconst _collisionSphereDir = new Vector3();\r\nconst _collisionSphereDirN = new Vector3();\r\nconst _collisionSphereToCenter = new Vector3();\r\nconst _collisionSphereScaled = new Vector3();\r\nconst _collisionSphereDiff = new Vector3();\r\nconst _collisionCapsuleTail = new Vector3();\r\nconst _collisionCapsulePointDir = new Vector3();\r\nconst _collisionCapsulePtOnCol = new Vector3();\r\nconst _collisionCapsulePtOnLine = new Vector3();\r\nconst _collisionCapsuleDiff = new Vector3();\r\nconst _collisionCapsuleTempLineResult: LineCollisionResult = {\r\n hit: false,\r\n pointOnLine: new Vector3(),\r\n pointOnCollider: new Vector3(),\r\n radius: 0\r\n};\r\nconst _nearestCross0 = new Vector3();\r\nconst _nearestCross1 = new Vector3();\r\nconst _nearestN1 = new Vector3();\r\nconst _nearestN2 = new Vector3();\r\nconst _nearestPosDiff = new Vector3();\r\nconst _nearestPointOnP = new Vector3();\r\nconst _nearestPointOnQ = new Vector3();\r\nconst _nearestPointDiff = new Vector3();\r\nconst _nearestResult: NearestPointsResult = {\r\n tP: 0,\r\n tQ: 0,\r\n pointOnP: new Vector3(),\r\n pointOnQ: new Vector3(),\r\n sqrDistance: 0\r\n};\r\nconst _surfaceNoHit: SurfaceCheckResult = {\r\n hit: false,\r\n intersectionPoint: new Vector3(),\r\n pushOut: new Vector3(),\r\n pointOnCollider: new Vector3(),\r\n radius: 0\r\n};\r\nconst _surfaceTriCenter = new Vector3();\r\nconst _surfaceEdgeAB = new Vector3();\r\nconst _surfaceEdgeAC = new Vector3();\r\nconst _surfacePlaneNormal = new Vector3();\r\nconst _surfacePlaneNormalNeg = new Vector3();\r\nconst _surfaceColliderDir = new Vector3();\r\nconst _surfaceRayDir = new Vector3();\r\nconst _surfaceRayDirN = new Vector3();\r\nconst _surfaceTail = new Vector3();\r\nconst _surfaceIntersection = new Vector3();\r\nconst _surfacePushOut = new Vector3();\r\nconst _surfaceToCol = new Vector3();\r\nconst _surfaceEndVec = new Vector3();\r\nconst _surfaceColDirVec = new Vector3();\r\nconst _surfaceIntersecToEnd = new Vector3();\r\nconst _surfaceColToEnd = new Vector3();\r\nconst _surfaceColToIntersect = new Vector3();\r\nconst _surfaceEVec = new Vector3();\r\nconst _surfacePoc2 = new Vector3();\r\nconst _triangleAp = new Vector3();\r\nconst _triangleBp = new Vector3();\r\nconst _triangleCp = new Vector3();\r\nconst _triangleU = new Vector3();\r\nconst _triangleV = new Vector3();\r\nconst _triangleW = new Vector3();\r\n\r\nfunction writeCollisionResult(\r\n out: CollisionResult | undefined,\r\n hit: boolean,\r\n point: Vector3,\r\n copyPoint: boolean\r\n) {\r\n if (!out) {\r\n return { hit, point: copyPoint ? point.clone() : point };\r\n }\r\n if (!out.point) {\r\n out.point = new Vector3();\r\n }\r\n out.hit = hit;\r\n out.point.set(point);\r\n return out;\r\n}\r\n\r\nfunction writeLineCollisionResult(\r\n out: LineCollisionResult | undefined,\r\n hit: boolean,\r\n pointOnLine: Vector3,\r\n pointOnCollider: Vector3,\r\n radius: number,\r\n copyVectors: boolean\r\n) {\r\n if (!out) {\r\n return {\r\n hit,\r\n pointOnLine: copyVectors ? pointOnLine.clone() : pointOnLine,\r\n pointOnCollider: copyVectors ? pointOnCollider.clone() : pointOnCollider,\r\n radius\r\n };\r\n }\r\n if (!out.pointOnLine) {\r\n out.pointOnLine = new Vector3();\r\n }\r\n if (!out.pointOnCollider) {\r\n out.pointOnCollider = new Vector3();\r\n }\r\n out.hit = hit;\r\n out.pointOnLine.set(pointOnLine);\r\n