@zephyr3d/scene 0.9.5 → 0.9.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (621) hide show
  1. package/dist/animation/joint_dynamics/controller.js +92 -32
  2. package/dist/animation/joint_dynamics/controller.js.map +1 -1
  3. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  4. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  5. package/dist/animation/joint_dynamics/joint_dynamics_system.js +57 -19
  6. package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
  7. package/dist/animation/joint_dynamics/solver.js +71 -27
  8. package/dist/animation/joint_dynamics/solver.js.map +1 -1
  9. package/dist/animation/joint_dynamics_modifier.js +21 -20
  10. package/dist/animation/joint_dynamics_modifier.js.map +1 -1
  11. package/dist/animation/skeleton.js +7 -10
  12. package/dist/animation/skeleton.js.map +1 -1
  13. package/dist/app/engine.js +134 -140
  14. package/dist/app/engine.js.map +1 -1
  15. package/dist/app/scriptregistry.js +47 -16
  16. package/dist/app/scriptregistry.js.map +1 -1
  17. package/dist/asset/assetmanager.js +3 -1
  18. package/dist/asset/assetmanager.js.map +1 -1
  19. package/dist/asset/model.js +346 -7
  20. package/dist/asset/model.js.map +1 -1
  21. package/dist/avatar/wardrobe.js +20 -16
  22. package/dist/avatar/wardrobe.js.map +1 -1
  23. package/dist/camera/camera.js +416 -210
  24. package/dist/camera/camera.js.map +1 -1
  25. package/dist/index.d.ts +1350 -621
  26. package/dist/index.js +6 -11
  27. package/dist/index.js.map +1 -1
  28. package/dist/material/blinn.js +1 -1
  29. package/dist/material/blinn.js.map +1 -1
  30. package/dist/material/lambert.js +1 -1
  31. package/dist/material/lambert.js.map +1 -1
  32. package/dist/material/material.js +23 -1
  33. package/dist/material/material.js.map +1 -1
  34. package/dist/material/meshmaterial.js +178 -23
  35. package/dist/material/meshmaterial.js.map +1 -1
  36. package/dist/material/mixins/albedocolor.js +4 -4
  37. package/dist/material/mixins/albedocolor.js.map +1 -1
  38. package/dist/material/mixins/lightmodel/blinnphong.js +2 -1
  39. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  40. package/dist/material/mixins/lightmodel/lambert.js +2 -1
  41. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  42. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +63 -16
  43. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
  44. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +105 -32
  45. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  46. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +16 -6
  47. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  48. package/dist/material/mixins/lit.js +1 -1
  49. package/dist/material/mixins/lit.js.map +1 -1
  50. package/dist/material/mixins/pbr/common.js +276 -65
  51. package/dist/material/mixins/pbr/common.js.map +1 -1
  52. package/dist/material/mixins/texture.js +3 -3
  53. package/dist/material/mixins/texture.js.map +1 -1
  54. package/dist/material/mixins/vertexcolor.js +2 -2
  55. package/dist/material/mixins/vertexcolor.js.map +1 -1
  56. package/dist/material/msdf_text.js +3 -3
  57. package/dist/material/msdf_text.js.map +1 -1
  58. package/dist/material/mtoon.js +574 -0
  59. package/dist/material/mtoon.js.map +1 -0
  60. package/dist/material/pbrblueprint.js +499 -336
  61. package/dist/material/pbrblueprint.js.map +1 -1
  62. package/dist/material/pbrmr.js +118 -100
  63. package/dist/material/pbrmr.js.map +1 -1
  64. package/dist/material/pbrsg.js +1 -1
  65. package/dist/material/pbrsg.js.map +1 -1
  66. package/dist/material/shader/helper.js +324 -294
  67. package/dist/material/shader/helper.js.map +1 -1
  68. package/dist/material/subsurfaceprofile.js +812 -0
  69. package/dist/material/subsurfaceprofile.js.map +1 -0
  70. package/dist/material/unlit.js +1 -1
  71. package/dist/material/unlit.js.map +1 -1
  72. package/dist/posteffect/compositor.js +46 -11
  73. package/dist/posteffect/compositor.js.map +1 -1
  74. package/dist/posteffect/ssr.js +422 -96
  75. package/dist/posteffect/ssr.js.map +1 -1
  76. package/dist/posteffect/sss.js +1053 -0
  77. package/dist/posteffect/sss.js.map +1 -0
  78. package/dist/posteffect/taa.js +61 -60
  79. package/dist/posteffect/taa.js.map +1 -1
  80. package/dist/render/abuffer_oit.js +63 -12
  81. package/dist/render/abuffer_oit.js.map +1 -1
  82. package/dist/render/cluster_light.js +6 -5
  83. package/dist/render/cluster_light.js.map +1 -1
  84. package/dist/render/drawable.js +1 -5
  85. package/dist/render/drawable.js.map +1 -1
  86. package/dist/render/drawable_mixin.js +2 -1
  87. package/dist/render/drawable_mixin.js.map +1 -1
  88. package/dist/render/fbm_wavegenerator.js +2 -1
  89. package/dist/render/fbm_wavegenerator.js.map +1 -1
  90. package/dist/render/gerstner_wavegenerator.js +2 -1
  91. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  92. package/dist/render/globalbindgroup_allocator.js +2 -1
  93. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  94. package/dist/render/lightpass.js +110 -23
  95. package/dist/render/lightpass.js.map +1 -1
  96. package/dist/render/render_queue.js +51 -8
  97. package/dist/render/render_queue.js.map +1 -1
  98. package/dist/render/renderer.js +80 -66
  99. package/dist/render/renderer.js.map +1 -1
  100. package/dist/render/rendergraph/device_pool_allocator.js +8 -0
  101. package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
  102. package/dist/render/rendergraph/forward_plus_builder.js +481 -95
  103. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  104. package/dist/render/rendergraph/history_resource_manager.js +55 -0
  105. package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
  106. package/dist/render/rendergraph/history_resources.js +3 -1
  107. package/dist/render/rendergraph/history_resources.js.map +1 -1
  108. package/dist/render/rendergraph/types.js.map +1 -1
  109. package/dist/render/renderpass.js +10 -4
  110. package/dist/render/renderpass.js.map +1 -1
  111. package/dist/render/sky.js +31 -1
  112. package/dist/render/sky.js.map +1 -1
  113. package/dist/render/weightedblended_oit.js +23 -5
  114. package/dist/render/weightedblended_oit.js.map +1 -1
  115. package/dist/scene/basesprite.js +4 -2
  116. package/dist/scene/basesprite.js.map +1 -1
  117. package/dist/scene/batchgroup.js +3 -1
  118. package/dist/scene/batchgroup.js.map +1 -1
  119. package/dist/scene/environment.js +11 -1
  120. package/dist/scene/environment.js.map +1 -1
  121. package/dist/scene/light.js +21 -3
  122. package/dist/scene/light.js.map +1 -1
  123. package/dist/scene/mesh.js +29 -14
  124. package/dist/scene/mesh.js.map +1 -1
  125. package/dist/scene/meshdrawable.js +6 -0
  126. package/dist/scene/meshdrawable.js.map +1 -1
  127. package/dist/scene/msdftext.js +5 -2
  128. package/dist/scene/msdftext.js.map +1 -1
  129. package/dist/scene/msdftextsprite.js +5 -3
  130. package/dist/scene/msdftextsprite.js.map +1 -1
  131. package/dist/scene/particlesys.js +3 -1
  132. package/dist/scene/particlesys.js.map +1 -1
  133. package/dist/scene/scene.js +6 -5
  134. package/dist/scene/scene.js.map +1 -1
  135. package/dist/scene/terrain-cm/grass.js +4 -2
  136. package/dist/scene/terrain-cm/grass.js.map +1 -1
  137. package/dist/scene/terrain-cm/grassmaterial.js +2 -1
  138. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
  139. package/dist/scene/terrain-cm/terrain-cm.js +4 -2
  140. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
  141. package/dist/scene/water.js +4 -2
  142. package/dist/scene/water.js.map +1 -1
  143. package/dist/shaders/shadow.js +26 -393
  144. package/dist/shaders/shadow.js.map +1 -1
  145. package/dist/shadow/esm.js +112 -12
  146. package/dist/shadow/esm.js.map +1 -1
  147. package/dist/shadow/pcf_opt.js +2 -2
  148. package/dist/shadow/pcf_opt.js.map +1 -1
  149. package/dist/shadow/pcf_pd.js +19 -10
  150. package/dist/shadow/pcf_pd.js.map +1 -1
  151. package/dist/shadow/shader.js +58 -7
  152. package/dist/shadow/shader.js.map +1 -1
  153. package/dist/shadow/shadow_impl.js +6 -0
  154. package/dist/shadow/shadow_impl.js.map +1 -1
  155. package/dist/shadow/shadow_region.js +229 -0
  156. package/dist/shadow/shadow_region.js.map +1 -0
  157. package/dist/shadow/shadowmapper.js +67 -59
