@zephyr3d/scene 0.9.24 → 0.9.26

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 (264) hide show
  1. package/dist/animation/hair/gpu_hair_simulation.js +1090 -0
  2. package/dist/animation/hair/gpu_hair_simulation.js.map +1 -0
  3. package/dist/animation/joint_dynamics/controller.js +7 -5
  4. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  5. package/dist/animation/joint_dynamics/joint_dynamics_system.js +81 -5
  6. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  7. package/dist/animation/morphtrack.js +3 -4
  8. package/dist/animation/morphtrack.js.map +1 -1
  9. package/dist/animation/skeleton.js +58 -24
  10. package/dist/animation/skeleton.js.map +1 -1
  11. package/dist/animation/spring/multi_chain_spring_system.js +577 -179
  12. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
  13. package/dist/animation/spring/spring_collider.js +4 -3
  14. package/dist/animation/spring/spring_collider.js.map +1 -1
  15. package/dist/animation/spring/spring_node_pose_tracker.js +40 -0
  16. package/dist/animation/spring/spring_node_pose_tracker.js.map +1 -0
  17. package/dist/animation/spring/spring_particle.js +2 -0
  18. package/dist/animation/spring/spring_particle.js.map +1 -1
  19. package/dist/animation/spring/spring_system.js +11 -3
  20. package/dist/animation/spring/spring_system.js.map +1 -1
  21. package/dist/animation/spring_modifier.js +10 -0
  22. package/dist/animation/spring_modifier.js.map +1 -1
  23. package/dist/app/engine.js +53 -43
  24. package/dist/app/engine.js.map +1 -1
  25. package/dist/app/scriptingsystem.js +119 -6
  26. package/dist/app/scriptingsystem.js.map +1 -1
  27. package/dist/app/scriptregistry.js +3 -2
  28. package/dist/app/scriptregistry.js.map +1 -1
  29. package/dist/asset/assetmanager.js +284 -67
  30. package/dist/asset/assetmanager.js.map +1 -1
  31. package/dist/asset/loaders/zhair/zhair_format.js +288 -0
  32. package/dist/asset/loaders/zhair/zhair_format.js.map +1 -0
  33. package/dist/asset/loaders/zhair/zhair_loader.js +221 -0
  34. package/dist/asset/loaders/zhair/zhair_loader.js.map +1 -0
  35. package/dist/asset/model.js +178 -67
  36. package/dist/asset/model.js.map +1 -1
  37. package/dist/camera/camera.js +193 -21
  38. package/dist/camera/camera.js.map +1 -1
  39. package/dist/camera/perspectivecamera.js +3 -1
  40. package/dist/camera/perspectivecamera.js.map +1 -1
  41. package/dist/index.d.ts +4040 -1290
  42. package/dist/index.js +16 -6
  43. package/dist/index.js.map +1 -1
  44. package/dist/material/eye.js +932 -0
  45. package/dist/material/eye.js.map +1 -0
  46. package/dist/material/hair.js +917 -0
  47. package/dist/material/hair.js.map +1 -0
  48. package/dist/material/hairstrand.js +842 -0
  49. package/dist/material/hairstrand.js.map +1 -0
  50. package/dist/material/hairstrand_data.js +162 -0
  51. package/dist/material/hairstrand_data.js.map +1 -0
  52. package/dist/material/lambert.js +5 -2
  53. package/dist/material/lambert.js.map +1 -1
  54. package/dist/material/material.js +338 -300
  55. package/dist/material/material.js.map +1 -1
  56. package/dist/material/meshmaterial.js +120 -19
  57. package/dist/material/meshmaterial.js.map +1 -1
  58. package/dist/material/mixins/albedocolor.js +1 -1
  59. package/dist/material/mixins/albedocolor.js.map +1 -1
  60. package/dist/material/mixins/lightmodel/blinnphong.js +5 -3
  61. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  62. package/dist/material/mixins/lightmodel/lambert.js +5 -4
  63. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  64. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +3 -3
  65. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  66. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +5 -5
  67. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  68. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +3 -3
  69. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  70. package/dist/material/mixins/lit.js +73 -18
  71. package/dist/material/mixins/lit.js.map +1 -1
  72. package/dist/material/mixins/pbr/common.js +4 -4
  73. package/dist/material/mixins/pbr/common.js.map +1 -1
  74. package/dist/material/mixins/texture.js +48 -11
  75. package/dist/material/mixins/texture.js.map +1 -1
  76. package/dist/material/mtoon.js +6 -5
  77. package/dist/material/mtoon.js.map +1 -1
  78. package/dist/material/pbrblueprint.js +146 -28
  79. package/dist/material/pbrblueprint.js.map +1 -1
  80. package/dist/material/pbrblueprint_instance.js +501 -0
  81. package/dist/material/pbrblueprint_instance.js.map +1 -0
  82. package/dist/material/pbrmr.js +15 -16
  83. package/dist/material/pbrmr.js.map +1 -1
  84. package/dist/material/shader/helper.js +766 -456
  85. package/dist/material/shader/helper.js.map +1 -1
  86. package/dist/material/shader/terrain_blend.js +55 -0
  87. package/dist/material/shader/terrain_blend.js.map +1 -0
  88. package/dist/material/skin.js +192 -32
  89. package/dist/material/skin.js.map +1 -1
  90. package/dist/material/spriteblueprint.js +16 -1
  91. package/dist/material/spriteblueprint.js.map +1 -1
  92. package/dist/material/subsurfaceprofile.js +86 -23
  93. package/dist/material/subsurfaceprofile.js.map +1 -1
  94. package/dist/material/water.js +3 -1
  95. package/dist/material/water.js.map +1 -1
  96. package/dist/posteffect/bloom.js +167 -7
  97. package/dist/posteffect/bloom.js.map +1 -1
  98. package/dist/posteffect/coloradjust.js +2 -1
  99. package/dist/posteffect/coloradjust.js.map +1 -1
  100. package/dist/posteffect/compositor.js.map +1 -1
  101. package/dist/posteffect/fxaa.js +2 -1
  102. package/dist/posteffect/fxaa.js.map +1 -1
  103. package/dist/posteffect/grayscale.js +3 -1
  104. package/dist/posteffect/grayscale.js.map +1 -1
  105. package/dist/posteffect/motionblur.js +4 -1
  106. package/dist/posteffect/motionblur.js.map +1 -1
  107. package/dist/posteffect/posteffect.js.map +1 -1
  108. package/dist/posteffect/skinsss.js +368 -69
  109. package/dist/posteffect/skinsss.js.map +1 -1
  110. package/dist/posteffect/ssgi.js +16 -9
  111. package/dist/posteffect/ssgi.js.map +1 -1
  112. package/dist/posteffect/ssr.js +3 -0
  113. package/dist/posteffect/ssr.js.map +1 -1
  114. package/dist/posteffect/sss.js +91 -34
  115. package/dist/posteffect/sss.js.map +1 -1
  116. package/dist/posteffect/taa.js.map +1 -1
  117. package/dist/posteffect/tonemap.js +44 -1
  118. package/dist/posteffect/tonemap.js.map +1 -1
  119. package/dist/render/abuffer_oit.js +45 -39
  120. package/dist/render/abuffer_oit.js.map +1 -1
  121. package/dist/render/cluster_light.js +4 -4
  122. package/dist/render/cluster_light.js.map +1 -1
  123. package/dist/render/cull_visitor.js +19 -0
  124. package/dist/render/cull_visitor.js.map +1 -1
  125. package/dist/render/depthpass.js +36 -2
  126. package/dist/render/depthpass.js.map +1 -1
  127. package/dist/render/drawable_mixin.js +26 -1
  128. package/dist/render/drawable_mixin.js.map +1 -1
  129. package/dist/render/dualdepthpeeling_oit.js +52 -51
  130. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  131. package/dist/render/envlight.js +1 -1
  132. package/dist/render/envlight.js.map +1 -1
  133. package/dist/render/fbm_wavegenerator.js +3 -0
  134. package/dist/render/fbm_wavegenerator.js.map +1 -1
  135. package/dist/render/gerstner_wavegenerator.js +3 -0
  136. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  137. package/dist/render/globalbindgroup_allocator.js +3 -0
  138. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  139. package/dist/render/oit.js +29 -0
  140. package/dist/render/oit.js.map +1 -0
  141. package/dist/render/render_queue.js +3 -0
  142. package/dist/render/render_queue.js.map +1 -1
  143. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  144. package/dist/render/rendergraph/executor.js +2 -0
  145. package/dist/render/rendergraph/executor.js.map +1 -1
  146. package/dist/render/rendergraph/forward_plus_builder.js +61 -1
  147. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  148. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  149. package/dist/render/rendergraph/texture_affinity_cache.js +1 -1
  150. package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -1
  151. package/dist/render/rendergraph/types.js.map +1 -1
  152. package/dist/render/shadow_mask_pass.js +73 -8
  153. package/dist/render/shadow_mask_pass.js.map +1 -1
  154. package/dist/render/sky.js +166 -126
  155. package/dist/render/sky.js.map +1 -1
  156. package/dist/render/weightedblended_oit.js +36 -35
  157. package/dist/render/weightedblended_oit.js.map +1 -1
  158. package/dist/scene/basesprite.js +8 -0
  159. package/dist/scene/basesprite.js.map +1 -1
  160. package/dist/scene/batchgroup.js +3 -0
  161. package/dist/scene/batchgroup.js.map +1 -1
  162. package/dist/scene/environment.js +4 -1
  163. package/dist/scene/environment.js.map +1 -1
  164. package/dist/scene/hair.js +963 -0
  165. package/dist/scene/hair.js.map +1 -0
  166. package/dist/scene/light.js +5 -1
  167. package/dist/scene/light.js.map +1 -1
  168. package/dist/scene/mesh.js +481 -47
  169. package/dist/scene/mesh.js.map +1 -1
  170. package/dist/scene/meshdrawable.js +6 -0
  171. package/dist/scene/meshdrawable.js.map +1 -1
  172. package/dist/scene/msdftext.js +3 -0
  173. package/dist/scene/msdftext.js.map +1 -1
  174. package/dist/scene/msdftextsprite.js +3 -0
  175. package/dist/scene/msdftextsprite.js.map +1 -1
  176. package/dist/scene/particlesys.js +6 -0
  177. package/dist/scene/particlesys.js.map +1 -1
  178. package/dist/scene/scene.js +3 -0
  179. package/dist/scene/scene.js.map +1 -1
  180. package/dist/scene/scene_node.js +6 -1
  181. package/dist/scene/scene_node.js.map +1 -1
  182. package/dist/scene/terrain-cm/grass.js +273 -249
  183. package/dist/scene/terrain-cm/grass.js.map +1 -1
  184. package/dist/scene/terrain-cm/grassmaterial.js +3 -0
  185. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  186. package/dist/scene/terrain-cm/terrain-cm.js +6 -0
  187. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  188. package/dist/scene/terrain-cm/texture_cache.js +309 -0
  189. package/dist/scene/terrain-cm/texture_cache.js.map +1 -0
  190. package/dist/scene/water.js +6 -0
  191. package/dist/scene/water.js.map +1 -1
  192. package/dist/shaders/atmosphere.js.map +1 -1
  193. package/dist/shaders/diffusion.js +54 -0
  194. package/dist/shaders/diffusion.js.map +1 -0
  195. package/dist/shaders/shadow.js +33 -21
  196. package/dist/shaders/shadow.js.map +1 -1
  197. package/dist/shaders/temporal.js +71 -33
  198. package/dist/shaders/temporal.js.map +1 -1
  199. package/dist/shadow/dom.js +546 -0
  200. package/dist/shadow/dom.js.map +1 -0
  201. package/dist/shadow/pcf_opt.js +3 -5
  202. package/dist/shadow/pcf_opt.js.map +1 -1
  203. package/dist/shadow/pcf_pd.js +1 -1
  204. package/dist/shadow/pcf_pd.js.map +1 -1
  205. package/dist/shadow/receiver_bias.js +41 -0
  206. package/dist/shadow/receiver_bias.js.map +1 -0
  207. package/dist/shadow/shader.js +20 -60
  208. package/dist/shadow/shader.js.map +1 -1
  209. package/dist/shadow/shadow_impl.js +89 -0
  210. package/dist/shadow/shadow_impl.js.map +1 -1
  211. package/dist/shadow/shadow_region.js +50 -50
  212. package/dist/shadow/shadow_region.js.map +1 -1
  213. package/dist/shadow/shadowmapper.js +150 -37
  214. package/dist/shadow/shadowmapper.js.map +1 -1
  215. package/dist/shapes/shape.js +11 -2
  216. package/dist/shapes/shape.js.map +1 -1
  217. package/dist/shapes/sphere.js +50 -9
  218. package/dist/shapes/sphere.js.map +1 -1
  219. package/dist/utility/blueprint/common/constants.js +112 -2
