@zephyr3d/scene 0.9.3 → 0.9.5

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Files changed (188) hide show
  1. package/dist/animation/animationmask.js +224 -0
  2. package/dist/animation/animationmask.js.map +1 -0
  3. package/dist/animation/animationset.js +268 -67
  4. package/dist/animation/animationset.js.map +1 -1
  5. package/dist/animation/animationtrack.js.map +1 -1
  6. package/dist/animation/eulerrotationtrack.js +3 -0
  7. package/dist/animation/eulerrotationtrack.js.map +1 -1
  8. package/dist/animation/fixed_geometry_cache_track.js +7 -0
  9. package/dist/animation/fixed_geometry_cache_track.js.map +1 -1
  10. package/dist/animation/ik_modifier.js.map +1 -1
  11. package/dist/animation/joint_dynamics/collision.js +6 -4
  12. package/dist/animation/joint_dynamics/collision.js.map +1 -1
  13. package/dist/animation/joint_dynamics/controller.js +390 -43
  14. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  15. package/dist/animation/joint_dynamics/joint_dynamics_system.js +62 -3
  16. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  17. package/dist/animation/joint_dynamics/solver.js +4 -3
  18. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  19. package/dist/animation/joint_dynamics/types.js.map +1 -1
  20. package/dist/animation/joint_dynamics_modifier.js +2 -0
  21. package/dist/animation/joint_dynamics_modifier.js.map +1 -1
  22. package/dist/animation/morphtarget.js +3 -72
  23. package/dist/animation/morphtarget.js.map +1 -1
  24. package/dist/animation/morphtrack.js +3 -0
  25. package/dist/animation/morphtrack.js.map +1 -1
  26. package/dist/animation/pca_geometry_cache_track.js +3 -0
  27. package/dist/animation/pca_geometry_cache_track.js.map +1 -1
  28. package/dist/animation/proptrack.js +3 -0
  29. package/dist/animation/proptrack.js.map +1 -1
  30. package/dist/animation/rotationtrack.js +3 -0
  31. package/dist/animation/rotationtrack.js.map +1 -1
  32. package/dist/animation/scaletrack.js +3 -0
  33. package/dist/animation/scaletrack.js.map +1 -1
  34. package/dist/animation/skeleton.js +254 -79
  35. package/dist/animation/skeleton.js.map +1 -1
  36. package/dist/animation/skeleton_modifier.js.map +1 -1
  37. package/dist/animation/spring/spring_particle.js +4 -4
  38. package/dist/animation/spring/spring_particle.js.map +1 -1
  39. package/dist/animation/spring_modifier.js.map +1 -1
  40. package/dist/animation/translationtrack.js +3 -0
  41. package/dist/animation/translationtrack.js.map +1 -1
  42. package/dist/app/engine.js +129 -17
  43. package/dist/app/engine.js.map +1 -1
  44. package/dist/app/scriptregistry.js +251 -80
  45. package/dist/app/scriptregistry.js.map +1 -1
  46. package/dist/asset/assetmanager.js +133 -102
  47. package/dist/asset/assetmanager.js.map +1 -1
  48. package/dist/asset/loaders/gltf/gltf_loader.js +18 -14
  49. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  50. package/dist/asset/loaders/loader.js +1 -6
  51. package/dist/asset/loaders/loader.js.map +1 -1
  52. package/dist/asset/loaders/zabc/zabc_loader.js.map +1 -1
  53. package/dist/asset/model.js +1052 -183
  54. package/dist/asset/model.js.map +1 -1
  55. package/dist/avatar/wardrobe.js +474 -0
  56. package/dist/avatar/wardrobe.js.map +1 -0
  57. package/dist/index.d.ts +1810 -233
  58. package/dist/index.js +13 -3
  59. package/dist/index.js.map +1 -1
  60. package/dist/material/material.js +1 -1
  61. package/dist/material/material.js.map +1 -1
  62. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +6 -3
  63. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  64. package/dist/material/mixins/pbr/common.js +72 -15
  65. package/dist/material/mixins/pbr/common.js.map +1 -1
  66. package/dist/material/msdf_text.js +180 -0
  67. package/dist/material/msdf_text.js.map +1 -0
  68. package/dist/material/msdf_text_sprite.js +64 -0
  69. package/dist/material/msdf_text_sprite.js.map +1 -0
  70. package/dist/material/pbrblueprint.js +21 -6
  71. package/dist/material/pbrblueprint.js.map +1 -1
  72. package/dist/material/shader/helper.js +277 -277
  73. package/dist/material/shader/helper.js.map +1 -1
  74. package/dist/material/sprite_sdf.js +106 -0
  75. package/dist/material/sprite_sdf.js.map +1 -0
  76. package/dist/posteffect/ssr.js +1 -0
  77. package/dist/posteffect/ssr.js.map +1 -1
  78. package/dist/render/abuffer_oit.js +1 -0
  79. package/dist/render/abuffer_oit.js.map +1 -1
  80. package/dist/render/cluster_light.js.map +1 -1
  81. package/dist/render/cull_visitor.js +28 -0
  82. package/dist/render/cull_visitor.js.map +1 -1
  83. package/dist/render/drawable.js.map +1 -1
  84. package/dist/render/drawable_mixin.js +1 -0
  85. package/dist/render/drawable_mixin.js.map +1 -1
  86. package/dist/render/envlight.js +54 -1
  87. package/dist/render/envlight.js.map +1 -1
  88. package/dist/render/fbm_wavegenerator.js +1 -0
  89. package/dist/render/fbm_wavegenerator.js.map +1 -1
  90. package/dist/render/gerstner_wavegenerator.js +1 -0
  91. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  92. package/dist/render/globalbindgroup_allocator.js +1 -0
  93. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  94. package/dist/render/render_queue.js +1 -0
  95. package/dist/render/render_queue.js.map +1 -1
  96. package/dist/render/sky.js +9 -0
  97. package/dist/render/sky.js.map +1 -1
  98. package/dist/scene/basesprite.js +1 -5
  99. package/dist/scene/basesprite.js.map +1 -1
  100. package/dist/scene/batchgroup.js +18 -8
  101. package/dist/scene/batchgroup.js.map +1 -1
  102. package/dist/scene/environment.js +16 -2
  103. package/dist/scene/environment.js.map +1 -1
  104. package/dist/scene/mesh.js +164 -102
  105. package/dist/scene/mesh.js.map +1 -1
  106. package/dist/scene/meshdrawable.js +96 -0
  107. package/dist/scene/meshdrawable.js.map +1 -0
  108. package/dist/scene/msdftext.js +341 -0
  109. package/dist/scene/msdftext.js.map +1 -0
  110. package/dist/scene/msdftextsprite.js +349 -0
  111. package/dist/scene/msdftextsprite.js.map +1 -0
  112. package/dist/scene/particlesys.js +1 -0
  113. package/dist/scene/particlesys.js.map +1 -1
  114. package/dist/scene/scene.js +2 -0
  115. package/dist/scene/scene.js.map +1 -1
  116. package/dist/scene/scene_node.js +437 -230
  117. package/dist/scene/scene_node.js.map +1 -1
  118. package/dist/scene/sdftextsprite.js +322 -0
  119. package/dist/scene/sdftextsprite.js.map +1 -0
  120. package/dist/scene/terrain-cm/grass.js +1 -0
  121. package/dist/scene/terrain-cm/grass.js.map +1 -1
  122. package/dist/scene/terrain-cm/grassmaterial.js +1 -0
  123. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  124. package/dist/scene/terrain-cm/terrain-cm.js +1 -0
  125. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  126. package/dist/scene/textsprite.js +120 -0
  127. package/dist/scene/textsprite.js.map +1 -0
  128. package/dist/scene/water.js +1 -0
  129. package/dist/scene/water.js.map +1 -1
  130. package/dist/shadow/shader.js +1 -0
  131. package/dist/shadow/shader.js.map +1 -1
  132. package/dist/text/font/font_asset.js +884 -0
  133. package/dist/text/font/font_asset.js.map +1 -0
  134. package/dist/text/font/sfnt_reader.js +43 -0
  135. package/dist/text/font/sfnt_reader.js.map +1 -0
  136. package/dist/text/msdf/generator.js +417 -0
  137. package/dist/text/msdf/generator.js.map +1 -0
  138. package/dist/text/msdf/shape.js +146 -0
  139. package/dist/text/msdf/shape.js.map +1 -0
  140. package/dist/text/runtime/msdf_glyph_atlas.js +146 -0
  141. package/dist/text/runtime/msdf_glyph_atlas.js.map +1 -0
  142. package/dist/text/runtime/msdf_text_atlas_manager.js +50 -0
  143. package/dist/text/runtime/msdf_text_atlas_manager.js.map +1 -0
  144. package/dist/text/runtime/text_layout.js +96 -0
  145. package/dist/text/runtime/text_layout.js.map +1 -0
  146. package/dist/utility/blueprint/material/inputs.js +188 -1
  147. package/dist/utility/blueprint/material/inputs.js.map +1 -1
  148. package/dist/utility/blueprint/material/ir.js +16 -1
  149. package/dist/utility/blueprint/material/ir.js.map +1 -1
  150. package/dist/utility/blueprint/material/pbr.js +32 -0
  151. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  152. package/dist/utility/bounding_volume.js.map +1 -1
  153. package/dist/utility/pmrem.js +34 -8
  154. package/dist/utility/pmrem.js.map +1 -1
  155. package/dist/utility/serialization/manager.js +340 -283
  156. package/dist/utility/serialization/manager.js.map +1 -1
  157. package/dist/utility/serialization/scene/animation.js +702 -7
  158. package/dist/utility/serialization/scene/animation.js.map +1 -1
  159. package/dist/utility/serialization/scene/batch.js +2 -0
  160. package/dist/utility/serialization/scene/batch.js.map +1 -1
  161. package/dist/utility/serialization/scene/camera.js +2 -0
  162. package/dist/utility/serialization/scene/camera.js.map +1 -1
  163. package/dist/utility/serialization/scene/light.js +2 -0
  164. package/dist/utility/serialization/scene/light.js.map +1 -1
  165. package/dist/utility/serialization/scene/material.js +1 -0
  166. package/dist/utility/serialization/scene/material.js.map +1 -1
  167. package/dist/utility/serialization/scene/mesh.js +66 -4
  168. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  169. package/dist/utility/serialization/scene/node.js +189 -8
  170. package/dist/utility/serialization/scene/node.js.map +1 -1
  171. package/dist/utility/serialization/scene/particle.js +2 -0
  172. package/dist/utility/serialization/scene/particle.js.map +1 -1
  173. package/dist/utility/serialization/scene/primitive.js +1 -0
  174. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  175. package/dist/utility/serialization/scene/sprite.js +2 -0
  176. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  177. package/dist/utility/serialization/scene/terrain.js +2 -0
  178. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  179. package/dist/utility/serialization/scene/text.js +516 -0
  180. package/dist/utility/serialization/scene/text.js.map +1 -0
  181. package/dist/utility/serialization/scene/water.js +2 -0
  182. package/dist/utility/serialization/scene/water.js.map +1 -1
  183. package/dist/utility/serialization/types.js.map +1 -1
  184. package/dist/utility/textures/sheenlut.js +138 -0
  185. package/dist/utility/textures/sheenlut.js.map +1 -0
  186. package/dist/values.js +48 -48
  187. package/dist/values.js.map +1 -1
  188. package/package.json +3 -3
@@ -1 +1 @@
1
- {"version":3,"file":"controller.js","sources":["../../../src/animation/joint_dynamics/controller.ts"],"sourcesContent":["// High-level orchestrator - SPCRJointDynamicsController API\r\n\r\nimport {\r\n EPSILON,\r\n type PointR,\r\n type PointRW,\r\n type Constraint,\r\n type ColliderR,\r\n type ColliderRW,\r\n type GrabberR,\r\n type GrabberRW,\r\n type AngleLimitConfig,\r\n type FlatPlane,\r\n type TransformAccess,\r\n type BoneNode\r\n} from './types';\r\nimport { buildConstraints, buildSurfaceFaces, type ConstraintBuildOptions } from './constraints';\r\nimport { simulate, applyResult, applyAngleLimits, type SimulationParams } from './solver';\r\nimport type { InterpolatorScalar } from '@zephyr3d/base';\r\nimport { Vector3, Quaternion, Matrix4x4, clamp01 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Depth-based physics parameter curves.\r\n * Each curve is evaluated with t = pointDepth / maxDepth (0 at root, 1 at tip).\r\n * This allows parameters to vary smoothly along the bone chain.\r\n *\r\n * @public\r\n */\r\nexport interface PhysicsCurves {\r\n /** Scales point mass by depth */\r\n massScale: InterpolatorScalar;\r\n /** Scales gravity strength by depth */\r\n gravityScale: InterpolatorScalar;\r\n /** Scales wind force effect by depth (also multiplied by depth rate) */\r\n windForceScale: InterpolatorScalar;\r\n /** Velocity damping [0-1]. Higher = less damping. Controls how much velocity is preserved */\r\n resistance: InterpolatorScalar;\r\n /** Restore-to-animation stiffness [0-1]. Higher = bone stays closer to animated pose */\r\n hardness: InterpolatorScalar;\r\n /** Friction multiplier by depth. Scales collision friction accumulation */\r\n friction: InterpolatorScalar;\r\n /** Collision radius by depth, mapped from VRM SpringBone hitRadius when available */\r\n pointRadius: InterpolatorScalar;\r\n /** Extra slack length for horizontal/shear constraints (allows stretching) */\r\n sliderJointLength: InterpolatorScalar;\r\n /** Global shrink stiffness multiplier (applied to all constraint types) */\r\n allShrinkScale: InterpolatorScalar;\r\n /** Global stretch stiffness multiplier (applied to all constraint types) */\r\n allStretchScale: InterpolatorScalar;\r\n /** Structural vertical constraint shrink stiffness by depth */\r\n structuralShrinkVertical: InterpolatorScalar;\r\n /** Structural vertical constraint stretch stiffness by depth */\r\n structuralStretchVertical: InterpolatorScalar;\r\n /** Structural horizontal constraint shrink stiffness by depth */\r\n structuralShrinkHorizontal: InterpolatorScalar;\r\n /** Structural horizontal constraint stretch stiffness by depth */\r\n structuralStretchHorizontal: InterpolatorScalar;\r\n /** Shear constraint shrink stiffness by depth */\r\n shearShrink: InterpolatorScalar;\r\n /** Shear constraint stretch stiffness by depth */\r\n shearStretch: InterpolatorScalar;\r\n /** Bending vertical constraint shrink stiffness by depth */\r\n bendingShrinkVertical: InterpolatorScalar;\r\n /** Bending vertical constraint stretch stiffness by depth */\r\n bendingStretchVertical: InterpolatorScalar;\r\n /** Bending horizontal constraint shrink stiffness by depth */\r\n bendingShrinkHorizontal: InterpolatorScalar;\r\n /** Bending horizontal constraint stretch stiffness by depth */\r\n bendingStretchHorizontal: InterpolatorScalar;\r\n /** Fake wave amplitude by depth (sinusoidal pseudo-wind on leaf bones) */\r\n fakeWavePower: InterpolatorScalar;\r\n /** Fake wave frequency offset by depth */\r\n fakeWaveFreq: InterpolatorScalar;\r\n}\r\n\r\n/**\r\n * Top-level configuration for the physics controller\r\n * @public\r\n **/\r\nexport interface ControllerConfig {\r\n /** Global gravity vector */\r\n gravity: Vector3;\r\n /** Global wind force vector applied to all dynamic points */\r\n windForce: Vector3;\r\n /** Number of constraint relaxation iterations per substep. Higher = more stable but slower */\r\n relaxation: number;\r\n /** Number of simulation substeps per frame. Higher = more stable at cost of performance */\r\n subSteps: number;\r\n /** Max root bone slide distance per substep. Excess is distributed as offset. -1 = unlimited */\r\n rootSlideLimit: number;\r\n /** Max root bone rotation angle (degrees) per substep. Excess is distributed. -1 = unlimited */\r\n rootRotateLimit: number;\r\n /** Upper limit for horizontal/shear constraint shrink power. Prevents over-compression */\r\n constraintShrinkLimit: number;\r\n /** Global blend ratio between physics and animation [0-1]. 