  158. package/dist/shadow/shadowmapper.js.map +1 -1
  159. package/dist/shadow/vsm.js +45 -19
  160. package/dist/shadow/vsm.js.map +1 -1
  161. package/dist/text/font/cff_font.js +890 -0
  162. package/dist/text/font/cff_font.js.map +1 -0
  163. package/dist/text/font/font_asset.js +17 -3
  164. package/dist/text/font/font_asset.js.map +1 -1
  165. package/dist/utility/blueprint/common/constants.js +8 -8
  166. package/dist/utility/blueprint/common/constants.js.map +1 -1
  167. package/dist/utility/blueprint/material/pbr.js +31 -4
  168. package/dist/utility/blueprint/material/pbr.js.map +1 -1
  169. package/dist/utility/blueprint/material/texture.js +1 -17
  170. package/dist/utility/blueprint/material/texture.js.map +1 -1
  171. package/dist/utility/serialization/manager.js +327 -359
  172. package/dist/utility/serialization/manager.js.map +1 -1
  173. package/dist/utility/serialization/scene/animation.js +5 -2
  174. package/dist/utility/serialization/scene/animation.js.map +1 -1
  175. package/dist/utility/serialization/scene/batch.js +4 -1
  176. package/dist/utility/serialization/scene/batch.js.map +1 -1
  177. package/dist/utility/serialization/scene/camera.js +249 -54
  178. package/dist/utility/serialization/scene/camera.js.map +1 -1
  179. package/dist/utility/serialization/scene/common.js +37 -1
  180. package/dist/utility/serialization/scene/common.js.map +1 -1
  181. package/dist/utility/serialization/scene/light.js +42 -3
  182. package/dist/utility/serialization/scene/light.js.map +1 -1
  183. package/dist/utility/serialization/scene/material.js +1112 -646
  184. package/dist/utility/serialization/scene/material.js.map +1 -1
  185. package/dist/utility/serialization/scene/mesh.js +7 -4
  186. package/dist/utility/serialization/scene/mesh.js.map +1 -1
  187. package/dist/utility/serialization/scene/node.js +31 -12
  188. package/dist/utility/serialization/scene/node.js.map +1 -1
  189. package/dist/utility/serialization/scene/particle.js +4 -1
  190. package/dist/utility/serialization/scene/particle.js.map +1 -1
  191. package/dist/utility/serialization/scene/primitive.js +3 -1
  192. package/dist/utility/serialization/scene/primitive.js.map +1 -1
  193. package/dist/utility/serialization/scene/scene.js +18 -0
  194. package/dist/utility/serialization/scene/scene.js.map +1 -1
  195. package/dist/utility/serialization/scene/sprite.js +6 -3
  196. package/dist/utility/serialization/scene/sprite.js.map +1 -1
  197. package/dist/utility/serialization/scene/terrain.js +5 -2
  198. package/dist/utility/serialization/scene/terrain.js.map +1 -1
  199. package/dist/utility/serialization/scene/text.js +3 -1
  200. package/dist/utility/serialization/scene/text.js.map +1 -1
  201. package/dist/utility/serialization/scene/water.js +4 -1
  202. package/dist/utility/serialization/scene/water.js.map +1 -1
  203. package/dist/utility/textures/ltcdata.js +6 -0
  204. package/dist/utility/textures/ltcdata.js.map +1 -0
  205. package/dist/utility/textures/ltclut.js +61 -0
  206. package/dist/utility/textures/ltclut.js.map +1 -0
  207. package/dist/values.js +9 -1
  208. package/dist/values.js.map +1 -1
  209. package/package.json +3 -3
  210. package/dist/animation/ik/ik_chain_builder.js +0 -68
  211. package/dist/animation/ik/ik_chain_builder.js.map +0 -1
  212. package/dist/animation/ik/ik_pole_constraint.js +0 -123
  213. package/dist/animation/ik/ik_pole_constraint.js.map +0 -1
  214. package/dist/animation/ik/ik_track.js +0 -96
  215. package/dist/animation/ik/ik_track.js.map +0 -1
  216. package/dist/animation/ik_postprocessor.js +0 -71
  217. package/dist/animation/ik_postprocessor.js.map +0 -1
  218. package/dist/animation/joint_dynamics/math.js +0 -16
  219. package/dist/animation/joint_dynamics/math.js.map +0 -1
  220. package/dist/animation/manual_transform_processor.js +0 -156
  221. package/dist/animation/manual_transform_processor.js.map +0 -1
  222. package/dist/animation/skeleton_postprocessor.js +0 -50
  223. package/dist/animation/skeleton_postprocessor.js.map +0 -1
  224. package/dist/animation/spring2/collision.js +0 -469
  225. package/dist/animation/spring2/collision.js.map +0 -1
  226. package/dist/animation/spring2/constraints.js +0 -329
  227. package/dist/animation/spring2/constraints.js.map +0 -1
  228. package/dist/animation/spring2/controller.js +0 -434
  229. package/dist/animation/spring2/controller.js.map +0 -1
  230. package/dist/animation/spring2/math.js +0 -16
  231. package/dist/animation/spring2/math.js.map +0 -1
  232. package/dist/animation/spring2/solver.js +0 -624
  233. package/dist/animation/spring2/solver.js.map +0 -1
  234. package/dist/animation/spring2/spring_system.js +0 -118
  235. package/dist/animation/spring2/spring_system.js.map +0 -1
  236. package/dist/animation/spring2/types.js +0 -19
  237. package/dist/animation/spring2/types.js.map +0 -1
  238. package/dist/animation/spring_postprocessor.js +0 -54
  239. package/dist/animation/spring_postprocessor.js.map +0 -1
  240. package/dist/asset/loaders/gltf/gltf_loader.js +0 -1276
  241. package/dist/asset/loaders/gltf/gltf_loader.js.map +0 -1
  242. package/dist/asset/loaders/gltf/helpers.js +0 -331
  243. package/dist/asset/loaders/gltf/helpers.js.map +0 -1
  244. package/dist/material/sprite3d.js +0 -301
  245. package/dist/material/sprite3d.js.map +0 -1
  246. package/dist/material/sprite3d_std.js +0 -116
  247. package/dist/material/sprite3d_std.js.map +0 -1
  248. package/dist/material/sprite3dblueprint.js +0 -235
  249. package/dist/material/sprite3dblueprint.js.map +0 -1
  250. package/dist/material/sprite_sdf.js +0 -106
  251. package/dist/material/sprite_sdf.js.map +0 -1
  252. package/dist/material/terrainmaterial.js +0 -368
  253. package/dist/material/terrainmaterial.js.map +0 -1
  254. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  255. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  256. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  257. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  258. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  259. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  260. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  261. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  262. package/dist/render/deferredlightpass.js +0 -510
  263. package/dist/render/deferredlightpass.js.map +0 -1
  264. package/dist/render/deferredshadowlightpass.js +0 -428
  265. package/dist/render/deferredshadowlightpass.js.map +0 -1
  266. package/dist/render/gbufferpass.js +0 -50
  267. package/dist/render/gbufferpass.js.map +0 -1
  268. package/dist/scene/sdftextsprite.js +0 -322
  269. package/dist/scene/sdftextsprite.js.map +0 -1
  270. package/dist/scene/sprite3d.js +0 -18
  271. package/dist/scene/sprite3d.js.map +0 -1
  272. package/dist/scene/terrain/grass.js +0 -280
  273. package/dist/scene/terrain/grass.js.map +0 -1
  274. package/dist/scene/terrain/heightfield.js +0 -475
  275. package/dist/scene/terrain/heightfield.js.map +0 -1
  276. package/dist/scene/terrain/patch.js +0 -532
  277. package/dist/scene/terrain/patch.js.map +0 -1
  278. package/dist/scene/terrain/quadtree.js +0 -461
  279. package/dist/scene/terrain/quadtree.js.map +0 -1
  280. package/dist/scene/terrain/terrain.js +0 -231
  281. package/dist/scene/terrain/terrain.js.map +0 -1
  282. package/dist/src/animation/animation.js +0 -127
  283. package/dist/src/animation/animation.js.map +0 -1
  284. package/dist/src/animation/animationset.js +0 -255
  285. package/dist/src/animation/animationset.js.map +0 -1
  286. package/dist/src/animation/animationtrack.js +0 -34
  287. package/dist/src/animation/animationtrack.js.map +0 -1
  288. package/dist/src/animation/eulerrotationtrack.js +0 -52
  289. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  290. package/dist/src/animation/morphtarget.js +0 -93
  291. package/dist/src/animation/morphtarget.js.map +0 -1
  292. package/dist/src/animation/morphtrack.js +0 -70
  293. package/dist/src/animation/morphtrack.js.map +0 -1
  294. package/dist/src/animation/proptrack.js +0 -161
  295. package/dist/src/animation/proptrack.js.map +0 -1
  296. package/dist/src/animation/rotationtrack.js +0 -51
  297. package/dist/src/animation/rotationtrack.js.map +0 -1