  220. package/dist/utility/blueprint/common/constants.js.map +1 -1
  221. package/dist/utility/blueprint/material/func.js +142 -49
  222. package/dist/utility/blueprint/material/func.js.map +1 -1
  223. package/dist/utility/blueprint/material/ir.js +490 -25
  224. package/dist/utility/blueprint/material/ir.js.map +1 -1
  225. package/dist/utility/blueprint/material/texture.js +898 -4
  226. package/dist/utility/blueprint/material/texture.js.map +1 -1
  227. package/dist/utility/serialization/manager.js +431 -100
  228. package/dist/utility/serialization/manager.js.map +1 -1
  229. package/dist/utility/serialization/scene/animation.js +370 -3
  230. package/dist/utility/serialization/scene/animation.js.map +1 -1
  231. package/dist/utility/serialization/scene/batch.js +4 -0
  232. package/dist/utility/serialization/scene/batch.js.map +1 -1
  233. package/dist/utility/serialization/scene/camera.js +133 -1
  234. package/dist/utility/serialization/scene/camera.js.map +1 -1
  235. package/dist/utility/serialization/scene/common.js +26 -5
  236. package/dist/utility/serialization/scene/common.js.map +1 -1
  237. package/dist/utility/serialization/scene/hair.js +1141 -0
  238. package/dist/utility/serialization/scene/hair.js.map +1 -0
  239. package/dist/utility/serialization/scene/light.js +84 -4
  240. package/dist/utility/serialization/scene/light.js.map +1 -1
  241. package/dist/utility/serialization/scene/material.js +1867 -166
  242. package/dist/utility/serialization/scene/material.js.map +1 -1
  243. package/dist/utility/serialization/scene/mesh.js +231 -14
  244. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  245. package/dist/utility/serialization/scene/node.js +141 -7
  246. package/dist/utility/serialization/scene/node.js.map +1 -1
  247. package/dist/utility/serialization/scene/particle.js +4 -0
  248. package/dist/utility/serialization/scene/particle.js.map +1 -1
  249. package/dist/utility/serialization/scene/primitive.js +18 -0
  250. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  251. package/dist/utility/serialization/scene/sprite.js +4 -0
  252. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  253. package/dist/utility/serialization/scene/terrain.js +92 -69
  254. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  255. package/dist/utility/serialization/scene/text.js +4 -0
  256. package/dist/utility/serialization/scene/text.js.map +1 -1
  257. package/dist/utility/serialization/scene/water.js +4 -0
  258. package/dist/utility/serialization/scene/water.js.map +1 -1
  259. package/dist/utility/serialization/types.js.map +1 -1
  260. package/dist/utility/shprojector.js +96 -95
  261. package/dist/utility/shprojector.js.map +1 -1
  262. package/dist/values.js +105 -58
  263. package/dist/values.js.map +1 -1
  264. package/package.json +3 -3
@@ -66,6 +66,60 @@ const _defaultTA = createTransformAccess(new SceneNode(null), false);
66
66
  }
67
67
  };
68
68
  }
69
+ function createOffsetTransformAccess(obj, localOffset, exposeNode = true) {
70
+ const offset = localOffset.clone();
71
+ return {
72
+ ...exposeNode ? {
73
+ node: obj
74
+ } : {},
75
+ getWorldPosition () {
76
+ return obj.worldMatrix.transformPointAffine(offset);
77
+ },
78
+ getWorldRotation () {
79
+ const q = new Quaternion();
80
+ obj.worldMatrix.decompose(null, q, null);
81
+ return q;
82
+ },
83
+ getWorldScale () {
84
+ const s = new Vector3();
85
+ obj.worldMatrix.decompose(s, null, null);
86
+ return s;
87
+ },
88
+ getLocalPosition () {
89
+ return obj.position.clone();
90
+ },
91
+ getLocalRotation () {
92
+ return obj.rotation.clone();
93
+ },
94
+ getLocalScale () {
95
+ return obj.scale.clone();
96
+ },
97
+ setWorldPosition (p) {
98
+ if (obj.parent) {
99
+ obj.position = obj.parent.invWorldMatrix.transformPointAffine(p);
100
+ } else {
101
+ obj.position.set(p);
102
+ }
103
+ },
104
+ setWorldRotation (q) {
105
+ if (obj.parent) {
106
+ obj.parent.worldMatrix.decompose(null, _quat, null);
107
+ Quaternion.multiply(Quaternion.inverse(_quat), q, obj.rotation);
108
+ } else {
109
+ obj.rotation.set(q);
110
+ }
111
+ },
112
+ setLocalPosition (p) {
113
+ obj.position.set(p);
114
+ },
115
+ setLocalRotation (q) {
116
+ obj.rotation.set(q);
117
+ },
118
+ setLocalScale (s) {
119
+ obj.scale.set(s);
120
+ }
121
+ };
122
+ }
69
123
  /**
70
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  * Physics system for spring-like joint dynamics on scene node bone chains.
71
125
  *
@@ -90,7 +144,11 @@ const _defaultTA = createTransformAccess(new SceneNode(null), false);
90
144
  systemRoot: config.chainConfig.systemRoot,
91
145
  chains: config.chainConfig.chains.map((chain)=>({
92
146
  start: chain.start,
93
- end: chain.end
147
+ end: chain.end,
148
+ startAnchor: chain.startAnchor,
149
+ endAnchor: chain.endAnchor,
150
+ startAnchorOffset: chain.startAnchorOffset?.clone(),
151
+ endAnchorOffset: chain.endAnchorOffset?.clone()
94
152
  }))
95
153
  };
96
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  this._bindPose = new WeakMap();
@@ -98,6 +156,7 @@ const _defaultTA = createTransformAccess(new SceneNode(null), false);
98
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  const boneNodes = [];
99
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  const boneToNode = new Map();
100
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  const pointTransforms = [];
159
+ const pointSourceTransforms = new Map();
101
160
  const nodeToBone = new Map();
102
161
  const nodeToDepth = new Map();
103
162
  for (const chain of config.chainConfig.chains){
@@ -105,6 +164,10 @@ const _defaultTA = createTransformAccess(new SceneNode(null), false);
105
164
  let previous = null;
106
165
  for(let i = 0; i < chainNodes.length; i++){
107
166
  const node = chainNodes[i];
167
+ const isChainStart = i === 0;
168
+ const isChainEnd = i === chainNodes.length - 1;
169
+ const sourceNode = (isChainStart ? chain.startAnchor : null) ?? (isChainEnd ? chain.endAnchor : null) ?? node;
170
+ const sourceOffset = (isChainStart ? chain.startAnchorOffset : null) ?? (isChainEnd ? chain.endAnchorOffset : null) ?? null;
108
171
  let boneNode = nodeToBone.get(node);
109
172
  if (!boneNode) {
110
173
  this._bindPose.set(node, {
@@ -116,20 +179,28 @@ const _defaultTA = createTransformAccess(new SceneNode(null), false);
116
179
  index: boneNodes.length,
117
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  position: node.getWorldPosition(),
118
181
  children: [],
119
- isFixed: i === 0,
182
+ isFixed: isChainStart || !!(isChainEnd && chain.endAnchor),
120
183
  depth: i
121
184
  };
122
185
  nodeToBone.set(node, boneNode);
123
186
  nodeToDepth.set(node, i);
124
187
  boneNodes.push(boneNode);
125
188
  boneToNode.set(boneNode, node);
189
+ pointSourceTransforms.set(boneNode, sourceOffset ? createOffsetTransformAccess(sourceNode, sourceOffset) : createTransformAccess(sourceNode));
126
190
  } else {
127
191
  const depth = nodeToDepth.get(node) ?? boneNode.depth;
128
192
  if (i < depth) {
129
193
  boneNode.depth = i;
130
194
  nodeToDepth.set(node, i);
131
195
  }
132
- boneNode.isFixed = boneNode.isFixed || i === 0;
196
+ boneNode.isFixed = boneNode.isFixed || isChainStart || !!(isChainEnd && chain.endAnchor);
197
+ const existingSource = pointSourceTransforms.get(boneNode)?.node ?? boneToNode.get(boneNode) ?? null;
198
+ if (existingSource && existingSource !== sourceNode) {
199
+ throw new Error(`Conflicting anchor assignment for joint dynamics node '${node.name || node.persistentId}'.`);
200
+ }
201
+ if (!existingSource) {
202
+ pointSourceTransforms.set(boneNode, sourceOffset ? createOffsetTransformAccess(sourceNode, sourceOffset) : createTransformAccess(sourceNode));
203
+ }
133
204
  }
134
205
  if (previous && !previous.children.includes(boneNode)) {
135
206
  previous.children.push(boneNode);
@@ -162,6 +233,7 @@ const _defaultTA = createTransformAccess(new SceneNode(null), false);
162
233
  boneNodes.length = 0;
163
234
  boneNodes.push(...orderedBoneNodes);
164
235
  pointTransforms.push(...boneNodes.map((boneNode)=>createTransformAccess(boneToNode.get(boneNode))));
236
+ const pointInputTransforms = boneNodes.map((boneNode)=>pointSourceTransforms.get(boneNode) ?? createTransformAccess(boneToNode.get(boneNode)));
165
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  const systemRoot = createTransformAccess(config.chainConfig.systemRoot);
166
238
  const defaultConfig = this.getDefaultControllerConfig();
167
239
  const controllerConfig = {
@@ -181,7 +253,7 @@ const _defaultTA = createTransformAccess(new SceneNode(null), false);
181
253
  }
182
254
  };
183
255
  this._controller = new JointDynamicsSystemController(controllerConfig);
184
- this._controller.initialize(systemRoot, rootPoints, pointTransforms, colliders, grabbers, flatPlanes);
256
+ this._controller.initialize(systemRoot, rootPoints, pointTransforms, pointInputTransforms, colliders, grabbers, flatPlanes);
185
257
  }
186
258
  /**
187
259
  * Get the low-level controller that owns simulation state and advanced runtime controls.
@@ -199,7 +271,11 @@ const _defaultTA = createTransformAccess(new SceneNode(null), false);
199
271
  systemRoot: this._chainConfig.systemRoot,
200
272
  chains: this._chainConfig.chains.map((chain)=>({
201
273
  start: chain.start,
202
- end: chain.end
274
+ end: chain.end,
275
+ startAnchor: chain.startAnchor,
276
+ endAnchor: chain.endAnchor,
277
+ startAnchorOffset: chain.startAnchorOffset?.clone(),
278
+ endAnchorOffset: chain.endAnchorOffset?.clone()
203
279
  }))
204
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  };
205
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  }
@@ -1 +1 @@
1
- {"version":3,"file":"joint_dynamics_system.js","sources":["../../../src/animation/joint_dynamics/joint_dynamics_system.ts"],"sourcesContent":["import type { DeepPartial } from '@zephyr3d/base';\r\nimport { InterpolatorScalar, Vector3 } from '@zephyr3d/base';\r\nimport { Quaternion } from '@zephyr3d/base';\r\nimport { SceneNode } from '../../scene/scene_node';\r\nimport type {\r\n ControllerConfig,\r\n JointDynamicsColliderSnapshot,\r\n JointDynamicsColliderHandle,\r\n JointDynamicsFlatPlaneSnapshot,\r\n JointDynamicsFlatPlaneHandle,\r\n JointDynamicsGrabberSnapshot,\r\n JointDynamicsGrabberHandle\r\n} from './controller';\r\nimport { JointDynamicsSystemController } from './controller';\r\nimport { ColliderForce, type BoneNode, type ColliderR, type GrabberR, type TransformAccess } from './types';\r\nimport type { SkeletonBindPose } from '../skeleton';\r\n\r\nconst _quat = new Quaternion();\r\n\r\nconst _defaultTA = createTransformAccess(new SceneNode(null), false);\r\n\r\n/**\r\n * Create a transform adapter that lets the joint dynamics solver read from and write to a SceneNode.\r\n *\r\n * @param obj - Scene node to expose through the TransformAccess interface.\r\n * @returns A TransformAccess wrapper backed by the supplied scene node.\r\n *\r\n * @public\r\n */\r\nexport function createTransformAccess(obj: SceneNode, exposeNode = true): TransformAccess {\r\n return {\r\n ...(exposeNode ? { node: obj } : {}),\r\n getWorldPosition(): Vector3 {\r\n return obj.getWorldPosition();\r\n },\r\n getWorldRotation(): Quaternion {\r\n const q = new Quaternion();\r\n obj.worldMatrix.decompose(null, q, null);\r\n return q;\r\n },\r\n getWorldScale(): Vector3 {\r\n const s = new Vector3();\r\n obj.worldMatrix.decompose(s, null, null);\r\n return s;\r\n },\r\n getLocalPosition(): Vector3 {\r\n return obj.position.clone();\r\n },\r\n getLocalRotation(): Quaternion {\r\n return obj.rotation.clone();\r\n },\r\n getLocalScale(): Vector3 {\r\n return obj.scale.clone();\r\n },\r\n setWorldPosition(p: Vector3): void {\r\n if (obj.parent) {\r\n obj.position = obj.parent.invWorldMatrix.transformPointAffine(p);\r\n } else {\r\n obj.position.set(p);\r\n }\r\n },\r\n setWorldRotation(q: Quaternion): void {\r\n // Convert world rotation to local space.