0 = full physics, 1 = full animation */\r\n blendRatio: number;\r\n /** Target frame rate for stabilization (currently unused, reserved) */\r\n stabilizationFrameRate: number;\r\n /** Enable sinusoidal fake wave effect on leaf bones */\r\n isFakeWave: boolean;\r\n /** Fake wave global speed (accumulates over time) */\r\n fakeWaveSpeed: number;\r\n /** Fake wave global amplitude multiplier */\r\n fakeWavePower: number;\r\n /** Enable triangle-based surface collision (cloth vs colliders) */\r\n enableSurfaceCollision: boolean;\r\n /** Enable broad-phase pruning before precise collider tests */\r\n enableBroadPhase: boolean;\r\n /** Preserve each joint's initial local twist (axial roll) after physics simulation */\r\n preserveTwist: boolean;\r\n /** Post-simulation angle limiting between parent-child bones */\r\n angleLimitConfig: AngleLimitConfig;\r\n /** Depth-based physics parameter curves */\r\n curves: PhysicsCurves;\r\n /** Which constraint types to generate and their collision flags */\r\n constraintOptions: ConstraintBuildOptions;\r\n}\r\n\r\n/**\r\n * Stable runtime handle for a JointDynamics collider.\r\n * @public\r\n */\r\nexport interface JointDynamicsColliderHandle {\r\n readonly type: 'collider';\r\n readonly id: number;\r\n}\r\n\r\n/**\r\n * Stable runtime handle for a JointDynamics flat plane.\r\n * @public\r\n */\r\nexport interface JointDynamicsFlatPlaneHandle {\r\n readonly type: 'flatPlane';\r\n readonly id: number;\r\n}\r\n\r\n/**\r\n * Stable runtime handle for a JointDynamics grabber.\r\n * @public\r\n */\r\nexport interface JointDynamicsGrabberHandle {\r\n readonly type: 'grabber';\r\n readonly id: number;\r\n}\r\n\r\n/**\r\n * High-level controller for joint dynamics simulation.\r\n *\r\n * This class manages the physics simulation for a hierarchy of bones, including constraints,\r\n * colliders, and grabbers. It provides an API for initializing the system with bone data and\r\n * transforms, stepping the simulation each frame, and modifying colliders and grabbers at runtime.\r\n * The controller handles the internal state and logic for blending between animation and physics,\r\n * applying forces, and enforcing constraints.\r\n *\r\n * @public\r\n */\r\nexport class JointDynamicsSystemController {\r\n private _config: ControllerConfig;\r\n private _pointsR: PointR[] = [];\r\n private _pointsRW: PointRW[] = [];\r\n private _constraints: Constraint[] = [];\r\n private _collidersR: ColliderR[] = [];\r\n private _collidersRW: ColliderRW[] = [];\r\n private _grabbersR: GrabberR[] = [];\r\n private _grabbersRW: GrabberRW[] = [];\r\n private _movableLimitTargets: Vector3[] = [];\r\n private _flatPlanes: FlatPlane[] = [];\r\n private _flatPlaneEnabled: boolean[] = [];\r\n private _flatPlaneAll: FlatPlane[] = [];\r\n private _surfaceConstraints: number[] = [];\r\n private _positionsToTransform: Vector3[] = [];\r\n private _fakeWaveCounter = 0;\r\n private _previousRootPosition = Vector3.zero();\r\n private _previousRootRotation = Quaternion.identity();\r\n private _rootTransform: TransformAccess | null = null;\r\n private _pointTransforms: TransformAccess[] = [];\r\n private _colliderTransforms: TransformAccess[] = [];\r\n private _grabberTransforms: TransformAccess[] = [];\r\n private _colliderHandleIds: number[] = [];\r\n private _flatPlaneHandleIds: number[] = [];\r\n private _grabberHandleIds: number[] = [];\r\n private _colliderHandleToIndex = new Map<number, number>();\r\n private _flatPlaneHandleToIndex = new Map<number, number>();\r\n private _grabberHandleToIndex = new Map<number, number>();\r\n private _nextColliderHandleId = 1;\r\n private _nextFlatPlaneHandleId = 1;\r\n private _nextGrabberHandleId = 1;\r\n private _initialized = false;\r\n private _isPaused = false;\r\n private _fadeState: 'none' | 'in' | 'out' = 'none';\r\n private _fadeTimer = 0;\r\n private _fadeDuration = 0;\r\n\r\n constructor(config: ControllerConfig) {\r\n this._config = config;\r\n }\r\n\r\n /**\r\n * Initializes the physics system.\r\n * @param rootTransform - Root bone transform used to detect root motion.\r\n * @param rootPoints - Root nodes of the bone hierarchy. Multiple roots are allowed.\r\n * @param pointTransforms - Transform array for all physics points. Order must match `BoneNode.index`.\r\n * @param colliders - Collider array (spheres/capsules).\r\n * @param grabbers - Grabber array used for interactions such as mouse dragging.\r\n * @param flatPlanes - Plane limiters such as the floor to prevent penetration.\r\n */\r\n initialize(\r\n rootTransform: TransformAccess,\r\n rootPoints: BoneNode[],\r\n pointTransforms: TransformAccess[],\r\n colliders: Array<{ r: ColliderR; transform: TransformAccess }>,\r\n grabbers: Array<{\r\n r: GrabberR;\r\n transform: TransformAccess;\r\n enabled: boolean;\r\n }>,\r\n flatPlanes: Array<{ up: Vector3; position: Vector3 }>\r\n ): void {\r\n this._rootTransform = rootTransform;\r\n this._pointTransforms = pointTransforms;\r\n this._colliderTransforms = colliders.map((c) => c.transform);\r\n this._grabberTransforms = grabbers.map((g) => g.transform);\r\n\r\n // Build constraints\r\n this._constraints = buildConstraints(rootPoints, this._config.constraintOptions);\r\n this._surfaceConstraints = buildSurfaceFaces(rootPoints, this._config.constraintOptions.isLoop);\r\n\r\n // Flatten bone hierarchy to point list, build parent map\r\n const allPoints: BoneNode[] = [];\r\n const parentMap = new Map<number, number>(); // child index -> parent index\r\n function walk(node: BoneNode) {\r\n allPoints.push(node);\r\n for (const c of node.children) {\r\n parentMap.set(c.index, node.index);\r\n walk(c);\r\n }\r\n }\r\n for (const r of rootPoints) {\r\n walk(r);\r\n }\r\n\r\n const maxDepth = Math.max(...allPoints.map((p) => p.depth));\r\n\r\n // Compute boneAxis from transforms: local-space direction to first child\r\n // This is critical for correct bone rotation in skinned meshes\r\n const indexToNode = new Map<number, BoneNode>();\r\n for (const p of allPoints) {\r\n indexToNode.set(p.index, p);\r\n }\r\n\r\n for (const p of allPoints) {\r\n if (!p.boneAxis && p.children.length > 0) {\r\n const childPos = pointTransforms[p.children[0].index].getWorldPosition();\r\n const parentPos = pointTransforms[p.index].getWorldPosition();\r\n // InverseTransformPoint: convert child world pos to parent local space\r\n const parentRot = pointTransforms[p.index].getWorldRotation();\r\n const parentScale = pointTransforms[p.index].getLocalScale();\r\n const diff = Vector3.sub(childPos, parentPos);\r\n const invRot = Quaternion.inverse(parentRot);\r\n const localDir = invRot.transform(diff);\r\n // Apply inverse scale\r\n const unscaled = new Vector3(\r\n parentScale.x !== 0 ? localDir.x / parentScale.x : 0,\r\n parentScale.y !== 0 ? localDir.y / parentScale.y : 0,\r\n parentScale.z !== 0 ? localDir.z / parentScale.z : 0\r\n );\r\n p.boneAxis = Vector3.normalize(unscaled);\r\n }\r\n }\r\n\r\n // Build PointR/RW arrays\r\n this._pointsR = allPoints.map((p) => this._createPointR(p, maxDepth, parentMap, pointTransforms));\r\n this._pointsRW = allPoints.map(() => this._createPointRW());\r\n this._positionsToTransform = new Array(allPoints.length).fill(Vector3.zero());\r\n\r\n // Initialize colliders\r\n this._collidersR = colliders.map((c) => c.r);\r\n this._collidersRW = colliders.map((c) => this._createColliderRW(c.transform));\r\n this._colliderHandleIds = this._collidersR.map(() => this._nextColliderHandleId++);\r\n this._rebuildColliderHandleMap();\r\n\r\n // Initialize grabbers\r\n this._grabbersR = grabbers.map((g) => g.r);\r\n this._grabbersRW = grabbers.map((g) => ({\r\n enabled: g.enabled ? 1 : 0,\r\n position: g.transform.getWorldPosition()\r\n }));\r\n this._grabberHandleIds = this._grabbersR.map(() => this._nextGrabberHandleId++);\r\n this._rebuildGrabberHandleMap();\r\n\r\n // Flat planes\r\n this._flatPlanes = flatPlanes.map((fp) => ({\r\n normal: Vector3.normalize(fp.up),\r\n distance: -Vector3.dot(Vector3.normalize(fp.up), fp.position)\r\n }));\r\n this._flatPlaneAll = [...this._flatPlanes];\r\n this._flatPlaneEnabled = this._flatPlaneAll.map(() => true);\r\n this._flatPlaneHandleIds = this._flatPlaneAll.map(() => this._nextFlatPlaneHandleId++);\r\n this._rebuildFlatPlaneHandleMap();\r\n\r\n // Capture initial state\r\n this._previousRootPosition = rootTransform.getWorldPosition();\r\n this._previousRootRotation = rootTransform.getWorldRotation();\r\n\r\n for (let i = 0; i < this._pointsRW.length; i++) {\r\n const pos = pointTransforms[i].getWorldPosition();\r\n this._pointsRW[i].positionCurrent = pos.clone();\r\n this._pointsRW[i].positionPrevious = pos.clone();\r\n this._pointsRW[i].positionCurrentTransform = pos.clone();\r\n this._pointsRW[i].positionPreviousTransform = pos.clone();\r\n this._pointsRW[i].positionToTransform = pos.clone();\r\n this._pointsRW[i].directionPrevious = Vector3.axisPZ();\r\n this._pointsRW[i].fakeWindDirection = Vector3.axisPZ();\r\n this._pointsRW[i].grabberIndex = -1;\r\n this._pointsRW[i].grabberDistance = 0;\r\n this._pointsRW[i].friction = 0;\r\n }\r\n\r\n this._initialized = true;\r\n }\r\n\r\n /**\r\n * Advances the simulation by one frame.\r\n * Internal flow: read current transforms, run Verlet integration and constraint solving,\r\n * then write the result back to the transforms.\r\n * @param deltaTime - Frame delta time in seconds. Internally subdivided by `subSteps`.\r\n */\r\n step(deltaTime: number): void {\r\n if (!this._initialized || !this._rootTransform) {\r\n return;\r\n }\r\n\r\n // Update fade\r\n if (this._fadeState !== 'none') {\r\n this._fadeTimer += deltaTime;\r\n if (this._fadeTimer >= this._fadeDuration) {\r\n this._fadeState = 'none';\r\n this._fadeTimer = 0;\r\n }\r\n }\r\n\r\n const blendRatio = this._computeBlendRatio();\r\n\r\n // Capture current transforms\r\n const rootPos = this._rootTransform.getWorldPosition();\r\n const rootRot = this._rootTransform.getWorldRotation();\r\n\r\n for (let i = 0; i < this._pointsRW.length; i++) {\r\n this._pointsRW[i].positionPreviousTransform = this._pointsRW[i].positionCurrentTransform.clone();\r\n this._pointsRW[i].positionCurrentTransform = this._pointTransforms[i].getWorldPosition();\r\n }\r\n\r\n for (let i = 0; i < this._collidersRW.length; i++) {\r\n const t = this._colliderTransforms[i];\r\n this._collidersRW[i].positionPreviousTransform = this._collidersRW[i].positionCurrentTransform.clone();\r\n this._collidersRW[i].directionPreviousTransform =\r\n this._collidersRW[i].directionCurrentTransform.clone();\r\n this._collidersRW[i].positionCurrentTransform = t.getWorldPosition();\r\n this._collidersRW[i].directionCurrentTransform = t.getWorldRotation();\r\n this._collidersRW[i].worldScale = t.getWorldScale();\r\n this._collidersRW[i].worldToLocal = Matrix4x4.compose(\r\n this._collidersRW[i].worldScale,\r\n this._collidersRW[i].directionCurrentTransform,\r\n this._collidersRW[i].positionCurrentTransform\r\n ).inplaceInvertAffine();\r\n }\r\n\r\n for (let i = 0; i < this._grabbersRW.length; i++) {\r\n this._grabbersRW[i].position = this._grabberTransforms[i].getWorldPosition();\r\n }\r\n\r\n // Run simulation\r\n const params: SimulationParams = {\r\n isPaused: this._isPaused,\r\n stepTime: deltaTime,\r\n subSteps: this._config.subSteps,\r\n rootPosition: rootPos,\r\n previousRootPosition: this._previousRootPosition,\r\n rootSlideLimit: this._config.rootSlideLimit,\r\n rootRotation: rootRot,\r\n previousRootRotation: this._previousRootRotation,\r\n rootRotateLimit: this._config.rootRotateLimit,\r\n windForce: this._config.windForce,\r\n enableSurfaceCollision: this._config.enableSurfaceCollision,\r\n surfaceConstraints: this._surfaceConstraints,\r\n relaxation: this._config.relaxation,\r\n constraintShrinkLimit: this._config.constraintShrinkLimit,\r\n blendRatio,\r\n isFakeWave: this._config.isFakeWave,\r\n fakeWaveSpeed: this._config.fakeWaveSpeed,\r\n fakeWavePower: this._config.fakeWavePower,\r\n fakeWaveCounter: this._fakeWaveCounter,\r\n collisionScale: 1.0,\r\n enableBroadPhase: this._config.enableBroadPhase\r\n };\r\n\r\n const result = simulate(\r\n params,\r\n this._pointsR,\r\n this._pointsRW,\r\n this._constraints,\r\n this._collidersR,\r\n this._collidersRW,\r\n this._grabbersR,\r\n this._grabbersRW,\r\n this._movableLimitTargets,\r\n this._flatPlanes\r\n );\r\n\r\n this._positionsToTransform = result.positionsToTransform;\r\n this._fakeWaveCounter = result.fakeWaveCounter;\r\n\r\n // Angle limits\r\n if (this._config.angleLimitConfig.angleLimit >= 0) {\r\n applyAngleLimits(this._pointsR, this._pointsRW, this._config.angleLimitConfig);\r\n }\r\n\r\n // Apply results\r\n const transformRots = this._pointTransforms.map((t) => t.getWorldRotation());\r\n const transformLocalRots = this._pointTransforms.map((t) => t.getLocalRotation());\r\n const outputs = applyResult(\r\n this._pointsR,\r\n this._pointsRW,\r\n this._positionsToTransform,\r\n blendRatio,\r\n transformRots,\r\n transformLocalRots,\r\n this._config.preserveTwist\r\n );\r\n\r\n for (let i = 0; i < outputs.length; i++) {\r\n this._pointTransforms[i].setWorldPosition(outputs[i].position);\r\n this._pointTransforms[i].setWorldRotation(outputs[i].rotation);\r\n }\r\n\r\n this._previousRootPosition = rootPos;\r\n this._previousRootRotation = rootRot;\r\n }\r\n\r\n /**\r\n * Returns the simulated results for all points as world-space positions and rotations.