@zephyr3d/scene 0.9.25 → 0.9.27

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 (299) hide show
  1. package/dist/animation/animationset.js +92 -30
  2. package/dist/animation/animationset.js.map +1 -1
  3. package/dist/animation/hair/gpu_hair_simulation.js +1090 -0
  4. package/dist/animation/hair/gpu_hair_simulation.js.map +1 -0
  5. package/dist/animation/joint_dynamics/controller.js +7 -5
  6. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  7. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  8. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  9. package/dist/animation/joint_dynamics/joint_dynamics_system.js +81 -5
  10. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  11. package/dist/animation/morphtrack.js +3 -4
  12. package/dist/animation/morphtrack.js.map +1 -1
  13. package/dist/animation/skeleton.js +79 -25
  14. package/dist/animation/skeleton.js.map +1 -1
  15. package/dist/animation/spring/multi_chain_spring_system.js +577 -179
  16. package/dist/animation/spring/multi_chain_spring_system.js.map +1 -1
  17. package/dist/animation/spring/spring_collider.js +4 -3
  18. package/dist/animation/spring/spring_collider.js.map +1 -1
  19. package/dist/animation/spring/spring_node_pose_tracker.js +40 -0
  20. package/dist/animation/spring/spring_node_pose_tracker.js.map +1 -0
  21. package/dist/animation/spring/spring_particle.js +2 -0
  22. package/dist/animation/spring/spring_particle.js.map +1 -1
  23. package/dist/animation/spring/spring_system.js +11 -3
  24. package/dist/animation/spring/spring_system.js.map +1 -1
  25. package/dist/animation/spring_modifier.js +10 -0
  26. package/dist/animation/spring_modifier.js.map +1 -1
  27. package/dist/app/engine.js +53 -43
  28. package/dist/app/engine.js.map +1 -1
  29. package/dist/app/scriptingsystem.js +119 -6
  30. package/dist/app/scriptingsystem.js.map +1 -1
  31. package/dist/app/scriptregistry.js +3 -2
  32. package/dist/app/scriptregistry.js.map +1 -1
  33. package/dist/asset/assetmanager.js +284 -67
  34. package/dist/asset/assetmanager.js.map +1 -1
  35. package/dist/asset/loaders/zhair/zhair_format.js +288 -0
  36. package/dist/asset/loaders/zhair/zhair_format.js.map +1 -0
  37. package/dist/asset/loaders/zhair/zhair_loader.js +221 -0
  38. package/dist/asset/loaders/zhair/zhair_loader.js.map +1 -0
  39. package/dist/asset/model.js +184 -69
  40. package/dist/asset/model.js.map +1 -1
  41. package/dist/camera/camera.js +268 -44
  42. package/dist/camera/camera.js.map +1 -1
  43. package/dist/camera/perspectivecamera.js +3 -1
  44. package/dist/camera/perspectivecamera.js.map +1 -1
  45. package/dist/index.d.ts +9044 -5139
  46. package/dist/index.js +17 -6
  47. package/dist/index.js.map +1 -1
  48. package/dist/material/eye.js +932 -0
  49. package/dist/material/eye.js.map +1 -0
  50. package/dist/material/hair.js +917 -0
  51. package/dist/material/hair.js.map +1 -0
  52. package/dist/material/hairstrand.js +842 -0
  53. package/dist/material/hairstrand.js.map +1 -0
  54. package/dist/material/hairstrand_data.js +162 -0
  55. package/dist/material/hairstrand_data.js.map +1 -0
  56. package/dist/material/lambert.js +5 -2
  57. package/dist/material/lambert.js.map +1 -1
  58. package/dist/material/material.js +48 -10
  59. package/dist/material/material.js.map +1 -1
  60. package/dist/material/meshmaterial.js +120 -19
  61. package/dist/material/meshmaterial.js.map +1 -1
  62. package/dist/material/mixins/albedocolor.js +1 -1
  63. package/dist/material/mixins/albedocolor.js.map +1 -1
  64. package/dist/material/mixins/lightmodel/blinnphong.js +5 -3
  65. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  66. package/dist/material/mixins/lightmodel/lambert.js +5 -4
  67. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  68. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +3 -3
  69. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  70. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +5 -5
  71. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  72. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +3 -3
  73. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  74. package/dist/material/mixins/lit.js +106 -19
  75. package/dist/material/mixins/lit.js.map +1 -1
  76. package/dist/material/mixins/pbr/common.js +4 -4
  77. package/dist/material/mixins/pbr/common.js.map +1 -1
  78. package/dist/material/mixins/texture.js +48 -11
  79. package/dist/material/mixins/texture.js.map +1 -1
  80. package/dist/material/mtoon.js +6 -5
  81. package/dist/material/mtoon.js.map +1 -1