\r\n if (obj.parent) {\r\n obj.parent.worldMatrix.decompose(null, _quat, null);\r\n Quaternion.multiply(Quaternion.inverse(_quat), q, obj.rotation);\r\n } else {\r\n obj.rotation.set(q);\r\n }\r\n },\r\n setLocalPosition(p: Vector3): void {\r\n obj.position.set(p);\r\n },\r\n setLocalRotation(q: Quaternion): void {\r\n obj.rotation.set(q);\r\n },\r\n setLocalScale(s: Vector3): void {\r\n obj.scale.set(s);\r\n }\r\n };\r\n}\r\n\r\n/**\r\n * Describes the bone chains simulated by a JointDynamicsSystem.\r\n *\r\n * Each chain is defined by an inclusive start and end node. The end node must be\r\n * a descendant of the start node.\r\n *\r\n * @public\r\n */\r\nexport type JointChainConfig = {\r\n /** Root transform used for root motion compensation. */\r\n systemRoot: SceneNode;\r\n /** Bone chains to simulate. */\r\n chains: { start: SceneNode; end: SceneNode }[];\r\n};\r\n\r\n/**\r\n * Configuration used to construct a JointDynamicsSystem.\r\n *\r\n * @public\r\n */\r\nexport type JointDynamicSystemConfig = {\r\n /** Bone chain topology and root transform. */\r\n chainConfig: JointChainConfig;\r\n /** Optional controller configuration overrides. */\r\n controllerConfig?: DeepPartial<ControllerConfig, 2>;\r\n};\r\n\r\n/**\r\n * Physics system for spring-like joint dynamics on scene node bone chains.\r\n *\r\n * The system builds particles and constraints from one or more bone chains,\r\n * advances them with Verlet integration, solves constraints and collisions, and\r\n * writes the resulting positions and rotations back to the scene graph.\r\n *\r\n * @public\r\n */\r\nexport class JointDynamicsSystem {\r\n private _controller: JointDynamicsSystemController;\r\n private _chainConfig: JointChainConfig;\r\n private _bindPose: WeakMap<SceneNode, SkeletonBindPose>;\r\n /**\r\n * Create a joint dynamics system for one or more bone chains.\r\n *\r\n * @param config - Bone chain topology and controller configuration.\r\n * @param colliders - Optional colliders to register during initialization.\r\n * @param grabbers - Optional grabbers to register during initialization.\r\n * @param flatPlanes - Optional world-space planes that dynamic points cannot cross.\r\n */\r\n constructor(\r\n config: JointDynamicSystemConfig,\r\n colliders: { r: ColliderR; transform: TransformAccess }[] = [],\r\n grabbers: {\r\n r: GrabberR;\r\n transform: TransformAccess;\r\n enabled: boolean;\r\n }[] = [],\r\n flatPlanes: { up: Vector3; position: Vector3 }[] = []\r\n ) {\r\n this._chainConfig = {\r\n systemRoot: config.chainConfig.systemRoot,\r\n chains: config.chainConfig.chains.map((chain) => ({ start: chain.start, end: chain.end }))\r\n };\r\n this._bindPose = new WeakMap();\r\n const rootPoints: BoneNode[] = [];\r\n const boneNodes: BoneNode[] = [];\r\n const boneToNode = new Map<BoneNode, SceneNode>();\r\n const pointTransforms: TransformAccess[] = [];\r\n const nodeToBone = new Map<SceneNode, BoneNode>();\r\n const nodeToDepth = new Map<SceneNode, number>();\r\n for (const chain of config.chainConfig.chains) {\r\n const chainNodes = this.collectChainNodes(chain.start, chain.end);\r\n let previous: BoneNode | null = null;\r\n for (let i = 0; i < chainNodes.length; i++) {\r\n const node = chainNodes[i];\r\n let boneNode = nodeToBone.get(node);\r\n if (!boneNode) {\r\n this._bindPose.set(node, {\r\n position: node.position.clone(),\r\n rotation: node.rotation.clone(),\r\n scale: node.scale.clone()\r\n });\r\n boneNode = {\r\n index: boneNodes.length,\r\n position: node.getWorldPosition(),\r\n children: [],\r\n isFixed: i === 0,\r\n depth: i\r\n };\r\n nodeToBone.set(node, boneNode);\r\n nodeToDepth.set(node, i);\r\n boneNodes.push(boneNode);\r\n boneToNode.set(boneNode, node);\r\n } else {\r\n const depth = nodeToDepth.get(node) ?? boneNode.depth;\r\n if (i < depth) {\r\n boneNode.depth = i;\r\n nodeToDepth.set(node, i);\r\n }\r\n boneNode.isFixed = boneNode.isFixed || i === 0;\r\n }\r\n if (previous && !previous.children.includes(boneNode)) {\r\n previous.children.push(boneNode);\r\n const rootIndex = rootPoints.indexOf(boneNode);\r\n if (rootIndex !== -1) {\r\n rootPoints.splice(rootIndex, 1);\r\n }\r\n } else if (!previous && !rootPoints.includes(boneNode)) {\r\n rootPoints.push(boneNode);\r\n }\r\n previous = boneNode;\r\n }\r\n }\r\n const orderedBoneNodes: BoneNode[] = [];\r\n const visitedBoneNodes = new Set<BoneNode>();\r\n const orderBoneNode = (boneNode: BoneNode) => {\r\n if (visitedBoneNodes.has(boneNode)) {\r\n return;\r\n }\r\n visitedBoneNodes.add(boneNode);\r\n boneNode.index = orderedBoneNodes.length;\r\n orderedBoneNodes.push(boneNode);\r\n for (const child of boneNode.children) {\r\n orderBoneNode(child);\r\n }\r\n };\r\n for (const root of rootPoints) {\r\n orderBoneNode(root);\r\n }\r\n boneNodes.length = 0;\r\n boneNodes.push(...orderedBoneNodes);\r\n pointTransforms.push(...boneNodes.map((boneNode) => createTransformAccess(boneToNode.get(boneNode)!)));\r\n const systemRoot = createTransformAccess(config.chainConfig.systemRoot);\r\n const defaultConfig = this.getDefaultControllerConfig();\r\n const controllerConfig: ControllerConfig = {\r\n ...defaultConfig,\r\n ...config?.controllerConfig,\r\n angleLimitConfig: { ...defaultConfig.angleLimitConfig, ...config?.controllerConfig?.angleLimitConfig },\r\n curves: { ...defaultConfig.curves, ...config?.controllerConfig?.curves },\r\n constraintOptions: {\r\n ...defaultConfig.constraintOptions,\r\n ...config?.controllerConfig?.constraintOptions\r\n }\r\n };\r\n this._controller = new JointDynamicsSystemController(controllerConfig);\r\n this._controller.initialize(systemRoot, rootPoints, pointTransforms, colliders, grabbers, flatPlanes);\r\n }\r\n\r\n /**\r\n * Get the low-level controller that owns simulation state and advanced runtime controls.\r\n *\r\n * Most callers should prefer the convenience methods on JointDynamicsSystem.\r\n *\r\n * @returns The underlying joint dynamics controller.\r\n */\r\n get controller(): JointDynamicsSystemController {\r\n return this._controller;\r\n }\r\n\r\n /**\r\n * Get the node chain topology used to construct this system.\r\n */\r\n get chainConfig(): JointChainConfig {\r\n return {\r\n systemRoot: this._chainConfig.systemRoot,\r\n chains: this._chainConfig.chains.map((chain) => ({ start: chain.start, end: chain.end }))\r\n };\r\n }\r\n\r\n /**\r\n * Returns detached collider snapshots for serialization.\r\n */\r\n getColliderSnapshots(): JointDynamicsColliderSnapshot[] {\r\n return this._controller.getColliderSnapshots();\r\n }\r\n\r\n /**\r\n * Returns detached flat-plane snapshots for serialization.\r\n */\r\n getFlatPlaneSnapshots(): JointDynamicsFlatPlaneSnapshot[] {\r\n return this._controller.getFlatPlaneSnapshots();\r\n }\r\n\r\n /**\r\n * Returns detached grabber snapshots for serialization.\r\n */\r\n getGrabberSnapshots(): JointDynamicsGrabberSnapshot[] {\r\n return this._controller.getGrabberSnapshots();\r\n }\r\n\r\n /**\r\n * Reset chain nodes to bind pose\r\n */\r\n resetChains() {\r\n for (const chain of this._chainConfig.chains) {\r\n const chainNodes = this.collectChainNodes(chain.start, chain.end);\r\n for (const node of chainNodes) {\r\n const bindPose = this._bindPose.get(node);\r\n if (bindPose) {\r\n node.position = bindPose.position;\r\n node.rotation = bindPose.rotation;\r\n node.scale = bindPose.scale;\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * Add a fully configured collider at runtime.\r\n *\r\n * The collider transform is read from the supplied scene node every simula ; ion step.\r\n * If no transform is supplied, the collider is created at the identity transform.\r\n *\r\n * @param r - Read-only collider parameters.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addCollider(r: ColliderR, transform?: SceneNode): JointDynamicsColliderHandle {\r\n return this._controller.addCollider(r, transform ? createTransformAccess(transform) : _defaultTA);\r\n }\r\n\r\n /**\r\n * Add a spherical collider at runtime.\r\n *\r\n * The collider transform is read from the supplied scene node every simulation step.\r\n * If no transform is supplied, the collider is created at the identity transform.\r\n *\r\n * @param radius - Sphere radius in world units before transform scaling.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @param friction - Contact friction coefficient applied by this collider. Defaults to 0.\r\n * @param inversed - If true, points are constrained inside the sphere instead of pushed out.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addSphereCollider(\r\n radius: number,\r\n transform?: SceneNode,\r\n friction?: number,\r\n inversed?: boolean\r\n ): JointDynamicsColliderHandle {\r\n return this.addCollider(\r\n {\r\n forceType: ColliderForce.Off,\r\n friction: friction ?? 0,\r\n height: 0,\r\n isInverseCollider: inversed ?? false,\r\n radius,\r\n radiusTailScale: 1\r\n },\r\n transform\r\n );\r\n }\r\n\r\n /**\r\n * Add a capsule collider at runtime.\r\n *\r\n * The capsule is aligned to the collider transform's local Y axis. Its head radius is\r\n * `radius`, its tail radius is `radius * radiusTailScale`, and `height` defines the\r\n * distance between the capsule ends before transform scaling.\r\n *\r\n * @param radius - Capsule head radius in world units before transform scaling.\r\n * @param height - Capsule length in world units before transform scaling.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @param radiusTailScale - Tail radius multiplier relative to the head radius. Defaults to 1.\r\n * @param friction - Contact friction coefficient applied by this collider. Defaults to 0.\r\n * @param inversed - If true, points are constrained inside the capsule instead of pushed out.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addCapsuleCollider(\r\n radius: number,\r\n height: number,\r\n transform?: SceneNode,\r\n radiusTailScale?: number,\r\n friction?: number,\r\n inversed?: boolean\r\n ): JointDynamicsColliderHandle {\r\n return this.addCollider(\r\n {\r\n forceType: ColliderForce.Off,\r\n friction: friction ?? 0,\r\n height,\r\n isInverseCollider: inversed ?? false,\r\n radius,\r\n radiusTailScale: radiusTailScale ?? 1\r\n },\r\n transform\r\n );\r\n }\r\n\r\n /**\r\n * Enable or disable a collider by stable handle.\r\n *\r\n * Disabled colliders remain registered but are ignored by simulation until re-enabled.\r\n *\r\n * @param handle - Collider handle returned by addCollider, addSphereCollider, or addCapsuleCollider.\r\n * @param enabled - Whether the collider should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setColliderEnabled(handle: JointDynamicsColliderHandle, enabled: boolean): boolean {\r\n return this._controller.setColliderEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a collider by stable handle.\r\n *\r\n * @param handle - Collider handle returned by addCollider, addSphereCollider, or addCapsuleCollider.\r\n * @returns true if the collider existed and was removed.\r\n */\r\n removeCollider(handle: JointDynamicsColliderHandle): boolean {\r\n return this._controller.removeCollider(handle);\r\n }\r\n\r\n /**\r\n * Remove a collider by current array index.\r\n *\r\n * Prefer removeCollider(handle) for runtime-owned colliders.\r\n *\r\n * @param index - Current collider array index.\r\n * @returns true if the collider existed and was removed.