\r\n * Usually this does not need to be called manually because `step()` already writes the\r\n * output back to the transforms.\r\n */\r\n getResults(): Array<{ position: Vector3; rotation: Quaternion }> {\r\n const transformRots = this._pointTransforms.map((t) => t.getWorldRotation());\r\n const transformLocalRots = this._pointTransforms.map((t) => t.getLocalRotation());\r\n const outputs = applyResult(\r\n this._pointsR,\r\n this._pointsRW,\r\n this._positionsToTransform,\r\n this._config.blendRatio,\r\n transformRots,\r\n transformLocalRots,\r\n this._config.preserveTwist\r\n );\r\n return outputs.map((o) => ({ position: o.position, rotation: o.rotation }));\r\n }\r\n\r\n /**\r\n * Compensates for teleportation by resetting the previous root transform to the current one.\r\n * Call this after a character warp or teleport to avoid a large root-motion impulse on the\r\n * next simulation step.\r\n */\r\n warp(): void {\r\n if (!this._rootTransform) {\r\n return;\r\n }\r\n this._previousRootPosition = this._rootTransform.getWorldPosition();\r\n this._previousRootRotation = this._rootTransform.getWorldRotation();\r\n }\r\n\r\n /**\r\n * Resets all physics state.\r\n * Each simulated point is snapped back to the current transform position and grab state\r\n * is cleared.\r\n */\r\n reset(): void {\r\n for (let i = 0; i < this._pointsRW.length; i++) {\r\n const pos = this._pointTransforms[i].getWorldPosition();\r\n this._pointsRW[i].positionCurrent = pos.clone();\r\n this._pointsRW[i].positionPrevious = pos.clone();\r\n this._pointsRW[i].grabberIndex = -1;\r\n }\r\n this._fakeWaveCounter = 0;\r\n }\r\n\r\n /**\r\n * Releases a fixed point so it becomes dynamic, for example when cloth is detached.\r\n * The point state is reset to avoid a sudden impulse.\r\n * @param index - Point index.\r\n */\r\n releasePoint(index: number): void {\r\n if (index < 0 || index >= this._pointsR.length) {\r\n return;\r\n }\r\n (this._pointsR[index] as any).weight = 1;\r\n const pos = this._pointTransforms[index].getWorldPosition();\r\n this._pointsRW[index].positionCurrent = pos.clone();\r\n this._pointsRW[index].positionPrevious = pos.clone();\r\n this._pointsRW[index].grabberIndex = -1;\r\n }\r\n\r\n /**\r\n * Fixes a dynamic point back to the animation pose, for example when an item is reattached.\r\n * The point grab state is cleared.\r\n * @param index - Point index.\r\n */\r\n fixPoint(index: number): void {\r\n if (index < 0 || index >= this._pointsR.length) {\r\n return;\r\n }\r\n (this._pointsR[index] as any).weight = 0;\r\n this._pointsRW[index].grabberIndex = -1;\r\n }\r\n\r\n /**\r\n * Returns whether a point is fixed to animation (`weight = 0`).\r\n * @param index - Point index.\r\n */\r\n isPointFixed(index: number): boolean {\r\n if (index < 0 || index >= this._pointsR.length) {\r\n return false;\r\n }\r\n return this._pointsR[index].weight <= EPSILON;\r\n }\r\n\r\n /** Gets the total number of physics points. */\r\n get pointCount(): number {\r\n return this._pointsR.length;\r\n }\r\n\r\n /**\r\n * Fades physics in by blending from animation pose to simulation.\r\n * `blendRatio` moves from `1` (animation only) to `0` (physics only).\r\n * @param seconds - Transition duration in seconds.\r\n */\r\n fadeIn(seconds: number): void {\r\n this._fadeState = 'in';\r\n this._fadeTimer = 0;\r\n this._fadeDuration = seconds;\r\n }\r\n\r\n /**\r\n * Fades physics out by blending from simulation back to animation pose.\r\n * `blendRatio` moves from `0` (physics only) to `1` (animation only).\r\n * @param seconds - Transition duration in seconds.\r\n */\r\n fadeOut(seconds: number): void {\r\n this._fadeState = 'out';\r\n this._fadeTimer = 0;\r\n this._fadeDuration = seconds;\r\n }\r\n\r\n /**\r\n * Sets the global wind force vector.\r\n * The final wind contribution is still scaled per point by `windForceScale` and mass.\r\n * @param wind - Wind vector in world space.\r\n */\r\n setWindForce(wind: Vector3): void {\r\n this._config.windForce = wind;\r\n }\r\n\r\n /**\r\n * Enable/disable broad-phase pruning for runtime performance comparison\r\n * @param enabled - `true` to enable broad-phase, `false` to disable.\r\n */\r\n setBroadPhaseEnabled(enabled: boolean): void {\r\n this._config.enableBroadPhase = enabled;\r\n }\r\n\r\n /** The blend ratio for the physics simulation */\r\n get blendRatio(): number {\r\n return this._config.blendRatio;\r\n }\r\n\r\n set blendRatio(value: number) {\r\n this._config.blendRatio = clamp01(value);\r\n }\r\n\r\n /**\r\n * Pauses or resumes the physics simulation.\r\n * While paused, the system still follows root motion but skips force integration and\r\n * constraint solving.\r\n * @param paused - `true` to pause, `false` to resume.\r\n */\r\n setPaused(paused: boolean): void {\r\n this._isPaused = paused;\r\n }\r\n\r\n /**\r\n * Enable or disable a collider by current array index.\r\n * Transform state is still read from the collider's TransformAccess each frame.\r\n * Prefer setColliderEnabled(handle, enabled) for runtime-owned colliders.\r\n *\r\n * @param index - Collider index in the current array. Note that this may change when colliders are added or removed.\r\n * @param enabled - `true` to enable the collider, `false` to disable it.\r\n *\r\n * @returns `true` if the index is valid and the collider was updated, `false` if the index is out of range.\r\n */\r\n setColliderEnabledAt(index: number, enabled: boolean): boolean {\r\n if (index >= 0 && index < this._collidersRW.length) {\r\n this._collidersRW[index].enabled = enabled ? 1 : 0;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Enable or disable a runtime collider by stable handle.\r\n *\r\n * @param handle - Stable handle for the collider to enable or disable.\r\n * @param enabled - `true` to enable the collider, `false` to disable it.\r\n * @returns true if the handle is still valid.\r\n */\r\n setColliderEnabled(handle: JointDynamicsColliderHandle, enabled: boolean): boolean {\r\n const index = this._getColliderIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.setColliderEnabledAt(index, enabled);\r\n }\r\n\r\n /**\r\n * Add a collider at runtime.\r\n * @param r - Read-only collider data such as shape and size.\r\n * @param transform - TransformAccess that provides the collider's position and rotation each frame.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addCollider(r: ColliderR, transform: TransformAccess): JointDynamicsColliderHandle {\r\n const id = this._nextColliderHandleId++;\r\n this._collidersR.push(r);\r\n this._colliderTransforms.push(transform);\r\n this._collidersRW.push(this._createColliderRW(transform));\r\n this._colliderHandleIds.push(id);\r\n this._colliderHandleToIndex.set(id, this._collidersR.length - 1);\r\n return { type: 'collider', id };\r\n }\r\n\r\n /**\r\n * Remove a collider by stable handle.\r\n * @param handle - Stable handle for the collider to remove.\r\n * @returns true if the collider existed and was removed.\r\n */\r\n removeCollider(handle: JointDynamicsColliderHandle): boolean {\r\n const index = this._getColliderIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.removeColliderAt(index);\r\n }\r\n\r\n /**\r\n * Remove a collider by current array index.\r\n * @param index - Collider index in the current array. Note that this may change when colliders are added or removed.\r\n * Prefer removeCollider(handle) for runtime-owned colliders.\r\n */\r\n removeColliderAt(index: number): boolean {\r\n if (index < 0 || index >= this._collidersR.length) {\r\n return false;\r\n }\r\n this._collidersR.splice(index, 1);\r\n this._colliderTransforms.splice(index, 1);\r\n this._collidersRW.splice(index, 1);\r\n this._colliderHandleIds.splice(index, 1);\r\n this._rebuildColliderHandleMap();\r\n return true;\r\n }\r\n\r\n /**\r\n * Enable or disable a flat plane by current array index.\r\n * @param index - Flat plane index in the current array. Note that this may change when flat planes are added or removed.\r\n * @param enabled - `true` to enable the flat plane, `false` to disable it.\r\n * @returns `true` if the index is valid and the flat plane was updated, `false` if the index is out of range.\r\n */\r\n setFlatPlaneEnabledAt(index: number, enabled: boolean): boolean {\r\n if (index < 0 || index >= this._flatPlaneAll.length) {\r\n return false;\r\n }\r\n this._flatPlaneEnabled[index] = enabled;\r\n this._rebuildActiveFlatPlanes();\r\n return true;\r\n }\r\n\r\n /**\r\n * Enable or disable a runtime flat plane by stable handle.\r\n * @param handle - Stable handle for the flat plane to enable or disable.\r\n * @param enabled - `true` to enable the flat plane, `false` to disable it.\r\n * @returns true if the handle is still valid.\r\n */\r\n setFlatPlaneEnabled(handle: JointDynamicsFlatPlaneHandle, enabled: boolean): boolean {\r\n const index = this._getFlatPlaneIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.setFlatPlaneEnabledAt(index, enabled);\r\n }\r\n\r\n /**\r\n * Add a flat plane at runtime.\r\n * @param up - Up direction of the plane. The normal is computed as `Vector3.normalize(up)`.\r\n * @param position - A point on the plane. The distance is computed as `-Vector3.dot(normal, position)`.\r\n * @returns A stable handle that remains valid until this flat plane is removed.\r\n */\r\n addFlatPlane(up: Vector3, position: Vector3): JointDynamicsFlatPlaneHandle {\r\n const id = this._nextFlatPlaneHandleId++;\r\n const normal = Vector3.normalize(up);\r\n this._flatPlaneAll.push({\r\n normal,\r\n distance: -Vector3.dot(normal, position)\r\n });\r\n this._flatPlaneEnabled.push(true);\r\n this._flatPlaneHandleIds.push(id);\r\n this._flatPlaneHandleToIndex.set(id, this._flatPlaneAll.length - 1);\r\n this._rebuildActiveFlatPlanes();\r\n return { type: 'flatPlane', id };\r\n }\r\n\r\n /**\r\n * Remove a flat plane by stable handle.\r\n * @param handle - Stable handle for the flat plane to remove.\r\n * @returns true if the flat plane existed and was removed.\r\n */\r\n removeFlatPlane(handle: JointDynamicsFlatPlaneHandle): boolean {\r\n const index = this._getFlatPlaneIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.removeFlatPlaneAt(index);\r\n }\r\n\r\n /**\r\n * Remove a flat plane by current array index.\r\n * @param index - Flat plane index in the current array. Note that this may change when flat planes are added or removed.\r\n * @returns true if the index was valid and the flat plane was removed, false if the index was out of range.\r\n */\r\n removeFlatPlaneAt(index: number): boolean {\r\n if (index < 0 || index >= this._flatPlaneAll.length) {\r\n return false;\r\n }\r\n this._flatPlaneAll.splice(index, 1);\r\n this._flatPlaneEnabled.splice(index, 1);\r\n this._flatPlaneHandleIds.splice(index, 1);\r\n this._rebuildFlatPlaneHandleMap();\r\n this._rebuildActiveFlatPlanes();\r\n return true;\r\n }\r\n\r\n /**\r\n * Enable or disable a grabber by current array index.\r\n * Transform state is still read from the grabber's TransformAccess each frame.\r\n * Prefer setGrabberEnabled(handle, enabled) for runtime-owned grabbers.\r\n *\r\n * @param index - Grabber index in the current array. Note that this may change when grabbers are added or removed.\r\n * @param enabled - `true` to enable the grabber, `false` to disable it.\r\n * @returns `true` if the index is valid and the grabber was updated, `false` if the index is out of range.\r\n */\r\n setGrabberEnabledAt(index: number, enabled: boolean): boolean {\r\n if (index >= 0 && index < this._grabbersRW.length) {\r\n this._grabbersRW[index].enabled = enabled ? 