  82. package/dist/material/pbrblueprint.js +146 -28
  83. package/dist/material/pbrblueprint.js.map +1 -1
  84. package/dist/material/pbrblueprint_instance.js +501 -0
  85. package/dist/material/pbrblueprint_instance.js.map +1 -0
  86. package/dist/material/pbrmr.js +15 -16
  87. package/dist/material/pbrmr.js.map +1 -1
  88. package/dist/material/shader/helper.js +734 -23
  89. package/dist/material/shader/helper.js.map +1 -1
  90. package/dist/material/shader/terrain_blend.js +55 -0
  91. package/dist/material/shader/terrain_blend.js.map +1 -0
  92. package/dist/material/skin.js +192 -32
  93. package/dist/material/skin.js.map +1 -1
  94. package/dist/material/spriteblueprint.js +16 -1
  95. package/dist/material/spriteblueprint.js.map +1 -1
  96. package/dist/material/subsurfaceprofile.js +86 -23
  97. package/dist/material/subsurfaceprofile.js.map +1 -1
  98. package/dist/material/water.js +2059 -72
  99. package/dist/material/water.js.map +1 -1
  100. package/dist/posteffect/bloom.js +167 -7
  101. package/dist/posteffect/bloom.js.map +1 -1
  102. package/dist/posteffect/coloradjust.js +2 -1
  103. package/dist/posteffect/coloradjust.js.map +1 -1
  104. package/dist/posteffect/compositor.js.map +1 -1
  105. package/dist/posteffect/fxaa.js +2 -1
  106. package/dist/posteffect/fxaa.js.map +1 -1
  107. package/dist/posteffect/grayscale.js +3 -1
  108. package/dist/posteffect/grayscale.js.map +1 -1
  109. package/dist/posteffect/motionblur.js +664 -56
  110. package/dist/posteffect/motionblur.js.map +1 -1
  111. package/dist/posteffect/posteffect.js +12 -1
  112. package/dist/posteffect/posteffect.js.map +1 -1
  113. package/dist/posteffect/sao.js +46 -44
  114. package/dist/posteffect/sao.js.map +1 -1
  115. package/dist/posteffect/skinsss.js +368 -69
  116. package/dist/posteffect/skinsss.js.map +1 -1
  117. package/dist/posteffect/ssgi.js +16 -9
  118. package/dist/posteffect/ssgi.js.map +1 -1
  119. package/dist/posteffect/ssr.js +3 -0
  120. package/dist/posteffect/ssr.js.map +1 -1
  121. package/dist/posteffect/sss.js +121 -36
  122. package/dist/posteffect/sss.js.map +1 -1
  123. package/dist/posteffect/taa.js.map +1 -1
  124. package/dist/posteffect/tonemap.js +44 -1
  125. package/dist/posteffect/tonemap.js.map +1 -1
  126. package/dist/render/abuffer_oit.js +8 -2
  127. package/dist/render/abuffer_oit.js.map +1 -1
  128. package/dist/render/clipmap.js +156 -5
  129. package/dist/render/clipmap.js.map +1 -1
  130. package/dist/render/cull_visitor.js +20 -0
  131. package/dist/render/cull_visitor.js.map +1 -1
  132. package/dist/render/depthpass.js +36 -2
  133. package/dist/render/depthpass.js.map +1 -1
  134. package/dist/render/drawable_mixin.js +26 -1
  135. package/dist/render/drawable_mixin.js.map +1 -1
  136. package/dist/render/dualdepthpeeling_oit.js +3 -2
  137. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  138. package/dist/render/envlight.js +1 -1
  139. package/dist/render/envlight.js.map +1 -1
  140. package/dist/render/fbm_wavegenerator.js +6 -3
  141. package/dist/render/fbm_wavegenerator.js.map +1 -1
  142. package/dist/render/fft_wavegenerator.js +57 -15
  143. package/dist/render/fft_wavegenerator.js.map +1 -1
  144. package/dist/render/gerstner_wavegenerator.js +130 -20
  145. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  146. package/dist/render/globalbindgroup_allocator.js +3 -0
  147. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  148. package/dist/render/hzb.js +80 -22
  149. package/dist/render/hzb.js.map +1 -1
  150. package/dist/render/lightpass.js +6 -3
  151. package/dist/render/lightpass.js.map +1 -1
  152. package/dist/render/oit.js +29 -0
  153. package/dist/render/oit.js.map +1 -0
  154. package/dist/render/render_queue.js +39 -0
  155. package/dist/render/render_queue.js.map +1 -1
  156. package/dist/render/renderer.js +4 -0
  157. package/dist/render/renderer.js.map +1 -1
  158. package/dist/render/rendergraph/blackboard.js +1 -0
  159. package/dist/render/rendergraph/blackboard.js.map +1 -1
  160. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  161. package/dist/render/rendergraph/executor.js +2 -0
  162. package/dist/render/rendergraph/executor.js.map +1 -1
  163. package/dist/render/rendergraph/forward_plus_builder.js +379 -10
  164. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  165. package/dist/render/rendergraph/frame_resource_requirements.js +1 -0
  166. package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -1
  167. package/dist/render/rendergraph/history_resources.js +8 -1
  168. package/dist/render/rendergraph/history_resources.js.map +1 -1
