@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.
- package/dist/animation/joint_dynamics/controller.js +92 -32
- package/dist/animation/joint_dynamics/controller.js.map +1 -1
- package/dist/animation/joint_dynamics/convex_collider.js +320 -0
- package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
- package/dist/animation/joint_dynamics/joint_dynamics_system.js +57 -19
- package/dist/animation/joint_dynamics/joint_dynamics_system.js.map +1 -1
- package/dist/animation/joint_dynamics/solver.js +71 -27
- package/dist/animation/joint_dynamics/solver.js.map +1 -1
- package/dist/animation/joint_dynamics_modifier.js +21 -20
- package/dist/animation/joint_dynamics_modifier.js.map +1 -1
- package/dist/animation/skeleton.js +7 -10
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/app/engine.js +134 -140
- package/dist/app/engine.js.map +1 -1
- package/dist/app/scriptregistry.js +47 -16
- package/dist/app/scriptregistry.js.map +1 -1
- package/dist/asset/assetmanager.js +3 -1
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/model.js +346 -7
- package/dist/asset/model.js.map +1 -1
- package/dist/avatar/wardrobe.js +20 -16
- package/dist/avatar/wardrobe.js.map +1 -1
- package/dist/camera/camera.js +416 -210
- package/dist/camera/camera.js.map +1 -1
- package/dist/index.d.ts +1350 -621
- package/dist/index.js +6 -11
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +1 -1
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/lambert.js +1 -1
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +23 -1
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +178 -23
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/albedocolor.js +4 -4
- package/dist/material/mixins/albedocolor.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +2 -1
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +2 -1
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +63 -16
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +105 -32
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +16 -6
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +1 -1
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/common.js +276 -65
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mixins/texture.js +3 -3
- package/dist/material/mixins/texture.js.map +1 -1
- package/dist/material/mixins/vertexcolor.js +2 -2
- package/dist/material/mixins/vertexcolor.js.map +1 -1
- package/dist/material/msdf_text.js +3 -3
- package/dist/material/msdf_text.js.map +1 -1
- package/dist/material/mtoon.js +574 -0
- package/dist/material/mtoon.js.map +1 -0
- package/dist/material/pbrblueprint.js +499 -336
- package/dist/material/pbrblueprint.js.map +1 -1
- package/dist/material/pbrmr.js +118 -100
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +1 -1
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/shader/helper.js +324 -294
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/subsurfaceprofile.js +812 -0
- package/dist/material/subsurfaceprofile.js.map +1 -0
- package/dist/material/unlit.js +1 -1
- package/dist/material/unlit.js.map +1 -1
- package/dist/posteffect/compositor.js +46 -11
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/ssr.js +422 -96
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/sss.js +1053 -0
- package/dist/posteffect/sss.js.map +1 -0
- package/dist/posteffect/taa.js +61 -60
- package/dist/posteffect/taa.js.map +1 -1
- package/dist/render/abuffer_oit.js +63 -12
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/cluster_light.js +6 -5
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/drawable.js +1 -5
- package/dist/render/drawable.js.map +1 -1
- package/dist/render/drawable_mixin.js +2 -1
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +2 -1
- package/dist/render/fbm_wavegenerator.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +2 -1
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +2 -1
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/lightpass.js +110 -23
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/render_queue.js +51 -8
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderer.js +80 -66
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/rendergraph/device_pool_allocator.js +8 -0
- package/dist/render/rendergraph/device_pool_allocator.js.map +1 -1
- package/dist/render/rendergraph/forward_plus_builder.js +481 -95
- package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
- package/dist/render/rendergraph/history_resource_manager.js +55 -0
- package/dist/render/rendergraph/history_resource_manager.js.map +1 -1
- package/dist/render/rendergraph/history_resources.js +3 -1
- package/dist/render/rendergraph/history_resources.js.map +1 -1
- package/dist/render/rendergraph/types.js.map +1 -1
- package/dist/render/renderpass.js +10 -4
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/sky.js +31 -1
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js +23 -5
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/basesprite.js +4 -2
- package/dist/scene/basesprite.js.map +1 -1
- package/dist/scene/batchgroup.js +3 -1
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +11 -1
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/light.js +21 -3
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +29 -14
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/meshdrawable.js +6 -0
- package/dist/scene/meshdrawable.js.map +1 -1
- package/dist/scene/msdftext.js +5 -2
- package/dist/scene/msdftext.js.map +1 -1
- package/dist/scene/msdftextsprite.js +5 -3
- package/dist/scene/msdftextsprite.js.map +1 -1
- package/dist/scene/particlesys.js +3 -1
- package/dist/scene/particlesys.js.map +1 -1
- package/dist/scene/scene.js +6 -5
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +4 -2
- package/dist/scene/terrain-cm/grass.js.map +1 -1
- package/dist/scene/terrain-cm/grassmaterial.js +2 -1
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -1
- package/dist/scene/terrain-cm/terrain-cm.js +4 -2
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -1
- package/dist/scene/water.js +4 -2
- package/dist/scene/water.js.map +1 -1
- package/dist/shaders/shadow.js +26 -393
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shadow/esm.js +112 -12
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +2 -2
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +19 -10
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/shader.js +58 -7
- package/dist/shadow/shader.js.map +1 -1
- package/dist/shadow/shadow_impl.js +6 -0
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadow_region.js +229 -0
- package/dist/shadow/shadow_region.js.map +1 -0
- package/dist/shadow/shadowmapper.js +67 -59
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/vsm.js +45 -19
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/text/font/cff_font.js +890 -0
- package/dist/text/font/cff_font.js.map +1 -0
- package/dist/text/font/font_asset.js +17 -3
- package/dist/text/font/font_asset.js.map +1 -1
- package/dist/utility/blueprint/common/constants.js +8 -8
- package/dist/utility/blueprint/common/constants.js.map +1 -1
- package/dist/utility/blueprint/material/pbr.js +31 -4
- package/dist/utility/blueprint/material/pbr.js.map +1 -1
- package/dist/utility/blueprint/material/texture.js +1 -17
- package/dist/utility/blueprint/material/texture.js.map +1 -1
- package/dist/utility/serialization/manager.js +327 -359
- package/dist/utility/serialization/manager.js.map +1 -1
- package/dist/utility/serialization/scene/animation.js +5 -2
- package/dist/utility/serialization/scene/animation.js.map +1 -1
- package/dist/utility/serialization/scene/batch.js +4 -1
- package/dist/utility/serialization/scene/batch.js.map +1 -1
- package/dist/utility/serialization/scene/camera.js +249 -54
- package/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/utility/serialization/scene/common.js +37 -1
- package/dist/utility/serialization/scene/common.js.map +1 -1
- package/dist/utility/serialization/scene/light.js +42 -3
- package/dist/utility/serialization/scene/light.js.map +1 -1
- package/dist/utility/serialization/scene/material.js +1112 -646
- package/dist/utility/serialization/scene/material.js.map +1 -1
- package/dist/utility/serialization/scene/mesh.js +7 -4
- package/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/utility/serialization/scene/node.js +31 -12
- package/dist/utility/serialization/scene/node.js.map +1 -1
- package/dist/utility/serialization/scene/particle.js +4 -1
- package/dist/utility/serialization/scene/particle.js.map +1 -1
- package/dist/utility/serialization/scene/primitive.js +3 -1
- package/dist/utility/serialization/scene/primitive.js.map +1 -1
- package/dist/utility/serialization/scene/scene.js +18 -0
- package/dist/utility/serialization/scene/scene.js.map +1 -1
- package/dist/utility/serialization/scene/sprite.js +6 -3
- package/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/dist/utility/serialization/scene/terrain.js +5 -2