1 : 0;\r\n if (!enabled) {\r\n this._releaseGrabber(index);\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Enable or disable a runtime grabber by stable handle.\r\n * @param handle - Stable handle for the grabber to enable or disable.\r\n * @param enabled - `true` to enable the grabber, `false` to disable it.\r\n * @returns true if the handle is still valid.\r\n */\r\n setGrabberEnabled(handle: JointDynamicsGrabberHandle, enabled: boolean): boolean {\r\n const index = this._getGrabberIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.setGrabberEnabledAt(index, enabled);\r\n }\r\n\r\n /**\r\n * Add a grabber at runtime.\r\n * @param r - Read-only grabber data such as interaction radius.\r\n * @param transform - TransformAccess that provides the grabber's position each frame.\r\n * @param enabled - Whether the grabber starts enabled. The grabber can still be moved by its transform while disabled, but it won't affect any points until enabled.\r\n * @returns A stable handle that remains valid until this grabber is removed.\r\n */\r\n addGrabber(r: GrabberR, transform: TransformAccess, enabled = false): JointDynamicsGrabberHandle {\r\n const id = this._nextGrabberHandleId++;\r\n this._grabbersR.push(r);\r\n this._grabberTransforms.push(transform);\r\n this._grabbersRW.push({\r\n enabled: enabled ? 1 : 0,\r\n position: transform.getWorldPosition()\r\n });\r\n this._grabberHandleIds.push(id);\r\n this._grabberHandleToIndex.set(id, this._grabbersR.length - 1);\r\n return { type: 'grabber', id };\r\n }\r\n\r\n /**\r\n * Remove a grabber by stable handle.\r\n * @param handle - Stable handle for the grabber to remove.\r\n * @returns true if the grabber existed and was removed.\r\n */\r\n removeGrabber(handle: JointDynamicsGrabberHandle): boolean {\r\n const index = this._getGrabberIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.removeGrabberAt(index);\r\n }\r\n\r\n /**\r\n * Remove a grabber by current array index.\r\n * Prefer removeGrabber(handle) for runtime-owned grabbers.\r\n *\r\n * @param index - Grabber index in the current array. Note that this may change when grabbers are added or removed.\r\n * @returns true if the index was valid and the grabber was removed, false if the index was out of range.\r\n */\r\n removeGrabberAt(index: number): boolean {\r\n if (index < 0 || index >= this._grabbersR.length) {\r\n return false;\r\n }\r\n this._grabbersR.splice(index, 1);\r\n this._grabberTransforms.splice(index, 1);\r\n this._grabbersRW.splice(index, 1);\r\n this._grabberHandleIds.splice(index, 1);\r\n this._rebuildGrabberHandleMap();\r\n\r\n this._releaseGrabber(index);\r\n for (const ptRW of this._pointsRW) {\r\n if (ptRW.grabberIndex > index) {\r\n ptRW.grabberIndex--;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /** Gets the number of runtime colliders. */\r\n get colliderCount(): number {\r\n return this._collidersR.length;\r\n }\r\n\r\n /** Gets the number of runtime flat planes. */\r\n get flatPlaneCount(): number {\r\n return this._flatPlaneAll.length;\r\n }\r\n\r\n /** Gets the number of runtime grabbers. */\r\n get grabberCount(): number {\r\n return this._grabbersR.length;\r\n }\r\n\r\n private _computeBlendRatio(): number {\r\n if (this._fadeState === 'in') {\r\n return 1.0 - clamp01(this._fadeTimer / this._fadeDuration);\r\n }\r\n if (this._fadeState === 'out') {\r\n return clamp01(this._fadeTimer / this._fadeDuration);\r\n }\r\n return this._config.blendRatio;\r\n }\r\n\r\n private _getColliderIndex(handle: JointDynamicsColliderHandle): number {\r\n if (handle.type !== 'collider') {\r\n return -1;\r\n }\r\n return this._colliderHandleToIndex.get(handle.id) ?? -1;\r\n }\r\n\r\n private _getGrabberIndex(handle: JointDynamicsGrabberHandle): number {\r\n if (handle.type !== 'grabber') {\r\n return -1;\r\n }\r\n return this._grabberHandleToIndex.get(handle.id) ?? -1;\r\n }\r\n\r\n private _getFlatPlaneIndex(handle: JointDynamicsFlatPlaneHandle): number {\r\n if (handle.type !== 'flatPlane') {\r\n return -1;\r\n }\r\n return this._flatPlaneHandleToIndex.get(handle.id) ?? -1;\r\n }\r\n\r\n private _releaseGrabber(index: number): void {\r\n for (const ptRW of this._pointsRW) {\r\n if (ptRW.grabberIndex === index) {\r\n ptRW.grabberIndex = -1;\r\n ptRW.grabberDistance = 0;\r\n }\r\n }\r\n }\r\n\r\n private _rebuildColliderHandleMap(): void {\r\n this._colliderHandleToIndex.clear();\r\n for (let i = 0; i < this._colliderHandleIds.length; i++) {\r\n this._colliderHandleToIndex.set(this._colliderHandleIds[i], i);\r\n }\r\n }\r\n\r\n private _rebuildFlatPlaneHandleMap(): void {\r\n this._flatPlaneHandleToIndex.clear();\r\n for (let i = 0; i < this._flatPlaneHandleIds.length; i++) {\r\n this._flatPlaneHandleToIndex.set(this._flatPlaneHandleIds[i], i);\r\n }\r\n }\r\n\r\n private _rebuildActiveFlatPlanes(): void {\r\n this._flatPlanes = [];\r\n for (let i = 0; i < this._flatPlaneAll.length; i++) {\r\n if (this._flatPlaneEnabled[i]) {\r\n this._flatPlanes.push(this._flatPlaneAll[i]);\r\n }\r\n }\r\n }\r\n\r\n private _rebuildGrabberHandleMap(): void {\r\n this._grabberHandleToIndex.clear();\r\n for (let i = 0; i < this._grabberHandleIds.length; i++) {\r\n this._grabberHandleToIndex.set(this._grabberHandleIds[i], i);\r\n }\r\n }\r\n\r\n private _createPointR(\r\n node: BoneNode,\r\n maxDepth: number,\r\n parentMap: Map<number, number>,\r\n transforms: TransformAccess[]\r\n ): PointR {\r\n const rate = maxDepth > 0 ? node.depth / maxDepth : 0;\r\n const c = this._config.curves;\r\n\r\n const parentIdx = parentMap.get(node.index) ?? -1;\r\n const childIdx = node.children.length > 0 ? node.children[0].index : -1;\r\n\r\n // Capture initial local transform for rotation blending\r\n const t = transforms[node.index];\r\n const initLocalPos = t.getLocalPosition();\r\n const initLocalRot = t.getLocalRotation();\r\n const initLocalScale = t.getLocalScale();\r\n\r\n // BoneAxis: local-space direction to first child (computed in initialize)\r\n const boneAxis = node.boneAxis ?? new Vector3(0, -1, 0);\r\n\r\n // ParentLength: distance to parent\r\n let parentLength = 0;\r\n if (parentIdx !== -1) {\r\n const pPos = transforms[parentIdx].getWorldPosition();\r\n const cPos = transforms[node.index].getWorldPosition();\r\n parentLength = Vector3.distance(pPos, cPos);\r\n }\r\n\r\n return {\r\n parent: parentIdx,\r\n child: childIdx,\r\n applyInvertCollision: 0,\r\n movableLimitIndex: -1,\r\n movableLimitRadius: 0,\r\n weight: node.isFixed ? 0 : 1,\r\n mass: c.massScale.evaluate(rate),\r\n resistance: clamp01(c.resistance.evaluate(rate)),\r\n hardness: clamp01(c.hardness.evaluate(rate)),\r\n frictionScale: c.friction.evaluate(rate),\r\n sliderJointLength: c.sliderJointLength.evaluate(rate),\r\n parentLength,\r\n structuralShrinkVertical: c.structuralShrinkVertical.evaluate(rate) * 0.5,\r\n structuralStretchVertical: c.structuralStretchVertical.evaluate(rate) * 0.5,\r\n structuralShrinkHorizontal: c.structuralShrinkHorizontal.evaluate(rate) * 0.5,\r\n structuralStretchHorizontal: c.structuralStretchHorizontal.evaluate(rate) * 0.5,\r\n shearShrink: c.shearShrink.evaluate(rate) * 0.5,\r\n shearStretch: c.shearStretch.evaluate(rate) * 0.5,\r\n bendingShrinkVertical: c.bendingShrinkVertical.evaluate(rate) * 0.5,\r\n bendingStretchVertical: c.bendingStretchVertical.evaluate(rate) * 0.5,\r\n bendingShrinkHorizontal: c.bendingShrinkHorizontal.evaluate(rate) * 0.5,\r\n bendingStretchHorizontal: c.bendingStretchHorizontal.evaluate(rate) * 0.5,\r\n windForceScale: c.windForceScale.evaluate(rate) * rate,\r\n fakeWavePower: c.fakeWavePower.evaluate(rate),\r\n fakeWaveFreq: c.fakeWaveFreq.evaluate(rate),\r\n forceFadeRatio: 0,\r\n pointRadius: Math.max(0, c.pointRadius.evaluate(rate)),\r\n gravity: Vector3.scale(this._config.gravity, c.gravityScale.evaluate(rate)),\r\n boneAxis,\r\n initialLocalScale: initLocalScale,\r\n initialLocalRotation: initLocalRot,\r\n initialLocalTwist: (() => {\r\n const tw = new Quaternion();\r\n initLocalRot.decomposeSwingTwist(boneAxis, undefined, tw);\r\n return tw;\r\n })(),\r\n 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1
+ {"version":3,"file":"controller.js","sources":["../../../src/animation/joint_dynamics/controller.ts"],"sourcesContent":["// High-level orchestrator - SPCRJointDynamicsController API\r\n\r\nimport {\r\n EPSILON,\r\n type PointR,\r\n type PointRW,\r\n type Constraint,\r\n type ColliderR,\r\n type ColliderRW,\r\n type GrabberR,\r\n type GrabberRW,\r\n type AngleLimitConfig,\r\n type FlatPlane,\r\n type TransformAccess,\r\n type BoneNode\r\n} from './types';\r\nimport { buildConstraints, buildSurfaceFaces, type ConstraintBuildOptions } from './constraints';\r\nimport { simulate, applyResult, applyAngleLimits, type SimulationParams } from './solver';\r\nimport type { DeepPartial, Nullable } from '@zephyr3d/base';\r\nimport { InterpolatorScalar, Vector3, Quaternion, Matrix4x4, clamp01 } from '@zephyr3d/base';\r\nimport type { SceneNode } from '../../scene';\r\n\r\n/**\r\n * Depth-based physics parameter curves.\r\n * Each curve is evaluated with t = pointDepth / maxDepth (0 at root, 1 at tip).\r\n * This allows parameters to vary smoothly along the bone chain.\r\n *\r\n * @public\r\n */\r\nexport interface PhysicsCurves {\r\n /** Scales point mass by depth */\r\n massScale: InterpolatorScalar;\r\n /** Scales gravity strength by depth */\r\n gravityScale: InterpolatorScalar;\r\n /** Scales wind force effect by depth (also multiplied by depth rate) */\r\n windForceScale: InterpolatorScalar;\r\n /** Velocity damping [0-1]. Higher = less damping. Controls how much velocity is preserved */\r\n resistance: InterpolatorScalar;\r\n /** Restore-to-animation stiffness [0-1]. Higher = bone stays closer to animated pose */\r\n hardness: InterpolatorScalar;\r\n /** Friction multiplier by depth. Scales collision friction accumulation */\r\n friction: InterpolatorScalar;\r\n /** Collision radius by depth, mapped from VRM SpringBone hitRadius when available */\r\n pointRadius: InterpolatorScalar;\r\n /** Extra slack length for horizontal/shear constraints (allows stretching) */\r\n sliderJointLength: InterpolatorScalar;\r\n /** Global shrink stiffness multiplier (applied to all constraint types) */\r\n allShrinkScale: InterpolatorScalar;\r\n /** Global stretch stiffness multiplier (applied to all constraint types) */\r\n allStretchScale: InterpolatorScalar;\r\n /** Structural vertical constraint shrink stiffness by depth */\r\n structuralShrinkVertical: InterpolatorScalar;\r\n /** Structural vertical constraint stretch stiffness by depth */\r\n structuralStretchVertical: InterpolatorScalar;\r\n /** Structural horizontal constraint shrink stiffness by depth */\r\n structuralShrinkHorizontal: InterpolatorScalar;\r\n /** Structural horizontal constraint stretch stiffness by depth */\r\n structuralStretchHorizontal: InterpolatorScalar;\r\n /** Shear constraint shrink stiffness by depth */\r\n shearShrink: InterpolatorScalar;\r\n /** Shear constraint stretch stiffness by depth */\r\n shearStretch: InterpolatorScalar;\r\n /** Bending vertical constraint shrink stiffness by depth */\r\n bendingShrinkVertical: InterpolatorScalar;\r\n /** Bending vertical constraint stretch stiffness by depth */\r\n bendingStretchVertical: InterpolatorScalar;\r\n /** Bending horizontal constraint shrink stiffness by depth */\r\n bendingShrinkHorizontal: InterpolatorScalar;\r\n /** Bending horizontal constraint stretch stiffness by depth */\r\n bendingStretchHorizontal: InterpolatorScalar;\r\n /** Fake wave amplitude by depth (sinusoidal pseudo-wind on leaf bones) */\r\n fakeWavePower: InterpolatorScalar;\r\n /** Fake wave frequency offset by depth */\r\n fakeWaveFreq: InterpolatorScalar;\r\n}\r\n\r\n/**\r\n * Top-level configuration for the physics controller\r\n * @public\r\n **/\r\nexport interface ControllerConfig {\r\n /** Global gravity vector */\r\n gravity: Vector3;\r\n /** Global wind force vector applied to all dynamic points */\r\n windForce: Vector3;\r\n /** Number of constraint relaxation iterations per substep. Higher = more stable but slower */\r\n relaxation: number;\r\n /** Number of simulation substeps per frame. Higher = more stable at cost of performance */\r\n subSteps: number;\r\n /** Max root bone slide distance per substep. Excess is distributed as offset. -1 = unlimited */\r\n rootSlideLimit: number;\r\n /** Max root bone rotation angle (degrees) per substep. Excess is distributed. -1 = unlimited */\r\n rootRotateLimit: number;\r\n /** Upper limit for horizontal/shear constraint shrink power. Prevents over-compression */\r\n constraintShrinkLimit: number;\r\n /** Global blend ratio between physics and animation [0-1]. 0 = full physics, 1 = full animation */\r\n blendRatio: number;\r\n /** Target frame rate for stabilization (currently unused, reserved) */\r\n stabilizationFrameRate: number;\r\n /** Enable sinusoidal fake wave effect on leaf bones */\r\n isFakeWave: boolean;\r\n /** Fake wave global speed (accumulates over time) */\r\n fakeWaveSpeed: number;\r\n /** Fake wave global amplitude multiplier */\r\n fakeWavePower: number;\r\n /** Enable triangle-based surface collision (cloth vs colliders) */\r\n enableSurfaceCollision: boolean;\r\n /** Enable broad-phase pruning before precise collider tests */\r\n enableBroadPhase: boolean;\r\n /** Preserve each joint's initial local twist (axial roll) after physics simulation */\r\n preserveTwist: boolean;\r\n /** Post-simulation angle limiting between parent-child bones */\r\n angleLimitConfig: AngleLimitConfig;\r\n /** Depth-based physics parameter curves */\r\n curves: PhysicsCurves;\r\n /** Which constraint types to generate and their collision flags */\r\n constraintOptions: ConstraintBuildOptions;\r\n}\r\n\r\n/**\r\n * Partial runtime update for JointDynamics controller configuration.