  169. package/dist/render/rendergraph/rendergraph.js.map +1 -1
  170. package/dist/render/rendergraph/texture_affinity_cache.js +1 -1
  171. package/dist/render/rendergraph/texture_affinity_cache.js.map +1 -1
  172. package/dist/render/rendergraph/types.js.map +1 -1
  173. package/dist/render/shadow_mask_pass.js +73 -8
  174. package/dist/render/shadow_mask_pass.js.map +1 -1
  175. package/dist/render/sky.js +166 -126
  176. package/dist/render/sky.js.map +1 -1
  177. package/dist/render/underwater.js +624 -0
  178. package/dist/render/underwater.js.map +1 -0
  179. package/dist/render/water_caustics.js +1380 -0
  180. package/dist/render/water_caustics.js.map +1 -0
  181. package/dist/render/weightedblended_oit.js +3 -2
  182. package/dist/render/weightedblended_oit.js.map +1 -1
  183. package/dist/scene/basesprite.js +8 -0
  184. package/dist/scene/basesprite.js.map +1 -1
  185. package/dist/scene/batchgroup.js +3 -0
  186. package/dist/scene/batchgroup.js.map +1 -1
  187. package/dist/scene/environment.js +4 -1
  188. package/dist/scene/environment.js.map +1 -1
  189. package/dist/scene/hair.js +963 -0
  190. package/dist/scene/hair.js.map +1 -0
  191. package/dist/scene/light.js +5 -1
  192. package/dist/scene/light.js.map +1 -1
  193. package/dist/scene/mesh.js +481 -47
  194. package/dist/scene/mesh.js.map +1 -1
  195. package/dist/scene/meshdrawable.js +6 -0
  196. package/dist/scene/meshdrawable.js.map +1 -1
  197. package/dist/scene/msdftext.js +3 -0
  198. package/dist/scene/msdftext.js.map +1 -1
  199. package/dist/scene/msdftextsprite.js +3 -0
  200. package/dist/scene/msdftextsprite.js.map +1 -1
  201. package/dist/scene/particlesys.js +6 -0
  202. package/dist/scene/particlesys.js.map +1 -1
  203. package/dist/scene/scene.js +3 -0
  204. package/dist/scene/scene.js.map +1 -1
  205. package/dist/scene/scene_node.js +6 -1
  206. package/dist/scene/scene_node.js.map +1 -1
  207. package/dist/scene/terrain-cm/grass.js +3 -0
  208. package/dist/scene/terrain-cm/grass.js.map +1 -1
  209. package/dist/scene/terrain-cm/grassmaterial.js +3 -0
  210. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  211. package/dist/scene/terrain-cm/terrain-cm.js +6 -0
  212. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  213. package/dist/scene/terrain-cm/texture_cache.js +309 -0
  214. package/dist/scene/terrain-cm/texture_cache.js.map +1 -0
  215. package/dist/scene/water.js +546 -4
  216. package/dist/scene/water.js.map +1 -1
  217. package/dist/shaders/atmosphere.js.map +1 -1
  218. package/dist/shaders/diffusion.js +54 -0
  219. package/dist/shaders/diffusion.js.map +1 -0
  220. package/dist/shaders/shadow.js +33 -21
  221. package/dist/shaders/shadow.js.map +1 -1
  222. package/dist/shaders/temporal.js +71 -33
  223. package/dist/shaders/temporal.js.map +1 -1
  224. package/dist/shaders/water.js +22 -19
  225. package/dist/shaders/water.js.map +1 -1
  226. package/dist/shaders/water_medium.js +56 -0
  227. package/dist/shaders/water_medium.js.map +1 -0
  228. package/dist/shadow/dom.js +546 -0
  229. package/dist/shadow/dom.js.map +1 -0
  230. package/dist/shadow/pcf_opt.js +3 -5
  231. package/dist/shadow/pcf_opt.js.map +1 -1
  232. package/dist/shadow/pcf_pd.js +1 -1
  233. package/dist/shadow/pcf_pd.js.map +1 -1
  234. package/dist/shadow/receiver_bias.js +41 -0
  235. package/dist/shadow/receiver_bias.js.map +1 -0
  236. package/dist/shadow/shader.js +20 -60
  237. package/dist/shadow/shader.js.map +1 -1
  238. package/dist/shadow/shadow_impl.js +89 -0
  239. package/dist/shadow/shadow_impl.js.map +1 -1
  240. package/dist/shadow/shadow_region.js +1 -1
  241. package/dist/shadow/shadow_region.js.map +1 -1
  242. package/dist/shadow/shadowmapper.js +150 -37
  243. package/dist/shadow/shadowmapper.js.map +1 -1
  244. package/dist/shapes/shape.js +11 -2
  245. package/dist/shapes/shape.js.map +1 -1
  246. package/dist/shapes/sphere.js +50 -9
  247. package/dist/shapes/sphere.js.map +1 -1
  248. package/dist/utility/blueprint/common/constants.js +112 -2
  249. package/dist/utility/blueprint/common/constants.js.map +1 -1
  250. package/dist/utility/blueprint/material/func.js +142 -49
  251. package/dist/utility/blueprint/material/func.js.map +1 -1
  252. package/dist/utility/blueprint/material/ir.js +490 -25
  253. package/dist/utility/blueprint/material/ir.js.map +1 -1
  254. package/dist/utility/blueprint/material/texture.js +898 -4
  255. package/dist/utility/blueprint/material/texture.js.map +1 -1
  256. package/dist/utility/serialization/manager.js +434 -101