- package/dist/utility/serialization/scene/terrain.js.map +1 -1
- package/dist/utility/serialization/scene/text.js +3 -1
- package/dist/utility/serialization/scene/text.js.map +1 -1
- package/dist/utility/serialization/scene/water.js +4 -1
- package/dist/utility/serialization/scene/water.js.map +1 -1
- package/dist/utility/textures/ltcdata.js +6 -0
- package/dist/utility/textures/ltcdata.js.map +1 -0
- package/dist/utility/textures/ltclut.js +61 -0
- package/dist/utility/textures/ltclut.js.map +1 -0
- package/dist/values.js +9 -1
- package/dist/values.js.map +1 -1
- package/package.json +3 -3
- package/dist/animation/ik/ik_chain_builder.js +0 -68
- package/dist/animation/ik/ik_chain_builder.js.map +0 -1
- package/dist/animation/ik/ik_pole_constraint.js +0 -123
- package/dist/animation/ik/ik_pole_constraint.js.map +0 -1
- package/dist/animation/ik/ik_track.js +0 -96
- package/dist/animation/ik/ik_track.js.map +0 -1
- package/dist/animation/ik_postprocessor.js +0 -71
- package/dist/animation/ik_postprocessor.js.map +0 -1
- package/dist/animation/joint_dynamics/math.js +0 -16
- package/dist/animation/joint_dynamics/math.js.map +0 -1
- package/dist/animation/manual_transform_processor.js +0 -156
- package/dist/animation/manual_transform_processor.js.map +0 -1
- package/dist/animation/skeleton_postprocessor.js +0 -50
- package/dist/animation/skeleton_postprocessor.js.map +0 -1
- package/dist/animation/spring2/collision.js +0 -469
- package/dist/animation/spring2/collision.js.map +0 -1
- package/dist/animation/spring2/constraints.js +0 -329
- package/dist/animation/spring2/constraints.js.map +0 -1
- package/dist/animation/spring2/controller.js +0 -434
- package/dist/animation/spring2/controller.js.map +0 -1
- package/dist/animation/spring2/math.js +0 -16
- package/dist/animation/spring2/math.js.map +0 -1
- package/dist/animation/spring2/solver.js +0 -624
- package/dist/animation/spring2/solver.js.map +0 -1
- package/dist/animation/spring2/spring_system.js +0 -118
- package/dist/animation/spring2/spring_system.js.map +0 -1
- package/dist/animation/spring2/types.js +0 -19
- package/dist/animation/spring2/types.js.map +0 -1
- package/dist/animation/spring_postprocessor.js +0 -54
- package/dist/animation/spring_postprocessor.js.map +0 -1
- package/dist/asset/loaders/gltf/gltf_loader.js +0 -1276
- package/dist/asset/loaders/gltf/gltf_loader.js.map +0 -1
- package/dist/asset/loaders/gltf/helpers.js +0 -331
- package/dist/asset/loaders/gltf/helpers.js.map +0 -1
- package/dist/material/sprite3d.js +0 -301
- package/dist/material/sprite3d.js.map +0 -1
- package/dist/material/sprite3d_std.js +0 -116
- package/dist/material/sprite3d_std.js.map +0 -1
- package/dist/material/sprite3dblueprint.js +0 -235
- package/dist/material/sprite3dblueprint.js.map +0 -1
- package/dist/material/sprite_sdf.js +0 -106
- package/dist/material/sprite_sdf.js.map +0 -1
- package/dist/material/terrainmaterial.js +0 -368
- package/dist/material/terrainmaterial.js.map +0 -1
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
- package/dist/render/deferredlightpass.js +0 -510
- package/dist/render/deferredlightpass.js.map +0 -1
- package/dist/render/deferredshadowlightpass.js +0 -428
- package/dist/render/deferredshadowlightpass.js.map +0 -1
- package/dist/render/gbufferpass.js +0 -50
- package/dist/render/gbufferpass.js.map +0 -1
- package/dist/scene/sdftextsprite.js +0 -322
- package/dist/scene/sdftextsprite.js.map +0 -1
- package/dist/scene/sprite3d.js +0 -18
- package/dist/scene/sprite3d.js.map +0 -1
- package/dist/scene/terrain/grass.js +0 -280
- package/dist/scene/terrain/grass.js.map +0 -1
- package/dist/scene/terrain/heightfield.js +0 -475
- package/dist/scene/terrain/heightfield.js.map +0 -1
- package/dist/scene/terrain/patch.js +0 -532
- package/dist/scene/terrain/patch.js.map +0 -1
- package/dist/scene/terrain/quadtree.js +0 -461
- package/dist/scene/terrain/quadtree.js.map +0 -1
- package/dist/scene/terrain/terrain.js +0 -231
- package/dist/scene/terrain/terrain.js.map +0 -1
- package/dist/src/animation/animation.js +0 -127
- package/dist/src/animation/animation.js.map +0 -1
- package/dist/src/animation/animationset.js +0 -255
- package/dist/src/animation/animationset.js.map +0 -1
- package/dist/src/animation/animationtrack.js +0 -34
- package/dist/src/animation/animationtrack.js.map +0 -1
- package/dist/src/animation/eulerrotationtrack.js +0 -52
- package/dist/src/animation/eulerrotationtrack.js.map +0 -1
- package/dist/src/animation/morphtarget.js +0 -93
- package/dist/src/animation/morphtarget.js.map +0 -1
- package/dist/src/animation/morphtrack.js +0 -70
- package/dist/src/animation/morphtrack.js.map +0 -1
- package/dist/src/animation/proptrack.js +0 -161
- package/dist/src/animation/proptrack.js.map +0 -1
- package/dist/src/animation/rotationtrack.js +0 -51
- package/dist/src/animation/rotationtrack.js.map +0 -1
- package/dist/src/animation/scaletrack.js +0 -50
- package/dist/src/animation/scaletrack.js.map +0 -1
- package/dist/src/animation/skeleton.js +0 -204
- package/dist/src/animation/skeleton.js.map +0 -1
- package/dist/src/animation/translationtrack.js +0 -50
- package/dist/src/animation/translationtrack.js.map +0 -1
- package/dist/src/app/app.js +0 -129
- package/dist/src/app/app.js.map +0 -1
- package/dist/src/app/inputmgr.js +0 -267
- package/dist/src/app/inputmgr.js.map +0 -1
- package/dist/src/asset/assetmanager.js +0 -404
- package/dist/src/asset/assetmanager.js.map +0 -1
- package/dist/src/asset/builtin.js +0 -337
- package/dist/src/asset/builtin.js.map +0 -1
- package/dist/src/asset/loaders/dds/dds.js +0 -470
- package/dist/src/asset/loaders/dds/dds.js.map +0 -1
- package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
- package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
- package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
- package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
- package/dist/src/asset/loaders/gltf/helpers.js +0 -327
- package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
- package/dist/src/asset/loaders/hdr/hdr.js +0 -180
- package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
- package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
- package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
- package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
- package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
- package/dist/src/asset/loaders/loader.js +0 -45
- package/dist/src/asset/loaders/loader.js.map +0 -1
- package/dist/src/asset/model.js +0 -414
- package/dist/src/asset/model.js.map +0 -1
- package/dist/src/blitter/bilateralblur.js +0 -221
- package/dist/src/blitter/bilateralblur.js.map +0 -1
- package/dist/src/blitter/blitter.js +0 -390
- package/dist/src/blitter/blitter.js.map +0 -1
- package/dist/src/blitter/box.js +0 -118
- package/dist/src/blitter/box.js.map +0 -1
- package/dist/src/blitter/copy.js +0 -22
- package/dist/src/blitter/copy.js.map +0 -1
- package/dist/src/blitter/gaussianblur.js +0 -228
- package/dist/src/blitter/gaussianblur.js.map +0 -1
- package/dist/src/camera/base.js +0 -92
- package/dist/src/camera/base.js.map +0 -1
- package/dist/src/camera/camera.js +0 -1005
- package/dist/src/camera/camera.js.map +0 -1
- package/dist/src/camera/fps.js +0 -238
- package/dist/src/camera/fps.js.map +0 -1
- package/dist/src/camera/orbit.js +0 -245
- package/dist/src/camera/orbit.js.map +0 -1
- package/dist/src/camera/orthocamera.js +0 -167
- package/dist/src/camera/orthocamera.js.map +0 -1
- package/dist/src/camera/perspectivecamera.js +0 -141
- package/dist/src/camera/perspectivecamera.js.map +0 -1
- package/dist/src/index.js +0 -120
- package/dist/src/index.js.map +0 -1
- package/dist/src/material/blinn.js +0 -81
- package/dist/src/material/blinn.js.map +0 -1
- package/dist/src/material/grassmaterial.js +0 -113
- package/dist/src/material/grassmaterial.js.map +0 -1
- package/dist/src/material/lambert.js +0 -92
- package/dist/src/material/lambert.js.map +0 -1
- package/dist/src/material/material.js +0 -301
- package/dist/src/material/material.js.map +0 -1
- package/dist/src/material/meshmaterial.js +0 -704
- package/dist/src/material/meshmaterial.js.map +0 -1
- package/dist/src/material/mixins/albedocolor.js +0 -76
- package/dist/src/material/mixins/albedocolor.js.map +0 -1
- package/dist/src/material/mixins/foliage.js +0 -47
- package/dist/src/material/mixins/foliage.js.map +0 -1
- package/dist/src/material/mixins/lightmodel/blinnphong.js +0 -112
- package/dist/src/material/mixins/lightmodel/blinnphong.js.map +0 -1
- package/dist/src/material/mixins/lightmodel/lambert.js +0 -58
- package/dist/src/material/mixins/lightmodel/lambert.js.map +0 -1
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +0 -178
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +0 -1
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +0 -139