\r\n *\r\n * @public\r\n */\r\nexport type ControllerConfigUpdate = DeepPartial<ControllerConfig, 2>;\r\n\r\n/**\r\n * Stable runtime handle for a JointDynamics collider.\r\n * @public\r\n */\r\nexport interface JointDynamicsColliderHandle {\r\n readonly type: 'collider';\r\n readonly id: number;\r\n}\r\n\r\n/**\r\n * Stable runtime handle for a JointDynamics flat plane.\r\n * @public\r\n */\r\nexport interface JointDynamicsFlatPlaneHandle {\r\n readonly type: 'flatPlane';\r\n readonly id: number;\r\n}\r\n\r\n/**\r\n * Stable runtime handle for a JointDynamics grabber.\r\n * @public\r\n */\r\nexport interface JointDynamicsGrabberHandle {\r\n readonly type: 'grabber';\r\n readonly id: number;\r\n}\r\n\r\n/**\r\n * Serializable snapshot of a runtime collider.\r\n * @public\r\n */\r\nexport interface JointDynamicsColliderSnapshot {\r\n r: ColliderR;\r\n transform: Nullable<SceneNode>;\r\n enabled: boolean;\r\n}\r\n\r\n/**\r\n * Serializable snapshot of a runtime flat plane.\r\n * @public\r\n */\r\nexport interface JointDynamicsFlatPlaneSnapshot {\r\n up: Vector3;\r\n position: Vector3;\r\n enabled: boolean;\r\n}\r\n\r\n/**\r\n * Serializable snapshot of a runtime grabber.\r\n * @public\r\n */\r\nexport interface JointDynamicsGrabberSnapshot {\r\n r: GrabberR;\r\n transform: Nullable<SceneNode>;\r\n enabled: boolean;\r\n}\r\n\r\n/**\r\n * High-level controller for joint dynamics simulation.\r\n *\r\n * This class manages the physics simulation for a hierarchy of bones, including constraints,\r\n * colliders, and grabbers. It provides an API for initializing the system with bone data and\r\n * transforms, stepping the simulation each frame, and modifying colliders and grabbers at runtime.\r\n * The controller handles the internal state and logic for blending between animation and physics,\r\n * applying forces, and enforcing constraints.\r\n *\r\n * @public\r\n */\r\nexport class JointDynamicsSystemController {\r\n private _config: ControllerConfig;\r\n private _pointsR: PointR[] = [];\r\n private _pointsRW: PointRW[] = [];\r\n private _constraints: Constraint[] = [];\r\n private _collidersR: ColliderR[] = [];\r\n private _collidersRW: ColliderRW[] = [];\r\n private _grabbersR: GrabberR[] = [];\r\n private _grabbersRW: GrabberRW[] = [];\r\n private _movableLimitTargets: Vector3[] = [];\r\n private _flatPlanes: FlatPlane[] = [];\r\n private _flatPlaneEnabled: boolean[] = [];\r\n private _flatPlaneAll: FlatPlane[] = [];\r\n private _surfaceConstraints: number[] = [];\r\n private _positionsToTransform: Vector3[] = [];\r\n private _fakeWaveCounter = 0;\r\n private _previousRootPosition = Vector3.zero();\r\n private _previousRootRotation = Quaternion.identity();\r\n private _rootTransform: TransformAccess | null = null;\r\n private _rootPoints: BoneNode[] = [];\r\n private _allPoints: BoneNode[] = [];\r\n private _parentMap = new Map<number, number>();\r\n private _maxPointDepth = 0;\r\n private _pointTransforms: TransformAccess[] = [];\r\n private _colliderTransforms: TransformAccess[] = [];\r\n private _grabberTransforms: TransformAccess[] = [];\r\n private _colliderHandleIds: number[] = [];\r\n private _flatPlaneHandleIds: number[] = [];\r\n private _grabberHandleIds: number[] = [];\r\n private _colliderHandleToIndex = new Map<number, number>();\r\n private _flatPlaneHandleToIndex = new Map<number, number>();\r\n private _grabberHandleToIndex = new Map<number, number>();\r\n private _baseSystemScale = 1;\r\n private _currentSystemScale = 1;\r\n private _basePointParentLengths: number[] = [];\r\n private _baseConstraintLengths: number[] = [];\r\n private _nextColliderHandleId = 1;\r\n private _nextFlatPlaneHandleId = 1;\r\n private _nextGrabberHandleId = 1;\r\n private _initialized = false;\r\n private _isPaused = false;\r\n private _fadeState: 'none' | 'in' | 'out' = 'none';\r\n private _fadeTimer = 0;\r\n private _fadeDuration = 0;\r\n\r\n constructor(config: ControllerConfig) {\r\n this._config = this._sanitizeControllerConfig(this._cloneControllerConfig(config));\r\n }\r\n\r\n /**\r\n * Initializes the physics system.\r\n * @param rootTransform - Root bone transform used to detect root motion.\r\n * @param rootPoints - Root nodes of the bone hierarchy. Multiple roots are allowed.\r\n * @param pointTransforms - Transform array for all physics points. Order must match `BoneNode.index`.\r\n * @param colliders - Collider array (spheres/capsules).\r\n * @param grabbers - Grabber array used for interactions such as mouse dragging.\r\n * @param flatPlanes - Plane limiters such as the floor to prevent penetration.\r\n */\r\n initialize(\r\n rootTransform: TransformAccess,\r\n rootPoints: BoneNode[],\r\n pointTransforms: TransformAccess[],\r\n colliders: Array<{ r: ColliderR; transform: TransformAccess }>,\r\n grabbers: Array<{\r\n r: GrabberR;\r\n transform: TransformAccess;\r\n enabled: boolean;\r\n }>,\r\n flatPlanes: Array<{ up: Vector3; position: Vector3 }>\r\n ): void {\r\n this._rootTransform = rootTransform;\r\n this._baseSystemScale = this._getSystemUniformScale();\r\n this._currentSystemScale = this._baseSystemScale;\r\n this._rootPoints = [...rootPoints];\r\n this._pointTransforms = pointTransforms;\r\n this._colliderTransforms = colliders.map((c) => c.transform);\r\n this._grabberTransforms = grabbers.map((g) => g.transform);\r\n\r\n // Build constraints\r\n this._rebuildConstraints();\r\n this._baseConstraintLengths = this._constraints.map((constraint) => constraint.length);\r\n\r\n // Flatten bone hierarchy to point list, build parent map\r\n const allPoints: BoneNode[] = [];\r\n this._parentMap = new Map<number, number>(); // child index -> parent index\r\n const walk = (node: BoneNode) => {\r\n allPoints.push(node);\r\n for (const c of node.children) {\r\n this._parentMap.set(c.index, node.index);\r\n walk(c);\r\n }\r\n };\r\n for (const r of rootPoints) {\r\n walk(r);\r\n }\r\n\r\n this._allPoints = allPoints;\r\n this._maxPointDepth = allPoints.length > 0 ? Math.max(...allPoints.map((p) => p.depth)) : 0;\r\n\r\n // Compute boneAxis from transforms: local-space direction to first child\r\n // This is critical for correct bone rotation in skinned meshes\r\n for (const p of allPoints) {\r\n if (!p.boneAxis && p.children.length > 0) {\r\n const childPos = pointTransforms[p.children[0].index].getWorldPosition();\r\n const parentPos = pointTransforms[p.index].getWorldPosition();\r\n // InverseTransformPoint: convert child world pos to parent local space\r\n const parentRot = pointTransforms[p.index].getWorldRotation();\r\n const parentScale = pointTransforms[p.index].getLocalScale();\r\n const diff = Vector3.sub(childPos, parentPos);\r\n const invRot = Quaternion.inverse(parentRot);\r\n const localDir = invRot.transform(diff);\r\n // Apply inverse scale\r\n const unscaled = new Vector3(\r\n parentScale.x !== 0 ? localDir.x / parentScale.x : 0,\r\n parentScale.y !== 0 ? localDir.y / parentScale.y : 0,\r\n parentScale.z !== 0 ? localDir.z / parentScale.z : 0\r\n );\r\n p.boneAxis = Vector3.normalize(unscaled);\r\n }\r\n }\r\n\r\n // Build PointR/RW arrays\r\n this._pointsR = allPoints.map((p) => this._createPointR(p));\r\n this._basePointParentLengths = this._pointsR.map((point) => point.parentLength);\r\n this._pointsRW = allPoints.map(() => this._createPointRW());\r\n this._positionsToTransform = new Array(allPoints.length).fill(Vector3.zero());\r\n\r\n // Initialize colliders\r\n this._collidersR = colliders.map((c) => c.r);\r\n this._collidersRW = colliders.map((c) => this._createColliderRW(c.transform));\r\n this._colliderHandleIds = this._collidersR.map(() => this._nextColliderHandleId++);\r\n this._rebuildColliderHandleMap();\r\n\r\n // Initialize grabbers\r\n this._grabbersR = grabbers.map((g) => g.r);\r\n this._grabbersRW = grabbers.map((g) => ({\r\n enabled: g.enabled ? 1 : 0,\r\n position: g.transform.getWorldPosition()\r\n }));\r\n this._grabberHandleIds = this._grabbersR.map(() => this._nextGrabberHandleId++);\r\n this._rebuildGrabberHandleMap();\r\n\r\n // Flat planes\r\n this._flatPlanes = flatPlanes.map((fp) => ({\r\n normal: Vector3.normalize(fp.up),\r\n distance: -Vector3.dot(Vector3.normalize(fp.up), fp.position)\r\n }));\r\n this._flatPlaneAll = [...this._flatPlanes];\r\n this._flatPlaneEnabled = this._flatPlaneAll.map(() => true);\r\n this._flatPlaneHandleIds = this._flatPlaneAll.map(() => this._nextFlatPlaneHandleId++);\r\n this._rebuildFlatPlaneHandleMap();\r\n\r\n // Capture initial state\r\n this._previousRootPosition = rootTransform.getWorldPosition();\r\n this._previousRootRotation = rootTransform.getWorldRotation();\r\n\r\n for (let i = 0; i < this._pointsRW.length; i++) {\r\n const pos = pointTransforms[i].getWorldPosition();\r\n this._pointsRW[i].positionCurrent = pos.clone();\r\n this._pointsRW[i].positionPrevious = pos.clone();\r\n this._pointsRW[i].positionCurrentTransform = pos.clone();\r\n this._pointsRW[i].positionPreviousTransform = pos.clone();\r\n this._pointsRW[i].positionToTransform = pos.clone();\r\n this._pointsRW[i].directionPrevious = Vector3.axisPZ();\r\n this._pointsRW[i].fakeWindDirection = Vector3.axisPZ();\r\n this._pointsRW[i].grabberIndex = -1;\r\n this._pointsRW[i].grabberDistance = 0;\r\n this._pointsRW[i].friction = 0;\r\n }\r\n\r\n this._initialized = true;\r\n }\r\n\r\n /**\r\n * Advances the simulation by one frame.\r\n * Internal flow: read current transforms, run Verlet integration and constraint solving,\r\n * then write the result back to the transforms.\r\n * @param deltaTime - Frame delta time in seconds. Internally subdivided by `subSteps`.\r\n */\r\n step(deltaTime: number): void {\r\n if (!this._initialized || !this._rootTransform) {\r\n return;\r\n }\r\n\r\n // Update fade\r\n if (this._fadeState !== 'none') {\r\n this._fadeTimer += deltaTime;\r\n if (this._fadeTimer >= this._fadeDuration) {\r\n this._fadeState = 'none';\r\n this._fadeTimer = 0;\r\n }\r\n }\r\n\r\n const blendRatio = this._computeBlendRatio();\r\n this._updateScaleDependentParameters();\r\n\r\n // Capture current transforms\r\n const rootPos = this._rootTransform.getWorldPosition();\r\n const rootRot = this._rootTransform.getWorldRotation();\r\n\r\n for (let i = 0; i < this._pointsRW.length; i++) {\r\n this._pointsRW[i].positionPreviousTransform = this._pointsRW[i].positionCurrentTransform.clone();\r\n this._pointsRW[i].positionCurrentTransform = this._pointTransforms[i].getWorldPosition();\r\n }\r\n\r\n for (let i = 0; i < this._collidersRW.length; i++) {\r\n const t = this._colliderTransforms[i];\r\n this._collidersRW[i].positionPreviousTransform = this._collidersRW[i].positionCurrentTransform.clone();\r\n this._collidersRW[i].directionPreviousTransform =\r\n this._collidersRW[i].directionCurrentTransform.clone();\r\n this._collidersRW[i].positionCurrentTransform = t.getWorldPosition();\r\n this._collidersRW[i].directionCurrentTransform = t.getWorldRotation();\r\n this._collidersRW[i].worldScale = t.getWorldScale();\r\n this._collidersRW[i].worldToLocal = Matrix4x4.compose(\r\n this._collidersRW[i].worldScale,\r\n this._collidersRW[i].directionCurrentTransform,\r\n this._collidersRW[i].positionCurrentTransform\r\n ).inplaceInvertAffine();\r\n }\r\n\r\n for (let i = 0; i < this._grabbersRW.length; i++) {\r\n this._grabbersRW[i].position = this._grabberTransforms[i].getWorldPosition();\r\n }\r\n\r\n // Run simulation\r\n const params: SimulationParams = {\r\n isPaused: this._isPaused,\r\n stepTime: deltaTime,\r\n subSteps: this._config.subSteps,\r\n rootPosition: rootPos,\r\n previousRootPosition: this._previousRootPosition,\r\n rootSlideLimit: this._config.rootSlideLimit,\r\n rootRotation: rootRot,\r\n previousRootRotation: this._previousRootRotation,\r\n rootRotateLimit: this._config.rootRotateLimit,\r\n windForce: this._config.windForce,\r\n enableSurfaceCollision: this._config.enableSurfaceCollision,\r\n surfaceConstraints: this._surfaceConstraints,\r\n relaxation: this._config.relaxation,\r\n constraintShrinkLimit: this._config.constraintShrinkLimit,\r\n blendRatio,\r\n isFakeWave: this._config.isFakeWave,\r\n fakeWaveSpeed: this._config.fakeWaveSpeed,\r\n fakeWavePower: this._config.fakeWavePower,\r\n fakeWaveCounter: this._fakeWaveCounter,\r\n collisionScale: 1.0,\r\n enableBroadPhase: this._config.enableBroadPhase\r\n };\r\n\r\n const result = simulate(\r\n params,\r\n this._pointsR,\r\n this._pointsRW,\r\n this._constraints,\r\n this._collidersR,\r\n this._collidersRW,\r\n this._grabbersR,\r\n this._grabbersRW,\r\n this._movableLimitTargets,\r\n this._flatPlanes\r\n );\r\n\r\n this._positionsToTransform = result.positionsToTransform;\r\n this._fakeWaveCounter = result.fakeWaveCounter;\r\n\r\n // Angle limits\r\n if (this._config.angleLimitConfig.angleLimit >= 0) {\r\n applyAngleLimits(this._pointsR, this._pointsRW, this._config.angleLimitConfig);\r\n }\r\n\r\n // Apply results\r\n const transformRots = this._pointTransforms.map((t) => t.getWorldRotation());\r\n const transformLocalRots = this._pointTransforms.map((t) => t.getLocalRotation());\r\n const outputs = applyResult(\r\n this._pointsR,\r\n this._pointsRW,\r\n this._positionsToTransform,\r\n blendRatio,\r\n transformRots,\r\n transformLocalRots,\r\n this._config.preserveTwist\r\n );\r\n\r\n for (let i = 0; i < outputs.length; i++) {\r\n this._pointTransforms[i].setWorldPosition(outputs[i].position);\r\n this._pointTransforms[i].setWorldRotation(outputs[i].rotation);\r\n }\r\n\r\n this._previousRootPosition = rootPos;\r\n this._previousRootRotation = rootRot;\r\n }\r\n\r\n /**\r\n * Returns the simulated results for all points as world-space positions and rotations.