  257. package/dist/utility/serialization/manager.js.map +1 -1
  258. package/dist/utility/serialization/scene/animation.js +401 -5
  259. package/dist/utility/serialization/scene/animation.js.map +1 -1
  260. package/dist/utility/serialization/scene/batch.js +4 -0
  261. package/dist/utility/serialization/scene/batch.js.map +1 -1
  262. package/dist/utility/serialization/scene/camera.js +186 -26
  263. package/dist/utility/serialization/scene/camera.js.map +1 -1
  264. package/dist/utility/serialization/scene/common.js +26 -5
  265. package/dist/utility/serialization/scene/common.js.map +1 -1
  266. package/dist/utility/serialization/scene/hair.js +1141 -0
  267. package/dist/utility/serialization/scene/hair.js.map +1 -0
  268. package/dist/utility/serialization/scene/light.js +84 -4
  269. package/dist/utility/serialization/scene/light.js.map +1 -1
  270. package/dist/utility/serialization/scene/material.js +1867 -166
  271. package/dist/utility/serialization/scene/material.js.map +1 -1
  272. package/dist/utility/serialization/scene/mesh.js +231 -14
  273. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  274. package/dist/utility/serialization/scene/node.js +141 -7
  275. package/dist/utility/serialization/scene/node.js.map +1 -1
  276. package/dist/utility/serialization/scene/particle.js +4 -0
  277. package/dist/utility/serialization/scene/particle.js.map +1 -1
  278. package/dist/utility/serialization/scene/primitive.js +18 -0
  279. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  280. package/dist/utility/serialization/scene/sprite.js +4 -0
  281. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  282. package/dist/utility/serialization/scene/terrain.js +4 -0
  283. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  284. package/dist/utility/serialization/scene/text.js +4 -0
  285. package/dist/utility/serialization/scene/text.js.map +1 -1
  286. package/dist/utility/serialization/scene/water.js +1105 -21
  287. package/dist/utility/serialization/scene/water.js.map +1 -1
  288. package/dist/utility/serialization/types.js.map +1 -1
  289. package/dist/utility/shprojector.js +9 -8
  290. package/dist/utility/shprojector.js.map +1 -1
  291. package/dist/values.js +49 -2
  292. package/dist/values.js.map +1 -1
  293. package/package.json +3 -3
  294. package/dist/render/rendergraph/frame_graph_context.js +0 -41
  295. package/dist/render/rendergraph/frame_graph_context.js.map +0 -1
  296. package/dist/shaders/ssgi.js +0 -63
  297. package/dist/shaders/ssgi.js.map +0 -1
  298. package/dist/shaders/ssgi_reprojection.js +0 -118
  299. package/dist/shaders/ssgi_reprojection.js.map +0 -1
@@ -0,0 +1,320 @@
1
+ import { Matrix4x4, Vector3 } from '@zephyr3d/base';
2
+ import { getVertexFormatComponentCount } from '@zephyr3d/device';
3
+ import '../../scene/scene.js';
4
+ import '../../values.js';
5
+ import '../../render/render_queue.js';
6
+ import '../../render/primitive.js';
7
+ import '../../material/shader/helper.js';
8
+ import '../../material/lambert.js';
9
+ import '../../material/blinn.js';
10
+ import '../../material/unlit.js';
11
+ import '../../material/particle.js';
12
+ import '../../material/subsurfaceprofile.js';
13
+ import '../../material/meshmaterial.js';
14
+ import '../../material/grassmaterial.js';
15
+ import '../../material/terrain-cm.js';
16
+ import '../../material/pbrmr.js';
17
+ import '../../material/pbrsg.js';
18
+ import '../../material/mtoon.js';
19
+ import '../../material/pbrblueprint.js';
20
+ import '../../material/sprite.js';
21
+ import '../../material/sprite_std.js';
22
+ import '../../utility/blueprint/material/texture.js';
23
+ import '../../render/rendergraph/forward_plus_builder.js';
24
+ import '../../render/lightpass.js';
25
+ import '../../render/sky.js';
26
+ import '../../render/clipmap.js';
27
+ import '../../shaders/atmosphere.js';
28
+ import { getSceneMeshAssetBinding } from '../../scene/scene_node.js';
29
+ import '../../shadow/shadowmapper.js';
30
+ import '../../scene/mesh.js';
31
+ import '../../scene/basesprite.js';
32
+ import '../../scene/meshdrawable.js';
33
+ import '../../material/msdf_text.js';
34
+ import '../../scene/water.js';
35
+ import '../../scene/particlesys.js';
36
+ import '../../scene/batchgroup.js';
37
+ import '../../scene/terrain-cm/terrain-cm.js';
38
+ import '../../scene/terrain-cm/grass.js';
39
+ import '../../scene/raycast_visitor.js';
40
+ import { ColliderForce } from './types.js';
41
+
42
+ const EPS = 1e-6;
43
+ /**
44
+ * Generate convex JointDynamics colliders from skinned mesh bone weights.