out.pointOnCollider.set(pointOnCollider);\r\n out.radius = radius;\r\n return out;\r\n}\r\n\r\nfunction writeSurfaceCheckResult(\r\n out: SurfaceCheckResult | undefined,\r\n hit: boolean,\r\n intersectionPoint: Vector3,\r\n pushOut: Vector3,\r\n pointOnCollider: Vector3,\r\n radius: number,\r\n copyVectors: boolean\r\n) {\r\n if (!out) {\r\n return {\r\n hit,\r\n intersectionPoint: copyVectors ? intersectionPoint.clone() : intersectionPoint,\r\n pushOut: copyVectors ? pushOut.clone() : pushOut,\r\n pointOnCollider: copyVectors ? pointOnCollider.clone() : pointOnCollider,\r\n radius\r\n };\r\n }\r\n if (!out.intersectionPoint) {\r\n out.intersectionPoint = new Vector3();\r\n }\r\n if (!out.pushOut) {\r\n out.pushOut = new Vector3();\r\n }\r\n if (!out.pointOnCollider) {\r\n out.pointOnCollider = new Vector3();\r\n }\r\n out.hit = hit;\r\n out.intersectionPoint.set(intersectionPoint);\r\n out.pushOut.set(pushOut);\r\n out.pointOnCollider.set(pointOnCollider);\r\n out.radius = radius;\r\n return out;\r\n}\r\n\r\nfunction writeNearestPointsResult(\r\n out: NearestPointsResult | undefined,\r\n tP: number,\r\n tQ: number,\r\n pointOnP: Vector3,\r\n pointOnQ: Vector3,\r\n sqrDistance: number,\r\n copyVectors: boolean\r\n) {\r\n if (!out) {\r\n return {\r\n tP,\r\n tQ,\r\n pointOnP: copyVectors ? pointOnP.clone() : pointOnP,\r\n pointOnQ: copyVectors ? pointOnQ.clone() : pointOnQ,\r\n sqrDistance\r\n };\r\n }\r\n out.tP = tP;\r\n out.tQ = tQ;\r\n out.pointOnP.set(pointOnP);\r\n out.pointOnQ.set(pointOnQ);\r\n out.sqrDistance = sqrDistance;\r\n return out;\r\n}\r\n\r\n// Pushout (keep point outside collider)\r\n\r\n/**\r\n * Pushes a point out of a sphere collider.\r\n *\r\n * @public\r\n */\r\nexport function pushoutFromSphere(\r\n center: Vector3,\r\n radius: number,\r\n pointRadius: number,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const direction = Vector3.sub(point, center, _pushoutSphereDirection);\r\n const sqrLen = direction.magnitudeSq;\r\n if (sqrLen > EPSILON) {\r\n const dirLen = Math.sqrt(sqrLen) - pointRadius;\r\n if (dirLen < radius) {\r\n const scaled = Vector3.scale(direction, radius / dirLen, _pushoutSphereScaled);\r\n Vector3.add(center, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\n/**\r\n * Pushes a point out of a collider.\r\n *\r\n * @public\r\n */\r\nexport function pushoutFromCollider(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n ptR: PointR,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return pushoutFromSphere(colRW.positionCurrent, colRW.radius, ptR.pointRadius, point, out);\r\n }\r\n return pushoutFromCapsule(colR, colRW, point, ptR, out);\r\n}\r\n\r\n/**\r\n * Pushes a point out of a capsule collider.\r\n *\r\n * @public\r\n */\r\nexport function pushoutFromCapsule(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n ptR: PointR,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const capsuleVec = colRW.directionCurrent;\r\n const capsuleVecN = Vector3.normalize(capsuleVec, _pushoutCapsuleVecN);\r\n const capsulePos = colRW.positionCurrent;\r\n const targetVec = Vector3.sub(point, capsulePos, _pushoutCapsuleTargetVec);\r\n const distOnVec = Vector3.dot(capsuleVecN, targetVec);\r\n\r\n if (distOnVec <= EPSILON) {\r\n return pushoutFromSphere(capsulePos, colRW.radius, ptR.pointRadius, point, out);\r\n }\r\n if (distOnVec >= colR.height) {\r\n