  298. package/dist/src/animation/scaletrack.js +0 -50
  299. package/dist/src/animation/scaletrack.js.map +0 -1
  300. package/dist/src/animation/skeleton.js +0 -204
  301. package/dist/src/animation/skeleton.js.map +0 -1
  302. package/dist/src/animation/translationtrack.js +0 -50
  303. package/dist/src/animation/translationtrack.js.map +0 -1
  304. package/dist/src/app/app.js +0 -129
  305. package/dist/src/app/app.js.map +0 -1
  306. package/dist/src/app/inputmgr.js +0 -267
  307. package/dist/src/app/inputmgr.js.map +0 -1
  308. package/dist/src/asset/assetmanager.js +0 -404
  309. package/dist/src/asset/assetmanager.js.map +0 -1
  310. package/dist/src/asset/builtin.js +0 -337
  311. package/dist/src/asset/builtin.js.map +0 -1
  312. package/dist/src/asset/loaders/dds/dds.js +0 -470
  313. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  314. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  315. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  316. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  317. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  318. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  319. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  320. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  321. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  322. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  323. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  324. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  325. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  326. package/dist/src/asset/loaders/loader.js +0 -45
  327. package/dist/src/asset/loaders/loader.js.map +0 -1
  328. package/dist/src/asset/model.js +0 -414
  329. package/dist/src/asset/model.js.map +0 -1
  330. package/dist/src/blitter/bilateralblur.js +0 -221
  331. package/dist/src/blitter/bilateralblur.js.map +0 -1
  332. package/dist/src/blitter/blitter.js +0 -390
  333. package/dist/src/blitter/blitter.js.map +0 -1
  334. package/dist/src/blitter/box.js +0 -118
  335. package/dist/src/blitter/box.js.map +0 -1
  336. package/dist/src/blitter/copy.js +0 -22
  337. package/dist/src/blitter/copy.js.map +0 -1
  338. package/dist/src/blitter/gaussianblur.js +0 -228
  339. package/dist/src/blitter/gaussianblur.js.map +0 -1
  340. package/dist/src/camera/base.js +0 -92
  341. package/dist/src/camera/base.js.map +0 -1
  342. package/dist/src/camera/camera.js +0 -1005
  343. package/dist/src/camera/camera.js.map +0 -1
  344. package/dist/src/camera/fps.js +0 -238
  345. package/dist/src/camera/fps.js.map +0 -1
  346. package/dist/src/camera/orbit.js +0 -245
  347. package/dist/src/camera/orbit.js.map +0 -1
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- {"version":3,"file":"joint_dynamics_system.js","sources":["../../../src/animation/joint_dynamics/joint_dynamics_system.ts"],"sourcesContent":["import type { DeepPartial } from '@zephyr3d/base';\r\nimport { InterpolatorScalar, Vector3 } from '@zephyr3d/base';\r\nimport { Quaternion } from '@zephyr3d/base';\r\nimport { SceneNode } from '../../scene/scene_node';\r\nimport type {\r\n ControllerConfig,\r\n JointDynamicsColliderSnapshot,\r\n JointDynamicsColliderHandle,\r\n JointDynamicsFlatPlaneSnapshot,\r\n JointDynamicsFlatPlaneHandle,\r\n JointDynamicsGrabberSnapshot,\r\n JointDynamicsGrabberHandle\r\n} from './controller';\r\nimport { JointDynamicsSystemController } from './controller';\r\nimport { ColliderForce, type BoneNode, type ColliderR, type GrabberR, type TransformAccess } from './types';\r\nimport type { SkeletonBindPose } from '../skeleton';\r\n\r\nconst _quat = new Quaternion();\r\n\r\nconst _defaultTA = createTransformAccess(new SceneNode(null), false);\r\n\r\n/**\r\n * Create a transform adapter that lets the joint dynamics solver read from and write to a SceneNode.\r\n *\r\n * @param obj - Scene node to expose through the TransformAccess interface.\r\n * @returns A TransformAccess wrapper backed by the supplied scene node.\r\n *\r\n * @public\r\n */\r\nexport function createTransformAccess(obj: SceneNode, exposeNode = true): TransformAccess {\r\n return {\r\n ...(exposeNode ? { node: obj } : {}),\r\n getWorldPosition(): Vector3 {\r\n return obj.getWorldPosition();\r\n },\r\n getWorldRotation(): Quaternion {\r\n const q = new Quaternion();\r\n obj.worldMatrix.decompose(null, q, null);\r\n return q;\r\n },\r\n getWorldScale(): Vector3 {\r\n const s = new Vector3();\r\n obj.worldMatrix.decompose(s, null, null);\r\n return s;\r\n },\r\n getLocalPosition(): Vector3 {\r\n return obj.position.clone();\r\n },\r\n getLocalRotation(): Quaternion {\r\n return obj.rotation.clone();\r\n },\r\n getLocalScale(): Vector3 {\r\n return obj.scale.clone();\r\n },\r\n setWorldPosition(p: Vector3): void {\r\n if (obj.parent) {\r\n obj.position = obj.parent.invWorldMatrix.transformPointAffine(p);\r\n } else {\r\n obj.position.set(p);\r\n }\r\n },\r\n setWorldRotation(q: Quaternion): void {\r\n // Convert world rotation to local: localRot = inverse(parentWorldRot) * worldRot\r\n if (obj.parent) {\r\n obj.parent.worldMatrix.decompose(null, _quat, null);\r\n Quaternion.multiply(Quaternion.inverse(_quat), q, obj.rotation);\r\n } else {\r\n obj.rotation.set(q);\r\n }\r\n },\r\n setLocalPosition(p: Vector3): void {\r\n obj.position.set(p);\r\n },\r\n setLocalRotation(q: Quaternion): void {\r\n obj.rotation.set(q);\r\n },\r\n setLocalScale(s: Vector3): void {\r\n obj.scale.set(s);\r\n }\r\n };\r\n}\r\n\r\n/**\r\n * Describes the bone chains simulated by a JointDynamicsSystem.\r\n *\r\n * Each chain is defined by an inclusive start and end node. The end node must be\r\n * a descendant of the start node.\r\n *\r\n * @public\r\n */\r\nexport type JointChainConfig = {\r\n /** Root transform used for root motion compensation. */\r\n systemRoot: SceneNode;\r\n /** Bone chains to simulate. */\r\n chains: { start: SceneNode; end: SceneNode }[];\r\n};\r\n\r\n/**\r\n * Configuration used to construct a JointDynamicsSystem.\r\n *\r\n * @public\r\n */\r\nexport type JointDynamicSystemConfig = {\r\n /** Bone chain topology and root transform. */\r\n chainConfig: JointChainConfig;\r\n /** Optional controller configuration overrides. */\r\n controllerConfig?: DeepPartial<ControllerConfig, 2>;\r\n};\r\n\r\n/**\r\n * Physics system for spring-like joint dynamics on scene node bone chains.\r\n *\r\n * The system builds particles and constraints from one or more bone chains,\r\n * advances them with Verlet integration, solves constraints and collisions, and\r\n * writes the resulting positions and rotations back to the scene graph.\r\n *\r\n * @public\r\n */\r\nexport class JointDynamicsSystem {\r\n private _controller: JointDynamicsSystemController;\r\n private _chainConfig: JointChainConfig;\r\n private _bindPose: WeakMap<SceneNode, SkeletonBindPose>;\r\n /**\r\n * Create a joint dynamics system for one or more bone chains.\r\n *\r\n * @param config - Bone chain topology and controller configuration.\r\n * @param colliders - Optional colliders to register during initialization.\r\n * @param grabbers - Optional grabbers to register during initialization.\r\n * @param flatPlanes - Optional world-space planes that dynamic points cannot cross.