45
+ *
46
+ * @public
47
+ */ function generateJointDynamicsConvexCollidersFromSkinWeights(meshes, skinBinding, bones, options = {}) {
48
+ const sources = collectSourcePrimitives(meshes);
49
+ const results = [];
50
+ for (const bone of bones){
51
+ const jointIndex = skinBinding.joints.indexOf(bone);
52
+ if (jointIndex < 0) {
53
+ continue;
54
+ }
55
+ const points = collectBonePoints(sources, skinBinding, jointIndex, options);
56
+ if (points.length < (options.minVertexCount ?? 8)) {
57
+ continue;
58
+ }
59
+ const hull = buildConvexHull(points, options.maxHullVertices ?? 48, options.margin ?? 0);
60
+ if (!hull || hull.vertices.length < 4 || hull.planes.length < 4) {
61
+ continue;
62
+ }
63
+ results.push({
64
+ bone,
65
+ vertexCount: points.length,
66
+ hullVertexCount: hull.vertices.length,
67
+ collider: {
68
+ radius: 0,
69
+ radiusTailScale: 1,
70
+ height: 0,
71
+ friction: options.friction ?? 0,
72
+ isInverseCollider: options.inversed ?? false,
73
+ forceType: ColliderForce.Off,
74
+ convex: hull
75
+ }
76
+ });
77
+ }
78
+ return results;
79
+ }
80
+ function collectSourcePrimitives(meshes) {
81
+ const result = [];
82
+ const seen = new Set();
83
+ for (const mesh of meshes){
84
+ const binding = getSceneMeshAssetBinding(mesh);
85
+ const subMesh = binding?.subMesh;
86
+ const primitive = subMesh?.primitive ?? null;
87
+ if (primitive && !seen.has(primitive)) {
88
+ seen.add(primitive);
89
+ result.push({
90
+ primitive,
91
+ subMesh
92
+ });
93
+ }
94
+ }
95
+ return result;
96
+ }
97
+ function collectBonePoints(sources, skinBinding, jointIndex, options) {
98
+ const points = [];
99
+ const weightThreshold = options.weightThreshold ?? 0.45;
100
+ const dominantBoneOnly = options.dominantBoneOnly ?? true;
101
+ const inverseBind = skinBinding.inverseBindMatrices[jointIndex] ?? Matrix4x4.identity();
102
+ for (const source of sources){
103
+ const primitive = source.primitive;
104
+ const positionInfo = primitive.vertices.position;
105
+ const blendIndexInfo = primitive.vertices.blendIndices;
106
+ const blendWeightInfo = primitive.vertices.blendWeights;
107
+ if (!positionInfo || !blendIndexInfo || !blendWeightInfo) {
108
+ continue;
109
+ }
110
+ const positions = positionInfo.data;
111
+ const blendIndices = blendIndexInfo.data;
112
+ const blendWeights = blendWeightInfo.data;
113
+ const posStride = getVertexFormatComponentCount(positionInfo.format);
114
+ const idxStride = getVertexFormatComponentCount(blendIndexInfo.format);
115
+ const weightStride = getVertexFormatComponentCount(blendWeightInfo.format);
116
+ const vertexCount = Math.floor(positions.length / posStride);
117
+ for(let i = 0; i < vertexCount; i++){
118
+ let weight = 0;
119
+ let maxWeight = -1;
120
+ let maxJoint = -1;
121
+ const influenceCount = Math.min(4, idxStride, weightStride);
122
+ for(let k = 0; k < influenceCount; k++){
123
+ const idx = Number(blendIndices[i * idxStride + k]) | 0;
124
+ const w = Number(blendWeights[i * weightStride + k]) || 0;
125
+ if (idx === jointIndex) {
126
+ weight = Math.max(weight, w);
127
+ }
128
+ if (w > maxWeight) {
129
+ maxWeight = w;
130
+ maxJoint = idx;
131
+ }
132
+ }
133
+ if (weight < weightThreshold || dominantBoneOnly && maxJoint !== jointIndex) {
134
+ continue;
135
+ }
136
+ const p = new Vector3(Number(positions[i * posStride]) || 0, Number(positions[i * posStride + 1]) || 0, Number(positions[i * posStride + 2]) || 0);
137
+ points.push(inverseBind.transformPointAffine(p, p));
138
+ }
139
+ }
140
+ return uniquePoints(points);
141
+ }
142
+ function uniquePoints(points) {
143
+ const result = [];
144
+ const keys = new Set();
145
+ for (const point of points){
146
+ const key = `${Math.round(point.x * 100000)}:${Math.round(point.y * 100000)}:${Math.round(point.z * 100000)}`;
147
+ if (!keys.has(key)) {
148
+ keys.add(key);
149
+ result.push(point);
150
+ }
151
+ }
152
+ return result;
153
+ }
154
+ function buildConvexHull(points, maxHullVertices, margin) {
155
+ const sampled = sampleSupportPoints(points, Math.max(8, maxHullVertices));
156
+ if (sampled.length < 4) {
157
+ return null;
158
+ }
159
+ const faces = bruteForceHullFaces(sampled);
160
+ if (faces.length < 4) {
161
+ return null;
162
+ }
163
+ const planes = mergePlanes(faces);
164
+ if (margin > 0) {
165
+ for (const plane of planes){
166
+ plane.distance -= margin;
167
+ }
168
+ }
169
+ return {
170
+ vertices: sampled.map((point)=>point.clone()),
171
+ planes,
172
+ edges: extractHullEdges(sampled, planes)
173
+ };
174
+ }
175
+ function sampleSupportPoints(points, maxCount) {
176
+ if (points.length <= maxCount) {
177
+ return [
178
+ ...points
179
+ ];
180
+ }
181
+ const dirs = buildSampleDirections(maxCount);
182
+ const selected = [];
183
+ const indices = new Set();
184
+ for (const dir of dirs){
185
+ let bestIndex = -1;
186
+ let bestDot = -Infinity;
187
+ for(let i = 0; i < points.length; i++){