\r\n */\r\n removeColliderAt(index: number): boolean {\r\n return this._controller.removeColliderAt(index);\r\n }\r\n\r\n /**\r\n * Add a flat plane collider at runtime.\r\n *\r\n * Flat planes are infinite world-space planes. The normal points toward the allowed side,\r\n * and dynamic points are pushed back when they move behind the plane.\r\n *\r\n * @param up - Plane normal in world space.\r\n * @param position - A point on the plane in world space.\r\n * @returns A stable handle that remains valid until this flat plane is removed.\r\n */\r\n addFlatPlane(up: Vector3, position: Vector3): JointDynamicsFlatPlaneHandle {\r\n return this._controller.addFlatPlane(up, position);\r\n }\r\n\r\n /**\r\n * Enable or disable a flat plane by stable handle.\r\n *\r\n * Disabled flat planes remain registered but are ignored by simulation until re-enabled.\r\n *\r\n * @param handle - Flat plane handle returned by addFlatPlane.\r\n * @param enabled - Whether the flat plane should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setFlatPlaneEnabled(handle: JointDynamicsFlatPlaneHandle, enabled: boolean): boolean {\r\n return this._controller.setFlatPlaneEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a flat plane by stable handle.\r\n *\r\n * @param handle - Flat plane handle returned by addFlatPlane.\r\n * @returns true if the flat plane existed and was removed.\r\n */\r\n removeFlatPlane(handle: JointDynamicsFlatPlaneHandle): boolean {\r\n return this._controller.removeFlatPlane(handle);\r\n }\r\n\r\n /**\r\n * Remove a flat plane by current array index.\r\n * Prefer removeFlatPlane(handle) for runtime-owned flat planes.\r\n *\r\n * @param index - Current flat plane array index.\r\n * @returns true if the flat plane existed and was removed.\r\n */\r\n removeFlatPlaneAt(index: number): boolean {\r\n return this._controller.removeFlatPlaneAt(index);\r\n }\r\n\r\n /**\r\n * Add a grabber at runtime.\r\n *\r\n * The grabber transform is read from the supplied scene node every simulation step.\r\n * If no transform is supplied, the grabber is created at the identity transform.\r\n *\r\n * @param r - Read-only grabber parameters.\r\n * @param transform - Optional scene node that drives the grabber transform.\r\n * @returns A stable handle that remains valid until this grabber is removed.\r\n */\r\n addGrabber(r: GrabberR, transform?: SceneNode): JointDynamicsGrabberHandle {\r\n return this._controller.addGrabber(r, transform ? createTransformAccess(transform) : _defaultTA, false);\r\n }\r\n\r\n /**\r\n * Enable or disable a grabber by stable handle.\r\n *\r\n * Disabling a grabber also releases any points currently held by it.\r\n *\r\n * @param handle - Grabber handle returned by addGrabber.\r\n * @param enabled - Whether the grabber should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setGrabberEnabled(handle: JointDynamicsGrabberHandle, enabled: boolean): boolean {\r\n return this._controller.setGrabberEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a grabber by stable handle.\r\n *\r\n * @param handle - Grabber handle returned by addGrabber.\r\n * @returns true if the grabber existed and was removed.\r\n */\r\n removeGrabber(handle: JointDynamicsGrabberHandle): boolean {\r\n return this._controller.removeGrabber(handle);\r\n }\r\n\r\n /**\r\n * Remove a grabber by current array index.\r\n *\r\n * Prefer removeGrabber(handle) for runtime-owned grabbers.\r\n *\r\n * @param index - Current grabber array index.\r\n * @returns true if the grabber existed and was removed.\r\n */\r\n removeGrabberAt(index: number): boolean {\r\n return this._controller.removeGrabberAt(index);\r\n }\r\n\r\n private collectChainNodes(start: SceneNode, end: SceneNode): SceneNode[] {\r\n if (!start.isParentOf(end)) {\r\n throw new Error('Invalid chain: end node must be a descendant of start node');\r\n }\r\n const nodes: SceneNode[] = [];\r\n let current: SceneNode = end;\r\n for (;;) {\r\n nodes.unshift(current);\r\n if (current === start) {\r\n break;\r\n }\r\n current = current.parent!;\r\n }\r\n return nodes;\r\n }\r\n /**\r\n * Advance the physics simulation and write the resulting transforms back to the chain nodes.\r\n *\r\n * @param deltaTime - Frame time step in seconds. Values larger than 0.033 are clamped for stability.\r\n */\r\n update(deltaTime: number): void {\r\n const dt = Math.min(deltaTime, 0.033); // Max 30 FPS\r\n this._controller.step(dt);\r\n }\r\n /** @internal */\r\n private getDefaultControllerConfig(): ControllerConfig {\r\n return {\r\n gravity: new Vector3(0, -9.8, 0),\r\n relaxation: 3,\r\n subSteps: 3,\r\n enableSurfaceCollision: false,\r\n windForce: Vector3.zero(),\r\n rootSlideLimit: -1,\r\n rootRotateLimit: -1,\r\n constraintShrinkLimit: 1,\r\n blendRatio: 0,\r\n stabilizationFrameRate: 60,\r\n isFakeWave: false,\r\n fakeWaveSpeed: 0,\r\n fakeWavePower: 0,\r\n angleLimitConfig: { angleLimit: -1, limitFromRoot: false },\r\n enableBroadPhase: false,\r\n preserveTwist: true,\r\n curves: {\r\n gravityScale: InterpolatorScalar.constant(1),\r\n windForceScale: InterpolatorScalar.constant(1),\r\n massScale: InterpolatorScalar.constant(1),\r\n resistance: InterpolatorScalar.constant(0.95),\r\n hardness: InterpolatorScalar.constant(0.001),\r\n friction: InterpolatorScalar.constant(0.5),\r\n pointRadius: InterpolatorScalar.constant(0.05),\r\n sliderJointLength: InterpolatorScalar.constant(0),\r\n allShrinkScale: InterpolatorScalar.constant(1),\r\n allStretchScale: InterpolatorScalar.constant(1),\r\n structuralShrinkVertical: InterpolatorScalar.constant(1),\r\n structuralStretchVertical: InterpolatorScalar.constant(1),\r\n structuralShrinkHorizontal: InterpolatorScalar.constant(0.5),\r\n structuralStretchHorizontal: InterpolatorScalar.constant(0.5),\r\n shearShrink: InterpolatorScalar.constant(0.5),\r\n shearStretch: InterpolatorScalar.constant(0.5),\r\n bendingShrinkVertical: InterpolatorScalar.constant(0.5),\r\n bendingStretchVertical: InterpolatorScalar.constant(0.5),\r\n bendingShrinkHorizontal: InterpolatorScalar.constant(0.5),\r\n bendingStretchHorizontal: InterpolatorScalar.constant(0.5),\r\n fakeWavePower: InterpolatorScalar.constant(0),\r\n fakeWaveFreq: InterpolatorScalar.constant(0)\r\n },\r\n constraintOptions: {\r\n structuralVertical: false,\r\n structuralHorizontal: false,\r\n shear: false,\r\n bendingVertical: false,\r\n bendingHorizontal: false,\r\n isLoop: false,\r\n collideStructuralVertical: false,\r\n collideStructuralHorizontal: false,\r\n collideShear: false,\r\n enableSurfaceCollision: false\r\n }\r\n };\r\n 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1
+ {"version":3,"file":"joint_dynamics_system.js","sources":["../../../src/animation/joint_dynamics/joint_dynamics_system.ts"],"sourcesContent":["import type { DeepPartial } from '@zephyr3d/base';\r\nimport { InterpolatorScalar, Vector3 } from '@zephyr3d/base';\r\nimport { Quaternion } from '@zephyr3d/base';\r\nimport { SceneNode } from '../../scene/scene_node';\r\nimport type {\r\n ControllerConfig,\r\n JointDynamicsColliderSnapshot,\r\n JointDynamicsColliderHandle,\r\n JointDynamicsFlatPlaneSnapshot,\r\n JointDynamicsFlatPlaneHandle,\r\n JointDynamicsGrabberSnapshot,\r\n JointDynamicsGrabberHandle\r\n} from './controller';\r\nimport { JointDynamicsSystemController } from './controller';\r\nimport { ColliderForce, type BoneNode, type ColliderR, type GrabberR, type TransformAccess } from './types';\r\nimport type { SkeletonBindPose } from '../skeleton';\r\n\r\nconst _quat = new Quaternion();\r\n\r\nconst _defaultTA = createTransformAccess(new SceneNode(null), false);\r\n\r\n/**\r\n * Create a transform adapter that lets the joint dynamics solver read from and write to a SceneNode.\r\n *\r\n * @param obj - Scene node to expose through the TransformAccess interface.\r\n * @returns A TransformAccess wrapper backed by the supplied scene node.\r\n *\r\n * @public\r\n */\r\nexport function createTransformAccess(obj: SceneNode, exposeNode = true): TransformAccess {\r\n return {\r\n ...(exposeNode ? { node: obj } : {}),\r\n getWorldPosition(): Vector3 {\r\n return obj.getWorldPosition();\r\n },\r\n getWorldRotation(): Quaternion {\r\n const q = new Quaternion();\r\n obj.worldMatrix.decompose(null, q, null);\r\n return q;\r\n },\r\n getWorldScale(): Vector3 {\r\n const s = new Vector3();\r\n obj.worldMatrix.decompose(s, null, null);\r\n return s;\r\n },\r\n getLocalPosition(): Vector3 {\r\n return obj.position.clone();\r\n },\r\n getLocalRotation(): Quaternion {\r\n return obj.rotation.clone();\r\n },\r\n getLocalScale(): Vector3 {\r\n return obj.scale.clone();\r\n },\r\n setWorldPosition(p: Vector3): void {\r\n if (obj.parent) {\r\n obj.position = obj.parent.invWorldMatrix.transformPointAffine(p);\r\n } else {\r\n obj.position.set(p);\r\n }\r\n },\r\n setWorldRotation(q: Quaternion): void {\r\n // Convert world rotation to local space.\r\n if (obj.parent) {\r\n obj.parent.worldMatrix.decompose(null, _quat, null);\r\n Quaternion.multiply(Quaternion.inverse(_quat), q, obj.rotation);\r\n } else {\r\n obj.rotation.set(q);\r\n }\r\n },\r\n setLocalPosition(p: Vector3): void {\r\n obj.position.set(p);\r\n },\r\n setLocalRotation(q: Quaternion): void {\r\n obj.rotation.set(q);\r\n },\r\n setLocalScale(s: Vector3): void {\r\n obj.scale.set(s);\r\n }\r\n };\r\n}\r\n\r\nfunction createOffsetTransformAccess(\r\n obj: SceneNode,\r\n localOffset: Vector3,\r\n exposeNode = true\r\n): TransformAccess {\r\n const offset = localOffset.clone();\r\n return {\r\n ...(exposeNode ? { node: obj } : {}),\r\n getWorldPosition(): Vector3 {\r\n return obj.worldMatrix.transformPointAffine(offset);\r\n },\r\n getWorldRotation(): Quaternion {\r\n const q = new Quaternion();\r\n obj.worldMatrix.decompose(null, q, null);\r\n return q;\r\n },\r\n getWorldScale(): Vector3 {\r\n const s = new Vector3();\r\n obj.worldMatrix.decompose(s, null, null);\r\n return s;\r\n },\r\n getLocalPosition(): Vector3 {\r\n return obj.position.clone();\r\n },\r\n getLocalRotation(): Quaternion {\r\n return obj.rotation.clone();\r\n },\r\n getLocalScale(): Vector3 {\r\n return obj.scale.clone();\r\n },\r\n setWorldPosition(p: Vector3): void {\r\n if (obj.parent) {\r\n obj.position = obj.parent.invWorldMatrix.transformPointAffine(p);\r\n } else {\r\n obj.position.set(p);\r\n }\r\n },\r\n setWorldRotation(q: Quaternion): void {\r\n if (obj.parent) {\r\n obj.parent.worldMatrix.decompose(null, _quat, null);\r\n Quaternion.multiply(Quaternion.inverse(_quat), q, obj.rotation);\r\n } else {\r\n obj.rotation.set(q);\r\n }\r\n },\r\n setLocalPosition(p: Vector3): void {\r\n obj.position.set(p);\r\n },\r\n setLocalRotation(q: Quaternion): void {\r\n obj.rotation.set(q);\r\n },\r\n setLocalScale(s: Vector3): void {\r\n obj.scale.set(s);\r\n }\r\n };\r\n}\r\n\r\n/**\r\n * Describes the bone chains simulated by a JointDynamicsSystem.\r\n *\r\n * Each chain is defined by an inclusive start and end node. The end node must be\r\n * a descendant of the start node.\r\n *\r\n * @public\r\n */\r\nexport type JointChainConfig = {\r\n /** Root transform used for root motion compensation. */\r\n systemRoot: SceneNode;\r\n /** Bone chains to simulate. */\r\n chains: {\r\n start: SceneNode;\r\n end: SceneNode;\r\n startAnchor?: SceneNode;\r\n endAnchor?: SceneNode;\r\n startAnchorOffset?: Vector3;\r\n endAnchorOffset?: Vector3;\r\n }[];\r\n};\r\n\r\n/**\r\n * Configuration used to construct a JointDynamicsSystem.\r\n *\r\n * @public\r\n */\r\nexport type JointDynamicSystemConfig = {\r\n /** Bone chain topology and root transform. */\r\n chainConfig: JointChainConfig;\r\n /** Optional controller configuration overrides. */\r\n controllerConfig?: DeepPartial<ControllerConfig, 2>;\r\n};\r\n\r\n/**\r\n * Physics system for spring-like joint dynamics on scene node bone chains.