\r\n * Usually this does not need to be called manually because `step()` already writes the\r\n * output back to the transforms.\r\n */\r\n getResults(): Array<{ position: Vector3; rotation: Quaternion }> {\r\n const transformRots = this._pointTransforms.map((t) => t.getWorldRotation());\r\n const transformLocalRots = this._pointTransforms.map((t) => t.getLocalRotation());\r\n const outputs = applyResult(\r\n this._pointsR,\r\n this._pointsRW,\r\n this._positionsToTransform,\r\n this._config.blendRatio,\r\n transformRots,\r\n transformLocalRots,\r\n this._config.preserveTwist\r\n );\r\n return outputs.map((o) => ({ position: o.position, rotation: o.rotation }));\r\n }\r\n\r\n /**\r\n * Returns a detached snapshot of the current runtime configuration.\r\n */\r\n getConfig(): ControllerConfig {\r\n return this._cloneControllerConfig(this._config);\r\n }\r\n\r\n /**\r\n * Returns detached collider snapshots for persistence.\r\n */\r\n getColliderSnapshots(): JointDynamicsColliderSnapshot[] {\r\n return this._collidersR.map((r, index) => ({\r\n r: { ...r },\r\n transform: this._colliderTransforms[index]?.node ?? null,\r\n enabled: this._collidersRW[index]?.enabled !== 0\r\n }));\r\n }\r\n\r\n /**\r\n * Returns detached flat-plane snapshots for persistence.\r\n */\r\n getFlatPlaneSnapshots(): JointDynamicsFlatPlaneSnapshot[] {\r\n return this._flatPlaneAll.map((plane, index) => ({\r\n up: plane.normal.clone(),\r\n position: Vector3.scale(plane.normal, -plane.distance),\r\n enabled: this._flatPlaneEnabled[index] ?? true\r\n }));\r\n }\r\n\r\n /**\r\n * Returns detached grabber snapshots for persistence.\r\n */\r\n getGrabberSnapshots(): JointDynamicsGrabberSnapshot[] {\r\n return this._grabbersR.map((r, index) => ({\r\n r: { ...r },\r\n transform: this._grabberTransforms[index]?.node ?? null,\r\n enabled: this._grabbersRW[index]?.enabled !== 0\r\n }));\r\n }\r\n\r\n /**\r\n * Replaces the runtime configuration.\r\n *\r\n * If the controller is already initialized, cached per-point parameters and generated\r\n * constraints are refreshed immediately so editor-driven changes take effect in the next step.\r\n *\r\n * @param config - Complete controller configuration to apply.\r\n */\r\n setConfig(config: ControllerConfig): void {\r\n this._config = this._sanitizeControllerConfig(this._cloneControllerConfig(config));\r\n this._refreshCachedSimulationConfig();\r\n }\r\n\r\n /**\r\n * Applies a partial runtime configuration update.\r\n *\r\n * This is intended for editor workflows that tweak one or more simulation parameters live.\r\n * The controller updates only the affected caches: global step parameters are applied directly,\r\n * per-point curve/gravity changes rebuild cached point coefficients, and constraint option\r\n * changes rebuild the generated constraints.\r\n *\r\n * @param config - Partial configuration update.\r\n */\r\n updateConfig(config: ControllerConfigUpdate): void {\r\n let refreshPoints = false;\r\n let refreshConstraints = false;\r\n\r\n if (config.gravity) {\r\n this._config.gravity = config.gravity.clone();\r\n refreshPoints = true;\r\n }\r\n if (config.windForce) {\r\n this._config.windForce = config.windForce.clone();\r\n }\r\n if (typeof config.relaxation === 'number') {\r\n this._config.relaxation = Math.max(0, Math.trunc(config.relaxation));\r\n }\r\n if (typeof config.subSteps === 'number') {\r\n this._config.subSteps = Math.max(1, Math.trunc(config.subSteps));\r\n }\r\n if (typeof config.rootSlideLimit === 'number') {\r\n this._config.rootSlideLimit = config.rootSlideLimit;\r\n }\r\n if (typeof config.rootRotateLimit === 'number') {\r\n this._config.rootRotateLimit = config.rootRotateLimit;\r\n }\r\n if (typeof config.constraintShrinkLimit === 'number') {\r\n this._config.constraintShrinkLimit = Math.max(0, config.constraintShrinkLimit);\r\n }\r\n if (typeof config.blendRatio === 'number') {\r\n this._config.blendRatio = clamp01(config.blendRatio);\r\n }\r\n if (typeof config.stabilizationFrameRate === 'number') {\r\n this._config.stabilizationFrameRate = config.stabilizationFrameRate;\r\n }\r\n if (typeof config.isFakeWave === 'boolean') {\r\n this._config.isFakeWave = config.isFakeWave;\r\n }\r\n if (typeof config.fakeWaveSpeed === 'number') {\r\n this._config.fakeWaveSpeed = config.fakeWaveSpeed;\r\n }\r\n if (typeof config.fakeWavePower === 'number') {\r\n this._config.fakeWavePower = config.fakeWavePower;\r\n }\r\n if (typeof config.enableSurfaceCollision === 'boolean') {\r\n this._config.enableSurfaceCollision = config.enableSurfaceCollision;\r\n if (!config.constraintOptions || config.constraintOptions.enableSurfaceCollision === undefined) {\r\n this._config.constraintOptions.enableSurfaceCollision = config.enableSurfaceCollision;\r\n refreshConstraints = true;\r\n }\r\n }\r\n if (typeof config.enableBroadPhase === 'boolean') {\r\n this._config.enableBroadPhase = config.enableBroadPhase;\r\n }\r\n if (typeof config.preserveTwist === 'boolean') {\r\n this._config.preserveTwist = config.preserveTwist;\r\n }\r\n\r\n if (config.angleLimitConfig) {\r\n if (typeof config.angleLimitConfig.angleLimit === 'number') {\r\n this._config.angleLimitConfig.angleLimit = config.angleLimitConfig.angleLimit;\r\n }\r\n if (typeof config.angleLimitConfig.limitFromRoot === 'boolean') {\r\n this._config.angleLimitConfig.limitFromRoot = config.angleLimitConfig.limitFromRoot;\r\n }\r\n }\r\n\r\n if (config.curves) {\r\n const curveKeys: Array<keyof PhysicsCurves> = [\r\n 'massScale',\r\n 'gravityScale',\r\n 'windForceScale',\r\n 'resistance',\r\n 'hardness',\r\n 'friction',\r\n 'pointRadius',\r\n 'sliderJointLength',\r\n 'allShrinkScale',\r\n 'allStretchScale',\r\n 'structuralShrinkVertical',\r\n 'structuralStretchVertical',\r\n 'structuralShrinkHorizontal',\r\n 'structuralStretchHorizontal',\r\n 'shearShrink',\r\n 'shearStretch',\r\n 'bendingShrinkVertical',\r\n 'bendingStretchVertical',\r\n 'bendingShrinkHorizontal',\r\n 'bendingStretchHorizontal',\r\n 'fakeWavePower',\r\n 'fakeWaveFreq'\r\n ];\r\n for (const key of curveKeys) {\r\n const curve = config.curves[key];\r\n if (curve !== undefined) {\r\n this._config.curves[key] = this._cloneInterpolatorScalar(curve);\r\n refreshPoints = true;\r\n }\r\n }\r\n }\r\n\r\n if (config.constraintOptions) {\r\n const optionKeys: Array<keyof ConstraintBuildOptions> = [\r\n 'structuralVertical',\r\n 'structuralHorizontal',\r\n 'shear',\r\n 'bendingVertical',\r\n 'bendingHorizontal',\r\n 'isLoop',\r\n 'collideStructuralVertical',\r\n 'collideStructuralHorizontal',\r\n 'collideShear',\r\n 'enableSurfaceCollision'\r\n ];\r\n for (const key of optionKeys) {\r\n const value = config.constraintOptions[key];\r\n if (value !== undefined) {\r\n this._config.constraintOptions[key] = value;\r\n if (key === 'enableSurfaceCollision' && config.enableSurfaceCollision === undefined) {\r\n this._config.enableSurfaceCollision = value;\r\n }\r\n refreshConstraints = true;\r\n }\r\n }\r\n }\r\n\r\n if (refreshConstraints) {\r\n this._rebuildConstraints();\r\n this._baseConstraintLengths = this._constraints.map((constraint) => constraint.length);\r\n this._updateScaleDependentParameters(true);\r\n }\r\n if (refreshPoints) {\r\n this._refreshPointParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Compensates for teleportation by resetting the previous root transform to the current one.\r\n * Call this after a character warp or teleport to avoid a large root-motion impulse on the\r\n * next simulation step.\r\n */\r\n warp(): void {\r\n if (!this._rootTransform) {\r\n return;\r\n }\r\n this._previousRootPosition = this._rootTransform.getWorldPosition();\r\n this._previousRootRotation = this._rootTransform.getWorldRotation();\r\n }\r\n\r\n /**\r\n * Resets all physics state.\r\n * Each simulated point is snapped back to the current transform position and grab state\r\n * is cleared.\r\n */\r\n reset(): void {\r\n for (let i = 0; i < this._pointsRW.length; i++) {\r\n const pos = this._pointTransforms[i].getWorldPosition();\r\n this._pointsRW[i].positionCurrent = pos.clone();\r\n this._pointsRW[i].positionPrevious = pos.clone();\r\n this._pointsRW[i].grabberIndex = -1;\r\n }\r\n this._fakeWaveCounter = 0;\r\n }\r\n\r\n /**\r\n * Releases a fixed point so it becomes dynamic, for example when cloth is detached.\r\n * The point state is reset to avoid a sudden impulse.\r\n * @param index - Point index.\r\n */\r\n releasePoint(index: number): void {\r\n if (index < 0 || index >= this._pointsR.length) {\r\n return;\r\n }\r\n (this._pointsR[index] as any).weight = 1;\r\n const pos = this._pointTransforms[index].getWorldPosition();\r\n this._pointsRW[index].positionCurrent = pos.clone();\r\n this._pointsRW[index].positionPrevious = pos.clone();\r\n this._pointsRW[index].grabberIndex = -1;\r\n }\r\n\r\n /**\r\n * Fixes a dynamic point back to the animation pose, for example when an item is reattached.\r\n * The point grab state is cleared.\r\n * @param index - Point index.\r\n */\r\n fixPoint(index: number): void {\r\n if (index < 0 || index >= this._pointsR.length) {\r\n return;\r\n }\r\n (this._pointsR[index] as any).weight = 0;\r\n this._pointsRW[index].grabberIndex = -1;\r\n }\r\n\r\n /**\r\n * Returns whether a point is fixed to animation (`weight = 0`).\r\n * @param index - Point index.\r\n */\r\n isPointFixed(index: number): boolean {\r\n if (index < 0 || index >= this._pointsR.length) {\r\n return false;\r\n }\r\n return this._pointsR[index].weight <= EPSILON;\r\n }\r\n\r\n /** Gets the total number of physics points. */\r\n get pointCount(): number {\r\n return this._pointsR.length;\r\n }\r\n\r\n /**\r\n * Fades physics in by blending from animation pose to simulation.\r\n * `blendRatio` moves from `1` (animation only) to `0` (physics only).\r\n * @param seconds - Transition duration in seconds.\r\n */\r\n fadeIn(seconds: number): void {\r\n this._fadeState = 'in';\r\n this._fadeTimer = 0;\r\n this._fadeDuration = seconds;\r\n }\r\n\r\n /**\r\n * Fades physics out by blending from simulation back to animation pose.\r\n * `blendRatio` moves from `0` (physics only) to `1` (animation only).\r\n * @param seconds - Transition duration in seconds.\r\n */\r\n fadeOut(seconds: number): void {\r\n this._fadeState = 'out';\r\n this._fadeTimer = 0;\r\n this._fadeDuration = seconds;\r\n }\r\n\r\n /**\r\n * Sets the global wind force vector.\r\n * The final wind contribution is still scaled per point by `windForceScale` and mass.\r\n * @param wind - Wind vector in world space.\r\n */\r\n setWindForce(wind: Vector3): void {\r\n this._config.windForce = wind.clone();\r\n }\r\n\r\n /**\r\n * Enable/disable broad-phase pruning for runtime performance comparison\r\n * @param enabled - `true` to enable broad-phase, `false` to disable.\r\n */\r\n setBroadPhaseEnabled(enabled: boolean): void {\r\n this._config.enableBroadPhase = enabled;\r\n }\r\n\r\n /** The blend ratio for the physics simulation */\r\n get blendRatio(): number {\r\n return this._config.blendRatio;\r\n }\r\n\r\n set blendRatio(value: number) {\r\n this._config.blendRatio = clamp01(value);\r\n }\r\n\r\n /**\r\n * Pauses or resumes the physics simulation.\r\n * While paused, the system still follows root motion but skips force integration and\r\n * constraint solving.\r\n * @param paused - `true` to pause, `false` to resume.\r\n */\r\n setPaused(paused: boolean): void {\r\n this._isPaused = paused;\r\n }\r\n\r\n /**\r\n * Enable or disable a collider by current array index.\r\n * Transform state is still read from the collider's TransformAccess each frame.\r\n * Prefer setColliderEnabled(handle, enabled) for runtime-owned colliders.\r\n *\r\n * @param index - Collider index in the current array. Note that this may change when colliders are added or removed.\r\n * @param enabled - `true` to enable the collider, `false` to disable it.\r\n *\r\n * @returns `true` if the index is valid and the collider was updated, `false` if the index is out of range.\r\n */\r\n setColliderEnabledAt(index: number, enabled: boolean): boolean {\r\n if (index >= 0 && index < this._collidersRW.length) {\r\n this._collidersRW[index].enabled = enabled ? 1 : 0;\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Enable or disable a runtime collider by stable handle.\r\n *\r\n * @param handle - Stable handle for the collider to enable or disable.\r\n * @param enabled - `true` to enable the collider, `false` to disable it.\r\n * @returns true if the handle is still valid.