188
+ const d = Vector3.dot(points[i], dir);
189
+ if (d > bestDot) {
190
+ bestDot = d;
191
+ bestIndex = i;
192
+ }
193
+ }
194
+ if (bestIndex >= 0 && !indices.has(bestIndex)) {
195
+ indices.add(bestIndex);
196
+ selected.push(points[bestIndex]);
197
+ if (selected.length >= maxCount) {
198
+ break;
199
+ }
200
+ }
201
+ }
202
+ return selected.length >= 4 ? selected : [
203
+ ...points.slice(0, maxCount)
204
+ ];
205
+ }
206
+ function buildSampleDirections(maxCount) {
207
+ const dirs = [
208
+ new Vector3(1, 0, 0),
209
+ new Vector3(-1, 0, 0),
210
+ new Vector3(0, 1, 0),
211
+ new Vector3(0, -1, 0),
212
+ new Vector3(0, 0, 1),
213
+ new Vector3(0, 0, -1)
214
+ ];
215
+ const rings = Math.max(4, Math.ceil(Math.sqrt(maxCount)));
216
+ for(let y = 0; y < rings && dirs.length < maxCount; y++){
217
+ const v = rings === 1 ? 0 : -1 + 2 * y / (rings - 1);
218
+ const r = Math.sqrt(Math.max(0, 1 - v * v));
219
+ for(let x = 0; x < rings * 2 && dirs.length < maxCount; x++){
220
+ const a = x / (rings * 2) * Math.PI * 2;
221
+ dirs.push(new Vector3(Math.cos(a) * r, v, Math.sin(a) * r));
222
+ }
223
+ }
224
+ return dirs;
225
+ }
226
+ function bruteForceHullFaces(points) {
227
+ const center = new Vector3();
228
+ for (const point of points){
229
+ Vector3.add(center, point, center);
230
+ }
231
+ Vector3.scale(center, 1 / points.length, center);
232
+ const faces = [];
233
+ const faceKeys = new Set();
234
+ for(let i = 0; i < points.length - 2; i++){
235
+ for(let j = i + 1; j < points.length - 1; j++){
236
+ for(let k = j + 1; k < points.length; k++){
237
+ const ab = Vector3.sub(points[j], points[i]);
238
+ const ac = Vector3.sub(points[k], points[i]);
239
+ const normal = Vector3.cross(ab, ac);
240
+ const len = normal.magnitude;
241
+ if (len <= EPS) {
242
+ continue;
243
+ }
244
+ Vector3.scale(normal, 1 / len, normal);
245
+ let distance = -Vector3.dot(normal, points[i]);
246
+ if (Vector3.dot(normal, center) + distance > 0) {
247
+ Vector3.scale(normal, -1, normal);
248
+ distance = -Vector3.dot(normal, points[i]);
249
+ }
250
+ let valid = true;
251
+ for(let p = 0; p < points.length; p++){
252
+ if (p === i || p === j || p === k) {
253
+ continue;
254
+ }
255
+ if (Vector3.dot(normal, points[p]) + distance > 1e-5) {
256
+ valid = false;
257
+ break;
258
+ }
259
+ }
260
+ if (!valid) {
261
+ continue;
262
+ }
263
+ const key = planeKey(normal, distance);
264
+ if (faceKeys.has(key)) {
265
+ continue;
266
+ }
267
+ faceKeys.add(key);
268
+ faces.push({
269
+ a: i,
270
+ b: j,
271
+ c: k,
272
+ normal: normal.clone(),
273
+ distance
274
+ });
275
+ }
276
+ }
277
+ }
278
+ return faces;
279
+ }
280
+ function mergePlanes(faces) {
281
+ const planes = [];
282
+ for (const face of faces){
283
+ if (planes.some((plane)=>Math.abs(Vector3.dot(plane.normal, face.normal) - 1) < 1e-4 && Math.abs(plane.distance - face.distance) < 1e-4)) {
284
+ continue;
285
+ }
286
+ planes.push({
287
+ normal: face.normal.clone(),
288
+ distance: face.distance
289
+ });
290
+ }
291
+ return planes;
292
+ }
293
+ function extractHullEdges(vertices, planes) {
294
+ const result = [];
295
+ const keys = new Set();
296
+ for(let i = 0; i < vertices.length - 1; i++){
297
+ for(let j = i + 1; j < vertices.length; j++){
298
+ const sharedPlaneCount = planes.reduce((count, plane)=>{
299
+ const di = Math.abs(Vector3.dot(plane.normal, vertices[i]) + plane.distance);
300
+ const dj = Math.abs(Vector3.dot(plane.normal, vertices[j]) + plane.distance);
301
+ return count + (di < 1e-4 && dj < 1e-4 ? 1 : 0);
302
+ }, 0);
303
+ if (sharedPlaneCount < 2) {
304
+ continue;
305
+ }
306
+ const key = `${i}:${j}`;
307
+ if (!keys.has(key)) {
308
+ keys.add(key);
309
+ result.push(i, j);
310
+ }
311
+ }
312
+ }
313
+ return result;
314
+ }
315
+ function planeKey(normal, distance) {
316
+ return `${Math.round(normal.x * 10000)}:${Math.round(normal.y * 10000)}:${Math.round(normal.z * 10000)}:${Math.round(distance * 10000)}`;
317
+ }
318
+
319
+ export { generateJointDynamicsConvexCollidersFromSkinWeights };
320
+ //# sourceMappingURL=convex_collider.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"convex_collider.js","sources":["../../../src/animation/joint_dynamics/convex_collider.ts"],"sourcesContent":["import { Matrix4x4, Vector3 } from '@zephyr3d/base';\nimport { getVertexFormatComponentCount } from '@zephyr3d/device';\nimport type { Mesh, SceneNode } from '../../scene';\nimport { getSceneMeshAssetBinding } from '../../scene';\nimport type { AssetPrimitiveInfo, AssetSubMeshData } from '../../asset';\nimport type { SkinBinding } from '../skeleton';\nimport { ColliderForce, type ColliderR, type ConvexColliderPlane } from './types';\n\n/** @public */\nexport type JointDynamicsConvexColliderGenerationOptions = {\n weightThreshold?: number;\n dominantBoneOnly?: boolean;\n maxHullVertices?: number;\n margin?: number;\n minVertexCount?: number;\n friction?: number;\n inversed?: boolean;\n};\n\n/** @public */\nexport type JointDynamicsConvexColliderGenerationResult = {\n bone: SceneNode;\n collider: ColliderR;\n vertexCount: number;\n hullVertexCount: number;\n};\n\ntype SourcePrimitive = {\n primitive: AssetPrimitiveInfo;\n subMesh?: AssetSubMeshData;\n};\n\ntype Face = {\n a: number;\n b: number;\n c: number;\n normal: Vector3;\n distance: number;\n};\n\nconst EPS = 1e-6;\n\n/**\n * Generate convex JointDynamics colliders from skinned mesh bone weights.