\r\n *\r\n * The system builds particles and constraints from one or more bone chains,\r\n * advances them with Verlet integration, solves constraints and collisions, and\r\n * writes the resulting positions and rotations back to the scene graph.\r\n *\r\n * @public\r\n */\r\nexport class JointDynamicsSystem {\r\n private _controller: JointDynamicsSystemController;\r\n private _chainConfig: JointChainConfig;\r\n private _bindPose: WeakMap<SceneNode, SkeletonBindPose>;\r\n /**\r\n * Create a joint dynamics system for one or more bone chains.\r\n *\r\n * @param config - Bone chain topology and controller configuration.\r\n * @param colliders - Optional colliders to register during initialization.\r\n * @param grabbers - Optional grabbers to register during initialization.\r\n * @param flatPlanes - Optional world-space planes that dynamic points cannot cross.\r\n */\r\n constructor(\r\n config: JointDynamicSystemConfig,\r\n colliders: { r: ColliderR; transform: TransformAccess }[] = [],\r\n grabbers: {\r\n r: GrabberR;\r\n transform: TransformAccess;\r\n enabled: boolean;\r\n }[] = [],\r\n flatPlanes: { up: Vector3; position: Vector3 }[] = []\r\n ) {\r\n this._chainConfig = {\r\n systemRoot: config.chainConfig.systemRoot,\r\n chains: config.chainConfig.chains.map((chain) => ({\r\n start: chain.start,\r\n end: chain.end,\r\n startAnchor: chain.startAnchor,\r\n endAnchor: chain.endAnchor,\r\n startAnchorOffset: chain.startAnchorOffset?.clone(),\r\n endAnchorOffset: chain.endAnchorOffset?.clone()\r\n }))\r\n };\r\n this._bindPose = new WeakMap();\r\n const rootPoints: BoneNode[] = [];\r\n const boneNodes: BoneNode[] = [];\r\n const boneToNode = new Map<BoneNode, SceneNode>();\r\n const pointTransforms: TransformAccess[] = [];\r\n const pointSourceTransforms = new Map<BoneNode, TransformAccess>();\r\n const nodeToBone = new Map<SceneNode, BoneNode>();\r\n const nodeToDepth = new Map<SceneNode, number>();\r\n for (const chain of config.chainConfig.chains) {\r\n const chainNodes = this.collectChainNodes(chain.start, chain.end);\r\n let previous: BoneNode | null = null;\r\n for (let i = 0; i < chainNodes.length; i++) {\r\n const node = chainNodes[i];\r\n const isChainStart = i === 0;\r\n const isChainEnd = i === chainNodes.length - 1;\r\n const sourceNode =\r\n (isChainStart ? chain.startAnchor : null) ?? (isChainEnd ? chain.endAnchor : null) ?? node;\r\n const sourceOffset =\r\n (isChainStart ? chain.startAnchorOffset : null) ??\r\n (isChainEnd ? chain.endAnchorOffset : null) ??\r\n null;\r\n let boneNode = nodeToBone.get(node);\r\n if (!boneNode) {\r\n this._bindPose.set(node, {\r\n position: node.position.clone(),\r\n rotation: node.rotation.clone(),\r\n scale: node.scale.clone()\r\n });\r\n boneNode = {\r\n index: boneNodes.length,\r\n position: node.getWorldPosition(),\r\n children: [],\r\n isFixed: isChainStart || !!(isChainEnd && chain.endAnchor),\r\n depth: i\r\n };\r\n nodeToBone.set(node, boneNode);\r\n nodeToDepth.set(node, i);\r\n boneNodes.push(boneNode);\r\n boneToNode.set(boneNode, node);\r\n pointSourceTransforms.set(\r\n boneNode,\r\n sourceOffset\r\n ? createOffsetTransformAccess(sourceNode, sourceOffset)\r\n : createTransformAccess(sourceNode)\r\n );\r\n } else {\r\n const depth = nodeToDepth.get(node) ?? boneNode.depth;\r\n if (i < depth) {\r\n boneNode.depth = i;\r\n nodeToDepth.set(node, i);\r\n }\r\n boneNode.isFixed = boneNode.isFixed || isChainStart || !!(isChainEnd && chain.endAnchor);\r\n const existingSource =\r\n pointSourceTransforms.get(boneNode)?.node ?? boneToNode.get(boneNode) ?? null;\r\n if (existingSource && existingSource !== sourceNode) {\r\n throw new Error(\r\n `Conflicting anchor assignment for joint dynamics node '${node.name || node.persistentId}'.`\r\n );\r\n }\r\n if (!existingSource) {\r\n pointSourceTransforms.set(\r\n boneNode,\r\n sourceOffset\r\n ? createOffsetTransformAccess(sourceNode, sourceOffset)\r\n : createTransformAccess(sourceNode)\r\n );\r\n }\r\n }\r\n if (previous && !previous.children.includes(boneNode)) {\r\n previous.children.push(boneNode);\r\n const rootIndex = rootPoints.indexOf(boneNode);\r\n if (rootIndex !== -1) {\r\n rootPoints.splice(rootIndex, 1);\r\n }\r\n } else if (!previous && !rootPoints.includes(boneNode)) {\r\n rootPoints.push(boneNode);\r\n }\r\n previous = boneNode;\r\n }\r\n }\r\n const orderedBoneNodes: BoneNode[] = [];\r\n const visitedBoneNodes = new Set<BoneNode>();\r\n const orderBoneNode = (boneNode: BoneNode) => {\r\n if (visitedBoneNodes.has(boneNode)) {\r\n return;\r\n }\r\n visitedBoneNodes.add(boneNode);\r\n boneNode.index = orderedBoneNodes.length;\r\n orderedBoneNodes.push(boneNode);\r\n for (const child of boneNode.children) {\r\n orderBoneNode(child);\r\n }\r\n };\r\n for (const root of rootPoints) {\r\n orderBoneNode(root);\r\n }\r\n boneNodes.length = 0;\r\n boneNodes.push(...orderedBoneNodes);\r\n pointTransforms.push(...boneNodes.map((boneNode) => createTransformAccess(boneToNode.get(boneNode)!)));\r\n const pointInputTransforms = boneNodes.map(\r\n (boneNode) => pointSourceTransforms.get(boneNode) ?? createTransformAccess(boneToNode.get(boneNode)!)\r\n );\r\n const systemRoot = createTransformAccess(config.chainConfig.systemRoot);\r\n const defaultConfig = this.getDefaultControllerConfig();\r\n const controllerConfig: ControllerConfig = {\r\n ...defaultConfig,\r\n ...config?.controllerConfig,\r\n angleLimitConfig: { ...defaultConfig.angleLimitConfig, ...config?.controllerConfig?.angleLimitConfig },\r\n curves: { ...defaultConfig.curves, ...config?.controllerConfig?.curves },\r\n constraintOptions: {\r\n ...defaultConfig.constraintOptions,\r\n ...config?.controllerConfig?.constraintOptions\r\n }\r\n };\r\n this._controller = new JointDynamicsSystemController(controllerConfig);\r\n this._controller.initialize(\r\n systemRoot,\r\n rootPoints,\r\n pointTransforms,\r\n pointInputTransforms,\r\n colliders,\r\n grabbers,\r\n flatPlanes\r\n );\r\n }\r\n\r\n /**\r\n * Get the low-level controller that owns simulation state and advanced runtime controls.\r\n *\r\n * Most callers should prefer the convenience methods on JointDynamicsSystem.\r\n *\r\n * @returns The underlying joint dynamics controller.\r\n */\r\n get controller(): JointDynamicsSystemController {\r\n return this._controller;\r\n }\r\n\r\n /**\r\n * Get the node chain topology used to construct this system.\r\n */\r\n get chainConfig(): JointChainConfig {\r\n return {\r\n systemRoot: this._chainConfig.systemRoot,\r\n chains: this._chainConfig.chains.map((chain) => ({\r\n start: chain.start,\r\n end: chain.end,\r\n startAnchor: chain.startAnchor,\r\n endAnchor: chain.endAnchor,\r\n startAnchorOffset: chain.startAnchorOffset?.clone(),\r\n endAnchorOffset: chain.endAnchorOffset?.clone()\r\n }))\r\n };\r\n }\r\n\r\n /**\r\n * Returns detached collider snapshots for serialization.\r\n */\r\n getColliderSnapshots(): JointDynamicsColliderSnapshot[] {\r\n return this._controller.getColliderSnapshots();\r\n }\r\n\r\n /**\r\n * Returns detached flat-plane snapshots for serialization.\r\n */\r\n getFlatPlaneSnapshots(): JointDynamicsFlatPlaneSnapshot[] {\r\n return this._controller.getFlatPlaneSnapshots();\r\n }\r\n\r\n /**\r\n * Returns detached grabber snapshots for serialization.\r\n */\r\n getGrabberSnapshots(): JointDynamicsGrabberSnapshot[] {\r\n return this._controller.getGrabberSnapshots();\r\n }\r\n\r\n /**\r\n * Reset chain nodes to bind pose\r\n */\r\n resetChains() {\r\n for (const chain of this._chainConfig.chains) {\r\n const chainNodes = this.collectChainNodes(chain.start, chain.end);\r\n for (const node of chainNodes) {\r\n const bindPose = this._bindPose.get(node);\r\n if (bindPose) {\r\n node.position = bindPose.position;\r\n node.rotation = bindPose.rotation;\r\n node.scale = bindPose.scale;\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * Add a fully configured collider at runtime.\r\n *\r\n * The collider transform is read from the supplied scene node every simula ; ion step.\r\n * If no transform is supplied, the collider is created at the identity transform.\r\n *\r\n * @param r - Read-only collider parameters.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addCollider(r: ColliderR, transform?: SceneNode): JointDynamicsColliderHandle {\r\n return this._controller.addCollider(r, transform ? createTransformAccess(transform) : _defaultTA);\r\n }\r\n\r\n /**\r\n * Add a spherical collider at runtime.\r\n *\r\n * The collider transform is read from the supplied scene node every simulation step.\r\n * If no transform is supplied, the collider is created at the identity transform.\r\n *\r\n * @param radius - Sphere radius in world units before transform scaling.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @param friction - Contact friction coefficient applied by this collider. Defaults to 0.\r\n * @param inversed - If true, points are constrained inside the sphere instead of pushed out.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addSphereCollider(\r\n radius: number,\r\n transform?: SceneNode,\r\n friction?: number,\r\n inversed?: boolean\r\n ): JointDynamicsColliderHandle {\r\n return this.addCollider(\r\n {\r\n forceType: ColliderForce.Off,\r\n friction: friction ?? 0,\r\n height: 0,\r\n isInverseCollider: inversed ?? false,\r\n radius,\r\n radiusTailScale: 1\r\n },\r\n transform\r\n );\r\n }\r\n\r\n /**\r\n * Add a capsule collider at runtime.\r\n *\r\n * The capsule is aligned to the collider transform's local Y axis. Its head radius is\r\n * `radius`, its tail radius is `radius * radiusTailScale`, and `height` defines the\r\n * distance between the capsule ends before transform scaling.\r\n *\r\n * @param radius - Capsule head radius in world units before transform scaling.\r\n * @param height - Capsule length in world units before transform scaling.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @param radiusTailScale - Tail radius multiplier relative to the head radius. Defaults to 1.\r\n * @param friction - Contact friction coefficient applied by this collider. Defaults to 0.\r\n * @param inversed - If true, points are constrained inside the capsule instead of pushed out.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addCapsuleCollider(\r\n radius: number,\r\n height: number,\r\n transform?: SceneNode,\r\n radiusTailScale?: number,\r\n friction?: number,\r\n inversed?: boolean\r\n ): JointDynamicsColliderHandle {\r\n return this.addCollider(\r\n {\r\n forceType: ColliderForce.Off,\r\n friction: friction ?? 0,\r\n height,\r\n isInverseCollider: inversed ?? false,\r\n radius,\r\n radiusTailScale: radiusTailScale ?? 1\r\n },\r\n transform\r\n );\r\n }\r\n\r\n /**\r\n * Enable or disable a collider by stable handle.\r\n *\r\n * Disabled colliders remain registered but are ignored by simulation until re-enabled.\r\n *\r\n * @param handle - Collider handle returned by addCollider, addSphereCollider, or addCapsuleCollider.\r\n * @param enabled - Whether the collider should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setColliderEnabled(handle: JointDynamicsColliderHandle, enabled: boolean): boolean {\r\n return this._controller.setColliderEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a collider by stable handle.\r\n *\r\n * @param handle - Collider handle returned by addCollider, addSphereCollider, or addCapsuleCollider.\r\n * @returns true if the collider existed and was removed.