const tail = Vector3.add(capsulePos, capsuleVec, _pushoutCapsuleTail);\r\n return pushoutFromSphere(tail, colRW.radius * colR.radiusTailScale, ptR.pointRadius, point, out);\r\n }\r\n\r\n const posOnVec = Vector3.scale(capsuleVecN, distOnVec, _pushoutCapsulePosOnVec);\r\n Vector3.add(capsulePos, posOnVec, posOnVec);\r\n const pushVec = Vector3.sub(point, posOnVec, _pushoutCapsulePushVec);\r\n const sqrPushDist = pushVec.magnitudeSq;\r\n if (sqrPushDist > EPSILON) {\r\n const pushDist = Math.sqrt(sqrPushDist) - ptR.pointRadius;\r\n const r = colRW.radius * lerp(1.0, colR.radiusTailScale, distOnVec / colR.height);\r\n if (pushDist < r) {\r\n const scaled = Vector3.scale(pushVec, r / pushDist, _pushoutCapsuleScaled);\r\n Vector3.add(posOnVec, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\n// PushIn (keep point inside collider - inverse mode)\r\n\r\n/**\r\n * Pulls a point inside a sphere collider.\r\n *\r\n * @public\r\n */\r\nexport function pushInFromSphere(\r\n center: Vector3,\r\n radius: number,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const direction = Vector3.sub(center, point, _pushInSphereDirection);\r\n const sqrLen = direction.magnitudeSq;\r\n if (sqrLen > EPSILON && sqrLen > radius * radius) {\r\n const dirLen = Math.sqrt(sqrLen);\r\n const directionN = Vector3.normalize(direction, _pushInSphereDirectionN);\r\n const scaled = Vector3.scale(directionN, dirLen - radius, _pushInSphereScaled);\r\n Vector3.add(point, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\n/**\r\n * Pulls a point inside a collider.\r\n *\r\n * @public\r\n */\r\nexport function pushInFromCollider(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return pushInFromSphere(colRW.positionCurrent, colRW.radius, point, out);\r\n }\r\n return pushInFromCapsule(colR, colRW, point, out);\r\n}\r\n\r\n/**\r\n * Pulls a point inside a capsule collider.\r\n *\r\n * @public\r\n */\r\nexport function pushInFromCapsule(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point: Vector3,\r\n out?: CollisionResult\r\n): CollisionResult {\r\n const capsuleVec = colRW.directionCurrent;\r\n const capsuleVecN = Vector3.normalize(capsuleVec, _pushInCapsuleVecN);\r\n const capsulePos = colRW.positionCurrent;\r\n const targetVec = Vector3.sub(point, capsulePos, _pushInCapsuleTargetVec);\r\n const distOnVec = Vector3.dot(capsuleVecN, targetVec);\r\n\r\n if (distOnVec <= EPSILON) {\r\n return pushInFromSphere(capsulePos, colRW.radius, point, out);\r\n }\r\n if (distOnVec >= colR.height) {\r\n const tail = Vector3.add(capsulePos, capsuleVec, _pushInCapsuleTail);\r\n return pushInFromSphere(tail, colRW.radius * colR.radiusTailScale, point, out);\r\n }\r\n\r\n const posOnVec = Vector3.scale(capsuleVecN, distOnVec, _pushInCapsulePosOnVec);\r\n Vector3.add(capsulePos, posOnVec, posOnVec);\r\n const pullVec = Vector3.sub(posOnVec, point, _pushInCapsulePullVec);\r\n const sqrPullDist = pullVec.magnitudeSq;\r\n if (sqrPullDist > EPSILON) {\r\n const r = colRW.radius * lerp(1.0, colR.radiusTailScale, colR.height / distOnVec);\r\n if (sqrPullDist > r * r) {\r\n const pullDist = Math.sqrt(sqrPullDist);\r\n const pullVecN = Vector3.normalize(pullVec, _pushInCapsulePullVecN);\r\n const scaled = Vector3.scale(pullVecN, pullDist - r, _pushInCapsuleScaled);\r\n Vector3.add(point, scaled, scaled);\r\n return writeCollisionResult(out, true, scaled, !out);\r\n }\r\n }\r\n return writeCollisionResult(out, false, point, !out);\r\n}\r\n\r\n// Line segment vs collider detection\r\n\r\n/**\r\n * Performs sphere collision detection.