\r\n */\r\n setColliderEnabled(handle: JointDynamicsColliderHandle, enabled: boolean): boolean {\r\n const index = this._getColliderIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.setColliderEnabledAt(index, enabled);\r\n }\r\n\r\n /**\r\n * Add a collider at runtime.\r\n * @param r - Read-only collider data such as shape and size.\r\n * @param transform - TransformAccess that provides the collider's position and rotation each frame.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addCollider(r: ColliderR, transform: TransformAccess): JointDynamicsColliderHandle {\r\n const id = this._nextColliderHandleId++;\r\n this._collidersR.push(r);\r\n this._colliderTransforms.push(transform);\r\n this._collidersRW.push(this._createColliderRW(transform));\r\n this._colliderHandleIds.push(id);\r\n this._colliderHandleToIndex.set(id, this._collidersR.length - 1);\r\n return { type: 'collider', id };\r\n }\r\n\r\n /**\r\n * Remove a collider by stable handle.\r\n * @param handle - Stable handle for the collider to remove.\r\n * @returns true if the collider existed and was removed.\r\n */\r\n removeCollider(handle: JointDynamicsColliderHandle): boolean {\r\n const index = this._getColliderIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.removeColliderAt(index);\r\n }\r\n\r\n /**\r\n * Remove a collider by current array index.\r\n * @param index - Collider index in the current array. Note that this may change when colliders are added or removed.\r\n * Prefer removeCollider(handle) for runtime-owned colliders.\r\n */\r\n removeColliderAt(index: number): boolean {\r\n if (index < 0 || index >= this._collidersR.length) {\r\n return false;\r\n }\r\n this._collidersR.splice(index, 1);\r\n this._colliderTransforms.splice(index, 1);\r\n this._collidersRW.splice(index, 1);\r\n this._colliderHandleIds.splice(index, 1);\r\n this._rebuildColliderHandleMap();\r\n return true;\r\n }\r\n\r\n /**\r\n * Enable or disable a flat plane by current array index.\r\n * @param index - Flat plane index in the current array. Note that this may change when flat planes are added or removed.\r\n * @param enabled - `true` to enable the flat plane, `false` to disable it.\r\n * @returns `true` if the index is valid and the flat plane was updated, `false` if the index is out of range.\r\n */\r\n setFlatPlaneEnabledAt(index: number, enabled: boolean): boolean {\r\n if (index < 0 || index >= this._flatPlaneAll.length) {\r\n return false;\r\n }\r\n this._flatPlaneEnabled[index] = enabled;\r\n this._rebuildActiveFlatPlanes();\r\n return true;\r\n }\r\n\r\n /**\r\n * Enable or disable a runtime flat plane by stable handle.\r\n * @param handle - Stable handle for the flat plane to enable or disable.\r\n * @param enabled - `true` to enable the flat plane, `false` to disable it.\r\n * @returns true if the handle is still valid.\r\n */\r\n setFlatPlaneEnabled(handle: JointDynamicsFlatPlaneHandle, enabled: boolean): boolean {\r\n const index = this._getFlatPlaneIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.setFlatPlaneEnabledAt(index, enabled);\r\n }\r\n\r\n /**\r\n * Add a flat plane at runtime.\r\n * @param up - Up direction of the plane. The normal is computed as `Vector3.normalize(up)`.\r\n * @param position - A point on the plane. The distance is computed as `-Vector3.dot(normal, position)`.\r\n * @returns A stable handle that remains valid until this flat plane is removed.\r\n */\r\n addFlatPlane(up: Vector3, position: Vector3): JointDynamicsFlatPlaneHandle {\r\n const id = this._nextFlatPlaneHandleId++;\r\n const normal = Vector3.normalize(up);\r\n this._flatPlaneAll.push({\r\n normal,\r\n distance: -Vector3.dot(normal, position)\r\n });\r\n this._flatPlaneEnabled.push(true);\r\n this._flatPlaneHandleIds.push(id);\r\n this._flatPlaneHandleToIndex.set(id, this._flatPlaneAll.length - 1);\r\n this._rebuildActiveFlatPlanes();\r\n return { type: 'flatPlane', id };\r\n }\r\n\r\n /**\r\n * Remove a flat plane by stable handle.\r\n * @param handle - Stable handle for the flat plane to remove.\r\n * @returns true if the flat plane existed and was removed.\r\n */\r\n removeFlatPlane(handle: JointDynamicsFlatPlaneHandle): boolean {\r\n const index = this._getFlatPlaneIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.removeFlatPlaneAt(index);\r\n }\r\n\r\n /**\r\n * Remove a flat plane by current array index.\r\n * @param index - Flat plane index in the current array. Note that this may change when flat planes are added or removed.\r\n * @returns true if the index was valid and the flat plane was removed, false if the index was out of range.\r\n */\r\n removeFlatPlaneAt(index: number): boolean {\r\n if (index < 0 || index >= this._flatPlaneAll.length) {\r\n return false;\r\n }\r\n this._flatPlaneAll.splice(index, 1);\r\n this._flatPlaneEnabled.splice(index, 1);\r\n this._flatPlaneHandleIds.splice(index, 1);\r\n this._rebuildFlatPlaneHandleMap();\r\n this._rebuildActiveFlatPlanes();\r\n return true;\r\n }\r\n\r\n /**\r\n * Enable or disable a grabber by current array index.\r\n * Transform state is still read from the grabber's TransformAccess each frame.\r\n * Prefer setGrabberEnabled(handle, enabled) for runtime-owned grabbers.\r\n *\r\n * @param index - Grabber index in the current array. Note that this may change when grabbers are added or removed.\r\n * @param enabled - `true` to enable the grabber, `false` to disable it.\r\n * @returns `true` if the index is valid and the grabber was updated, `false` if the index is out of range.\r\n */\r\n setGrabberEnabledAt(index: number, enabled: boolean): boolean {\r\n if (index >= 0 && index < this._grabbersRW.length) {\r\n this._grabbersRW[index].enabled = enabled ? 1 : 0;\r\n if (!enabled) {\r\n this._releaseGrabber(index);\r\n }\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Enable or disable a runtime grabber by stable handle.\r\n * @param handle - Stable handle for the grabber to enable or disable.\r\n * @param enabled - `true` to enable the grabber, `false` to disable it.\r\n * @returns true if the handle is still valid.\r\n */\r\n setGrabberEnabled(handle: JointDynamicsGrabberHandle, enabled: boolean): boolean {\r\n const index = this._getGrabberIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.setGrabberEnabledAt(index, enabled);\r\n }\r\n\r\n /**\r\n * Add a grabber at runtime.\r\n * @param r - Read-only grabber data such as interaction radius.\r\n * @param transform - TransformAccess that provides the grabber's position each frame.\r\n * @param enabled - Whether the grabber starts enabled. The grabber can still be moved by its transform while disabled, but it won't affect any points until enabled.\r\n * @returns A stable handle that remains valid until this grabber is removed.\r\n */\r\n addGrabber(r: GrabberR, transform: TransformAccess, enabled = false): JointDynamicsGrabberHandle {\r\n const id = this._nextGrabberHandleId++;\r\n this._grabbersR.push(r);\r\n this._grabberTransforms.push(transform);\r\n this._grabbersRW.push({\r\n enabled: enabled ? 1 : 0,\r\n position: transform.getWorldPosition()\r\n });\r\n this._grabberHandleIds.push(id);\r\n this._grabberHandleToIndex.set(id, this._grabbersR.length - 1);\r\n return { type: 'grabber', id };\r\n }\r\n\r\n /**\r\n * Remove a grabber by stable handle.\r\n * @param handle - Stable handle for the grabber to remove.\r\n * @returns true if the grabber existed and was removed.\r\n */\r\n removeGrabber(handle: JointDynamicsGrabberHandle): boolean {\r\n const index = this._getGrabberIndex(handle);\r\n if (index === -1) {\r\n return false;\r\n }\r\n return this.removeGrabberAt(index);\r\n }\r\n\r\n /**\r\n * Remove a grabber by current array index.\r\n * Prefer removeGrabber(handle) for runtime-owned grabbers.\r\n *\r\n * @param index - Grabber index in the current array. Note that this may change when grabbers are added or removed.\r\n * @returns true if the index was valid and the grabber was removed, false if the index was out of range.\r\n */\r\n removeGrabberAt(index: number): boolean {\r\n if (index < 0 || index >= this._grabbersR.length) {\r\n return false;\r\n }\r\n this._grabbersR.splice(index, 1);\r\n this._grabberTransforms.splice(index, 1);\r\n this._grabbersRW.splice(index, 1);\r\n this._grabberHandleIds.splice(index, 1);\r\n this._rebuildGrabberHandleMap();\r\n\r\n this._releaseGrabber(index);\r\n for (const ptRW of this._pointsRW) {\r\n if (ptRW.grabberIndex > index) {\r\n ptRW.grabberIndex--;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /** Gets the number of runtime colliders. */\r\n get colliderCount(): number {\r\n return this._collidersR.length;\r\n }\r\n\r\n /** Gets the number of runtime flat planes. */\r\n get flatPlaneCount(): number {\r\n return this._flatPlaneAll.length;\r\n }\r\n\r\n /** Gets the number of runtime grabbers. */\r\n get grabberCount(): number {\r\n return this._grabbersR.length;\r\n }\r\n\r\n private _computeBlendRatio(): number {\r\n if (this._fadeState === 'in') {\r\n return 1.0 - clamp01(this._fadeTimer / this._fadeDuration);\r\n }\r\n if (this._fadeState === 'out') {\r\n return clamp01(this._fadeTimer / this._fadeDuration);\r\n }\r\n return this._config.blendRatio;\r\n }\r\n\r\n private _refreshCachedSimulationConfig(): void {\r\n this._rebuildConstraints();\r\n this._refreshPointParameters();\r\n }\r\n\r\n private _getColliderIndex(handle: JointDynamicsColliderHandle): number {\r\n if (handle.type !== 'collider') {\r\n return -1;\r\n }\r\n return this._colliderHandleToIndex.get(handle.id) ?? -1;\r\n }\r\n\r\n private _getGrabberIndex(handle: JointDynamicsGrabberHandle): number {\r\n if (handle.type !== 'grabber') {\r\n return -1;\r\n }\r\n return this._grabberHandleToIndex.get(handle.id) ?? -1;\r\n }\r\n\r\n private _getFlatPlaneIndex(handle: JointDynamicsFlatPlaneHandle): number {\r\n if (handle.type !== 'flatPlane') {\r\n return -1;\r\n }\r\n return this._flatPlaneHandleToIndex.get(handle.id) ?? -1;\r\n }\r\n\r\n private _releaseGrabber(index: number): void {\r\n for (const ptRW of this._pointsRW) {\r\n if (ptRW.grabberIndex === index) {\r\n ptRW.grabberIndex = -1;\r\n ptRW.grabberDistance = 0;\r\n }\r\n }\r\n }\r\n\r\n private _rebuildColliderHandleMap(): void {\r\n this._colliderHandleToIndex.clear();\r\n for (let i = 0; i < this._colliderHandleIds.length; i++) {\r\n this._colliderHandleToIndex.set(this._colliderHandleIds[i], i);\r\n }\r\n }\r\n\r\n private _rebuildFlatPlaneHandleMap(): void {\r\n this._flatPlaneHandleToIndex.clear();\r\n for (let i = 0; i < this._flatPlaneHandleIds.length; i++) {\r\n this._flatPlaneHandleToIndex.set(this._flatPlaneHandleIds[i], i);\r\n }\r\n }\r\n\r\n private _rebuildActiveFlatPlanes(): void {\r\n this._flatPlanes = [];\r\n for (let i = 0; i < this._flatPlaneAll.length; i++) {\r\n if (this._flatPlaneEnabled[i]) {\r\n this._flatPlanes.push(this._flatPlaneAll[i]);\r\n }\r\n }\r\n }\r\n\r\n private _rebuildGrabberHandleMap(): void {\r\n this._grabberHandleToIndex.clear();\r\n for (let i = 0; i < this._grabberHandleIds.length; i++) {\r\n this._grabberHandleToIndex.set(this._grabberHandleIds[i], i);\r\n }\r\n }\r\n\r\n private _rebuildConstraints(): void {\r\n if (this._rootPoints.length === 0) {\r\n this._constraints = [];\r\n this._surfaceConstraints = [];\r\n return;\r\n }\r\n this._constraints = buildConstraints(this._rootPoints, this._config.constraintOptions);\r\n this._surfaceConstraints = buildSurfaceFaces(this._rootPoints, this._config.constraintOptions.isLoop);\r\n }\r\n\r\n private _getSystemUniformScale(): number {\r\n if (!this._rootTransform) {\r\n return 1;\r\n }\r\n const scale = this._rootTransform.getWorldScale();\r\n return Math.max((Math.abs(scale.x) + Math.abs(scale.y) + Math.abs(scale.z)) / 3, EPSILON);\r\n }\r\n\r\n private _updateScaleDependentParameters(force = false): void {\r\n const systemScale = this._getSystemUniformScale();\r\n const scaleChanged = Math.abs(systemScale - this._currentSystemScale) > EPSILON;\r\n if (!force && !scaleChanged) {\r\n return;\r\n }\r\n this._currentSystemScale = systemScale;\r\n const ratio = this._baseSystemScale > EPSILON ? systemScale / this._baseSystemScale : 1;\r\n for (let i = 0; i < this._pointsR.length; i++) {\r\n this._pointsR[i].parentLength =\r\n (this._basePointParentLengths[i] ?? this._pointsR[i].parentLength) * ratio;\r\n }\r\n for (let i = 0; i < this._constraints.length; i++) {\r\n this._constraints[i].length = (this._baseConstraintLengths[i] ?? this._constraints[i].length) * ratio;\r\n }\r\n this._refreshPointParameters();\r\n if (scaleChanged) {\r\n for (let i = 0; i < this._pointsRW.length; i++) {\r\n const pos = this._pointTransforms[i].getWorldPosition();\r\n this._pointsRW[i].positionCurrent = pos.clone();\r\n this._pointsRW[i].positionPrevious = pos.clone();\r\n this._pointsRW[i].positionCurrentTransform = pos.clone();\r\n this._pointsRW[i].positionPreviousTransform = pos.clone();\r\n }\r\n this.warp();\r\n }\r\n }\r\n\r\n private _refreshPointParameters(): void {\r\n if (!this._initialized) {\r\n return;\r\n }\r\n for (let i = 0; i < this._allPoints.length; i++) {\r\n this._applyConfigToPoint(this._pointsR[i], this._allPoints[i]);\r\n }\r\n }\r\n\r\n private _createPointR(node: BoneNode): PointR {\r\n const parentIdx = this._parentMap.get(node.index) ?? -1;\r\n const childIdx = node.children.length > 0 ? node.children[0].index : -1;\r\n\r\n // Capture initial local transform for rotation blending\r\n const t = this._pointTransforms[node.index];\r\n const initLocalPos = t.getLocalPosition();\r\n const initLocalRot = t.getLocalRotation();\r\n const initLocalScale = t.getLocalScale();\r\n\r\n // BoneAxis: local-space direction to first child (computed in initialize)\r\n const boneAxis = node.boneAxis ?? new Vector3(0, -1, 0);\r\n\r\n // ParentLength: distance to parent\r\n let parentLength = 0;\r\n if (parentIdx !