\r\n */\r\n removeCollider(handle: JointDynamicsColliderHandle): boolean {\r\n return this._controller.removeCollider(handle);\r\n }\r\n\r\n /**\r\n * Remove a collider by current array index.\r\n *\r\n * Prefer removeCollider(handle) for runtime-owned colliders.\r\n *\r\n * @param index - Current collider array index.\r\n * @returns true if the collider existed and was removed.\r\n */\r\n removeColliderAt(index: number): boolean {\r\n return this._controller.removeColliderAt(index);\r\n }\r\n\r\n /**\r\n * Add a flat plane collider at runtime.\r\n *\r\n * Flat planes are infinite world-space planes. The normal points toward the allowed side,\r\n * and dynamic points are pushed back when they move behind the plane.\r\n *\r\n * @param up - Plane normal in world space.\r\n * @param position - A point on the plane in world space.\r\n * @returns A stable handle that remains valid until this flat plane is removed.\r\n */\r\n addFlatPlane(up: Vector3, position: Vector3): JointDynamicsFlatPlaneHandle {\r\n return this._controller.addFlatPlane(up, position);\r\n }\r\n\r\n /**\r\n * Enable or disable a flat plane by stable handle.\r\n *\r\n * Disabled flat planes remain registered but are ignored by simulation until re-enabled.\r\n *\r\n * @param handle - Flat plane handle returned by addFlatPlane.\r\n * @param enabled - Whether the flat plane should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setFlatPlaneEnabled(handle: JointDynamicsFlatPlaneHandle, enabled: boolean): boolean {\r\n return this._controller.setFlatPlaneEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a flat plane by stable handle.\r\n *\r\n * @param handle - Flat plane handle returned by addFlatPlane.\r\n * @returns true if the flat plane existed and was removed.\r\n */\r\n removeFlatPlane(handle: JointDynamicsFlatPlaneHandle): boolean {\r\n return this._controller.removeFlatPlane(handle);\r\n }\r\n\r\n /**\r\n * Remove a flat plane by current array index.\r\n * Prefer removeFlatPlane(handle) for runtime-owned flat planes.\r\n *\r\n * @param index - Current flat plane array index.\r\n * @returns true if the flat plane existed and was removed.\r\n */\r\n removeFlatPlaneAt(index: number): boolean {\r\n return this._controller.removeFlatPlaneAt(index);\r\n }\r\n\r\n /**\r\n * Add a grabber at runtime.\r\n *\r\n * The grabber transform is read from the supplied scene node every simulation step.\r\n * If no transform is supplied, the grabber is created at the identity transform.\r\n *\r\n * @param r - Read-only grabber parameters.\r\n * @param transform - Optional scene node that drives the grabber transform.\r\n * @returns A stable handle that remains valid until this grabber is removed.\r\n */\r\n addGrabber(r: GrabberR, transform?: SceneNode): JointDynamicsGrabberHandle {\r\n return this._controller.addGrabber(r, transform ? createTransformAccess(transform) : _defaultTA, false);\r\n }\r\n\r\n /**\r\n * Enable or disable a grabber by stable handle.\r\n *\r\n * Disabling a grabber also releases any points currently held by it.\r\n *\r\n * @param handle - Grabber handle returned by addGrabber.\r\n * @param enabled - Whether the grabber should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setGrabberEnabled(handle: JointDynamicsGrabberHandle, enabled: boolean): boolean {\r\n return this._controller.setGrabberEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a grabber by stable handle.\r\n *\r\n * @param handle - Grabber handle returned by addGrabber.\r\n * @returns true if the grabber existed and was removed.\r\n */\r\n removeGrabber(handle: JointDynamicsGrabberHandle): boolean {\r\n return this._controller.removeGrabber(handle);\r\n }\r\n\r\n /**\r\n * Remove a grabber by current array index.\r\n *\r\n * Prefer removeGrabber(handle) for runtime-owned grabbers.\r\n *\r\n * @param index - Current grabber array index.\r\n * @returns true if the grabber existed and was removed.\r\n */\r\n removeGrabberAt(index: number): boolean {\r\n return this._controller.removeGrabberAt(index);\r\n }\r\n\r\n private collectChainNodes(start: SceneNode, end: SceneNode): SceneNode[] {\r\n if (!start.isParentOf(end)) {\r\n throw new Error('Invalid chain: end node must be a descendant of start node');\r\n }\r\n const nodes: SceneNode[] = [];\r\n let current: SceneNode = end;\r\n for (;;) {\r\n nodes.unshift(current);\r\n if (current === start) {\r\n break;\r\n }\r\n current = current.parent!;\r\n }\r\n return nodes;\r\n }\r\n /**\r\n * Advance the physics simulation and write the resulting transforms back to the chain nodes.\r\n *\r\n * @param deltaTime - Frame time step in seconds. Values larger than 0.033 are clamped for stability.\r\n */\r\n update(deltaTime: number): void {\r\n const dt = Math.min(deltaTime, 0.033); // Max 30 FPS\r\n this._controller.step(dt);\r\n }\r\n /** @internal */\r\n private getDefaultControllerConfig(): ControllerConfig {\r\n return {\r\n gravity: new Vector3(0, -9.8, 0),\r\n relaxation: 3,\r\n subSteps: 3,\r\n enableSurfaceCollision: false,\r\n windForce: Vector3.zero(),\r\n rootSlideLimit: -1,\r\n rootRotateLimit: -1,\r\n constraintShrinkLimit: 1,\r\n blendRatio: 0,\r\n stabilizationFrameRate: 60,\r\n isFakeWave: false,\r\n fakeWaveSpeed: 0,\r\n fakeWavePower: 0,\r\n angleLimitConfig: { angleLimit: -1, limitFromRoot: false },\r\n enableBroadPhase: false,\r\n preserveTwist: true,\r\n curves: {\r\n gravityScale: InterpolatorScalar.constant(1),\r\n windForceScale: InterpolatorScalar.constant(1),\r\n massScale: InterpolatorScalar.constant(1),\r\n resistance: InterpolatorScalar.constant(0.95),\r\n hardness: InterpolatorScalar.constant(0.001),\r\n friction: InterpolatorScalar.constant(0.5),\r\n pointRadius: InterpolatorScalar.constant(0.05),\r\n sliderJointLength: InterpolatorScalar.constant(0),\r\n allShrinkScale: InterpolatorScalar.constant(1),\r\n allStretchScale: InterpolatorScalar.constant(1),\r\n structuralShrinkVertical: InterpolatorScalar.constant(1),\r\n structuralStretchVertical: InterpolatorScalar.constant(1),\r\n structuralShrinkHorizontal: InterpolatorScalar.constant(0.5),\r\n structuralStretchHorizontal: InterpolatorScalar.constant(0.5),\r\n shearShrink: InterpolatorScalar.constant(0.5),\r\n shearStretch: InterpolatorScalar.constant(0.5),\r\n bendingShrinkVertical: InterpolatorScalar.constant(0.5),\r\n bendingStretchVertical: InterpolatorScalar.constant(0.5),\r\n bendingShrinkHorizontal: InterpolatorScalar.constant(0.5),\r\n bendingStretchHorizontal: InterpolatorScalar.constant(0.5),\r\n fakeWavePower: InterpolatorScalar.constant(0),\r\n fakeWaveFreq: InterpolatorScalar.constant(0)\r\n },\r\n constraintOptions: {\r\n structuralVertical: false,\r\n structuralHorizontal: false,\r\n shear: false,\r\n bendingVertical: false,\r\n bendingHorizontal: false,\r\n isLoop: false,\r\n collideStructuralVertical: false,\r\n collideStructuralHorizontal: false,\r\n collideShear: false,\r\n enableSurfaceCollision: false\r\n }\r\n };\r\n 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@@ -1,6 +1,5 @@
1
1
  import { AnimationTrack } from './animationtrack.js';
2
2
  import { BoundingBox } from '../utility/bounding_volume.js';
3
- import { MAX_MORPH_TARGETS } from '../values.js';
4
3
  import { calculateMorphBoundingBox } from './morphtarget.js';
5
4
  import { Vector3 } from '@zephyr3d/base';
6
5
 
@@ -28,7 +27,7 @@ import { Vector3 } from '@zephyr3d/base';
28
27
  this._state = {
29
28
  numTargets: interpolator.stride,
30
29
  boundingBox: new BoundingBox(),
31
- weights: new Float32Array(MAX_MORPH_TARGETS)
30
+ weights: new Float32Array(interpolator.stride)
32
31
  };
33
32
  this._boundingBox = targetBox ?? null;
34
33
  this._originBox = originBox ?? null;
@@ -48,7 +47,7 @@ import { Vector3 } from '@zephyr3d/base';
48
47
  this._state = this._interpolator ? {
49
48
  numTargets: this._interpolator.stride,
50
49
  boundingBox: new BoundingBox(),
51
- weights: new Float32Array(MAX_MORPH_TARGETS)
50
+ weights: new Float32Array(this._interpolator.stride)
52
51
  } : null;
53
52
  }
54
53
  get boundingBox() {
@@ -75,7 +74,7 @@ import { Vector3 } from '@zephyr3d/base';
75
74
  return this._state;
76
75
  }
77
76
  /** {@inheritDoc AnimationTrack.applyState} */ applyState(node, state) {
78
- node.getMorphInfo().buffer.get().bufferSubData(4 * 4, state.weights);
77
+ node.updateMorphWeights(state.weights.subarray(0, state.numTargets));
79
78
  state.boundingBox.minPoint.addBy(this._originBox.minPoint);
80
79
  state.boundingBox.maxPoint.addBy(this._originBox.maxPoint);
81
80
  node.setAnimatedBoundingBox(state.boundingBox);
@@ -1 +1 @@
1
- {"version":3,"file":"morphtrack.js","sources":["../../src/animation/morphtrack.ts"],"sourcesContent":["import { AnimationTrack } from './animationtrack';\r\nimport type { Mesh, SceneNode } from '../scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { MAX_MORPH_TARGETS } from '../values';\r\nimport { calculateMorphBoundingBox } from './morphtarget';\r\nimport type { AABB, Interpolator, Nullable } from '@zephyr3d/base';\r\nimport { Vector3 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Morph animation state\r\n *\r\n * @public\r\n **/\r\nexport type MorphState = {\r\n numTargets: number;\r\n weights: Float32Array<ArrayBuffer>;\r\n boundingBox: BoundingBox;\r\n};\r\n\r\n/**\r\n * Morph target track\r\n * @public\r\n */\r\nexport class MorphTargetTrack extends AnimationTrack<MorphState> {\r\n private _state: Nullable<MorphState>;\r\n private _originBox: Nullable<AABB>;\r\n private _boundingBox: Nullable<BoundingBox[]>;\r\n private _defaultWeights: Nullable<number[]>;\r\n private _interpolator: Nullable<Interpolator>;\r\n /**\r\n * Create an instance of MorphTargetTrack\r\n */\r\n constructor();\r\n /**\r\n * Create an instance of MorphTargetTrack from morph parameters\r\n */\r\n constructor(\r\n interpolator?: Interpolator,\r\n defaultMorphWeights?: number[],\r\n targetBox?: BoundingBox[],\r\n originBox?: AABB,\r\n embedded?: boolean\r\n );\r\n /**\r\n * Create an instance of MorphTargetTrack\r\n */\r\n constructor(\r\n interpolator?: Interpolator,\r\n defaultMorphWeights?: number[],\r\n targetBox?: BoundingBox[],\r\n originBox?: AABB,\r\n embedded?: boolean\r\n ) {\r\n super(embedded);\r\n if (interpolator === undefined) {\r\n this._interpolator = null;\r\n this._state = null;\r\n this._boundingBox = null;\r\n this._originBox = null;\r\n this._defaultWeights = null;\r\n } else {\r\n this._interpolator = interpolator;\r\n this._state = {\r\n numTargets: interpolator.stride,\r\n boundingBox: new BoundingBox(),\r\n weights: new Float32Array(MAX_MORPH_TARGETS)\r\n };\r\n this._boundingBox = targetBox ?? null;\r\n this._originBox = originBox ?? null;\r\n this._defaultWeights =\r\n defaultMorphWeights ?? Array.from({ length: this._state.numTargets }).map(() => 0);\r\n }\r\n }\r\n clone(): this {\r\n return new MorphTargetTrack(\r\n this._interpolator ?? undefined,\r\n this._defaultWeights?.slice(),\r\n this._boundingBox?.map((bbox) => bbox.clone()) ?? undefined,\r\n this._originBox?.clone() ?? undefined,\r\n false\r\n ) as this;\r\n }\r\n get interpolator() {\r\n return this._interpolator;\r\n }\r\n set interpolator(interp: Nullable<Interpolator>) {\r\n this._interpolator = interp ?? null;\r\n this._state = this._interpolator\r\n ? {\r\n numTargets: this._interpolator.stride,\r\n boundingBox: new BoundingBox(),\r\n weights: new Float32Array(MAX_MORPH_TARGETS)\r\n }\r\n : null;\r\n }\r\n get boundingBox() {\r\n return this._boundingBox;\r\n }\r\n set boundingBox(box: Nullable<BoundingBox[]>) {\r\n this._boundingBox = box;\r\n }\r\n get defaultWeights() {\r\n return this._defaultWeights;\r\n }\r\n set defaultWeights(value: Nullable<number[]>) {\r\n this._defaultWeights = value;\r\n }\r\n get originBoundingBox() {\r\n return this._originBox;\r\n }\r\n set originBoundingBox(box: Nullable<AABB>) {\r\n this._originBox = box;\r\n }\r\n /** {@inheritDoc AnimationTrack.calculateState} */\r\n\r\n calculateState(target: object, currentTime: number) {\r\n this._interpolator!.interpolate(currentTime, this._state!.weights);\r\n calculateMorphBoundingBox(\r\n this._state!.boundingBox,\r\n this._boundingBox!,\r\n this._state!.weights,\r\n this._state!.numTargets\r\n );\r\n return this._state!;\r\n }\r\n /** {@inheritDoc AnimationTrack.applyState} */\r\n applyState(node: SceneNode, state: MorphState) {\r\n (node as Mesh)\r\n .getMorphInfo()!