\r\n */\r\n constructor(\r\n config: JointDynamicSystemConfig,\r\n colliders: { r: ColliderR; transform: TransformAccess }[] = [],\r\n grabbers: {\r\n r: GrabberR;\r\n transform: TransformAccess;\r\n enabled: boolean;\r\n }[] = [],\r\n flatPlanes: { up: Vector3; position: Vector3 }[] = []\r\n ) {\r\n this._chainConfig = {\r\n systemRoot: config.chainConfig.systemRoot,\r\n chains: config.chainConfig.chains.map((chain) => ({ start: chain.start, end: chain.end }))\r\n };\r\n this._bindPose = new WeakMap();\r\n const rootPoints: BoneNode[] = [];\r\n const boneNodes: BoneNode[] = [];\r\n const pointTransforms: TransformAccess[] = [];\r\n let index = 0;\r\n for (const chain of config.chainConfig.chains) {\r\n const chainNodes = this.collectChainNodes(chain.start, chain.end);\r\n for (let i = 0; i < chainNodes.length; i++) {\r\n const node = chainNodes[i];\r\n this._bindPose.set(node, {\r\n position: node.position.clone(),\r\n rotation: node.rotation.clone(),\r\n scale: node.scale.clone()\r\n });\r\n const boneNode = {\r\n index: index++,\r\n position: node.getWorldPosition(),\r\n children: [],\r\n isFixed: i === 0, // Fix the first bone in the chain\r\n depth: i\r\n };\r\n boneNodes.push(boneNode);\r\n pointTransforms.push(createTransformAccess(node));\r\n if (i > 0) {\r\n boneNodes[boneNodes.length - 2].children.push(boneNode);\r\n }\r\n if (i === 0) {\r\n rootPoints.push(boneNode);\r\n }\r\n }\r\n }\r\n const systemRoot = createTransformAccess(config.chainConfig.systemRoot);\r\n const defaultConfig = this.getDefaultControllerConfig();\r\n const controllerConfig: ControllerConfig = {\r\n ...defaultConfig,\r\n ...config?.controllerConfig,\r\n angleLimitConfig: { ...defaultConfig.angleLimitConfig, ...config?.controllerConfig?.angleLimitConfig },\r\n curves: { ...defaultConfig.curves, ...config?.controllerConfig?.curves },\r\n constraintOptions: {\r\n ...defaultConfig.constraintOptions,\r\n ...config?.controllerConfig?.constraintOptions\r\n }\r\n };\r\n this._controller = new JointDynamicsSystemController(controllerConfig);\r\n this._controller.initialize(systemRoot, rootPoints, pointTransforms, colliders, grabbers, flatPlanes);\r\n }\r\n\r\n /**\r\n * Get the low-level controller that owns simulation state and advanced runtime controls.\r\n *\r\n * Most callers should prefer the convenience methods on JointDynamicsSystem.\r\n *\r\n * @returns The underlying joint dynamics controller.\r\n */\r\n get controller(): JointDynamicsSystemController {\r\n return this._controller;\r\n }\r\n\r\n /**\r\n * Get the node chain topology used to construct this system.\r\n */\r\n get chainConfig(): JointChainConfig {\r\n return {\r\n systemRoot: this._chainConfig.systemRoot,\r\n chains: this._chainConfig.chains.map((chain) => ({ start: chain.start, end: chain.end }))\r\n };\r\n }\r\n\r\n /**\r\n * Returns detached collider snapshots for serialization.\r\n */\r\n getColliderSnapshots(): JointDynamicsColliderSnapshot[] {\r\n return this._controller.getColliderSnapshots();\r\n }\r\n\r\n /**\r\n * Returns detached flat-plane snapshots for serialization.\r\n */\r\n getFlatPlaneSnapshots(): JointDynamicsFlatPlaneSnapshot[] {\r\n return this._controller.getFlatPlaneSnapshots();\r\n }\r\n\r\n /**\r\n * Returns detached grabber snapshots for serialization.\r\n */\r\n getGrabberSnapshots(): JointDynamicsGrabberSnapshot[] {\r\n return this._controller.getGrabberSnapshots();\r\n }\r\n\r\n /**\r\n * Reset chain nodes to bind pose\r\n */\r\n resetChains() {\r\n for (const chain of this._chainConfig.chains) {\r\n const chainNodes = this.collectChainNodes(chain.start, chain.end);\r\n for (const node of chainNodes) {\r\n const bindPose = this._bindPose.get(node);\r\n if (bindPose) {\r\n node.position = bindPose.position;\r\n node.rotation = bindPose.rotation;\r\n node.scale = bindPose.scale;\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * Add a fully configured collider at runtime.\r\n *\r\n * The collider transform is read from the supplied scene node every simula ; ion step.\r\n * If no transform is supplied, the collider is created at the identity transform.\r\n *\r\n * @param r - Read-only collider parameters.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addCollider(r: ColliderR, transform?: SceneNode): JointDynamicsColliderHandle {\r\n return this._controller.addCollider(r, transform ? createTransformAccess(transform) : _defaultTA);\r\n }\r\n\r\n /**\r\n * Add a spherical collider at runtime.\r\n *\r\n * The collider transform is read from the supplied scene node every simulation step.\r\n * If no transform is supplied, the collider is created at the identity transform.\r\n *\r\n * @param radius - Sphere radius in world units before transform scaling.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @param friction - Contact friction coefficient applied by this collider. Defaults to 0.\r\n * @param inversed - If true, points are constrained inside the sphere instead of pushed out.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addSphereCollider(\r\n radius: number,\r\n transform?: SceneNode,\r\n friction?: number,\r\n inversed?: boolean\r\n ): JointDynamicsColliderHandle {\r\n return this.addCollider(\r\n {\r\n forceType: ColliderForce.Off,\r\n friction: friction ?? 0,\r\n height: 0,\r\n isInverseCollider: inversed ?? false,\r\n radius,\r\n radiusTailScale: 1\r\n },\r\n transform\r\n );\r\n }\r\n\r\n /**\r\n * Add a capsule collider at runtime.\r\n *\r\n * The capsule is aligned to the collider transform's local Y axis. Its head radius is\r\n * `radius`, its tail radius is `radius * radiusTailScale`, and `height` defines the\r\n * distance between the capsule ends before transform scaling.\r\n *\r\n * @param radius - Capsule head radius in world units before transform scaling.\r\n * @param height - Capsule length in world units before transform scaling.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @param radiusTailScale - Tail radius multiplier relative to the head radius. Defaults to 1.\r\n * @param friction - Contact friction coefficient applied by this collider. Defaults to 0.\r\n * @param inversed - If true, points are constrained inside the capsule instead of pushed out.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addCapsuleCollider(\r\n radius: number,\r\n height: number,\r\n transform?: SceneNode,\r\n radiusTailScale?: number,\r\n friction?: number,\r\n inversed?: boolean\r\n ): JointDynamicsColliderHandle {\r\n return this.addCollider(\r\n {\r\n forceType: ColliderForce.Off,\r\n friction: friction ?? 0,\r\n height,\r\n isInverseCollider: inversed ?? false,\r\n radius,\r\n radiusTailScale: radiusTailScale ?? 1\r\n },\r\n transform\r\n );\r\n }\r\n\r\n /**\r\n * Enable or disable a collider by stable handle.\r\n *\r\n * Disabled colliders remain registered but are ignored by simulation until re-enabled.\r\n *\r\n * @param handle - Collider handle returned by addCollider, addSphereCollider, or addCapsuleCollider.\r\n * @param enabled - Whether the collider should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setColliderEnabled(handle: JointDynamicsColliderHandle, enabled: boolean): boolean {\r\n return this._controller.setColliderEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a collider by stable handle.\r\n *\r\n * @param handle - Collider handle returned by addCollider, addSphereCollider, or addCapsuleCollider.\r\n * @returns true if the collider existed and was removed.\r\n */\r\n removeCollider(handle: JointDynamicsColliderHandle): boolean {\r\n return this._controller.removeCollider(handle);\r\n }\r\n\r\n /**\r\n * Remove a collider by current array index.\r\n *\r\n * Prefer removeCollider(handle) for runtime-owned colliders.\r\n *\r\n * @param index - Current collider array index.\r\n * @returns true if the collider existed and was removed.\r\n */\r\n removeColliderAt(index: number): boolean {\r\n return this._controller.removeColliderAt(index);\r\n }\r\n\r\n /**\r\n * Add a flat plane collider at runtime.\r\n *\r\n * Flat planes are infinite world-space planes. The normal points toward the allowed side,\r\n * and dynamic points are pushed back when they move behind the plane.\r\n *\r\n * @param up - Plane normal in world space.\r\n * @param position - A point on the plane in world space.\r\n * @returns A stable handle that remains valid until this flat plane is removed.\r\n */\r\n addFlatPlane(up: Vector3, position: Vector3): JointDynamicsFlatPlaneHandle {\r\n return this._controller.addFlatPlane(up, position);\r\n }\r\n\r\n /**\r\n * Enable or disable a flat plane by stable handle.\r\n *\r\n * Disabled flat planes remain registered but are ignored by simulation until re-enabled.\r\n *\r\n * @param handle - Flat plane handle returned by addFlatPlane.\r\n * @param enabled - Whether the flat plane should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setFlatPlaneEnabled(handle: JointDynamicsFlatPlaneHandle, enabled: boolean): boolean {\r\n return this._controller.setFlatPlaneEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a flat plane by stable handle.\r\n *\r\n * @param handle - Flat plane handle returned by addFlatPlane.\r\n * @returns true if the flat plane existed and was removed.\r\n */\r\n removeFlatPlane(handle: JointDynamicsFlatPlaneHandle): boolean {\r\n return this._controller.removeFlatPlane(handle);\r\n }\r\n\r\n /**\r\n * Remove a flat plane by current array index.