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +0 -1
- package/dist/src/material/mixins/lit.js +0 -476
- package/dist/src/material/mixins/lit.js.map +0 -1
- package/dist/src/material/mixins/pbr/common.js +0 -918
- package/dist/src/material/mixins/pbr/common.js.map +0 -1
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{"version":3,"file":"ik_chain_builder.js","sources":["../../../src/animation/ik/ik_chain_builder.ts"],"sourcesContent":["import { IKChain } from './ik_chain';\r\nimport type { SceneNode } from '../../scene/scene_node';\r\nimport type { Skeleton } from '../skeleton';\r\n\r\n/**\r\n * Helper class for building IK chains from various sources.\r\n *\r\n * @public\r\n */\r\nexport class IKChainBuilder {\r\n /**\r\n * Create an IK chain from an array of scene nodes.\r\n *\r\n * @param nodes - Array of scene nodes from root to end effector\r\n * @returns The created IK chain\r\n */\r\n static fromNodes(nodes: SceneNode[]): IKChain {\r\n return new IKChain(nodes);\r\n }\r\n\r\n /**\r\n * Create an IK chain from a skeleton using joint indices.\r\n *\r\n * @param skeleton - The skeleton containing the joints\r\n * @param jointIndices - Array of joint indices from root to end effector\r\n * @returns The created IK chain\r\n */\r\n static fromSkeleton(skeleton: Skeleton, jointIndices: number[]): IKChain {\r\n if (jointIndices.length < 2) {\r\n throw new Error('IK chain must have at least 2 joints');\r\n }\r\n\r\n const joints = skeleton.joints;\r\n const nodes: SceneNode[] = [];\r\n\r\n for (const index of jointIndices) {\r\n if (index < 0 || index >= joints.length) {\r\n throw new Error(`Invalid joint index: ${index}`);\r\n }\r\n nodes.push(joints[index]);\r\n }\r\n\r\n return new IKChain(nodes);\r\n }\r\n\r\n /**\r\n * Create an IK chain by traversing from a start node to an end node.\r\n *\r\n * @remarks\r\n * This method walks up the parent chain from the end node until it\r\n * reaches the start node, building the joint chain in the process.\r\n *\r\n * @param startNode - The root joint of the chain\r\n * @param endNode - The end effector joint\r\n * @returns The created IK chain\r\n */\r\n static fromNodeHierarchy(startNode: SceneNode, endNode: SceneNode): IKChain {\r\n const nodes: SceneNode[] = [];\r\n let current: SceneNode | null = endNode;\r\n\r\n // Walk up the hierarchy from end to start\r\n while (current) {\r\n nodes.unshift(current); // Add to front\r\n\r\n if (current === startNode) {\r\n break;\r\n }\r\n\r\n current = current.parent as SceneNode | null;\r\n }\r\n\r\n if (nodes[0] !== startNode) {\r\n throw new Error('End node is not a descendant of start node');\r\n }\r\n\r\n if (nodes.length < 2) {\r\n throw new Error('IK chain must have at least 2 joints');\r\n }\r\n\r\n return new IKChain(nodes);\r\n }\r\n}\r\n"],"names":["IKChainBuilder","fromNodes","nodes","IKChain","fromSkeleton","skeleton","jointIndices","length","Error","joints","index","push","fromNodeHierarchy","startNode","endNode","current","unshift","parent"],"mappings":";;AAIA;;;;AAIC,IACM,MAAMA,cAAAA,CAAAA;AACX;;;;;MAMA,OAAOC,SAAUC,CAAAA,KAAkB,EAAW;AAC5C,QAAA,OAAO,IAAIC,OAAQD,CAAAA,KAAAA,CAAAA;AACrB;AAEA;;;;;;AAMC,MACD,OAAOE,YAAAA,CAAaC,QAAkB,EAAEC,YAAsB,EAAW;QACvE,IAAIA,YAAAA,CAAaC,MAAM,GAAG,CAAG,EAAA;AAC3B,YAAA,MAAM,IAAIC,KAAM,CAAA,sCAAA,CAAA;AAClB;QAEA,MAAMC,MAAAA,GAASJ,SAASI,MAAM;AAC9B,QAAA,MAAMP,QAAqB,EAAE;QAE7B,KAAK,MAAMQ,SAASJ,YAAc,CAAA;AAChC,YAAA,IAAII,KAAQ,GAAA,CAAA,IAAKA,KAASD,IAAAA,MAAAA,CAAOF,MAAM,EAAE;AACvC,gBAAA,MAAM,IAAIC,KAAAA,CAAM,CAAC,qBAAqB,EAAEE,KAAO,CAAA,CAAA,CAAA;AACjD;AACAR,YAAAA,KAAAA,CAAMS,IAAI,CAACF,MAAM,CAACC,KAAM,CAAA,CAAA;AAC1B;AAEA,QAAA,OAAO,IAAIP,OAAQD,CAAAA,KAAAA,CAAAA;AACrB;AAEA;;;;;;;;;;AAUC,MACD,OAAOU,iBAAAA,CAAkBC,SAAoB,EAAEC,OAAkB,EAAW;AAC1E,QAAA,MAAMZ,QAAqB,EAAE;AAC7B,QAAA,IAAIa,OAA4BD,GAAAA,OAAAA;;AAGhC,QAAA,MAAOC,OAAS,CAAA;YACdb,KAAMc,CAAAA,OAAO,CAACD,OAAAA,CAAAA,CAAAA;AAEd,YAAA,IAAIA,YAAYF,SAAW,EAAA;AACzB,gBAAA;AACF;AAEAE,YAAAA,OAAAA,GAAUA,QAAQE,MAAM;AAC1B;AAEA,QAAA,IAAIf,KAAK,CAAC,CAAE,CAAA,KAAKW,SAAW,EAAA;AAC1B,YAAA,MAAM,IAAIL,KAAM,CAAA,4CAAA,CAAA;AAClB;QAEA,IAAIN,KAAAA,CAAMK,MAAM,GAAG,CAAG,EAAA;AACpB,YAAA,MAAM,IAAIC,KAAM,CAAA,sCAAA,CAAA;AAClB;AAEA,QAAA,OAAO,IAAIL,OAAQD,CAAAA,KAAAA,CAAAA;AACrB;AACF;;;;"}
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import { Vector3 } from '@zephyr3d/base';
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import { IKConstraint } from './ik_constraint.js';
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/**
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* Pole vector constraint for IK chains.
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*
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* Controls the twist/rotation of a joint chain by ensuring the middle joint
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* bends toward a specified pole vector position.
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*
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* @remarks
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* This is commonly used for arms and legs to control which direction
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* the elbow or knee points. For example, ensuring an elbow points
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* backward or a knee points forward.
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*
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* The pole vector defines a plane, and the middle joint is constrained
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* to lie on this plane.
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*
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* @public
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*/ class IKPoleVectorConstraint extends IKConstraint {
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/** The pole vector position in world space */ _poleVector;
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/** Weight of the constraint (0 = no effect, 1 = full effect) */ _weight;
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/**
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* Create a pole vector constraint.
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*
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* @param jointIndex - Index of the middle joint to constrain (typically elbow or knee)
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* @param poleVector - Position in world space that the joint should point toward
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* @param weight - Constraint weight (0-1, default: 1)
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*/ constructor(jointIndex, poleVector, weight = 1){
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super(jointIndex);
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this._poleVector = poleVector.clone();
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this._weight = Math.max(0, Math.min(1, weight));
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}
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/**
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* Get the pole vector position.
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*/ get poleVector() {
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return this._poleVector;
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}
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/**
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* Set the pole vector position.
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*/ set poleVector(value) {
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this._poleVector.set(value);
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}
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/**
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* Get the constraint weight.
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*/ get weight() {
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return this._weight;
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}
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/**
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* Set the constraint weight (0-1).
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*/ set weight(value) {
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this._weight = Math.max(0, Math.min(1, value));
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}
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/**
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* Apply the pole vector constraint.
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*
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* This adjusts the middle joint position to align with the pole vector
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* while maintaining bone lengths.