\r\n .buffer!.get()!\r\n .bufferSubData(4 * 4, state.weights);\r\n state.boundingBox.minPoint.addBy(this._originBox!.minPoint);\r\n state.boundingBox.maxPoint.addBy(this._originBox!.maxPoint);\r\n (node as Mesh).setAnimatedBoundingBox(state.boundingBox);\r\n }\r\n /** {@inheritDoc AnimationTrack.mixState} */\r\n mixState(a: MorphState, b: MorphState, t: number) {\r\n const state: MorphState = {\r\n weights: new Float32Array(a.numTargets),\r\n boundingBox: new BoundingBox(),\r\n numTargets: a.numTargets\r\n };\r\n for (let i = 0; i < a.numTargets; i++) {\r\n state.weights[i] = a.weights[i] + (b.weights[i] - a.weights[i]) * t;\r\n state.boundingBox.minPoint = Vector3.min(a.boundingBox.minPoint, b.boundingBox.minPoint);\r\n state.boundingBox.maxPoint = Vector3.max(a.boundingBox.maxPoint, b.boundingBox.maxPoint);\r\n }\r\n return state;\r\n }\r\n /** {@inheritDoc AnimationTrack.getBlendId} */\r\n getBlendId() {\r\n return 'node-morph';\r\n }\r\n /** {@inheritDoc AnimationTrack.getDuration} */\r\n getDuration() {\r\n return this._interpolator?.maxTime ?? 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+ {"version":3,"file":"morphtrack.js","sources":["../../src/animation/morphtrack.ts"],"sourcesContent":["import { AnimationTrack } from './animationtrack';\r\nimport type { Mesh, SceneNode } from '../scene';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { calculateMorphBoundingBox } from './morphtarget';\r\nimport type { AABB, Interpolator, Nullable } from '@zephyr3d/base';\r\nimport { Vector3 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Morph animation state\r\n *\r\n * @public\r\n **/\r\nexport type MorphState = {\r\n numTargets: number;\r\n weights: Float32Array<ArrayBuffer>;\r\n boundingBox: BoundingBox;\r\n};\r\n\r\n/**\r\n * Morph target track\r\n * @public\r\n */\r\nexport class MorphTargetTrack extends AnimationTrack<MorphState> {\r\n private _state: Nullable<MorphState>;\r\n private _originBox: Nullable<AABB>;\r\n private _boundingBox: Nullable<BoundingBox[]>;\r\n private _defaultWeights: Nullable<number[]>;\r\n private _interpolator: Nullable<Interpolator>;\r\n /**\r\n * Create an instance of MorphTargetTrack\r\n */\r\n constructor();\r\n /**\r\n * Create an instance of MorphTargetTrack from morph parameters\r\n */\r\n constructor(\r\n interpolator?: Interpolator,\r\n defaultMorphWeights?: number[],\r\n targetBox?: BoundingBox[],\r\n originBox?: AABB,\r\n embedded?: boolean\r\n );\r\n /**\r\n * Create an instance of MorphTargetTrack\r\n */\r\n constructor(\r\n interpolator?: Interpolator,\r\n defaultMorphWeights?: number[],\r\n targetBox?: BoundingBox[],\r\n originBox?: AABB,\r\n embedded?: boolean\r\n ) {\r\n super(embedded);\r\n if (interpolator === undefined) {\r\n this._interpolator = null;\r\n this._state = null;\r\n this._boundingBox = null;\r\n this._originBox = null;\r\n this._defaultWeights = null;\r\n } else {\r\n this._interpolator = interpolator;\r\n this._state = {\r\n numTargets: interpolator.stride,\r\n boundingBox: new BoundingBox(),\r\n weights: new Float32Array(interpolator.stride)\r\n };\r\n this._boundingBox = targetBox ?? null;\r\n this._originBox = originBox ?? null;\r\n this._defaultWeights =\r\n defaultMorphWeights ?? Array.from({ length: this._state.numTargets }).map(() => 0);\r\n }\r\n }\r\n clone(): this {\r\n return new MorphTargetTrack(\r\n this._interpolator ?? undefined,\r\n this._defaultWeights?.slice(),\r\n this._boundingBox?.map((bbox) => bbox.clone()) ?? undefined,\r\n this._originBox?.clone() ?? undefined,\r\n false\r\n ) as this;\r\n }\r\n get interpolator() {\r\n return this._interpolator;\r\n }\r\n set interpolator(interp: Nullable<Interpolator>) {\r\n this._interpolator = interp ?? null;\r\n this._state = this._interpolator\r\n ? {\r\n numTargets: this._interpolator.stride,\r\n boundingBox: new BoundingBox(),\r\n weights: new Float32Array(this._interpolator.stride)\r\n }\r\n : null;\r\n }\r\n get boundingBox() {\r\n return this._boundingBox;\r\n }\r\n set boundingBox(box: Nullable<BoundingBox[]>) {\r\n this._boundingBox = box;\r\n }\r\n get defaultWeights() {\r\n return this._defaultWeights;\r\n }\r\n set defaultWeights(value: Nullable<number[]>) {\r\n this._defaultWeights = value;\r\n }\r\n get originBoundingBox() {\r\n return this._originBox;\r\n }\r\n set originBoundingBox(box: Nullable<AABB>) {\r\n this._originBox = box;\r\n }\r\n /** {@inheritDoc AnimationTrack.calculateState} */\r\n\r\n calculateState(target: object, currentTime: number) {\r\n this._interpolator!.interpolate(currentTime, this._state!.weights);\r\n calculateMorphBoundingBox(\r\n this._state!.boundingBox,\r\n this._boundingBox!,\r\n this._state!.weights,\r\n this._state!.numTargets\r\n );\r\n return this._state!;\r\n }\r\n /** {@inheritDoc AnimationTrack.applyState} */\r\n applyState(node: SceneNode, state: MorphState) {\r\n (node as Mesh).updateMorphWeights(state.weights.subarray(0, state.numTargets));\r\n state.boundingBox.minPoint.addBy(this._originBox!.minPoint);\r\n state.boundingBox.maxPoint.addBy(this._originBox!.maxPoint);\r\n (node as Mesh).setAnimatedBoundingBox(state.boundingBox);\r\n }\r\n /** {@inheritDoc AnimationTrack.mixState} */\r\n mixState(a: MorphState, b: MorphState, t: number) {\r\n const state: MorphState = {\r\n weights: new Float32Array(a.numTargets),\r\n boundingBox: new BoundingBox(),\r\n numTargets: a.numTargets\r\n };\r\n for (let i = 0; i < a.numTargets; i++) {\r\n state.weights[i] = a.weights[i] + (b.weights[i] - a.weights[i]) * t;\r\n state.boundingBox.minPoint = Vector3.min(a.boundingBox.minPoint, b.boundingBox.minPoint);\r\n state.boundingBox.maxPoint = Vector3.max(a.boundingBox.maxPoint, b.boundingBox.maxPoint);\r\n }\r\n return state;\r\n }\r\n /** {@inheritDoc AnimationTrack.getBlendId} */\r\n getBlendId() {\r\n return 'node-morph';\r\n }\r\n /** {@inheritDoc AnimationTrack.getDuration} */\r\n getDuration() {\r\n return this._interpolator?.maxTime ?? 0;\r\n }\r\n /** {@inheritDoc AnimationTrack.reset} */\r\n reset(node: SceneNode) {\r\n // apply default weights\r\n this._state!.weights.set(this._defaultWeights!);\r\n this.applyState(node, this._state!);\r\n }\r\n}\r\n"],"names":["MorphTargetTrack","AnimationTrack","_state","_originBox","_boundingBox","_defaultWeights","_interpolator","interpolator","defaultMorphWeights","targetBox","originBox","embedded","undefined","numTargets","stride","boundingBox","BoundingBox","weights","Float32Array","Array","from","length","map","clone","slice","bbox","interp","box","defaultWeights","value","originBoundingBox","calculateState","target","currentTime","interpolate","calculateMorphBoundingBox","applyState","node","state","updateMorphWeights","subarray","minPoint","addBy","maxPoint","setAnimatedBoundingBox","mixState","a","b","t","i","Vector3","min","max","getBlendId","getDuration","maxTime","reset","set"],"mappings":";;;;;AAkBA;;;IAIO,MAAMA,gBAAyBC,SAAAA,cAAAA,CAAAA;IAC5BC,MAA6B;IAC7BC,UAA2B;IAC3BC,YAAsC;IACtCC,eAAoC;IACpCC,aAAsC;AAe9C;;MAGA,WAAA,CACEC,YAA2B,EAC3BC,mBAA8B,EAC9BC,SAAyB,EACzBC,SAAgB,EAChBC,QAAkB,CAClB;AACA,QAAA,KAAK,CAACA,QAAAA,CAAAA;AACN,QAAA,IAAIJ,iBAAiBK,SAAW,EAAA;YAC9B,IAAI,CAACN,aAAa,GAAG,IAAA;YACrB,IAAI,CAACJ,MAAM,GAAG,IAAA;YACd,IAAI,CAACE,YAAY,GAAG,IAAA;YACpB,IAAI,CAACD,UAAU,GAAG,IAAA;YAClB,IAAI,CAACE,eAAe,GAAG,IAAA;SAClB,MAAA;YACL,IAAI,CAACC,aAAa,GAAGC,YAAAA;YACrB,IAAI,CAACL,MAAM,GAAG;AACZW,gBAAAA,UAAAA,EAAYN,aAAaO,MAAM;AAC/BC,gBAAAA,WAAAA,EAAa,IAAIC,WAAAA,EAAAA;gBACjBC,OAAS,EAAA,IAAIC,YAAaX,CAAAA,YAAAA,CAAaO,MAAM;AAC/C,aAAA;YACA,IAAI,CAACV,YAAY,GAAGK,SAAa,IAAA,IAAA;YACjC,IAAI,CAACN,UAAU,GAAGO,SAAa,IAAA,IAAA;AAC/B,YAAA,IAAI,CAACL,eAAe,GAClBG,mBAAuBW,IAAAA,KAAAA,CAAMC,IAAI,CAAC;AAAEC,gBAAAA,MAAAA,EAAQ,IAAI,CAACnB,MAAM,CAACW;aAAcS,CAAAA,CAAAA,GAAG,CAAC,IAAM,CAAA,CAAA;AACpF;AACF;IACAC,KAAc,GAAA;AACZ,QAAA,OAAO,IAAIvB,gBAAAA,CACT,IAAI,CAACM,aAAa,IAAIM,SACtB,EAAA,IAAI,CAACP,eAAe,EAAEmB,KAAAA,EAAAA,EACtB,IAAI,CAACpB,YAAY,EAAEkB,GAAI,CAAA,CAACG,IAASA,GAAAA,IAAAA,CAAKF,KAAK,EAAA,CAAA,IAAOX,SAClD,EAAA,IAAI,CAACT,UAAU,EAAEoB,KAAAA,EAAAA,IAAWX,SAC5B,EAAA,KAAA,CAAA;AAEJ;AACA,IAAA,IAAIL,YAAe,GAAA;QACjB,OAAO,IAAI,CAACD,aAAa;AAC3B;IACA,IAAIC,YAAAA,CAAamB,MAA8B,EAAE;QAC/C,IAAI,CAACpB,aAAa,GAAGoB,MAAU,IAAA,IAAA;AAC/B,QAAA,IAAI,CAACxB,MAAM,GAAG,IAAI,CAACI,aAAa,GAC5B;AACEO,YAAAA,UAAAA,EAAY,IAAI,CAACP,aAAa,CAACQ,MAAM;AACrCC,YAAAA,WAAAA,EAAa,IAAIC,WAAAA,EAAAA;AACjBC,YAAAA,OAAAA,EAAS,IAAIC,YAAa,CAAA,IAAI,CAACZ,aAAa,CAACQ,MAAM;SAErD,GAAA,IAAA;AACN;AACA,IAAA,IAAIC,WAAc,GAAA;QAChB,OAAO,IAAI,CAACX,YAAY;AAC1B;IACA,IAAIW,WAAAA,CAAYY,GAA4B,EAAE;QAC5C,IAAI,CAACvB,YAAY,GAAGuB,GAAAA;AACtB;AACA,IAAA,IAAIC,cAAiB,GAAA;QACnB,OAAO,IAAI,CAACvB,eAAe;AAC7B;IACA,IAAIuB,cAAAA,CAAeC,KAAyB,EAAE;QAC5C,IAAI,CAACxB,eAAe,GAAGwB,KAAAA;AACzB;AACA,IAAA,IAAIC,iBAAoB,GAAA;QACtB,OAAO,IAAI,CAAC3B,UAAU;AACxB;IACA,IAAI2B,iBAAAA,CAAkBH,GAAmB,EAAE;QACzC,IAAI,CAACxB,UAAU,GAAGwB,GAAAA;AACpB;AACA,uDAEAI,cAAAA,CAAeC,MAAc,EAAEC,WAAmB,EAAE;QAClD,IAAI,CAAC3B,aAAa,CAAE4B,WAAW,CAACD,aAAa,IAAI,CAAC/B,MAAM,CAAEe,OAAO,CAAA;QACjEkB,yBACE,CAAA,IAAI,CAACjC,MAAM,CAAEa,WAAW,EACxB,IAAI,CAACX,YAAY,EACjB,IAAI,CAACF,MAAM,CAAEe,OAAO,EACpB,IAAI,CAACf,MAAM,CAAEW,UAAU,CAAA;QAEzB,OAAO,IAAI,CAACX,MAAM;AACpB;AACA,mDACAkC,UAAAA,CAAWC,IAAe,EAAEC,KAAiB,EAAE;QAC5CD,IAAcE,CAAAA,kBAAkB,CAACD,KAAMrB,CAAAA,OAAO,CAACuB,QAAQ,CAAC,CAAGF,EAAAA,KAAAA,CAAMzB,UAAU,CAAA,CAAA;QAC5EyB,KAAMvB,CAAAA,WAAW,CAAC0B,QAAQ,CAACC,KAAK,CAAC,IAAI,CAACvC,UAAU,CAAEsC,QAAQ,CAAA;QAC1DH,KAAMvB,CAAAA,WAAW,CAAC4B,QAAQ,CAACD,KAAK,CAAC,IAAI,CAACvC,UAAU,CAAEwC,QAAQ,CAAA;QACzDN,IAAcO,CAAAA,sBAAsB,CAACN,KAAAA,CAAMvB,WAAW,CAAA;AACzD;AACA,iDACA8B,QAASC,CAAAA,CAAa,EAAEC,CAAa,EAAEC,CAAS,EAAE;AAChD,QAAA,MAAMV,KAAoB,GAAA;YACxBrB,OAAS,EAAA,IAAIC,YAAa4B,CAAAA,CAAAA,CAAEjC,UAAU,CAAA;AACtCE,YAAAA,WAAAA,EAAa,IAAIC,WAAAA,EAAAA;AACjBH,YAAAA,UAAAA,EAAYiC,EAAEjC;AAChB,SAAA;AACA,QAAA,IAAK,IAAIoC,CAAI,GAAA,CAAA,EAAGA,IAAIH,CAAEjC,CAAAA,UAAU,EAAEoC,CAAK,EAAA,CAAA;YACrCX,KAAMrB,CAAAA,OAAO,CAACgC,CAAE,CAAA,GAAGH,EAAE7B,OAAO,CAACgC,EAAE,GAAIF,CAAAA,CAAE9B,CAAAA,OAAO,CAACgC,CAAE,CAAA,GAAGH,EAAE7B,OAAO,CAACgC,CAAE,CAAD,IAAKD,CAAAA;AAClEV,YAAAA,KAAAA,CAAMvB,WAAW,CAAC0B,QAAQ,GAAGS,QAAQC,GAAG,CAACL,CAAE/B,CAAAA,WAAW,CAAC0B,QAAQ,EAAEM,CAAEhC,CAAAA,WAAW,CAAC0B,QAAQ,CAAA;AACvFH,YAAAA,KAAAA,CAAMvB,WAAW,CAAC4B,QAAQ,GAAGO,QAAQE,GAAG,CAACN,CAAE/B,CAAAA,WAAW,CAAC4B,QAAQ,EAAEI,CAAEhC,CAAAA,WAAW,CAAC4B,QAAQ,CAAA;AACzF;QACA,OAAOL,KAAAA;AACT;AACA,mDACAe,UAAa,GAAA;QACX,OAAO,YAAA;AACT;AACA,oDACAC,WAAc,GAAA;AACZ,QAAA,OAAO,IAAI,CAAChD,aAAa,EAAEiD,OAAW,IAAA,CAAA;AACxC;8CAEAC,KAAMnB,CAAAA,IAAe,EAAE;;QAErB,IAAI,CAACnC,MAAM,CAAEe,OAAO,CAACwC,GAAG,CAAC,IAAI,CAACpD,eAAe,CAAA;AAC7C,QAAA,IAAI,CAAC+B,UAAU,CAACC,IAAM,EAAA,IAAI,CAACnC,MAAM,CAAA;AACnC;AACF;;;;"}
@@ -59,8 +59,11 @@ import { getDevice } from '../app/api.js';
59
59
  }({});
60
60
  const tmpV0 = new Vector3();
61
61
  const tmpV1 = new Vector3();
62
- const tmpV2 = new Vector3();
63
- const tmpV3 = new Vector3();
62
+ const humanoidHelperJointTokens = new Set([
63
+ 'end',
64
+ 'nub',
65
+ 'socket'
66
+ ]);
64
67
  /**
65
68
  * Shared joint rig for skeletal animation.