\r\n *\r\n * @public\r\n */\r\nexport function collisionDetectionSphere(\r\n center: Vector3,\r\n radius: number,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n const dir = Vector3.sub(point2, point1, _collisionSphereDir);\r\n const dirLen = dir.magnitude;\r\n if (dirLen < EPSILON) {\r\n return writeLineCollisionResult(out, false, point1, center, radius, !out);\r\n }\r\n const dirN = Vector3.scale(dir, 1 / dirLen, _collisionSphereDirN);\r\n const toCenter = Vector3.sub(center, point1, _collisionSphereToCenter);\r\n const dot = Vector3.dot(dirN, toCenter);\r\n const clamped = Math.max(0, Math.min(dot, dirLen));\r\n const ptOnLine = Vector3.scale(dirN, clamped, _collisionSphereScaled);\r\n Vector3.add(point1, ptOnLine, ptOnLine);\r\n const diff = Vector3.sub(center, ptOnLine, _collisionSphereDiff);\r\n const hit = diff.magnitudeSq <= radius * radius;\r\n return writeLineCollisionResult(out, hit, ptOnLine, center, radius, !out);\r\n}\r\n\r\n/**\r\n * Performs capsule collision detection.\r\n *\r\n * @public\r\n */\r\nexport function collisionDetectionCapsule(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n const capsuleDir = colRW.directionCurrent;\r\n const capsulePos = colRW.positionCurrent;\r\n\r\n let res = collisionDetectionSphere(capsulePos, colRW.radius, point1, point2, out);\r\n if (res.hit) {\r\n return res;\r\n }\r\n\r\n const tail = Vector3.add(capsulePos, capsuleDir, _collisionCapsuleTail);\r\n res = collisionDetectionSphere(\r\n tail,\r\n colRW.radius * colR.radiusTailScale,\r\n point1,\r\n point2,\r\n _collisionCapsuleTempLineResult\r\n );\r\n if (res.hit) {\r\n return writeLineCollisionResult(out, true, res.pointOnLine, res.pointOnCollider, res.radius, !out);\r\n }\r\n\r\n const pointDir = Vector3.sub(point2, point1, _collisionCapsulePointDir);\r\n const nearest = computeNearestPoints(capsulePos, capsuleDir, point1, pointDir, _nearestResult);\r\n const t1 = Math.max(0, Math.min(1, nearest.tP));\r\n const r = colRW.radius * lerp(1.0, colR.radiusTailScale, t1);\r\n\r\n if (nearest.sqrDistance > r * r) {\r\n return writeLineCollisionResult(out, false, point1, capsulePos, r, !out);\r\n }\r\n\r\n const t2 = Math.max(0, Math.min(1, nearest.tQ));\r\n const ptOnCol = Vector3.scale(capsuleDir, t1, _collisionCapsulePtOnCol);\r\n Vector3.add(capsulePos, ptOnCol, ptOnCol);\r\n const ptOnLine = Vector3.scale(pointDir, t2, _collisionCapsulePtOnLine);\r\n Vector3.add(point1, ptOnLine, ptOnLine);\r\n const diff = Vector3.sub(ptOnCol, ptOnLine, _collisionCapsuleDiff);\r\n const hit = diff.magnitudeSq <= r * r;\r\n return writeLineCollisionResult(out, hit, ptOnLine, ptOnCol, r, !out);\r\n}\r\n\r\n/**\r\n * Performs collision detection against the specified collider.\r\n *\r\n * @public\r\n */\r\nexport function collisionDetection(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return collisionDetectionSphere(colRW.positionCurrent, colRW.radius, point1, point2, out);\r\n }\r\n return collisionDetectionCapsule(colR, colRW, point1, point2, out);\r\n}\r\n\r\n/**\r\n * Performs inward collision detection.