== -1) {\r\n const pPos = this._pointTransforms[parentIdx].getWorldPosition();\r\n const cPos = this._pointTransforms[node.index].getWorldPosition();\r\n parentLength = Vector3.distance(pPos, cPos);\r\n }\r\n\r\n const point: PointR = {\r\n parent: parentIdx,\r\n child: childIdx,\r\n applyInvertCollision: 0,\r\n movableLimitIndex: -1,\r\n movableLimitRadius: 0,\r\n weight: node.isFixed ? 0 : 1,\r\n mass: 0,\r\n resistance: 0,\r\n hardness: 0,\r\n frictionScale: 0,\r\n sliderJointLength: 0,\r\n parentLength,\r\n structuralShrinkVertical: 0,\r\n structuralStretchVertical: 0,\r\n structuralShrinkHorizontal: 0,\r\n structuralStretchHorizontal: 0,\r\n shearShrink: 0,\r\n shearStretch: 0,\r\n bendingShrinkVertical: 0,\r\n bendingStretchVertical: 0,\r\n bendingShrinkHorizontal: 0,\r\n bendingStretchHorizontal: 0,\r\n windForceScale: 0,\r\n fakeWavePower: 0,\r\n fakeWaveFreq: 0,\r\n forceFadeRatio: 0,\r\n pointRadius: 0,\r\n gravity: Vector3.zero(),\r\n boneAxis,\r\n initialLocalScale: initLocalScale,\r\n initialLocalRotation: initLocalRot,\r\n initialLocalTwist: (() => {\r\n const tw = new Quaternion();\r\n initLocalRot.decomposeSwingTwist(boneAxis, undefined, tw);\r\n return tw;\r\n })(),\r\n initialLocalPosition: initLocalPos\r\n };\r\n this._applyConfigToPoint(point, node);\r\n return point;\r\n }\r\n\r\n private _applyConfigToPoint(point: PointR, node: BoneNode): void {\r\n const rate = this._maxPointDepth > 0 ? node.depth / this._maxPointDepth : 0;\r\n const c = this._config.curves;\r\n const allShrinkScale = c.allShrinkScale.evaluate(rate);\r\n const allStretchScale = c.allStretchScale.evaluate(rate);\r\n\r\n point.mass = c.massScale.evaluate(rate);\r\n point.resistance = clamp01(c.resistance.evaluate(rate));\r\n point.hardness = clamp01(c.hardness.evaluate(rate));\r\n point.frictionScale = c.friction.evaluate(rate);\r\n point.sliderJointLength = c.sliderJointLength.evaluate(rate);\r\n point.structuralShrinkVertical = c.structuralShrinkVertical.evaluate(rate) * allShrinkScale * 0.5;\r\n point.structuralStretchVertical = c.structuralStretchVertical.evaluate(rate) * allStretchScale * 0.5;\r\n point.structuralShrinkHorizontal = c.structuralShrinkHorizontal.evaluate(rate) * allShrinkScale * 0.5;\r\n point.structuralStretchHorizontal = c.structuralStretchHorizontal.evaluate(rate) * allStretchScale * 0.5;\r\n point.shearShrink = c.shearShrink.evaluate(rate) * allShrinkScale * 0.5;\r\n point.shearStretch = c.shearStretch.evaluate(rate) * allStretchScale * 0.5;\r\n point.bendingShrinkVertical = c.bendingShrinkVertical.evaluate(rate) * allShrinkScale * 0.5;\r\n point.bendingStretchVertical = c.bendingStretchVertical.evaluate(rate) * allStretchScale * 0.5;\r\n point.bendingShrinkHorizontal = c.bendingShrinkHorizontal.evaluate(rate) * allShrinkScale * 0.5;\r\n point.bendingStretchHorizontal = c.bendingStretchHorizontal.evaluate(rate) * allStretchScale * 0.5;\r\n point.windForceScale = c.windForceScale.evaluate(rate) * rate;\r\n point.fakeWavePower = c.fakeWavePower.evaluate(rate);\r\n point.fakeWaveFreq = c.fakeWaveFreq.evaluate(rate);\r\n const systemScale = this._currentSystemScale;\r\n point.pointRadius = Math.max(0, c.pointRadius.evaluate(rate) * systemScale);\r\n point.gravity = Vector3.scale(this._config.gravity, c.gravityScale.evaluate(rate) * systemScale);\r\n }\r\n\r\n private _createPointRW(): PointRW {\r\n return {\r\n positionToTransform: Vector3.zero(),\r\n positionCurrentTransform: Vector3.zero(),\r\n positionPreviousTransform: Vector3.zero(),\r\n positionCurrent: Vector3.zero(),\r\n positionPrevious: Vector3.zero(),\r\n directionPrevious: Vector3.axisPZ(),\r\n fakeWindDirection: Vector3.axisPZ(),\r\n grabberIndex: -1,\r\n grabberDistance: 0,\r\n friction: 0\r\n };\r\n }\r\n\r\n private _createColliderRW(transform: TransformAccess): ColliderRW {\r\n const pos = transform.getWorldPosition();\r\n const rot = transform.getWorldRotation();\r\n const scale = transform.getWorldScale();\r\n return {\r\n positionCurrent: pos.clone(),\r\n directionCurrent: Vector3.zero(),\r\n boundsCenter: pos.clone(),\r\n boundsRadius: 0,\r\n positionCurrentTransform: pos.clone(),\r\n positionPreviousTransform: pos.clone(),\r\n directionCurrentTransform: rot.clone(),\r\n directionPreviousTransform: rot.clone(),\r\n worldToLocal: Matrix4x4.identity(),\r\n worldScale: scale.clone(),\r\n localBoundsMin: Vector3.zero(),\r\n localBoundsMax: Vector3.zero(),\r\n radius: 0,\r\n height: 0,\r\n enabled: 1\r\n };\r\n }\r\n\r\n private _cloneControllerConfig(config: ControllerConfig): ControllerConfig {\r\n const curves: PhysicsCurves = {\r\n massScale: this._cloneInterpolatorScalar(config.curves.massScale),\r\n gravityScale: this._cloneInterpolatorScalar(config.curves.gravityScale),\r\n windForceScale: this._cloneInterpolatorScalar(config.curves.windForceScale),\r\n resistance: this._cloneInterpolatorScalar(config.curves.resistance),\r\n hardness: this._cloneInterpolatorScalar(config.curves.hardness),\r\n friction: this._cloneInterpolatorScalar(config.curves.friction),\r\n pointRadius: this._cloneInterpolatorScalar(config.curves.pointRadius),\r\n sliderJointLength: this._cloneInterpolatorScalar(config.curves.sliderJointLength),\r\n allShrinkScale: this._cloneInterpolatorScalar(config.curves.allShrinkScale),\r\n allStretchScale: this._cloneInterpolatorScalar(config.curves.allStretchScale),\r\n structuralShrinkVertical: this._cloneInterpolatorScalar(config.curves.structuralShrinkVertical),\r\n structuralStretchVertical: this._cloneInterpolatorScalar(config.curves.structuralStretchVertical),\r\n structuralShrinkHorizontal: this._cloneInterpolatorScalar(config.curves.structuralShrinkHorizontal),\r\n structuralStretchHorizontal: this._cloneInterpolatorScalar(config.curves.structuralStretchHorizontal),\r\n shearShrink: this._cloneInterpolatorScalar(config.curves.shearShrink),\r\n shearStretch: this._cloneInterpolatorScalar(config.curves.shearStretch),\r\n bendingShrinkVertical: this._cloneInterpolatorScalar(config.curves.bendingShrinkVertical),\r\n bendingStretchVertical: this._cloneInterpolatorScalar(config.curves.bendingStretchVertical),\r\n bendingShrinkHorizontal: this._cloneInterpolatorScalar(config.curves.bendingShrinkHorizontal),\r\n bendingStretchHorizontal: this._cloneInterpolatorScalar(config.curves.bendingStretchHorizontal),\r\n fakeWavePower: this._cloneInterpolatorScalar(config.curves.fakeWavePower),\r\n fakeWaveFreq: this._cloneInterpolatorScalar(config.curves.fakeWaveFreq)\r\n };\r\n return {\r\n gravity: config.gravity.clone(),\r\n windForce: config.windForce.clone(),\r\n relaxation: config.relaxation,\r\n subSteps: config.subSteps,\r\n rootSlideLimit: config.rootSlideLimit,\r\n rootRotateLimit: config.rootRotateLimit,\r\n constraintShrinkLimit: config.constraintShrinkLimit,\r\n blendRatio: config.blendRatio,\r\n stabilizationFrameRate: config.stabilizationFrameRate,\r\n isFakeWave: config.isFakeWave,\r\n fakeWaveSpeed: config.fakeWaveSpeed,\r\n fakeWavePower: config.fakeWavePower,\r\n enableSurfaceCollision: config.enableSurfaceCollision,\r\n enableBroadPhase: config.enableBroadPhase,\r\n preserveTwist: config.preserveTwist,\r\n angleLimitConfig: {\r\n angleLimit: config.angleLimitConfig.angleLimit,\r\n limitFromRoot: config.angleLimitConfig.limitFromRoot\r\n },\r\n curves,\r\n constraintOptions: {\r\n structuralVertical: config.constraintOptions.structuralVertical,\r\n structuralHorizontal: config.constraintOptions.structuralHorizontal,\r\n shear: config.constraintOptions.shear,\r\n bendingVertical: config.constraintOptions.bendingVertical,\r\n bendingHorizontal: config.constraintOptions.bendingHorizontal,\r\n isLoop: config.constraintOptions.isLoop,\r\n collideStructuralVertical: config.constraintOptions.collideStructuralVertical,\r\n collideStructuralHorizontal: config.constraintOptions.collideStructuralHorizontal,\r\n collideShear: config.constraintOptions.collideShear,\r\n enableSurfaceCollision: config.constraintOptions.enableSurfaceCollision\r\n }\r\n };\r\n }\r\n\r\n private _cloneInterpolatorScalar(curve: InterpolatorScalar): InterpolatorScalar {\r\n return new InterpolatorScalar(\r\n curve.mode,\r\n new Float32Array(curve.inputs),\r\n new Float32Array(curve.outputs)\r\n );\r\n }\r\n\r\n private _sanitizeControllerConfig(config: ControllerConfig): ControllerConfig {\r\n config.relaxation = Math.max(0, Math.trunc(config.relaxation));\r\n config.subSteps = Math.max(1, Math.trunc(config.subSteps));\r\n config.constraintShrinkLimit = Math.max(0, config.constraintShrinkLimit);\r\n config.blendRatio = clamp01(config.blendRatio);\r\n return config;\r\n 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@@ -4,7 +4,7 @@ import { JointDynamicsSystemController } from './controller.js';
4
4
  import { ColliderForce } from './types.js';
5
5
 
6
6
  const _quat = new Quaternion();
7
- const _defaultTA = createTransformAccess(new SceneNode(null));
7
+ const _defaultTA = createTransformAccess(new SceneNode(null), false);
8
8
  /**
9
9
  * Create a transform adapter that lets the joint dynamics solver read from and write to a SceneNode.
10
10
  *
@@ -12,8 +12,11 @@ const _defaultTA = createTransformAccess(new SceneNode(null));
12
12
  * @returns A TransformAccess wrapper backed by the supplied scene node.
13
13
  *
14
14
  * @public
15
- */ function createTransformAccess(obj) {
15
+ */ function createTransformAccess(obj, exposeNode = true) {
16
16
  return {
17
+ ...exposeNode ? {
18
+ node: obj
19
+ } : {},
17
20
  getWorldPosition () {
18
21
  return obj.getWorldPosition();
19
22
  },
@@ -73,6 +76,8 @@ const _defaultTA = createTransformAccess(new SceneNode(null));
73
76
  * @public
74
77
  */ class JointDynamicsSystem {
75
78
  _controller;
79
+ _chainConfig;
80
+ _bindPose;
76
81
  /**
77
82
  * Create a joint dynamics system for one or more bone chains.
78
83
  *
@@ -81,6 +86,14 @@ const _defaultTA = createTransformAccess(new SceneNode(null));
81
86
  * @param grabbers - Optional grabbers to register during initialization.
82
87
  * @param flatPlanes - Optional world-space planes that dynamic points cannot cross.
83
88
  */ constructor(config, colliders = [], grabbers = [], flatPlanes = []){
89
+ this._chainConfig = {
90
+ systemRoot: config.chainConfig.systemRoot,
91
+ chains: config.chainConfig.chains.map((chain)=>({
92
+ start: chain.start,
93
+ end: chain.end
94
+ }))
95
+ };
96
+ this._bindPose = new WeakMap();
84
97
  const rootPoints = [];
85
98
  const boneNodes = [];
86
99
  const pointTransforms = [];
@@ -89,6 +102,11 @@ const _defaultTA = createTransformAccess(new SceneNode(null));
89
102
  const chainNodes = this.collectChainNodes(chain.start, chain.end);
90
103
  for(let i = 0; i < chainNodes.length; i++){
91
104
  const node = chainNodes[i];
105
+ this._bindPose.set(node, {
106
+ position: node.position.clone(),
107
+ rotation: node.rotation.clone(),
108
+ scale: node.scale.clone()
109
+ });
92
110
  const boneNode = {
93
111
  index: index++,
94
112
  position: node.getWorldPosition(),
@@ -137,9 +155,50 @@ const _defaultTA = createTransformAccess(new SceneNode(null));
137
155
  return this._controller;
138
156
  }
139
157
  /**
158
+ * Get the node chain topology used to construct this system.
159
+ */ get chainConfig() {
160
+ return {
161
+ systemRoot: this._chainConfig.systemRoot,
162
+ chains: this._chainConfig.chains.map((chain)=>({
163
+ start: chain.start,
164
+ end: chain.end
165
+ }))
166
+ };
167
+ }
168
+ /**
169
+ * Returns detached collider snapshots for serialization.
170
+ */ getColliderSnapshots() {
171
+ return this._controller.getColliderSnapshots();
172
+ }
173
+ /**
174
+ * Returns detached flat-plane snapshots for serialization.
175
+ */ getFlatPlaneSnapshots() {
176
+ return this._controller.getFlatPlaneSnapshots();
177
+ }
178
+ /**
179
+ * Returns detached grabber snapshots for serialization.
180
+ */ getGrabberSnapshots() {
181
+ return this._controller.getGrabberSnapshots();
182
+ }
183
+ /**
184
+ * Reset chain nodes to bind pose
185
+ */ resetChains() {
186
+ for (const chain of this._chainConfig.chains){
187
+ const chainNodes = this.collectChainNodes(chain.start, chain.end);
188
+ for (const node of chainNodes){
189
+ const bindPose = this._bindPose.get(node);
190
+ if (bindPose) {
191
+ node.position = bindPose.position;
192
+ node.rotation = bindPose.rotation;
193
+ node.scale = bindPose.scale;
194
+ }
195
+ }
196
+ }
197
+ }
198
+ /**
140
199
  * Add a fully configured collider at runtime.
141
200
  *
142
- * The collider transform is read from the supplied scene node every simulation step.
201
+ * The collider transform is read from the supplied scene node every simula ; ion step.
143
202
  * If no transform is supplied, the collider is created at the identity transform.
144
203
  *
145
204
  * @param r - Read-only collider parameters.