\r\n * Prefer removeFlatPlane(handle) for runtime-owned flat planes.\r\n *\r\n * @param index - Current flat plane array index.\r\n * @returns true if the flat plane existed and was removed.\r\n */\r\n removeFlatPlaneAt(index: number): boolean {\r\n return this._controller.removeFlatPlaneAt(index);\r\n }\r\n\r\n /**\r\n * Add a grabber at runtime.\r\n *\r\n * The grabber transform is read from the supplied scene node every simulation step.\r\n * If no transform is supplied, the grabber is created at the identity transform.\r\n *\r\n * @param r - Read-only grabber parameters.\r\n * @param transform - Optional scene node that drives the grabber transform.\r\n * @returns A stable handle that remains valid until this grabber is removed.\r\n */\r\n addGrabber(r: GrabberR, transform?: SceneNode): JointDynamicsGrabberHandle {\r\n return this._controller.addGrabber(r, transform ? createTransformAccess(transform) : _defaultTA, false);\r\n }\r\n\r\n /**\r\n * Enable or disable a grabber by stable handle.\r\n *\r\n * Disabling a grabber also releases any points currently held by it.\r\n *\r\n * @param handle - Grabber handle returned by addGrabber.\r\n * @param enabled - Whether the grabber should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setGrabberEnabled(handle: JointDynamicsGrabberHandle, enabled: boolean): boolean {\r\n return this._controller.setGrabberEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a grabber by stable handle.\r\n *\r\n * @param handle - Grabber handle returned by addGrabber.\r\n * @returns true if the grabber existed and was removed.\r\n */\r\n removeGrabber(handle: JointDynamicsGrabberHandle): boolean {\r\n return this._controller.removeGrabber(handle);\r\n }\r\n\r\n /**\r\n * Remove a grabber by current array index.\r\n *\r\n * Prefer removeGrabber(handle) for runtime-owned grabbers.\r\n *\r\n * @param index - Current grabber array index.\r\n * @returns true if the grabber existed and was removed.\r\n */\r\n removeGrabberAt(index: number): boolean {\r\n return this._controller.removeGrabberAt(index);\r\n }\r\n\r\n private collectChainNodes(start: SceneNode, end: SceneNode): SceneNode[] {\r\n if (!start.isParentOf(end)) {\r\n throw new Error('Invalid chain: end node must be a descendant of start node');\r\n }\r\n const nodes: SceneNode[] = [];\r\n let current: SceneNode = end;\r\n for (;;) {\r\n nodes.unshift(current);\r\n if (current === start) {\r\n break;\r\n }\r\n current = current.parent!;\r\n }\r\n return nodes;\r\n }\r\n /**\r\n * Advance the physics simulation and write the resulting transforms back to the chain nodes.\r\n *\r\n * @param deltaTime - Frame time step in seconds. Values larger than 0.033 are clamped for stability.\r\n */\r\n update(deltaTime: number): void {\r\n // Clamp deltaTime to prevent instability\r\n const dt = Math.min(deltaTime, 0.033); // Max 30 FPS\r\n // simulation\r\n this._controller.step(dt);\r\n }\r\n /** @internal */\r\n private getDefaultControllerConfig(): ControllerConfig {\r\n return {\r\n gravity: new Vector3(0, -9.8, 0),\r\n relaxation: 3,\r\n subSteps: 3,\r\n enableSurfaceCollision: false,\r\n windForce: Vector3.zero(),\r\n rootSlideLimit: -1,\r\n rootRotateLimit: -1,\r\n constraintShrinkLimit: 1,\r\n blendRatio: 0,\r\n stabilizationFrameRate: 60,\r\n isFakeWave: false,\r\n fakeWaveSpeed: 0,\r\n fakeWavePower: 0,\r\n angleLimitConfig: { angleLimit: -1, limitFromRoot: false },\r\n enableBroadPhase: false,\r\n preserveTwist: false,\r\n curves: {\r\n gravityScale: InterpolatorScalar.constant(1),\r\n windForceScale: InterpolatorScalar.constant(1),\r\n massScale: InterpolatorScalar.constant(1),\r\n resistance: InterpolatorScalar.constant(0.95),\r\n hardness: InterpolatorScalar.constant(0.001),\r\n friction: InterpolatorScalar.constant(0.5),\r\n pointRadius: InterpolatorScalar.constant(0.05),\r\n sliderJointLength: InterpolatorScalar.constant(0),\r\n allShrinkScale: InterpolatorScalar.constant(1),\r\n allStretchScale: InterpolatorScalar.constant(1),\r\n structuralShrinkVertical: InterpolatorScalar.constant(1),\r\n structuralStretchVertical: InterpolatorScalar.constant(1),\r\n structuralShrinkHorizontal: InterpolatorScalar.constant(0.5),\r\n structuralStretchHorizontal: InterpolatorScalar.constant(0.5),\r\n shearShrink: InterpolatorScalar.constant(0.5),\r\n shearStretch: InterpolatorScalar.constant(0.5),\r\n bendingShrinkVertical: InterpolatorScalar.constant(0.5),\r\n bendingStretchVertical: InterpolatorScalar.constant(0.5),\r\n bendingShrinkHorizontal: InterpolatorScalar.constant(0.5),\r\n bendingStretchHorizontal: InterpolatorScalar.constant(0.5),\r\n fakeWavePower: InterpolatorScalar.constant(0),\r\n fakeWaveFreq: InterpolatorScalar.constant(0)\r\n },\r\n constraintOptions: {\r\n structuralVertical: false,\r\n structuralHorizontal: false,\r\n shear: false,\r\n bendingVertical: false,\r\n bendingHorizontal: false,\r\n isLoop: false,\r\n collideStructuralVertical: false,\r\n collideStructuralHorizontal: false,\r\n collideShear: false,\r\n enableSurfaceCollision: false\r\n }\r\n };\r\n 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+ {"version":3,"file":"joint_dynamics_system.js","sources":["../../../src/animation/joint_dynamics/joint_dynamics_system.ts"],"sourcesContent":["import type { DeepPartial } from '@zephyr3d/base';\r\nimport { InterpolatorScalar, Vector3 } from '@zephyr3d/base';\r\nimport { Quaternion } from '@zephyr3d/base';\r\nimport { SceneNode } from '../../scene/scene_node';\r\nimport type {\r\n ControllerConfig,\r\n JointDynamicsColliderSnapshot,\r\n JointDynamicsColliderHandle,\r\n JointDynamicsFlatPlaneSnapshot,\r\n JointDynamicsFlatPlaneHandle,\r\n JointDynamicsGrabberSnapshot,\r\n JointDynamicsGrabberHandle\r\n} from './controller';\r\nimport { JointDynamicsSystemController } from './controller';\r\nimport { ColliderForce, type BoneNode, type ColliderR, type GrabberR, type TransformAccess } from './types';\r\nimport type { SkeletonBindPose } from '../skeleton';\r\n\r\nconst _quat = new Quaternion();\r\n\r\nconst _defaultTA = createTransformAccess(new SceneNode(null), false);\r\n\r\n/**\r\n * Create a transform adapter that lets the joint dynamics solver read from and write to a SceneNode.\r\n *\r\n * @param obj - Scene node to expose through the TransformAccess interface.\r\n * @returns A TransformAccess wrapper backed by the supplied scene node.\r\n *\r\n * @public\r\n */\r\nexport function createTransformAccess(obj: SceneNode, exposeNode = true): TransformAccess {\r\n return {\r\n ...(exposeNode ? { node: obj } : {}),\r\n getWorldPosition(): Vector3 {\r\n return obj.getWorldPosition();\r\n },\r\n getWorldRotation(): Quaternion {\r\n const q = new Quaternion();\r\n obj.worldMatrix.decompose(null, q, null);\r\n return q;\r\n },\r\n getWorldScale(): Vector3 {\r\n const s = new Vector3();\r\n obj.worldMatrix.decompose(s, null, null);\r\n return s;\r\n },\r\n getLocalPosition(): Vector3 {\r\n return obj.position.clone();\r\n },\r\n getLocalRotation(): Quaternion {\r\n return obj.rotation.clone();\r\n },\r\n getLocalScale(): Vector3 {\r\n return obj.scale.clone();\r\n },\r\n setWorldPosition(p: Vector3): void {\r\n if (obj.parent) {\r\n obj.position = obj.parent.invWorldMatrix.transformPointAffine(p);\r\n } else {\r\n obj.position.set(p);\r\n }\r\n },\r\n setWorldRotation(q: Quaternion): void {\r\n // Convert world rotation to local: localRot = inverse(parentWorldRot) * worldRot\r\n if (obj.parent) {\r\n obj.parent.worldMatrix.decompose(null, _quat, null);\r\n Quaternion.multiply(Quaternion.inverse(_quat), q, obj.rotation);\r\n } else {\r\n obj.rotation.set(q);\r\n }\r\n },\r\n setLocalPosition(p: Vector3): void {\r\n obj.position.set(p);\r\n },\r\n setLocalRotation(q: Quaternion): void {\r\n obj.rotation.set(q);\r\n },\r\n setLocalScale(s: Vector3): void {\r\n obj.scale.set(s);\r\n }\r\n };\r\n}\r\n\r\n/**\r\n * Describes the bone chains simulated by a JointDynamicsSystem.\r\n *\r\n * Each chain is defined by an inclusive start and end node. The end node must be\r\n * a descendant of the start node.