\r\n *\r\n * @public\r\n */\r\nexport function pushInCollisionDetection(\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n point1: Vector3,\r\n point2: Vector3,\r\n out?: LineCollisionResult\r\n): LineCollisionResult {\r\n if (colR.height <= EPSILON) {\r\n return collisionDetectionSphere(colRW.positionCurrent, colRW.radius, point1, point2, out);\r\n }\r\n const res = collisionDetectionCapsule(colR, colRW, point1, point2, out);\r\n res.hit = false;\r\n return res;\r\n}\r\n\r\n// Nearest points between two line segments\r\n\r\n/**\r\n * Computes the nearest points between two segments.\r\n *\r\n * @public\r\n */\r\nexport function computeNearestPoints(\r\n posP: Vector3,\r\n dirP: Vector3,\r\n posQ: Vector3,\r\n dirQ: Vector3,\r\n out?: NearestPointsResult\r\n): {\r\n tP: number;\r\n tQ: number;\r\n pointOnP: Vector3;\r\n pointOnQ: Vector3;\r\n sqrDistance: number;\r\n} {\r\n const cross0 = Vector3.cross(dirQ, dirP, _nearestCross0);\r\n const n1 = Vector3.cross(dirP, cross0, _nearestN1);\r\n const cross1 = Vector3.cross(dirP, dirQ, _nearestCross1);\r\n const n2 = Vector3.cross(dirQ, cross1, _nearestN2);\r\n const dP_n2 = Vector3.dot(dirP, n2);\r\n const dQ_n1 = Vector3.dot(dirQ, n1);\r\n const posDiff = Vector3.sub(posQ, posP, _nearestPosDiff);\r\n const tP = dP_n2 !== 0 ? Vector3.dot(posDiff, n2) / dP_n2 : 0;\r\n const tQ = dQ_n1 !== 0 ? Vector3.dot(Vector3.scale(posDiff, -1, posDiff), n1) / dQ_n1 : 0;\r\n const pointOnP = Vector3.scale(dirP, tP, _nearestPointOnP);\r\n Vector3.add(posP, pointOnP, pointOnP);\r\n const pointOnQ = Vector3.scale(dirQ, tQ, _nearestPointOnQ);\r\n Vector3.add(posQ, pointOnQ, pointOnQ);\r\n const diff = Vector3.sub(pointOnQ, pointOnP, _nearestPointDiff);\r\n return writeNearestPointsResult(out, tP, tQ, pointOnP, pointOnQ, diff.magnitudeSq, !out);\r\n}\r\n\r\n// Surface collision (triangle-based)\r\n\r\n/**\r\n * Checks triangle-surface collision against a collider.\r\n *\r\n * @public\r\n */\r\nexport function checkSurfaceCollision(\r\n ptA: Vector3,\r\n ptB: Vector3,\r\n ptC: Vector3,\r\n colliderPos: Vector3,\r\n colR: ColliderR,\r\n colRW: ColliderRW,\r\n out?: SurfaceCheckResult\r\n): SurfaceCheckResult {\r\n _surfaceNoHit.hit = false;\r\n _surfaceNoHit.intersectionPoint.setXYZ(0, 0, 0);\r\n _surfaceNoHit.pushOut.setXYZ(0, 0, 0);\r\n _surfaceNoHit.pointOnCollider.set(colliderPos);\r\n _surfaceNoHit.radius = colRW.radius;\r\n\r\n let pointOnCollider = colliderPos;\r\n let radius = colRW.radius;\r\n const isCapsule = colR.height > EPSILON;\r\n\r\n const triCenter = centerOfTriangle(ptA, ptB, ptC, _surfaceTriCenter);\r\n const edgeAB = Vector3.sub(ptB, ptA, _surfaceEdgeAB);\r\n const edgeAC = Vector3.sub(ptC, ptA, _surfaceEdgeAC);\r\n const planeNormal = Vector3.cross(edgeAB, edgeAC, _surfacePlaneNormal);\r\n Vector3.normalize(planeNormal, planeNormal);\r\n Vector3.scale(planeNormal, -1, planeNormal);\r\n const planeNormalNeg = Vector3.scale(planeNormal, -1, _surfacePlaneNormalNeg);\r\n const planeDist = -Vector3.dot(planeNormalNeg, ptA);\r\n const colliderDir = Vector3.sub(colliderPos, triCenter, _surfaceColliderDir);\r\n Vector3.normalize(colliderDir, colliderDir);\r\n const dot = Vector3.dot(colliderDir, planeNormal);\r\n\r\n if (isCapsule) {\r\n const side = Vector3.dot(colRW.directionCurrent, planeNormal) * dot;\r\n const rayDir = Vector3.scale(planeNormal, dot * -1, _surfaceRayDir);\r\n const tempPOC = pointOnCollider;\r\n\r\n if (side < 0) {\r\n radius = colRW.radius * colR.radiusTailScale;\r\n pointOnCollider = Vector3.add(colliderPos, colRW.directionCurrent, _surfaceTail);\r\n }\r\n\r\n const rayDirN = Vector3.normalize(rayDir, _surfaceRayDirN);\r\n const enter = raycast(planeNormalNeg, planeDist, pointOnCollider, rayDirN);\r\n if (enter !