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*/ apply(joints) {
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const index = this._jointIndex;
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// Need at least 3 joints (parent, this, child)
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if (index < 1 || index >= joints.length - 1) {
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return;
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}
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if (this._weight < 0.001) {
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return; // No effect
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}
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const parentJoint = joints[index - 1];
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const currentJoint = joints[index];
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const childJoint = joints[index + 1];
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// Calculate the plane defined by parent, child, and pole vector
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const parentPos = parentJoint.position;
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const childPos = childJoint.position;
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const currentPos = currentJoint.position;
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// Vector from parent to child (the "line" we're bending around)
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const parentToChild = Vector3.sub(childPos, parentPos, new Vector3());
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const lineLength = parentToChild.magnitude;
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if (lineLength < 0.000001) {
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return; // Parent and child are at same position
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}
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const lineDir = Vector3.scale(parentToChild, 1 / lineLength, new Vector3());
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// Project current joint onto the parent-child line
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const parentToCurrent = Vector3.sub(currentPos, parentPos, new Vector3());
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const projectionLength = Vector3.dot(parentToCurrent, lineDir);
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const projectionPoint = Vector3.scale(lineDir, projectionLength, new Vector3());
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projectionPoint.addBy(parentPos);
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// Vector from projection point to current joint (perpendicular to line)
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const perpendicular = Vector3.sub(currentPos, projectionPoint, new Vector3());
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const perpLength = perpendicular.magnitude;
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if (perpLength < 0.000001) {
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return; // Current joint is on the line
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}
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// Calculate desired direction toward pole vector
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const parentToPole = Vector3.sub(this._poleVector, parentPos, new Vector3());
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const poleProjectionLength = Vector3.dot(parentToPole, lineDir);
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const poleProjectionPoint = Vector3.scale(lineDir, poleProjectionLength, new Vector3());
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poleProjectionPoint.addBy(parentPos);
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// Direction from projection to pole (perpendicular to line)
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const poleDirection = Vector3.sub(this._poleVector, poleProjectionPoint, new Vector3());
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const poleDirLength = poleDirection.magnitude;
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if (poleDirLength < 0.000001) {
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return; // Pole is on the line
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}
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poleDirection.scaleBy(1 / poleDirLength);
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// Calculate new position for current joint
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// Keep the same distance from the line, but rotate toward pole direction
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const desiredPerpendicular = Vector3.scale(poleDirection, perpLength, new Vector3());
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const newPosition = Vector3.add(projectionPoint, desiredPerpendicular, new Vector3());
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// Apply weight (blend between original and constrained position)
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if (this._weight < 0.999) {
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// Manual lerp: result = a + (b - a) * t
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const blended = new Vector3();
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blended.x = currentPos.x + (newPosition.x - currentPos.x) * this._weight;
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blended.y = currentPos.y + (newPosition.y - currentPos.y) * this._weight;
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blended.z = currentPos.z + (newPosition.z - currentPos.z) * this._weight;
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currentJoint.position.set(blended);
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} else {
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currentJoint.position.set(newPosition);
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}
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}
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}
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export { IKPoleVectorConstraint };
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//# sourceMappingURL=ik_pole_constraint.js.map
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{"version":3,"file":"ik_pole_constraint.js","sources":["../../../src/animation/ik/ik_pole_constraint.ts"],"sourcesContent":["import { Vector3 } from '@zephyr3d/base';\r\nimport { IKConstraint } from './ik_constraint';\r\nimport type { IKJoint } from './ik_joint';\r\n\r\n/**\r\n * Pole vector constraint for IK chains.\r\n *\r\n * Controls the twist/rotation of a joint chain by ensuring the middle joint\r\n * bends toward a specified pole vector position.\r\n *\r\n * @remarks\r\n * This is commonly used for arms and legs to control which direction\r\n * the elbow or knee points. For example, ensuring an elbow points\r\n * backward or a knee points forward.\r\n *\r\n * The pole vector defines a plane, and the middle joint is constrained\r\n * to lie on this plane.\r\n *\r\n * @public\r\n */\r\nexport class IKPoleVectorConstraint extends IKConstraint {\r\n /** The pole vector position in world space */\r\n private _poleVector: Vector3;\r\n /** Weight of the constraint (0 = no effect, 1 = full effect) */\r\n private _weight: number;\r\n\r\n /**\r\n * Create a pole vector constraint.\r\n *\r\n * @param jointIndex - Index of the middle joint to constrain (typically elbow or knee)\r\n * @param poleVector - Position in world space that the joint should point toward\r\n * @param weight - Constraint weight (0-1, default: 1)\r\n */\r\n constructor(jointIndex: number, poleVector: Vector3, weight = 1) {\r\n super(jointIndex);\r\n this._poleVector = poleVector.clone();\r\n this._weight = Math.max(0, Math.min(1, weight));\r\n }\r\n\r\n /**\r\n * Get the pole vector position.\r\n */\r\n get poleVector(): Vector3 {\r\n return this._poleVector;\r\n }\r\n\r\n /**\r\n * Set the pole vector position.\r\n */\r\n set poleVector(value: Vector3) {\r\n this._poleVector.set(value);\r\n }\r\n\r\n /**\r\n * Get the constraint weight.\r\n */\r\n get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n /**\r\n * Set the constraint weight (0-1).\r\n */\r\n set weight(value: number) {\r\n this._weight = Math.max(0, Math.min(1, value));\r\n }\r\n\r\n /**\r\n * Apply the pole vector constraint.\r\n *\r\n * This adjusts the middle joint position to align with the pole vector\r\n * while maintaining bone lengths.