\n *\n * @public\n */\nexport function generateJointDynamicsConvexCollidersFromSkinWeights(\n meshes: readonly Mesh[],\n skinBinding: SkinBinding,\n bones: readonly SceneNode[],\n options: JointDynamicsConvexColliderGenerationOptions = {}\n): JointDynamicsConvexColliderGenerationResult[] {\n const sources = collectSourcePrimitives(meshes);\n const results: JointDynamicsConvexColliderGenerationResult[] = [];\n for (const bone of bones) {\n const jointIndex = skinBinding.joints.indexOf(bone);\n if (jointIndex < 0) {\n continue;\n }\n const points = collectBonePoints(sources, skinBinding, jointIndex, options);\n if (points.length < (options.minVertexCount ?? 8)) {\n continue;\n }\n const hull = buildConvexHull(points, options.maxHullVertices ?? 48, options.margin ?? 0);\n if (!hull || hull.vertices.length < 4 || hull.planes.length < 4) {\n continue;\n }\n results.push({\n bone,\n vertexCount: points.length,\n hullVertexCount: hull.vertices.length,\n collider: {\n radius: 0,\n radiusTailScale: 1,\n height: 0,\n friction: options.friction ?? 0,\n isInverseCollider: options.inversed ?? false,\n forceType: ColliderForce.Off,\n convex: hull\n }\n });\n }\n return results;\n}\n\nfunction collectSourcePrimitives(meshes: readonly Mesh[]): SourcePrimitive[] {\n const result: SourcePrimitive[] = [];\n const seen = new Set<AssetPrimitiveInfo>();\n for (const mesh of meshes) {\n const binding = getSceneMeshAssetBinding(mesh);\n const subMesh = binding?.subMesh as AssetSubMeshData | undefined;\n const primitive = subMesh?.primitive ?? null;\n if (primitive && !seen.has(primitive)) {\n seen.add(primitive);\n result.push({ primitive, subMesh });\n }\n }\n return result;\n}\n\nfunction collectBonePoints(\n sources: readonly SourcePrimitive[],\n skinBinding: SkinBinding,\n jointIndex: number,\n options: JointDynamicsConvexColliderGenerationOptions\n): Vector3[] {\n const points: Vector3[] = [];\n const weightThreshold = options.weightThreshold ?? 0.45;\n const dominantBoneOnly = options.dominantBoneOnly ?? true;\n const inverseBind = skinBinding.inverseBindMatrices[jointIndex] ?? Matrix4x4.identity();\n for (const source of sources) {\n const primitive = source.primitive;\n const positionInfo = primitive.vertices.position;\n const blendIndexInfo = primitive.vertices.blendIndices;\n const blendWeightInfo = primitive.vertices.blendWeights;\n if (!positionInfo || !blendIndexInfo || !blendWeightInfo) {\n continue;\n }\n const positions = positionInfo.data;\n const blendIndices = blendIndexInfo.data;\n const blendWeights = blendWeightInfo.data;\n const posStride = getVertexFormatComponentCount(positionInfo.format);\n const idxStride = getVertexFormatComponentCount(blendIndexInfo.format);\n const weightStride = getVertexFormatComponentCount(blendWeightInfo.format);\n const vertexCount = Math.floor(positions.length / posStride);\n for (let i = 0; i < vertexCount; i++) {\n let weight = 0;\n let maxWeight = -1;\n let maxJoint = -1;\n const influenceCount = Math.min(4, idxStride, weightStride);\n for (let k = 0; k < influenceCount; k++) {\n const idx = Number(blendIndices[i * idxStride + k]) | 0;\n const w = Number(blendWeights[i * weightStride + k]) || 0;\n if (idx === jointIndex) {\n weight = Math.max(weight, w);\n }\n if (w > maxWeight) {\n maxWeight = w;\n maxJoint = idx;\n }\n }\n if (weight < weightThreshold || (dominantBoneOnly && maxJoint !== jointIndex)) {\n continue;\n }\n const p = new Vector3(\n Number(positions[i * posStride]) || 0,\n Number(positions[i * posStride + 1]) || 0,\n Number(positions[i * posStride + 2]) || 0\n );\n points.push(inverseBind.transformPointAffine(p, p));\n }\n }\n return uniquePoints(points);\n}\n\nfunction uniquePoints(points: readonly Vector3[]): Vector3[] {\n const result: Vector3[] = [];\n const keys = new Set<string>();\n for (const point of points) {\n const key = `${Math.round(point.x * 100000)}:${Math.round(point.y * 100000)}:${Math.round(point.z * 100000)}`;\n if (!keys.has(key)) {\n keys.add(key);\n result.push(point);\n }\n }\n return result;\n}\n\nfunction buildConvexHull(points: readonly Vector3[], maxHullVertices: number, margin: number) {\n const sampled = sampleSupportPoints(points, Math.max(8, maxHullVertices));\n if (sampled.length < 4) {\n return null;\n }\n const faces = bruteForceHullFaces(sampled);\n if (faces.length < 4) {\n return null;\n }\n const