== null) {\r\n const ip = Vector3.scale(rayDirN, enter, _surfaceIntersection);\r\n Vector3.add(pointOnCollider, ip, ip);\r\n if (triangleContainsPoint(ptA, ptB, ptC, ip)) {\r\n const pushOut = Vector3.sub(ip, pointOnCollider, _surfacePushOut);\r\n const toCol = Vector3.sub(pointOnCollider, ip, _surfaceToCol);\r\n if (toCol.magnitudeSq <= radius * radius) {\r\n return writeSurfaceCheckResult(out, true, ip, pushOut, pointOnCollider, radius, !out);\r\n }\r\n }\r\n } else if (colR.forceType !== ColliderForce.Off) {\r\n pointOnCollider = tempPOC;\r\n let endVec = Vector3.add(colliderPos, colRW.directionCurrent, _surfaceEndVec);\r\n _surfaceColDirVec.set(colRW.directionCurrent);\r\n let colDirVec = _surfaceColDirVec;\r\n if (colR.forceType === ColliderForce.Pull) {\r\n const tmp = pointOnCollider;\r\n pointOnCollider = endVec;\r\n endVec = tmp;\r\n colDirVec = Vector3.scale(colDirVec, -1, colDirVec);\r\n }\r\n const enter2 = raycast(planeNormalNeg, planeDist, pointOnCollider, colDirVec);\r\n if (enter2 !== null) {\r\n const ip = Vector3.scale(colDirVec, enter2, _surfaceIntersection);\r\n Vector3.add(pointOnCollider, ip, ip);\r\n if (triangleContainsPoint(ptA, ptB, ptC, ip)) {\r\n const intersecToEnd = Vector3.sub(endVec, ip, _surfaceIntersecToEnd);\r\n const colToEnd = Vector3.sub(endVec, pointOnCollider, _surfaceColToEnd);\r\n const colToIntersect = Vector3.sub(ip, pointOnCollider, _surfaceColToIntersect);\r\n const pDot = Vector3.dot(intersecToEnd, colToIntersect);\r\n const lDot = Vector3.dot(colToEnd, colToEnd);\r\n if (!(pDot >= 0 && pDot <= lDot)) {\r\n return writeSurfaceCheckResult(\r\n out,\r\n _surfaceNoHit.hit,\r\n _surfaceNoHit.intersectionPoint,\r\n _surfaceNoHit.pushOut,\r\n _surfaceNoHit.pointOnCollider,\r\n _surfaceNoHit.radius,\r\n !out\r\n );\r\n }\r\n const dotVal = Vector3.dot(colToEnd, colToIntersect);\r\n const s2eMag = Vector3.dot(colToEnd, colToEnd);\r\n const colToEndN = Vector3.normalize(colToEnd, colToEnd);\r\n const eVec = Vector3.scale(colToEndN, -radius, _surfaceEVec);\r\n Vector3.add(pointOnCollider, eVec, eVec);\r\n const pushOut = Vector3.sub(ip, eVec, _surfacePushOut);\r\n const poc2 = Vector3.scale(colToEnd, dotVal / s2eMag, _surfacePoc2);\r\n Vector3.add(pointOnCollider, poc2, poc2);\r\n const toCol = Vector3.sub(poc2, ip, _surfaceToCol);\r\n if (toCol.magnitudeSq <= radius * radius) {\r\n return writeSurfaceCheckResult(out, true, ip, pushOut, poc2, radius, !out);\r\n }\r\n }\r\n }\r\n }\r\n } else {\r\n const rayDir = Vector3.scale(planeNormal, dot * -1, _surfaceRayDir);\r\n const rayDirN = Vector3.normalize(rayDir, _surfaceRayDirN);\r\n const enter = raycast(planeNormalNeg, planeDist, pointOnCollider, rayDirN);\r\n if (enter !