\r\n */\r\n apply(joints: IKJoint[]): void {\r\n const index = this._jointIndex;\r\n\r\n // Need at least 3 joints (parent, this, child)\r\n if (index < 1 || index >= joints.length - 1) {\r\n return;\r\n }\r\n\r\n if (this._weight < 0.001) {\r\n return; // No effect\r\n }\r\n\r\n const parentJoint = joints[index - 1];\r\n const currentJoint = joints[index];\r\n const childJoint = joints[index + 1];\r\n\r\n // Calculate the plane defined by parent, child, and pole vector\r\n const parentPos = parentJoint.position;\r\n const childPos = childJoint.position;\r\n const currentPos = currentJoint.position;\r\n\r\n // Vector from parent to child (the \"line\" we're bending around)\r\n const parentToChild = Vector3.sub(childPos, parentPos, new Vector3());\r\n const lineLength = parentToChild.magnitude;\r\n\r\n if (lineLength < 0.000001) {\r\n return; // Parent and child are at same position\r\n }\r\n\r\n const lineDir = Vector3.scale(parentToChild, 1 / lineLength, new Vector3());\r\n\r\n // Project current joint onto the parent-child line\r\n const parentToCurrent = Vector3.sub(currentPos, parentPos, new Vector3());\r\n const projectionLength = Vector3.dot(parentToCurrent, lineDir);\r\n const projectionPoint = Vector3.scale(lineDir, projectionLength, new Vector3());\r\n projectionPoint.addBy(parentPos);\r\n\r\n // Vector from projection point to current joint (perpendicular to line)\r\n const perpendicular = Vector3.sub(currentPos, projectionPoint, new Vector3());\r\n const perpLength = perpendicular.magnitude;\r\n\r\n if (perpLength < 0.000001) {\r\n return; // Current joint is on the line\r\n }\r\n\r\n // Calculate desired direction toward pole vector\r\n const parentToPole = Vector3.sub(this._poleVector, parentPos, new Vector3());\r\n const poleProjectionLength = Vector3.dot(parentToPole, lineDir);\r\n const poleProjectionPoint = Vector3.scale(lineDir, poleProjectionLength, new Vector3());\r\n poleProjectionPoint.addBy(parentPos);\r\n\r\n // Direction from projection to pole (perpendicular to line)\r\n const poleDirection = Vector3.sub(this._poleVector, poleProjectionPoint, new Vector3());\r\n const poleDirLength = poleDirection.magnitude;\r\n\r\n if (poleDirLength < 0.000001) {\r\n return; // Pole is on the line\r\n }\r\n\r\n poleDirection.scaleBy(1 / poleDirLength);\r\n\r\n // Calculate new position for current joint\r\n // Keep the same distance from the line, but rotate toward pole direction\r\n const desiredPerpendicular = Vector3.scale(poleDirection, perpLength, new Vector3());\r\n const newPosition = Vector3.add(projectionPoint, desiredPerpendicular, new Vector3());\r\n\r\n // Apply weight (blend between original and constrained position)\r\n if (this._weight < 0.999) {\r\n // Manual lerp: result = a + (b - 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{"version":3,"file":"ik_track.js","sources":["../../../src/animation/ik/ik_track.ts"],"sourcesContent":["import { Quaternion } from '@zephyr3d/base';\r\nimport { AnimationTrack } from '../animationtrack';\r\nimport type { FABRIKSolver } from './fabrik_solver';\r\n\r\n/**\r\n * IK animation track state.\r\n *\r\n * Represents the rotations of all joints in an IK chain at a specific time.\r\n */\r\ninterface IKState {\r\n /** Array of joint rotations (one per joint, excluding end effector) */\r\n rotations: Quaternion[];\r\n}\r\n\r\n/**\r\n * Animation track that applies IK solving.\r\n *\r\n * @remarks\r\n * This track integrates IK solving into the animation system, allowing\r\n * IK to be blended with other animations. The track solves the IK chain\r\n * each frame and produces joint rotations that can be mixed with other\r\n * animation tracks.\r\n *\r\n * @public\r\n */\r\nexport class IKTrack extends AnimationTrack<IKState> {\r\n /** The IK solver */\r\n private _solver: FABRIKSolver;\r\n /** Cached state for reuse */\r\n private _state: IKState;\r\n /** Duration of the track (can be infinite for procedural IK) */\r\n private _duration: number;\r\n\r\n /**\r\n * Create an IK animation track.\r\n *\r\n * @param solver - The FABRIK solver to use\r\n * @param duration - Duration of the track in seconds (default: Infinity for procedural)\r\n */\r\n constructor(solver: FABRIKSolver, duration = Infinity) {\r\n super(false);\r\n this._solver = solver;\r\n this._duration = duration;\r\n\r\n // Initialize state with identity rotations\r\n const numJoints = solver.chain.joints.length - 1; // Exclude end effector\r\n this._state = {\r\n rotations: Array.from({ length: numJoints }, () => new Quaternion())\r\n };\r\n }\r\n\r\n /**\r\n * Get the IK solver.\r\n */\r\n get solver(): FABRIKSolver {\r\n return this._solver;\r\n }\r\n\r\n /**\r\n * Set the duration of the track.\r\n */\r\n setDuration(duration: number): void {\r\n this._duration = Math.max(0, duration);\r\n }\r\n\r\n /**\r\n * Calculate IK state at the given time.\r\n *\r\n * @remarks\r\n * For procedural IK, the time parameter is typically ignored.\r\n * The solver uses the current target position set externally.\r\n */\r\n calculateState(_target: object, _currentTime: number): IKState {\r\n const joints = this._solver.chain.joints;\r\n\r\n // Store current rotations as the calculated state\r\n for (let i = 0; i < joints.length - 1; i++) {\r\n this._state.rotations[i].set(joints[i].rotation);\r\n }\r\n\r\n return this._state;\r\n }\r\n\r\n /**\r\n * Apply IK state to the target scene nodes.\r\n */\r\n applyState(_target: object, state: IKState): void {\r\n const joints = this._solver.chain.joints;\r\n\r\n // Apply rotations to scene nodes\r\n for (let i = 0; i < state.rotations.length && i < joints.length - 1; i++) {\r\n joints[i].node.rotation = state.rotations[i];\r\n }\r\n }\r\n\r\n /**\r\n * Mix two IK states using spherical interpolation.\r\n */\r\n mixState(a: IKState, b: IKState, t: number): IKState {\r\n const result: IKState = {\r\n rotations: []\r\n };\r\n\r\n const count = Math.min(a.rotations.length, b.rotations.length);\r\n for (let i = 0; i < count; i++) {\r\n result.rotations.push(Quaternion.slerp(a.rotations[i], b.rotations[i], t));\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get the blend identifier for this track.\r\n *\r\n * IK tracks with the same root joint can be blended together.\r\n */\r\n getBlendId(): string {\r\n const rootNode = this._solver.chain.root.node;\r\n return `ik-chain-${rootNode.runtimeId}`;\r\n }\r\n\r\n /**\r\n * Get the duration of this track.\r\n */\r\n getDuration(): number {\r\n return this._duration;\r\n }\r\n}\r\n"],"names":["IKTrack","AnimationTrack","solver","duration","Infinity","_solver","_duration","numJoints","chain","joints","length","_state","rotations","Array","from","Quaternion","setDuration","Math","max","calculateState","_target","_currentTime","i","set","rotation","applyState","state","node","mixState","a","b","t","result","count","min","push","slerp","getBlendId","rootNode","root","runtimeId","getDuration"],"mappings":";;;AAcA;;;;;;;;;;IAWO,MAAMA,OAAgBC,SAAAA,cAAAA,CAAAA;yBAE3B,OAA8B;kCAE9B,MAAwB;qEAExB,SAA0B;AAE1B;;;;;AAKC,MACD,WAAYC,CAAAA,MAAoB,EAAEC,QAAAA,GAAWC,QAAQ,CAAE;AACrD,QAAA,KAAK,CAAC,KAAA,CAAA;QACN,IAAI,CAACC,OAAO,GAAGH,MAAAA;QACf,IAAI,CAACI,SAAS,GAAGH,QAAAA;;QAGjB,MAAMI,SAAAA,GAAYL,OAAOM,KAAK,CAACC,MAAM,CAACC,MAAM,GAAG,CAAA,CAAA;QAC/C,IAAI,CAACC,MAAM,GAAG;YACZC,SAAWC,EAAAA,KAAAA,CAAMC,IAAI,CAAC;gBAAEJ,MAAQH,EAAAA;AAAU,aAAA,EAAG,IAAM,IAAIQ,UAAAA,EAAAA;AACzD,SAAA;AACF;AAEA;;AAEC,MACD,IAAIb,MAAuB,GAAA;QACzB,OAAO,IAAI,CAACG,OAAO;AACrB;AAEA;;MAGAW,WAAAA,CAAYb,QAAgB,EAAQ;AAClC,QAAA,IAAI,CAACG,SAAS,GAAGW,IAAKC,CAAAA,GAAG,CAAC,CAAGf,EAAAA,QAAAA,CAAAA;AAC/B;AAEA;;;;;;AAMC,MACDgB,cAAeC,CAAAA,OAAe,EAAEC,YAAoB,EAAW;AAC7D,QAAA,MAAMZ,SAAS,IAAI,CAACJ,OAAO,CAACG,KAAK,CAACC,MAAM;;QAGxC,IAAK,IAAIa,IAAI,CAAGA,EAAAA,CAAAA,GAAIb,OAAOC,MAAM,GAAG,GAAGY,CAAK,EAAA,CAAA;AAC1C,YAAA,IAAI,CAACX,MAAM,CAACC,SAAS,CAACU,CAAAA,CAAE,CAACC,GAAG,CAACd,MAAM,CAACa,CAAAA,CAAE,CAACE,QAAQ,CAAA;AACjD;QAEA,OAAO,IAAI,CAACb,MAAM;AACpB;AAEA;;AAEC,MACDc,UAAWL,CAAAA,OAAe,EAAEM,KAAc,EAAQ;AAChD,QAAA,MAAMjB,SAAS,IAAI,CAACJ,OAAO,CAACG,KAAK,CAACC,MAAM;;AAGxC,QAAA,IAAK,IAAIa,CAAAA,GAAI,CAAGA,EAAAA,CAAAA,GAAII,MAAMd,SAAS,CAACF,MAAM,IAAIY,CAAIb,GAAAA,MAAAA,CAAOC,MAAM,GAAG,GAAGY,CAAK,EAAA,CAAA;YACxEb,MAAM,CAACa,CAAE,CAAA,CAACK,IAAI,CAACH,QAAQ,GAAGE,KAAAA,CAAMd,SAAS,CAACU,CAAE,CAAA;AAC9C;AACF;AAEA;;AAEC,MACDM,SAASC,CAAU,EAAEC,CAAU,EAAEC,CAAS,EAAW;AACnD,QAAA,MAAMC,MAAkB,GAAA;AACtBpB,YAAAA,SAAAA,EAAW;AACb,SAAA;AAEA,QAAA,MAAMqB,KAAQhB,GAAAA,IAAAA,CAAKiB,GAAG,CAACL,CAAEjB,CAAAA,SAAS,CAACF,MAAM,EAAEoB,CAAAA,CAAElB,SAAS,CAACF,MAAM,CAAA;AAC7D,QAAA,IAAK,IAAIY,CAAAA,GAAI,CAAGA,EAAAA,CAAAA,GAAIW,OAAOX,CAAK,EAAA,CAAA;AAC9BU,YAAAA,MAAAA,CAAOpB,SAAS,CAACuB,IAAI,CAACpB,UAAAA,CAAWqB,KAAK,CAACP,CAAAA,CAAEjB,SAAS,CAACU,EAAE,EAAEQ,CAAAA,CAAElB,SAAS,CAACU,EAAE,EAAES,CAAAA,CAAAA,CAAAA;AACzE;QAEA,OAAOC,MAAAA;AACT;AAEA;;;;AAIC,MACDK,UAAqB,GAAA;QACnB,MAAMC,QAAAA,GAAW,IAAI,CAACjC,OAAO,CAACG,KAAK,CAAC+B,IAAI,CAACZ,IAAI;AAC7C,QAAA,OAAO,CAAC,SAAS,EAAEW,QAAAA,CAASE,SAAS,CAAE,CAAA;AACzC;AAEA;;AAEC,MACDC,WAAsB,GAAA;QACpB,OAAO,IAAI,CAACnC,SAAS;AACvB;AACF;;;;"}
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import { SkeletonPostProcessor } from './skeleton_postprocessor.js';
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/**
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* Post-processor wrapper for IK solvers.