planes = mergePlanes(faces);\n if (margin > 0) {\n for (const plane of planes) {\n plane.distance -= margin;\n }\n }\n return {\n vertices: sampled.map((point) => point.clone()),\n planes,\n edges: extractHullEdges(sampled, planes)\n };\n}\n\nfunction sampleSupportPoints(points: readonly Vector3[], maxCount: number): Vector3[] {\n if (points.length <= maxCount) {\n return [...points];\n }\n const dirs = buildSampleDirections(maxCount);\n const selected: Vector3[] = [];\n const indices = new Set<number>();\n for (const dir of dirs) {\n let bestIndex = -1;\n let bestDot = -Infinity;\n for (let i = 0; i < points.length; i++) {\n const d = Vector3.dot(points[i], dir);\n if (d > bestDot) {\n bestDot = d;\n bestIndex = i;\n }\n }\n if (bestIndex >= 0 && !indices.has(bestIndex)) {\n indices.add(bestIndex);\n selected.push(points[bestIndex]);\n if (selected.length >= maxCount) {\n break;\n }\n }\n }\n return selected.length >= 4 ? selected : [...points.slice(0, maxCount)];\n}\n\nfunction buildSampleDirections(maxCount: number): Vector3[] {\n const dirs = [\n new Vector3(1, 0, 0),\n new Vector3(-1, 0, 0),\n new Vector3(0, 1, 0),\n new Vector3(0, -1, 0),\n new Vector3(0, 0, 1),\n new Vector3(0, 0, -1)\n ];\n const rings = Math.max(4, Math.ceil(Math.sqrt(maxCount)));\n for (let y = 0; y < rings && dirs.length < maxCount; y++) {\n const v = rings === 1 ? 0 : -1 + (2 * y) / (rings - 1);\n const r = Math.sqrt(Math.max(0, 1 - v * v));\n for (let x = 0; x < rings * 2 && dirs.length < maxCount; x++) {\n const a = (x / (rings * 2)) * Math.PI * 2;\n dirs.push(new Vector3(Math.cos(a) * r, v, Math.sin(a) * r));\n }\n }\n return dirs;\n}\n\nfunction bruteForceHullFaces(points: readonly Vector3[]): Face[] {\n const center = new Vector3();\n for (const point of points) {\n Vector3.add(center, point, center);\n }\n Vector3.scale(center, 1 / points.length, center);\n const faces: Face[] = [];\n const faceKeys = new Set<string>();\n for (let i = 0; i < points.length - 2; i++) {\n for (let j = i + 1; j < points.length - 1; j++) {\n for (let k = j + 1; k < points.length; k++) {\n const ab = Vector3.sub(points[j], points[i]);\n const ac = Vector3.sub(points[k], points[i]);\n const normal = Vector3.cross(ab, ac);\n const len = normal.magnitude;\n if (len <= EPS) {\n continue;\n }\n Vector3.scale(normal, 1 / len, normal);\n let distance = -Vector3.dot(normal, points[i]);\n if (Vector3.dot(normal, center) + distance > 0) {\n Vector3.scale(normal, -1, normal);\n distance = -Vector3.dot(normal, points[i]);\n }\n let valid = true;\n for (let p = 0; p < points.length; p++) {\n if (p === i || p === j || p === k) {\n continue;\n }\n if (Vector3.dot(normal, points[p]) + distance > 1e-5) {\n valid = false;\n break;\n }\n }\n if (!valid) {\n continue;\n }\n const key = planeKey(normal, distance);\n if (faceKeys.has(key)) {\n continue;\n }\n faceKeys.add(key);\n faces.push({ a: i, b: j, c: k, normal: normal.clone(), distance });\n }\n }\n }\n return faces;\n}\n\nfunction mergePlanes(faces: readonly Face[]): ConvexColliderPlane[] {\n const planes: ConvexColliderPlane[] = [];\n for (const face of faces) {\n if (\n planes.some(\n (plane) =>\n Math.abs(Vector3.dot(plane.normal, face.normal) - 1) < 1e-4 &&\n Math.abs(plane.distance - face.distance) < 1e-4\n )\n ) {\n continue;\n }\n planes.push({ normal: face.normal.clone(), distance: face.distance });\n }\n return planes;\n}\n\nfunction extractHullEdges(\n vertices: readonly Vector3[],\n planes: readonly ConvexColliderPlane[]\n): number[] {\n const result: number[] = [];\n const keys = new Set<string>();\n for (let i = 0; i < vertices.length - 1; i++) {\n for (let j = i + 1; j < vertices.length; j++) {\n const sharedPlaneCount = planes.reduce((count, plane) => {\n const di = Math.abs(Vector3.dot(plane.normal, vertices[i]) + plane.distance);\n const dj = Math.abs(Vector3.dot(plane.normal, vertices[j]) + plane.distance);\n return count + (di < 1e-4 && dj < 1e-4 ? 1 : 0);\n }, 0);\n if (sharedPlaneCount < 2) {\n continue;\n }\n const key = `${i}:${j}`;\n if (!keys.has(key)) {\n keys.add(key);\n result.push(i, j);\n }\n }\n }\n return result;\n}\n\nfunction planeKey(normal: Vector3, distance: number): string {\n return `${Math.round(normal.x * 10000)}:${Math.round(normal.y * 10000)}:${Math.round(normal.z * 10000)}:${Math.round(distance * 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@@ -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
124
  * 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
154
  this._bindPose = new WeakMap();
@@ -98,6 +156,7 @@ const _defaultTA = createTransformAccess(new SceneNode(null), false);
98
156
  const boneNodes = [];
99
157
  const boneToNode = new Map();
100
158
  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
180
  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
237
  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
280
  };
205
281
  }