== null) {\r\n const ip = Vector3.scale(rayDirN, enter, _surfaceIntersection);\r\n Vector3.add(pointOnCollider, ip, ip);\r\n if (triangleContainsPoint(ptA, ptB, ptC, ip)) {\r\n const pushOut = Vector3.sub(ip, pointOnCollider, _surfacePushOut);\r\n const toCol = Vector3.sub(pointOnCollider, ip, _surfaceToCol);\r\n if (toCol.magnitudeSq <= radius * radius) {\r\n return writeSurfaceCheckResult(out, true, ip, pushOut, pointOnCollider, radius, !out);\r\n }\r\n }\r\n }\r\n }\r\n\r\n return writeSurfaceCheckResult(\r\n out,\r\n _surfaceNoHit.hit,\r\n _surfaceNoHit.intersectionPoint,\r\n _surfaceNoHit.pushOut,\r\n _surfaceNoHit.pointOnCollider,\r\n _surfaceNoHit.radius,\r\n !out\r\n );\r\n}\r\n\r\n// Helpers\r\n\r\nfunction raycast(normal: Vector3, planeDist: number, origin: Vector3, direction: Vector3): number | null {\r\n const vdot = Vector3.dot(direction, normal);\r\n const ndot = -Vector3.dot(origin, normal) - planeDist;\r\n if (Math.abs(vdot) <= EPSILON) {\r\n return null;\r\n }\r\n const enter = ndot / vdot;\r\n return enter > 0 ? enter : null;\r\n}\r\n\r\nfunction centerOfTriangle(a: Vector3, b: Vector3, c: Vector3, result?: Vector3): Vector3 {\r\n result = result || new Vector3();\r\n return result.setXYZ((a.x + b.x + c.x) / 3, (a.y + b.y + c.y) / 3, (a.z + b.z + c.z) / 3);\r\n}\r\n\r\nfunction triangleContainsPoint(a: Vector3, b: Vector3, c: Vector3, p: Vector3): boolean {\r\n const ap = Vector3.sub(a, p, _triangleAp);\r\n const bp = Vector3.sub(b, p, _triangleBp);\r\n const cp = Vector3.sub(c, p, _triangleCp);\r\n const u = Vector3.cross(ap, bp, _triangleU);\r\n const vv = Vector3.cross(bp, cp, _triangleV);\r\n const w = Vector3.cross(cp, ap, _triangleW);\r\n if (Vector3.dot(u, vv) < 0) {\r\n return false;\r\n }\r\n if (Vector3.dot(vv, w) < 0) {\r\n return false;\r\n }\r\n return true;\r\n}\r\n\r\nfunction lerp(a: number, b: number, t: number): number {\r\n return a + (b - a) * 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@@ -136,7 +136,11 @@ function createSurfaceFaces(a, b, out) {
136
136
  }
137
137
  }
138
138
  // ── Public API ──
139
- function buildConstraints(rootPoints, options) {
139
+ /**
140
+ * Builds solver constraints from the supplied root chains.
141
+ *
142
+ * @public
143
+ */ function buildConstraints(rootPoints, options) {
140
144
  const n = rootPoints.length;
141
145
  const groups = [];
142
146
  const addRaw = (raws, collide)=>{
@@ -227,7 +231,11 @@ function buildConstraints(rootPoints, options) {
227
231
  // Flatten groups into single array
228
232
  return groups.flat();
229
233
  }
230
- function buildSurfaceFaces(rootPoints, isLoop) {
234
+ /**
235
+ * Builds triangle indices used for surface collision.
236
+ *
237
+ * @public
238
+ */ function buildSurfaceFaces(rootPoints, isLoop) {
231
239
  const out = [];
232
240
  const n = rootPoints.length;
233
241
  for(let i = 0; i < n - 1; i++){
@@ -238,7 +246,11 @@ function buildSurfaceFaces(rootPoints, isLoop) {
238
246
  }
239
247
  return out;
240
248
  }
241
- function computeMaxDepth(rootPoints) {
249
+ /**
250
+ * Computes the maximum chain depth among all root points.
251
+ *
252
+ * @public
253
+ */ function computeMaxDepth(rootPoints) {
242
254
  let max = 0;
243
255
  function walk(node) {
244
256
  if (node.depth > max) {
@@ -253,7 +265,11 @@ function computeMaxDepth(rootPoints) {
253
265
  }
254
266
  return max;
255
267
  }
256
- function sortRootPointsByProximity(roots, ignoreY, fixedBeginEnd) {
268
+ /**
269
+ * Sorts root points by proximity to the supplied reference position.
270
+ *
271
+ * @public
272
+ */ function sortRootPointsByProximity(roots, ignoreY, fixedBeginEnd) {
257
273
  if (roots.length <= 2) {
258
274
  return [
259
275
  ...roots