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*
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* Integrates IK solving into the skeleton post-processing pipeline.
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* The IK solver is executed each frame and results are blended with the base animation.
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* @example
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* ```typescript
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* const ikChain = new IKChain([joint1, joint2, joint3]);
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* const ikSolver = new FABRIKSolver(ikChain);
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* const targetPos = new Vector3(1, 2, 3);
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* const processor = new IKPostProcessor(ikSolver, targetPos, 1.0);
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* skeleton.addPostProcessor(processor);
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* ```
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*
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* @public
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*/ class IKPostProcessor extends SkeletonPostProcessor {
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_solver;
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_target;
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/**
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* Create an IK post-processor.
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*
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*/ constructor(solver, target, weight = 1.0, priority = 50){
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/**
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/**
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}
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/**
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/**
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}
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// Solve IK
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this._solver.solve(this._target);
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{"version":3,"file":"ik_postprocessor.js","sources":["../../src/animation/ik_postprocessor.ts"],"sourcesContent":["import { SkeletonPostProcessor } from './skeleton_postprocessor';\r\nimport type { Skeleton } from './skeleton';\r\nimport type { IKSolver } from './ik/ik_solver';\r\nimport type { Vector3 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Post-processor wrapper for IK solvers.\r\n *\r\n * Integrates IK solving into the skeleton post-processing pipeline.\r\n * The IK solver is executed each frame and results are blended with the base animation.\r\n *\r\n * @example\r\n * ```typescript\r\n * const ikChain = new IKChain([joint1, joint2, joint3]);\r\n * const ikSolver = new FABRIKSolver(ikChain);\r\n * const targetPos = new Vector3(1, 2, 3);\r\n * const processor = new IKPostProcessor(ikSolver, targetPos, 1.0);\r\n * skeleton.addPostProcessor(processor);\r\n * ```\r\n *\r\n * @public\r\n */\r\nexport class IKPostProcessor<Solver extends IKSolver = IKSolver> extends SkeletonPostProcessor {\r\n private _solver: Solver;\r\n private _target: Vector3;\r\n\r\n /**\r\n * Create an IK post-processor.\r\n *\r\n * @param solver - The IK solver to integrate\r\n * @param target - Target position for the end effector\r\n * @param weight - Blend weight [0-1] (default: 1.0)\r\n * @param priority - Priority for ordering (default: 50)\r\n */\r\n constructor(solver: Solver, target: Vector3, weight: number = 1.0, priority: number = 50) {\r\n super(weight, priority);\r\n this._solver = solver;\r\n this._target = target.clone();\r\n }\r\n\r\n /**\r\n * Get the IK solver.\r\n */\r\n get solver(): Solver {\r\n return this._solver;\r\n }\r\n\r\n /**\r\n * Get the current target position.\r\n */\r\n get target(): Vector3 {\r\n return this._target.clone();\r\n }\r\n\r\n /**\r\n * Set the target position for the end effector.\r\n *\r\n * @param target - New target position (will be cloned)\r\n */\r\n setTarget(target: Vector3): void {\r\n this._target.set(target);\r\n }\r\n\r\n /**\r\n * Apply IK solving to skeleton joints.\r\n */\r\n apply(_skeleton: Skeleton, _deltaTime: number): void {\r\n if (!this._enabled || this._weight <= 0) {\r\n return;\r\n }\r\n\r\n // Solve IK\r\n this._solver.solve(this._target);\r\n\r\n // Apply to nodes with blending\r\n this._solver.applyToNodes(this._weight);\r\n }\r\n\r\n /**\r\n * Reset the IK solver to initial state.\r\n */\r\n reset(): void {\r\n // IK solvers typically don't need explicit reset\r\n // as they solve based on current joint positions\r\n }\r\n}\r\n"],"names":["IKPostProcessor","SkeletonPostProcessor","_solver","_target","solver","target","weight","priority","clone","setTarget","set","apply","_skeleton","_deltaTime","_enabled","_weight","solve","applyToNodes","reset"],"mappings":";;AAKA;;;;;;;;;;;;;;;;IAiBO,MAAMA,eAA4DC,SAAAA,qBAAAA,CAAAA;IAC/DC,OAAgB;IAChBC,OAAiB;AAEzB;;;;;;;MAQA,WAAA,CAAYC,MAAc,EAAEC,MAAe,EAAEC,SAAiB,GAAG,EAAEC,QAAmB,GAAA,EAAE,CAAE;AACxF,QAAA,KAAK,CAACD,MAAQC,EAAAA,QAAAA,CAAAA;QACd,IAAI,CAACL,OAAO,GAAGE,MAAAA;AACf,QAAA,IAAI,CAACD,OAAO,GAAGE,MAAAA,CAAOG,KAAK,EAAA;AAC7B;AAEA;;AAEC,MACD,IAAIJ,MAAiB,GAAA;QACnB,OAAO,IAAI,CAACF,OAAO;AACrB;AAEA;;AAEC,MACD,IAAIG,MAAkB,GAAA;AACpB,QAAA,OAAO,IAAI,CAACF,OAAO,CAACK,KAAK,EAAA;AAC3B;AAEA;;;;MAKAC,SAAAA,CAAUJ,MAAe,EAAQ;AAC/B,QAAA,IAAI,CAACF,OAAO,CAACO,GAAG,CAACL,MAAAA,CAAAA;AACnB;AAEA;;AAEC,MACDM,KAAMC,CAAAA,SAAmB,EAAEC,UAAkB,EAAQ;QACnD,IAAI,CAAC,IAAI,CAACC,QAAQ,IAAI,IAAI,CAACC,OAAO,IAAI,CAAG,EAAA;AACvC,YAAA;AACF;;AAGA,QAAA,IAAI,CAACb,OAAO,CAACc,KAAK,CAAC,IAAI,CAACb,OAAO,CAAA;;AAG/B,QAAA,IAAI,CAACD,OAAO,CAACe,YAAY,CAAC,IAAI,CAACF,OAAO,CAAA;AACxC;AAEA;;AAEC,MACDG,KAAc,GAAA;;;AAGd;AACF;;;;"}
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// spcr-joint-dynamics — math adapter layer
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// Wraps base/vector.ts (class-based) with plain-object API for backward compatibility
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{"version":3,"file":"math.js","sources":["../../../src/animation/joint_dynamics/math.ts"],"sourcesContent":["// spcr-joint-dynamics — math adapter layer\r\n// Wraps base/vector.ts (class-based) with plain-object API for backward compatibility\r\n\r\n// ── Utility ──\r\n\r\nexport function clamp(v: number, min: number, max: number): number {\r\n return v < min ? min : v > max ? max : v;\r\n}\r\n\r\nexport function clamp01(v: number): number {\r\n return v < 0 ? 0 : v > 1 ? 1 : v;\r\n}\r\n\r\nexport function smoothStep(from: number, to: number, t: number): number {\r\n const c = clamp01((t - from) / (to - from));\r\n return c * c * (3 - 2 * c);\r\n}\r\n"],"names":["clamp","v","min","max","clamp01","smoothStep","from","to","t","c"],"mappings":"AAAA;AACA;AAEA;AAEO,SAASA,KAAMC,CAAAA,CAAS,EAAEC,GAAW,EAAEC,GAAW,EAAA;AACvD,IAAA,OAAOF,CAAIC,GAAAA,GAAAA,GAAMA,GAAMD,GAAAA,CAAAA,GAAIE,MAAMA,GAAMF,GAAAA,CAAAA;AACzC;AAEO,SAASG,QAAQH,CAAS,EAAA;AAC/B,IAAA,OAAOA,CAAI,GAAA,CAAA,GAAI,CAAIA,GAAAA,CAAAA,GAAI,IAAI,CAAIA,GAAAA,CAAAA;AACjC;AAEO,SAASI,UAAWC,CAAAA,IAAY,EAAEC,EAAU,EAAEC,CAAS,EAAA;IAC5D,MAAMC,CAAAA,GAAIL,QAAQ,CAACI,IAAIF,IAAG,KAAMC,EAAAA,GAAKD,IAAG,CAAA,CAAA;AACxC,IAAA,OAAOG,CAAIA,GAAAA,CAAAA,IAAK,CAAA,GAAI,IAAIA,CAAAA,CAAAA;AAC1B;;;;"}
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import { Vector3, Quaternion } from '@zephyr3d/base';
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/**
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* ```typescript
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* const processor = new ManualTransformProcessor();
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* processor.setJointPosition(5, new Vector3(1, 2, 3));
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* ```
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/** Map of joint index to transform overrides */ _overrides;
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this._overrides.set(jointIndex, override);
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}
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*/ get overrideCount() {
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}
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/**
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* Apply manual transform overrides to skeleton joints.