66
69
  *
@@ -486,12 +489,22 @@ function sideJointPatterns(side, patterns) {
486
489
  * @internal
487
490
  */ computeBoundingBox(info, invWorldMatrix) {
488
491
  info.boundingBox.beginExtend();
492
+ const influenceCount = Math.max(1, info.influenceCount ?? 4);
489
493
  for(let i = 0; i < info.boundingVertices.length; i++){
490
- this._jointMatrices[info.boundingVertexBlendIndices[i * 4 + 0] + this._jointOffsets[0] - 1].transformPointAffine(info.boundingVertices[i], tmpV0).scaleBy(info.boundingVertexJointWeights[i * 4 + 0]);
491
- this._jointMatrices[info.boundingVertexBlendIndices[i * 4 + 1] + this._jointOffsets[0] - 1].transformPointAffine(info.boundingVertices[i], tmpV1).scaleBy(info.boundingVertexJointWeights[i * 4 + 1]);
492
- this._jointMatrices[info.boundingVertexBlendIndices[i * 4 + 2] + this._jointOffsets[0] - 1].transformPointAffine(info.boundingVertices[i], tmpV2).scaleBy(info.boundingVertexJointWeights[i * 4 + 2]);
493
- this._jointMatrices[info.boundingVertexBlendIndices[i * 4 + 3] + this._jointOffsets[0] - 1].transformPointAffine(info.boundingVertices[i], tmpV3).scaleBy(info.boundingVertexJointWeights[i * 4 + 3]);
494
- tmpV0.addBy(tmpV1).addBy(tmpV2).addBy(tmpV3);
494
+ tmpV0.setXYZ(0, 0, 0);
495
+ const base = i * influenceCount;
496
+ for(let j = 0; j < influenceCount; j++){
497
+ const weight = Number(info.boundingVertexJointWeights[base + j]) || 0;
498
+ if (weight <= 0) {
499
+ continue;
500
+ }
501
+ const matrix = this._jointMatrices[(Number(info.boundingVertexBlendIndices[base + j]) || 0) + this._jointOffsets[0] - 1];
502
+ if (!matrix) {
503
+ continue;
504
+ }
505
+ matrix.transformPointAffine(info.boundingVertices[i], tmpV1).scaleBy(weight);
506
+ tmpV0.addBy(tmpV1);
507
+ }
495
508
  invWorldMatrix.transformPointAffine(tmpV0, tmpV0);
496
509
  info.boundingBox.extend(tmpV0);
497
510
  }
@@ -576,16 +589,24 @@ function sideJointPatterns(side, patterns) {
576
589
  const vert = new Vector3();
577
590
  const tmpV0 = new Vector3();
578
591
  const tmpV1 = new Vector3();
579
- const tmpV2 = new Vector3();
580
- const tmpV3 = new Vector3();
581
592
  const numVertices = Math.floor(v.length / 3);
593
+ const influenceCount = Math.max(1, data.influenceCount ?? 4);
582
594
  for(let i = 0; i < numVertices; i++){
583
595
  vert.setXYZ(v[i * 3], v[i * 3 + 1], v[i * 3 + 2]);
584
- this._jointMatrices[data.blendIndices[i * 4 + 0] + this._jointOffsets[0] - 1].transformPointAffine(vert, tmpV0).scaleBy(data.weights[i * 4 + 0]);
585
- this._jointMatrices[data.blendIndices[i * 4 + 1] + this._jointOffsets[0] - 1].transformPointAffine(vert, tmpV1).scaleBy(data.weights[i * 4 + 1]);
586
- this._jointMatrices[data.blendIndices[i * 4 + 2] + this._jointOffsets[0] - 1].transformPointAffine(vert, tmpV2).scaleBy(data.weights[i * 4 + 2]);
587
- this._jointMatrices[data.blendIndices[i * 4 + 3] + this._jointOffsets[0] - 1].transformPointAffine(vert, tmpV3).scaleBy(data.weights[i * 4 + 3]);
588
- tmpV0.addBy(tmpV1).addBy(tmpV2).addBy(tmpV3);
596
+ tmpV0.setXYZ(0, 0, 0);
597
+ const base = i * influenceCount;
598
+ for(let j = 0; j < influenceCount; j++){
599
+ const weight = Number(data.weights[base + j]) || 0;
600
+ if (weight <= 0) {
601
+ continue;
602
+ }
603
+ const matrix = this._jointMatrices[(Number(data.blendIndices[base + j]) || 0) + this._jointOffsets[0] - 1];
604
+ if (!matrix) {
605
+ continue;
606
+ }
607
+ matrix.transformPointAffine(vert, tmpV1).scaleBy(weight);
608
+ tmpV0.addBy(tmpV1);
609
+ }
589
610
  if (tmpV0.x < minx) {
590
611
  minx = tmpV0.x;
591
612
  indices[0] = i;
@@ -612,12 +633,13 @@ function sideJointPatterns(side, patterns) {
612
633
  }
613
634
  }
614
635
  const info = {
636
+ influenceCount,
615
637
  boundingVertexBlendIndices: new Float32Array(Array.from({
616
- length: 6 * 4
617
- }).map((val, index)=>data.blendIndices[indices[index >> 2] * 4 + index % 4])),
638
+ length: 6 * influenceCount
639
+ }).map((val, index)=>data.blendIndices[indices[Math.floor(index / influenceCount)] * influenceCount + index % influenceCount])),
618
640
  boundingVertexJointWeights: new Float32Array(Array.from({
619
- length: 6 * 4
620
- }).map((val, index)=>data.weights[indices[index >> 2] * 4 + index % 4])),
641
+ length: 6 * influenceCount
642
+ }).map((val, index)=>data.weights[indices[Math.floor(index / influenceCount)] * influenceCount + index % influenceCount])),
621
643
  boundingVertices: Array.from({
622
644
  length: 6
623
645
  }).map((val, index)=>new Vector3(data.positions[indices[index] * 3], data.positions[indices[index] * 3 + 1], data.positions[indices[index] * 3 + 2])),
@@ -638,9 +660,10 @@ function sideJointPatterns(side, patterns) {
638
660
  * @param out - Optional output array to reuse.
639
661
  * @returns The skinned mesh-local positions.
640
662
  * @internal
641
- */ skinPositionsToLocal(positions, blendIndices, weights, invWorldMatrix, out) {
663
+ */ skinPositionsToLocal(positions, blendIndices, weights, invWorldMatrix, out, influenceCount) {
642
664
  const result = out && out.length === positions.length ? out : new Float32Array(positions.length);
643
665
  const matrixOffset = this._jointOffsets[0] - 1;
666
+ const effectiveInfluenceCount = Math.max(1, influenceCount ?? Math.max(1, Math.floor(weights.length / Math.max(1, Math.floor(positions.length / 3)))));
644
667
  for(let i = 0; i + 2 < positions.length; i += 3){
645
668
  const vertexIndex = i / 3 >> 0;
646
669
  const x = positions[i];
@@ -650,12 +673,13 @@ function sideJointPatterns(side, patterns) {
650
673
  let skinnedY = 0;
651
674
  let skinnedZ = 0;
652
675
  let weightSum = 0;
653
- for(let j = 0; j < 4; j++){
654
- const weight = Number(weights[vertexIndex * 4 + j]) || 0;
676
+ const base = vertexIndex * effectiveInfluenceCount;
677
+ for(let j = 0; j < effectiveInfluenceCount; j++){
678
+ const weight = Number(weights[base + j]) || 0;
655
679
  if (weight <= 0) {
656
680
  continue;
657
681
  }
658
- const jointIndex = (Number(blendIndices[vertexIndex * 4 + j]) || 0) + matrixOffset;
682
+ const jointIndex = (Number(blendIndices[base + j]) || 0) + matrixOffset;
659
683
  const matrix = this._jointMatrices[jointIndex];
660
684
  if (!matrix) {
661
685
  continue;
@@ -677,7 +701,7 @@ function sideJointPatterns(side, patterns) {
677
701
  return result;
678
702
  }
679
703
  static normalizeHumanoidJointName(name) {
680
- return name.replace(/([A-Z]+)([A-Z][a-z])/g, '$1 $2').replace(/([a-z0-9])([A-Z])/g, '$1 $2').replace(/([a-zA-Z])(\d+)/g, '$1 $2').replace(/(\d+)([a-zA-Z])/g, '$1 $2').replace(/[_:\/\\.-]+/g, ' ').replace(/[^a-zA-Z0-9]+/g, ' ').toLowerCase().replace(/\bforearm\b/g, 'fore arm').replace(/\bupperarm\b/g, 'upper arm').replace(/\blowerarm\b/g, 'lower arm').replace(/\bupleg\b/g, 'up leg').replace(/\bupperleg\b/g, 'upper leg').replace(/\blowerleg\b/g, 'lower leg').replace(/\btoebase\b/g, 'toe base').replace(/\bupperchest\b/g, 'upper chest').replace(/\btoes\b/g, 'toe').replace(/\blittle\b/g, 'pinky').replace(/\bcollar\b/g, 'clavicle').replace(/\s+/g, ' ').trim();
704
+ return name.slice(name.lastIndexOf(':') + 1).replace(/([A-Z]+)([A-Z][a-z])/g, '$1 $2').replace(/([a-z0-9])([A-Z])/g, '$1 $2').replace(/([a-zA-Z])(\d+)/g, '$1 $2').replace(/(\d+)([a-zA-Z])/g, '$1 $2').replace(/[_:\/\\.-]+/g, ' ').replace(/[^a-zA-Z0-9]+/g, ' ').toLowerCase().replace(/\bforearm\b/g, 'fore arm').replace(/\bupperarm\b/g, 'upper arm').replace(/\blowerarm\b/g, 'lower arm').replace(/\bupleg\b/g, 'up leg').replace(/\bupperleg\b/g, 'upper leg').replace(/\blowerleg\b/g, 'lower leg').replace(/\btoebase\b/g, 'toe base').replace(/\bupperchest\b/g, 'upper chest').replace(/\btoes\b/g, 'toe').replace(/\blittle\b/g, 'pinky').replace(/\bcollar\b/g, 'clavicle').replace(/\s+/g, ' ').trim();
681
705
  }
682
706
  static getHumanoidJointNodeDepth(root, node) {
683
707
  let depth = 0;
@@ -696,7 +720,7 @@ function sideJointPatterns(side, patterns) {
696
720
  return false;
697
721
  }
698
722
  const tokens = normalizedName.split(' ').filter(Boolean);
699
- if (!tokens.length) {
723
+ if (!tokens.length || tokens.some((token)=>humanoidHelperJointTokens.has(token))) {
700
724
  return false;
701
725
  }
702
726
  nodes.push({
@@ -2267,6 +2291,11 @@ function sideJointPatterns(side, patterns) {
2267
2291
  none: [
2268
2292
  'end'
2269
2293
  ]
2294
+ },
2295
+ {
2296
+ all: [
2297
+ 'ball'
2298
+ ]
2270
2299
  }
2271
2300
  ]),
2272
2301
  ["RightUpperLeg"]: sideJointPatterns('right', [
@@ -2337,6 +2366,11 @@ function sideJointPatterns(side, patterns) {
2337
2366
  none: [
2338
2367
  'end'
2339
2368
  ]
2369
+ },
2370
+ {
2371
+ all: [
2372
+ 'ball'
2373
+ ]
2340
2374
  }
2341
2375
  ])
2342
2376
  };