\r\n *\r\n * @public\r\n */\r\nexport type JointChainConfig = {\r\n /** Root transform used for root motion compensation. */\r\n systemRoot: SceneNode;\r\n /** Bone chains to simulate. */\r\n chains: { start: SceneNode; end: SceneNode }[];\r\n};\r\n\r\n/**\r\n * Configuration used to construct a JointDynamicsSystem.\r\n *\r\n * @public\r\n */\r\nexport type JointDynamicSystemConfig = {\r\n /** Bone chain topology and root transform. */\r\n chainConfig: JointChainConfig;\r\n /** Optional controller configuration overrides. */\r\n controllerConfig?: DeepPartial<ControllerConfig, 2>;\r\n};\r\n\r\n/**\r\n * Physics system for spring-like joint dynamics on scene node bone chains.\r\n *\r\n * The system builds particles and constraints from one or more bone chains,\r\n * advances them with Verlet integration, solves constraints and collisions, and\r\n * writes the resulting positions and rotations back to the scene graph.\r\n *\r\n * @public\r\n */\r\nexport class JointDynamicsSystem {\r\n private _controller: JointDynamicsSystemController;\r\n private _chainConfig: JointChainConfig;\r\n private _bindPose: WeakMap<SceneNode, SkeletonBindPose>;\r\n /**\r\n * Create a joint dynamics system for one or more bone chains.\r\n *\r\n * @param config - Bone chain topology and controller configuration.\r\n * @param colliders - Optional colliders to register during initialization.\r\n * @param grabbers - Optional grabbers to register during initialization.\r\n * @param flatPlanes - Optional world-space planes that dynamic points cannot cross.\r\n */\r\n constructor(\r\n config: JointDynamicSystemConfig,\r\n colliders: { r: ColliderR; transform: TransformAccess }[] = [],\r\n grabbers: {\r\n r: GrabberR;\r\n transform: TransformAccess;\r\n enabled: boolean;\r\n }[] = [],\r\n flatPlanes: { up: Vector3; position: Vector3 }[] = []\r\n ) {\r\n this._chainConfig = {\r\n systemRoot: config.chainConfig.systemRoot,\r\n chains: config.chainConfig.chains.map((chain) => ({ start: chain.start, end: chain.end }))\r\n };\r\n this._bindPose = new WeakMap();\r\n const rootPoints: BoneNode[] = [];\r\n const boneNodes: BoneNode[] = [];\r\n const boneToNode = new Map<BoneNode, SceneNode>();\r\n const pointTransforms: TransformAccess[] = [];\r\n const nodeToBone = new Map<SceneNode, BoneNode>();\r\n const nodeToDepth = new Map<SceneNode, number>();\r\n for (const chain of config.chainConfig.chains) {\r\n const chainNodes = this.collectChainNodes(chain.start, chain.end);\r\n let previous: BoneNode | null = null;\r\n for (let i = 0; i < chainNodes.length; i++) {\r\n const node = chainNodes[i];\r\n let boneNode = nodeToBone.get(node);\r\n if (!boneNode) {\r\n this._bindPose.set(node, {\r\n position: node.position.clone(),\r\n rotation: node.rotation.clone(),\r\n scale: node.scale.clone()\r\n });\r\n boneNode = {\r\n index: boneNodes.length,\r\n position: node.getWorldPosition(),\r\n children: [],\r\n isFixed: i === 0,\r\n depth: i\r\n };\r\n nodeToBone.set(node, boneNode);\r\n nodeToDepth.set(node, i);\r\n boneNodes.push(boneNode);\r\n boneToNode.set(boneNode, node);\r\n } else {\r\n const depth = nodeToDepth.get(node) ?? boneNode.depth;\r\n if (i < depth) {\r\n boneNode.depth = i;\r\n nodeToDepth.set(node, i);\r\n }\r\n boneNode.isFixed = boneNode.isFixed || i === 0;\r\n }\r\n if (previous && !previous.children.includes(boneNode)) {\r\n previous.children.push(boneNode);\r\n const rootIndex = rootPoints.indexOf(boneNode);\r\n if (rootIndex !== -1) {\r\n rootPoints.splice(rootIndex, 1);\r\n }\r\n } else if (!previous && !rootPoints.includes(boneNode)) {\r\n rootPoints.push(boneNode);\r\n }\r\n previous = boneNode;\r\n }\r\n }\r\n const orderedBoneNodes: BoneNode[] = [];\r\n const visitedBoneNodes = new Set<BoneNode>();\r\n const orderBoneNode = (boneNode: BoneNode) => {\r\n if (visitedBoneNodes.has(boneNode)) {\r\n return;\r\n }\r\n visitedBoneNodes.add(boneNode);\r\n boneNode.index = orderedBoneNodes.length;\r\n orderedBoneNodes.push(boneNode);\r\n for (const child of boneNode.children) {\r\n orderBoneNode(child);\r\n }\r\n };\r\n for (const root of rootPoints) {\r\n orderBoneNode(root);\r\n }\r\n boneNodes.length = 0;\r\n boneNodes.push(...orderedBoneNodes);\r\n pointTransforms.push(...boneNodes.map((boneNode) => createTransformAccess(boneToNode.get(boneNode)!)));\r\n const systemRoot = createTransformAccess(config.chainConfig.systemRoot);\r\n const defaultConfig = this.getDefaultControllerConfig();\r\n const controllerConfig: ControllerConfig = {\r\n ...defaultConfig,\r\n ...config?.controllerConfig,\r\n angleLimitConfig: { ...defaultConfig.angleLimitConfig, ...config?.controllerConfig?.angleLimitConfig },\r\n curves: { ...defaultConfig.curves, ...config?.controllerConfig?.curves },\r\n constraintOptions: {\r\n ...defaultConfig.constraintOptions,\r\n ...config?.controllerConfig?.constraintOptions\r\n }\r\n };\r\n this._controller = new JointDynamicsSystemController(controllerConfig);\r\n this._controller.initialize(systemRoot, rootPoints, pointTransforms, colliders, grabbers, flatPlanes);\r\n }\r\n\r\n /**\r\n * Get the low-level controller that owns simulation state and advanced runtime controls.\r\n *\r\n * Most callers should prefer the convenience methods on JointDynamicsSystem.\r\n *\r\n * @returns The underlying joint dynamics controller.\r\n */\r\n get controller(): JointDynamicsSystemController {\r\n return this._controller;\r\n }\r\n\r\n /**\r\n * Get the node chain topology used to construct this system.\r\n */\r\n get chainConfig(): JointChainConfig {\r\n return {\r\n systemRoot: this._chainConfig.systemRoot,\r\n chains: this._chainConfig.chains.map((chain) => ({ start: chain.start, end: chain.end }))\r\n };\r\n }\r\n\r\n /**\r\n * Returns detached collider snapshots for serialization.\r\n */\r\n getColliderSnapshots(): JointDynamicsColliderSnapshot[] {\r\n return this._controller.getColliderSnapshots();\r\n }\r\n\r\n /**\r\n * Returns detached flat-plane snapshots for serialization.\r\n */\r\n getFlatPlaneSnapshots(): JointDynamicsFlatPlaneSnapshot[] {\r\n return this._controller.getFlatPlaneSnapshots();\r\n }\r\n\r\n /**\r\n * Returns detached grabber snapshots for serialization.\r\n */\r\n getGrabberSnapshots(): JointDynamicsGrabberSnapshot[] {\r\n return this._controller.getGrabberSnapshots();\r\n }\r\n\r\n /**\r\n * Reset chain nodes to bind pose\r\n */\r\n resetChains() {\r\n for (const chain of this._chainConfig.chains) {\r\n const chainNodes = this.collectChainNodes(chain.start, chain.end);\r\n for (const node of chainNodes) {\r\n const bindPose = this._bindPose.get(node);\r\n if (bindPose) {\r\n node.position = bindPose.position;\r\n node.rotation = bindPose.rotation;\r\n node.scale = bindPose.scale;\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * Add a fully configured collider at runtime.\r\n *\r\n * The collider transform is read from the supplied scene node every simula ; ion step.\r\n * If no transform is supplied, the collider is created at the identity transform.\r\n *\r\n * @param r - Read-only collider parameters.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addCollider(r: ColliderR, transform?: SceneNode): JointDynamicsColliderHandle {\r\n return this._controller.addCollider(r, transform ? createTransformAccess(transform) : _defaultTA);\r\n }\r\n\r\n /**\r\n * Add a spherical collider at runtime.\r\n *\r\n * The collider transform is read from the supplied scene node every simulation step.\r\n * If no transform is supplied, the collider is created at the identity transform.\r\n *\r\n * @param radius - Sphere radius in world units before transform scaling.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @param friction - Contact friction coefficient applied by this collider. Defaults to 0.\r\n * @param inversed - If true, points are constrained inside the sphere instead of pushed out.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addSphereCollider(\r\n radius: number,\r\n transform?: SceneNode,\r\n friction?: number,\r\n inversed?: boolean\r\n ): JointDynamicsColliderHandle {\r\n return this.addCollider(\r\n {\r\n forceType: ColliderForce.Off,\r\n friction: friction ?? 0,\r\n height: 0,\r\n isInverseCollider: inversed ?? false,\r\n radius,\r\n radiusTailScale: 1\r\n },\r\n transform\r\n );\r\n }\r\n\r\n /**\r\n * Add a capsule collider at runtime.