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*/ apply(skeleton, _deltaTime) {
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if (!this._enabled || this._overrides.size === 0 || this._weight <= 0) {
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return;
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}
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|
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const joints = skeleton.joints;
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|
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this._overrides.forEach((override, jointIndex)=>{
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return;
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}
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const joint = joints[jointIndex];
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|
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if (override.position) {
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|
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|
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|
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joint.position = override.position;
|
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} else {
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|
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joint.position = Vector3.combine(joint.position, override.position, weight, 1 - weight);
|
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|
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}
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|
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}
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|
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|
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|
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|
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|
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|
|
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|
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|
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joint.rotation = Quaternion.slerp(joint.rotation, override.rotation, weight);
|
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|
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}
|
|
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|
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}
|
|
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|
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// Blend scale
|
|
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|
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|
|
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|
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if (weight >= 1) {
|
|
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|
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joint.scale = override.scale;
|
|
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|
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} else {
|
|
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|
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joint.scale = Vector3.combine(joint.scale, override.scale, weight, 1 - weight);
|
|
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|
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}
|
|
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|
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}
|
|
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|
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});
|
|
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|
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}
|
|
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|
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/**
|
|
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|
-
* Reset the processor (clears all overrides).
|
|
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|
-
*/ reset() {
|
|
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|
-
this._overrides.clear();
|
|
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|
-
}
|
|
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|
-
}
|
|
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|
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|
|
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|
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export { ManualTransformProcessor };
|
|
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|
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//# sourceMappingURL=manual_transform_processor.js.map
|
|
@@ -1 +0,0 @@
|
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|
1
|
-
{"version":3,"file":"manual_transform_processor.js","sources":["../../src/animation/manual_transform_processor.ts"],"sourcesContent":["import { Vector3, Quaternion } from '@zephyr3d/base';\r\nimport { SkeletonPostProcessor } from './skeleton_postprocessor';\r\nimport type { Skeleton } from './skeleton';\r\n\r\n/**\r\n * Manual transform override for specific joints.\r\n *\r\n * Stores position, rotation, and scale overrides for joints and blends them\r\n * with the base animation layer.\r\n */\r\ninterface JointOverride {\r\n position?: Vector3;\r\n rotation?: Quaternion;\r\n scale?: Vector3;\r\n}\r\n\r\n/**\r\n * Post-processor for manual joint transform control.\r\n *\r\n * Allows setting custom transforms for specific joints that blend with\r\n * the base animation/bind pose layer.\r\n *\r\n * @example\r\n * ```typescript\r\n * const processor = new ManualTransformProcessor();\r\n * processor.setJointPosition(5, new Vector3(1, 2, 3));\r\n * processor.setJointRotation(5, Quaternion.fromEuler(0, Math.PI / 2, 0));\r\n * skeleton.addPostProcessor(processor);\r\n * ```\r\n *\r\n * @public\r\n */\r\nexport class ManualTransformProcessor extends SkeletonPostProcessor {\r\n /** Map of joint index to transform overrides */\r\n private _overrides: Map<number, JointOverride>;\r\n\r\n constructor(weight: number = 1.0, priority: number = 100) {\r\n super(weight, priority);\r\n this._overrides = new Map();\r\n }\r\n\r\n /**\r\n * Set position override for a joint.\r\n *\r\n * @param jointIndex - Index of the joint in the skeleton\r\n * @param position - New local position (will be cloned)\r\n */\r\n setJointPosition(jointIndex: number, position: Vector3): void {\r\n let override = this._overrides.get(jointIndex);\r\n if (!override) {\r\n override = {};\r\n this._overrides.set(jointIndex, override);\r\n }\r\n override.position = position.clone();\r\n }\r\n\r\n /**\r\n * Set rotation override for a joint.\r\n *\r\n * @param jointIndex - Index of the joint in the skeleton\r\n * @param rotation - New local rotation (will be cloned)\r\n */\r\n setJointRotation(jointIndex: number, rotation: Quaternion): void {\r\n let override = this._overrides.get(jointIndex);\r\n if (!override) {\r\n override = {};\r\n this._overrides.set(jointIndex, override);\r\n }\r\n override.rotation = rotation.clone();\r\n }\r\n\r\n /**\r\n * Set scale override for a joint.