\r\n *\r\n * The capsule is aligned to the collider transform's local Y axis. Its head radius is\r\n * `radius`, its tail radius is `radius * radiusTailScale`, and `height` defines the\r\n * distance between the capsule ends before transform scaling.\r\n *\r\n * @param radius - Capsule head radius in world units before transform scaling.\r\n * @param height - Capsule length in world units before transform scaling.\r\n * @param transform - Optional scene node that drives the collider transform.\r\n * @param radiusTailScale - Tail radius multiplier relative to the head radius. Defaults to 1.\r\n * @param friction - Contact friction coefficient applied by this collider. Defaults to 0.\r\n * @param inversed - If true, points are constrained inside the capsule instead of pushed out.\r\n * @returns A stable handle that remains valid until this collider is removed.\r\n */\r\n addCapsuleCollider(\r\n radius: number,\r\n height: number,\r\n transform?: SceneNode,\r\n radiusTailScale?: number,\r\n friction?: number,\r\n inversed?: boolean\r\n ): JointDynamicsColliderHandle {\r\n return this.addCollider(\r\n {\r\n forceType: ColliderForce.Off,\r\n friction: friction ?? 0,\r\n height,\r\n isInverseCollider: inversed ?? false,\r\n radius,\r\n radiusTailScale: radiusTailScale ?? 1\r\n },\r\n transform\r\n );\r\n }\r\n\r\n /**\r\n * Enable or disable a collider by stable handle.\r\n *\r\n * Disabled colliders remain registered but are ignored by simulation until re-enabled.\r\n *\r\n * @param handle - Collider handle returned by addCollider, addSphereCollider, or addCapsuleCollider.\r\n * @param enabled - Whether the collider should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setColliderEnabled(handle: JointDynamicsColliderHandle, enabled: boolean): boolean {\r\n return this._controller.setColliderEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a collider by stable handle.\r\n *\r\n * @param handle - Collider handle returned by addCollider, addSphereCollider, or addCapsuleCollider.\r\n * @returns true if the collider existed and was removed.\r\n */\r\n removeCollider(handle: JointDynamicsColliderHandle): boolean {\r\n return this._controller.removeCollider(handle);\r\n }\r\n\r\n /**\r\n * Remove a collider by current array index.\r\n *\r\n * Prefer removeCollider(handle) for runtime-owned colliders.\r\n *\r\n * @param index - Current collider array index.\r\n * @returns true if the collider existed and was removed.\r\n */\r\n removeColliderAt(index: number): boolean {\r\n return this._controller.removeColliderAt(index);\r\n }\r\n\r\n /**\r\n * Add a flat plane collider at runtime.\r\n *\r\n * Flat planes are infinite world-space planes. The normal points toward the allowed side,\r\n * and dynamic points are pushed back when they move behind the plane.\r\n *\r\n * @param up - Plane normal in world space.\r\n * @param position - A point on the plane in world space.\r\n * @returns A stable handle that remains valid until this flat plane is removed.\r\n */\r\n addFlatPlane(up: Vector3, position: Vector3): JointDynamicsFlatPlaneHandle {\r\n return this._controller.addFlatPlane(up, position);\r\n }\r\n\r\n /**\r\n * Enable or disable a flat plane by stable handle.\r\n *\r\n * Disabled flat planes remain registered but are ignored by simulation until re-enabled.\r\n *\r\n * @param handle - Flat plane handle returned by addFlatPlane.\r\n * @param enabled - Whether the flat plane should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setFlatPlaneEnabled(handle: JointDynamicsFlatPlaneHandle, enabled: boolean): boolean {\r\n return this._controller.setFlatPlaneEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a flat plane by stable handle.\r\n *\r\n * @param handle - Flat plane handle returned by addFlatPlane.\r\n * @returns true if the flat plane existed and was removed.\r\n */\r\n removeFlatPlane(handle: JointDynamicsFlatPlaneHandle): boolean {\r\n return this._controller.removeFlatPlane(handle);\r\n }\r\n\r\n /**\r\n * Remove a flat plane by current array index.\r\n * Prefer removeFlatPlane(handle) for runtime-owned flat planes.\r\n *\r\n * @param index - Current flat plane array index.\r\n * @returns true if the flat plane existed and was removed.\r\n */\r\n removeFlatPlaneAt(index: number): boolean {\r\n return this._controller.removeFlatPlaneAt(index);\r\n }\r\n\r\n /**\r\n * Add a grabber at runtime.\r\n *\r\n * The grabber transform is read from the supplied scene node every simulation step.\r\n * If no transform is supplied, the grabber is created at the identity transform.\r\n *\r\n * @param r - Read-only grabber parameters.\r\n * @param transform - Optional scene node that drives the grabber transform.\r\n * @returns A stable handle that remains valid until this grabber is removed.\r\n */\r\n addGrabber(r: GrabberR, transform?: SceneNode): JointDynamicsGrabberHandle {\r\n return this._controller.addGrabber(r, transform ? createTransformAccess(transform) : _defaultTA, false);\r\n }\r\n\r\n /**\r\n * Enable or disable a grabber by stable handle.\r\n *\r\n * Disabling a grabber also releases any points currently held by it.\r\n *\r\n * @param handle - Grabber handle returned by addGrabber.\r\n * @param enabled - Whether the grabber should participate in simulation.\r\n * @returns true if the handle is valid and the enabled state was updated.\r\n */\r\n setGrabberEnabled(handle: JointDynamicsGrabberHandle, enabled: boolean): boolean {\r\n return this._controller.setGrabberEnabled(handle, enabled);\r\n }\r\n\r\n /**\r\n * Remove a grabber by stable handle.\r\n *\r\n * @param handle - Grabber handle returned by addGrabber.\r\n * @returns true if the grabber existed and was removed.\r\n */\r\n removeGrabber(handle: JointDynamicsGrabberHandle): boolean {\r\n return this._controller.removeGrabber(handle);\r\n }\r\n\r\n /**\r\n * Remove a grabber by current array index.\r\n *\r\n * Prefer removeGrabber(handle) for runtime-owned grabbers.\r\n *\r\n * @param index - Current grabber array index.\r\n * @returns true if the grabber existed and was removed.\r\n */\r\n removeGrabberAt(index: number): boolean {\r\n return this._controller.removeGrabberAt(index);\r\n }\r\n\r\n private collectChainNodes(start: SceneNode, end: SceneNode): SceneNode[] {\r\n if (!start.isParentOf(end)) {\r\n throw new Error('Invalid chain: end node must be a descendant of start node');\r\n }\r\n const nodes: SceneNode[] = [];\r\n let current: SceneNode = end;\r\n for (;;) {\r\n nodes.unshift(current);\r\n if (current === start) {\r\n break;\r\n }\r\n current = current.parent!;\r\n }\r\n return nodes;\r\n }\r\n /**\r\n * Advance the physics simulation and write the resulting transforms back to the chain nodes.\r\n *\r\n * @param deltaTime - Frame time step in seconds. Values larger than 0.033 are clamped for stability.\r\n */\r\n update(deltaTime: number): void {\r\n // Clamp deltaTime to prevent instability\r\n const dt = Math.min(deltaTime, 0.033); // Max 30 FPS\r\n // simulation\r\n this._controller.step(dt);\r\n }\r\n /** @internal */\r\n private getDefaultControllerConfig(): ControllerConfig {\r\n return {\r\n gravity: new Vector3(0, -9.8, 0),\r\n relaxation: 3,\r\n subSteps: 3,\r\n enableSurfaceCollision: false,\r\n windForce: Vector3.zero(),\r\n rootSlideLimit: -1,\r\n rootRotateLimit: -1,\r\n constraintShrinkLimit: 1,\r\n blendRatio: 0,\r\n stabilizationFrameRate: 60,\r\n isFakeWave: false,\r\n fakeWaveSpeed: 0,\r\n fakeWavePower: 0,\r\n angleLimitConfig: { angleLimit: -1, limitFromRoot: false },\r\n enableBroadPhase: false,\r\n preserveTwist: true,\r\n curves: {\r\n gravityScale: InterpolatorScalar.constant(1),\r\n windForceScale: InterpolatorScalar.constant(1),\r\n massScale: InterpolatorScalar.constant(1),\r\n resistance: 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@@ -672,12 +672,62 @@ function pointUpdatePass2(pointsR, pointsRW, positionsToTransform, stepDelta, fa
672
672
  positionsToTransform[index] = ptRW.positionToTransform.clone();
673
673
  }
674
674
  }
675
+ /**
676
+ * Extracts the right-side local twist from a rotation around the supplied local axis.
677
+ *
678
+ * The result is the T in Q = S * T, where S aims the local axis and T only rolls
679
+ * around that same local axis. Replacing this twist preserves the aimed bone
680
+ * direction because right-side twist does not move the local axis before S.
681
+ *
682
+ * @internal
683
+ */ function extractLocalTwist(rotation, axis, result) {
684
+ result = result ?? new Quaternion();
685
+ if (axis.magnitudeSq <= EPSILON * EPSILON) {
686
+ return result.identity();
687
+ }
688
+ const twistAxis = Vector3.normalize(axis);
689
+ const aimedAxis = rotation.transform(twistAxis);
690
+ if (aimedAxis.magnitudeSq <= EPSILON * EPSILON) {
691
+ return result.identity();
692
+ }
693
+ const swing = Quaternion.unitVectorToUnitVector(twistAxis, Vector3.normalize(aimedAxis));
694
+ const twist = Quaternion.multiply(Quaternion.inverse(swing), rotation, result);
695
+ twist.decomposeSwingTwist(twistAxis, undefined, result);
696
+ return result;
697
+ }
698
+ function replaceLocalTwistFromReference(rotation, ptR, targetAxis, result) {
699
+ result = result ?? new Quaternion();
700
+ if (ptR.boneAxis.magnitudeSq <= EPSILON * EPSILON || targetAxis.magnitudeSq <= EPSILON * EPSILON) {
701
+ result.set(rotation);
702
+ return result;
703
+ }
704
+ const twistAxis = Vector3.normalize(ptR.boneAxis);
705
+ const targetDir = Vector3.normalize(targetAxis);
706
+ const initialNoTwist = Quaternion.multiply(ptR.initialLocalRotation, Quaternion.inverse(ptR.initialLocalTwist));
707
+ const initialAxis = initialNoTwist.transform(twistAxis);
708
+ if (initialAxis.magnitudeSq <= EPSILON * EPSILON) {
709
+ result.set(rotation);
710
+ return result;
711
+ }
712
+ const swingDelta = Quaternion.unitVectorToUnitVector(Vector3.normalize(initialAxis), targetDir);
713
+ const noTwist = Quaternion.multiply(swingDelta, initialNoTwist);
714
+ return Quaternion.multiply(noTwist, ptR.initialLocalTwist, result);
715
+ }
716
+ function getSceneParentWorldRotation(index, transformRotations, transformLocalRotations, sceneParentRotations) {
717
+ if (sceneParentRotations?.[index]) {
718
+ return sceneParentRotations[index];
719
+ }
720
+ return Quaternion.multiply(transformRotations[index], Quaternion.inverse(transformLocalRotations[index]));
721
+ }
722
+ function getPointParentWorldRotation(index, ptR, results, transformRotations, transformLocalRotations, sceneParentRotations) {
723
+ return ptR.parent !== -1 ? results[ptR.parent]?.rotation ?? transformRotations[ptR.parent] : getSceneParentWorldRotation(index, transformRotations, transformLocalRotations, sceneParentRotations);
724
+ }
675
725
  /**
676
726
  * Computes transform outputs from the simulated point positions.
677
727
  *
678
728
  * @public
679
729
  */ function applyResult(pointsR, pointsRW, positionsToTransform, blendRatio, // Current transform rotations (world and local) read from engine
680
- transformRotations, transformLocalRotations, preserveTwist) {
730
+ transformRotations, transformLocalRotations, preserveTwist, sceneParentRotations) {
681
731
  const results = new Array(pointsR.length);
682
732
  for(let index = 0; index < pointsR.length; index++){
683
733
  const ptR = pointsR[index];
@@ -703,19 +753,15 @@ transformRotations, transformLocalRotations, preserveTwist) {
703
753
  // In C#, setting localRotation immediately updates the world rotation.
704
754
  // worldRot = parentWorldRot * localRot
705
755
  // We approximate: the parent's current world rotation is in transformRotations[ptR.parent]
706
- if (ptR.parent !== -1) {
707
- // Use the parent's OUTPUT rotation (already computed if parent index < current index)
708
- const parentRot = results[ptR.parent] ? results[ptR.parent].rotation : transformRotations[ptR.parent];
709
- worldRot = Quaternion.multiply(parentRot, localRot);
710
- } else {
711
- worldRot = localRot.clone();
712
- }
756
+ const parentRot = getPointParentWorldRotation(index, ptR, results, transformRotations, transformLocalRotations, sceneParentRotations);
757
+ worldRot = Quaternion.multiply(parentRot, localRot);
713
758
  // Step 3: Aim toward child (simple shortest-arc, no twist correction here)
714
759
  if (ptR.child !== -1) {
715
760
  const childDir = Vector3.sub(positionsToTransform[ptR.child], ptRW.positionToTransform);
716
761
  if (childDir.magnitudeSq > EPSILON) {
717
- const aimVec = worldRot.transform(ptR.boneAxis);
718
- const aimRot = Quaternion.unitVectorToUnitVector(aimVec, childDir);
762
+ const aimVec = Vector3.normalize(worldRot.transform(ptR.boneAxis));
763
+ const targetDir = Vector3.normalize(childDir);
764
+ const aimRot = Quaternion.unitVectorToUnitVector(aimVec, targetDir);
719
765
  Quaternion.multiply(aimRot, worldRot, worldRot);
720
766
  }
721
767
  }
@@ -726,20 +772,19 @@ transformRotations, transformLocalRotations, preserveTwist) {
726
772
  };
727
773
  } else {
728
774
  const childBlend = ptR.child !== -1 ? Math.max(pointsR[ptR.child].forceFadeRatio, blendRatio) : blendRatio;
729
- // Fixed joints are fully driven by the scene graph (animation + parent transforms).
730
- // Use the engine's current world rotation directly as the baseline �?do NOT
731
- // reconstruct it from localRot, because localRot was read from the transform that
732
- // was written back last frame (after aim correction), so it carries stale physics
733
- // noise that would accumulate each frame and cause periodic spin artifacts.
734
- // transformRotations[index] is read before applyResult runs, so it still holds
735
- // the correct animated world rotation for this frame.
736
- worldRot = transformRotations[index];
775
+ // Use the caller-provided local rotation as the fixed-joint baseline.
776
+ // The controller sanitizes this value when the transform still contains
777
+ // the previous physics output instead of a fresh animation pose.
778
+ const parentRot = getPointParentWorldRotation(index, ptR, results, transformRotations, transformLocalRotations, sceneParentRotations);
779
+ localRot = transformLocalRotations[index].clone();
780
+ worldRot = Quaternion.multiply(parentRot, localRot);
737
781
  // Aim toward simulated child position, blended back toward the animated direction.
738
782
  if (ptR.child !== -1) {
739
783
  const childDir = Vector3.sub(positionsToTransform[ptR.child], ptRW.positionToTransform);
740
784
  if (childDir.magnitudeSq > EPSILON) {
741
- const aimVec = worldRot.transform(ptR.boneAxis);
742
- const aimRot = Quaternion.unitVectorToUnitVector(aimVec, childDir);
785
+ const aimVec = Vector3.normalize(worldRot.transform(ptR.boneAxis));
786
+ const targetDir = Vector3.normalize(childDir);
787
+ const aimRot = Quaternion.unitVectorToUnitVector(aimVec, targetDir);
743
788
  worldRot = Quaternion.slerp(Quaternion.multiply(aimRot, worldRot), worldRot, childBlend);
744
789
  }
745
790
  }
@@ -754,16 +799,15 @@ transformRotations, transformLocalRotations, preserveTwist) {
754
799
  if (preserveTwist) {
755
800
  for(let index = 0; index < pointsR.length; index++){
756
801
  const ptR = pointsR[index];
757
- if (ptR.weight < EPSILON || ptR.child === -1) {
802
+ if (ptR.child === -1) {
758
803
  continue;
759
804
  }
760
805
  const result = results[index];
761
- const parentWorldRot = ptR.parent !== -1 ? results[ptR.parent].rotation : Quaternion.identity();
806
+ const parentWorldRot = getPointParentWorldRotation(index, ptR, results, transformRotations, transformLocalRotations, sceneParentRotations);
762
807
  const effectiveLocal = Quaternion.multiply(Quaternion.inverse(parentWorldRot), result.rotation);
763
- const curTwist = new Quaternion();
764
- effectiveLocal.decomposeSwingTwist(ptR.boneAxis, undefined, curTwist);
765
- const swingTF = Quaternion.multiply(effectiveLocal, Quaternion.inverse(curTwist));
766
- const correctedLocal = Quaternion.multiply(swingTF, ptR.initialLocalTwist);
808
+ const targetLocalAxis = effectiveLocal.transform(ptR.boneAxis);
809
+ const correctedLocal = replaceLocalTwistFromReference(effectiveLocal, ptR, targetLocalAxis);
810
+ result.localRotation = correctedLocal;
767
811
  Quaternion.multiply(parentWorldRot, correctedLocal, result.rotation);
768
812
  }
769
813
  }
@@ -801,5 +845,5 @@ transformRotations, transformLocalRotations, preserveTwist) {
801
845
  }
802
846
  }
803
847
 
804
- export { applyAngleLimits, applyResult, simulate };
848
+ export { applyAngleLimits, applyResult, extractLocalTwist, simulate };
805
849
  //# sourceMappingURL=solver.js.map