\r\n *\r\n * @param jointIndex - Index of the joint in the skeleton\r\n * @param scale - New local scale (will be cloned)\r\n */\r\n setJointScale(jointIndex: number, scale: Vector3): void {\r\n let override = this._overrides.get(jointIndex);\r\n if (!override) {\r\n override = {};\r\n this._overrides.set(jointIndex, override);\r\n }\r\n override.scale = scale.clone();\r\n }\r\n\r\n /**\r\n * Set full transform override for a joint.\r\n *\r\n * @param jointIndex - Index of the joint in the skeleton\r\n * @param position - New local position (optional)\r\n * @param rotation - New local rotation (optional)\r\n * @param scale - New local scale (optional)\r\n */\r\n setJointTransform(jointIndex: number, position?: Vector3, rotation?: Quaternion, scale?: Vector3): void {\r\n const override: JointOverride = {};\r\n if (position) {\r\n override.position = position.clone();\r\n }\r\n if (rotation) {\r\n override.rotation = rotation.clone();\r\n }\r\n if (scale) {\r\n override.scale = scale.clone();\r\n }\r\n this._overrides.set(jointIndex, override);\r\n }\r\n\r\n /**\r\n * Clear override for a specific joint.\r\n *\r\n * @param jointIndex - Index of the joint to clear\r\n */\r\n clearJoint(jointIndex: number): void {\r\n this._overrides.delete(jointIndex);\r\n }\r\n\r\n /**\r\n * Clear all joint overrides.\r\n */\r\n clearAll(): void {\r\n this._overrides.clear();\r\n }\r\n\r\n /**\r\n * Check if a joint has any overrides.\r\n *\r\n * @param jointIndex - Index of the joint to check\r\n * @returns True if the joint has overrides\r\n */\r\n hasOverride(jointIndex: number): boolean {\r\n return this._overrides.has(jointIndex);\r\n }\r\n\r\n /**\r\n * Get the number of joints with overrides.\r\n */\r\n get overrideCount(): number {\r\n return this._overrides.size;\r\n }\r\n\r\n /**\r\n * Apply manual transform overrides to skeleton joints.\r\n */\r\n apply(skeleton: Skeleton, _deltaTime: number): void {\r\n if (!this._enabled || this._overrides.size === 0 || this._weight <= 0) {\r\n return;\r\n }\r\n\r\n const joints = skeleton.joints;\r\n const weight = this._weight;\r\n\r\n this._overrides.forEach((override, jointIndex) => {\r\n if (jointIndex < 0 || jointIndex >= joints.length) {\r\n return;\r\n }\r\n\r\n const joint = joints[jointIndex];\r\n\r\n // Blend position\r\n if (override.position) {\r\n if (weight >= 1) {\r\n joint.position = override.position;\r\n } else {\r\n joint.position = Vector3.combine(joint.position, override.position, weight, 1 - weight);\r\n }\r\n }\r\n\r\n // Blend rotation\r\n if (override.rotation) {\r\n if (weight >= 1) {\r\n joint.rotation = override.rotation;\r\n } else {\r\n joint.rotation = Quaternion.slerp(joint.rotation, override.rotation, weight);\r\n }\r\n }\r\n\r\n // Blend scale\r\n if (override.scale) {\r\n if (weight >= 1) {\r\n joint.scale = override.scale;\r\n } else {\r\n joint.scale = Vector3.combine(joint.scale, override.scale, weight, 1 - weight);\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Reset the processor (clears all overrides).\r\n */\r\n reset(): void {\r\n this._overrides.clear();\r\n }\r\n}\r\n"],"names":["ManualTransformProcessor","SkeletonPostProcessor","weight","priority","_overrides","Map","setJointPosition","jointIndex","position","override","get","set","clone","setJointRotation","rotation","setJointScale","scale","setJointTransform","clearJoint","delete","clearAll","clear","hasOverride","has","overrideCount","size","apply","skeleton","_deltaTime","_enabled","_weight","joints","forEach","length","joint","Vector3","combine","Quaternion","slerp","reset"],"mappings":";;;AAgBA;;;;;;;;;;;;;;;IAgBO,MAAMA,wBAAiCC,SAAAA,qBAAAA,CAAAA;qDAE5C,UAA+C;AAE/C,IAAA,WAAA,CAAYC,MAAiB,GAAA,GAAG,EAAEC,QAAAA,GAAmB,GAAG,CAAE;AACxD,QAAA,KAAK,CAACD,MAAQC,EAAAA,QAAAA,CAAAA;QACd,IAAI,CAACC,UAAU,GAAG,IAAIC,GAAAA,EAAAA;AACxB;AAEA;;;;;AAKC,MACDC,gBAAiBC,CAAAA,UAAkB,EAAEC,QAAiB,EAAQ;AAC5D,QAAA,IAAIC,WAAW,IAAI,CAACL,UAAU,CAACM,GAAG,CAACH,UAAAA,CAAAA;AACnC,QAAA,IAAI,CAACE,QAAU,EAAA;AACbA,YAAAA,QAAAA,GAAW,EAAC;AACZ,YAAA,IAAI,CAACL,UAAU,CAACO,GAAG,CAACJ,UAAYE,EAAAA,QAAAA,CAAAA;AAClC;QACAA,QAASD,CAAAA,QAAQ,GAAGA,QAAAA,CAASI,KAAK,EAAA;AACpC;AAEA;;;;;AAKC,MACDC,gBAAiBN,CAAAA,UAAkB,EAAEO,QAAoB,EAAQ;AAC/D,QAAA,IAAIL,WAAW,IAAI,CAACL,UAAU,CAACM,GAAG,CAACH,UAAAA,CAAAA;AACnC,QAAA,IAAI,CAACE,QAAU,EAAA;AACbA,YAAAA,QAAAA,GAAW,EAAC;AACZ,YAAA,IAAI,CAACL,UAAU,CAACO,GAAG,CAACJ,UAAYE,EAAAA,QAAAA,CAAAA;AAClC;QACAA,QAASK,CAAAA,QAAQ,GAAGA,QAAAA,CAASF,KAAK,EAAA;AACpC;AAEA;;;;;AAKC,MACDG,aAAcR,CAAAA,UAAkB,EAAES,KAAc,EAAQ;AACtD,QAAA,IAAIP,WAAW,IAAI,CAACL,UAAU,CAACM,GAAG,CAACH,UAAAA,CAAAA;AACnC,QAAA,IAAI,CAACE,QAAU,EAAA;AACbA,YAAAA,QAAAA,GAAW,EAAC;AACZ,YAAA,IAAI,CAACL,UAAU,CAACO,GAAG,CAACJ,UAAYE,EAAAA,QAAAA,CAAAA;AAClC;QACAA,QAASO,CAAAA,KAAK,GAAGA,KAAAA,CAAMJ,KAAK,EAAA;AAC9B;AAEA;;;;;;;MAQAK,iBAAAA,CAAkBV,UAAkB,EAAEC,QAAkB,EAAEM,QAAqB,EAAEE,KAAe,EAAQ;AACtG,QAAA,MAAMP,WAA0B,EAAC;AACjC,QAAA,IAAID,QAAU,EAAA;YACZC,QAASD,CAAAA,QAAQ,GAAGA,QAAAA,CAASI,KAAK,EAAA;AACpC;AACA,QAAA,IAAIE,QAAU,EAAA;YACZL,QAASK,CAAAA,QAAQ,GAAGA,QAAAA,CAASF,KAAK,EAAA;AACpC;AACA,QAAA,IAAII,KAAO,EAAA;YACTP,QAASO,CAAAA,KAAK,GAAGA,KAAAA,CAAMJ,KAAK,EAAA;AAC9B;AACA,QAAA,IAAI,CAACR,UAAU,CAACO,GAAG,CAACJ,UAAYE,EAAAA,QAAAA,CAAAA;AAClC;AAEA;;;;MAKAS,UAAAA,CAAWX,UAAkB,EAAQ;AACnC,QAAA,IAAI,CAACH,UAAU,CAACe,MAAM,CAACZ,UAAAA,CAAAA;AACzB;AAEA;;AAEC,MACDa,QAAiB,GAAA;QACf,IAAI,CAAChB,UAAU,CAACiB,KAAK,EAAA;AACvB;AAEA;;;;;MAMAC,WAAAA,CAAYf,UAAkB,EAAW;AACvC,QAAA,OAAO,IAAI,CAACH,UAAU,CAACmB,GAAG,CAAChB,UAAAA,CAAAA;AAC7B;AAEA;;AAEC,MACD,IAAIiB,aAAwB,GAAA;AAC1B,QAAA,OAAO,IAAI,CAACpB,UAAU,CAACqB,IAAI;AAC7B;AAEA;;AAEC,MACDC,KAAMC,CAAAA,QAAkB,EAAEC,UAAkB,EAAQ;AAClD,QAAA,IAAI,CAAC,IAAI,CAACC,QAAQ,IAAI,IAAI,CAACzB,UAAU,CAACqB,IAAI,KAAK,CAAK,IAAA,IAAI,CAACK,OAAO,IAAI,CAAG,EAAA;AACrE,YAAA;AACF;QAEA,MAAMC,MAAAA,GAASJ,SAASI,MAAM;QAC9B,MAAM7B,MAAAA,GAAS,IAAI,CAAC4B,OAAO;AAE3B,QAAA,IAAI,CAAC1B,UAAU,CAAC4B,OAAO,CAAC,CAACvB,QAAUF,EAAAA,UAAAA,GAAAA;AACjC,YAAA,IAAIA,UAAa,GAAA,CAAA,IAAKA,UAAcwB,IAAAA,MAAAA,CAAOE,MAAM,EAAE;AACjD,gBAAA;AACF;YAEA,MAAMC,KAAAA,GAAQH,MAAM,CAACxB,UAAW,CAAA;;YAGhC,IAAIE,QAAAA,CAASD,QAAQ,EAAE;AACrB,gBAAA,IAAIN,UAAU,CAAG,EAAA;oBACfgC,KAAM1B,CAAAA,QAAQ,GAAGC,QAAAA,CAASD,QAAQ;iBAC7B,MAAA;AACL0B,oBAAAA,KAAAA,CAAM1B,QAAQ,GAAG2B,OAAQC,CAAAA,OAAO,CAACF,KAAAA,CAAM1B,QAAQ,EAAEC,QAASD,CAAAA,QAAQ,EAAEN,MAAAA,EAAQ,CAAIA,GAAAA,MAAAA,CAAAA;AAClF;AACF;;YAGA,IAAIO,QAAAA,CAASK,QAAQ,EAAE;AACrB,gBAAA,IAAIZ,UAAU,CAAG,EAAA;oBACfgC,KAAMpB,CAAAA,QAAQ,GAAGL,QAAAA,CAASK,QAAQ;iBAC7B,MAAA;oBACLoB,KAAMpB,CAAAA,QAAQ,GAAGuB,UAAAA,CAAWC,KAAK,CAACJ,MAAMpB,QAAQ,EAAEL,QAASK,CAAAA,QAAQ,EAAEZ,MAAAA,CAAAA;AACvE;AACF;;YAGA,IAAIO,QAAAA,CAASO,KAAK,EAAE;AAClB,gBAAA,IAAId,UAAU,CAAG,EAAA;oBACfgC,KAAMlB,CAAAA,KAAK,GAAGP,QAAAA,CAASO,KAAK;iBACvB,MAAA;AACLkB,oBAAAA,KAAAA,CAAMlB,KAAK,GAAGmB,OAAQC,CAAAA,OAAO,CAACF,KAAAA,CAAMlB,KAAK,EAAEP,QAASO,CAAAA,KAAK,EAAEd,MAAAA,EAAQ,CAAIA,GAAAA,MAAAA,CAAAA;AACzE;AACF;AACF,SAAA,CAAA;AACF;AAEA;;AAEC,MACDqC,KAAc,GAAA;QACZ,IAAI,CAACnC,UAAU,CAACiB,KAAK,EAAA;AACvB;AACF;;;;"}
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