lecodes-sdk 0.20.0 → 0.20.2

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 (64) hide show
  1. package/dist/global.d.ts +31 -0
  2. package/dist/inject.js +361 -260
  3. package/dist/types/audio/Bus.d.ts +45 -0
  4. package/dist/types/audio/Sound.d.ts +28 -0
  5. package/dist/types/audio/Voice.d.ts +27 -0
  6. package/dist/types/audio/audio.d.ts +83 -0
  7. package/dist/types/audio/support.d.ts +1 -0
  8. package/dist/types/gl/AudioSource.d.ts +60 -0
  9. package/dist/types/gl/AudioZone.d.ts +32 -0
  10. package/dist/types/gl/DecalSet.d.ts +103 -0
  11. package/dist/types/gl/Geometry.d.ts +5 -0
  12. package/dist/types/gl/Light.d.ts +7 -0
  13. package/dist/types/gl/Material.d.ts +86 -2
  14. package/dist/types/gl/Mesh.d.ts +11 -0
  15. package/dist/types/gl/Scene.d.ts +23 -0
  16. package/dist/types/gl/SceneAudio.d.ts +11 -0
  17. package/dist/types/gl/Texture.d.ts +29 -1
  18. package/dist/types/gl/animation/AnimationClip.d.ts +25 -12
  19. package/dist/types/gl/animation/core.d.ts +15 -10
  20. package/dist/types/gl/state.d.ts +0 -1
  21. package/dist/types/inject.d.ts +10 -0
  22. package/dist/types/runtime/input.d.ts +11 -0
  23. package/dist/types/ui/UIImage.d.ts +15 -5
  24. package/dist/types.json +1 -1
  25. package/package.json +1 -1
  26. package/prompts/dist/2d-game.md +408 -197
  27. package/prompts/dist/3d-app.md +491 -166
  28. package/prompts/dist/ar-app.md +373 -163
  29. package/prompts/dist/design.md +83 -87
  30. package/prompts/dist/ui-app.md +325 -136
  31. package/src/audio/Bus.ts +102 -0
  32. package/src/audio/Sound.ts +96 -0
  33. package/src/audio/Voice.ts +102 -0
  34. package/src/audio/audio.ts +161 -0
  35. package/src/audio/support.ts +6 -0
  36. package/src/bridges.d.ts +1481 -1352
  37. package/src/compile/compileProject.ts +30 -15
  38. package/src/compile/index.ts +3 -0
  39. package/src/core/Aspect.ts +33 -8
  40. package/src/g2/Scene2D.ts +7 -0
  41. package/src/gl/AudioSource.ts +113 -0
  42. package/src/gl/AudioZone.ts +75 -0
  43. package/src/gl/CameraPlace.ts +52 -52
  44. package/src/gl/DecalSet.ts +233 -0
  45. package/src/gl/Geometry.ts +5 -0
  46. package/src/gl/Light.ts +16 -0
  47. package/src/gl/Lightmap.ts +3 -2
  48. package/src/gl/Material.ts +152 -4
  49. package/src/gl/Mesh.ts +20 -1
  50. package/src/gl/Ragdoll.ts +270 -270
  51. package/src/gl/Scene.ts +41 -7
  52. package/src/gl/SceneAudio.ts +26 -0
  53. package/src/gl/Texture.ts +43 -3
  54. package/src/gl/Trigger.ts +45 -45
  55. package/src/gl/Vehicle.ts +5 -5
  56. package/src/gl/animation/AnimationClip.ts +43 -20
  57. package/src/gl/animation/Animator.ts +4 -3
  58. package/src/gl/animation/core.ts +20 -15
  59. package/src/gl/scenarios.ts +291 -291
  60. package/src/gl/state.ts +1 -1
  61. package/src/inject.ts +12 -0
  62. package/src/runtime/input.ts +6 -1
  63. package/src/scene/gizmos.ts +148 -148
  64. package/src/ui/UIImage.ts +21 -7
package/src/gl/Ragdoll.ts CHANGED
@@ -1,270 +1,270 @@
1
- // A ragdoll: the model's skeleton handed to physics. One rigid body per listed bone — a capsule from
2
- // the bone's origin to the next joint down the chain — joined to its parent part by a swing-twist
3
- // constraint (a cone + a twist range, or a one-way hinge for knees and elbows). Built once at
4
- // attach from the pose the model is in (that pose is the joints' neutral for the limits), and
5
- // switched on and off at will:
6
- //
7
- // const rag = hero.aspect(Ragdoll).get(Ragdoll)! // 'humanoid': the parts by bone name
8
- // rag.activate({ velocity: capsule.controller.velocity }) // drops from its CURRENT pose, keeps its speed
9
- // …
10
- // rag.deactivate() // the animator owns the bones again
11
- //
12
- // While active the engine writes the bodies' poses onto the bones every frame AFTER the animator, so
13
- // the listed bones hide whatever plays underneath; bones NOT listed (fingers, toes, the rest of a
14
- // spine chain between two parts) keep their animated local pose under the ragdolled parents, and
15
- // anything mounted on a bone (a weapon in the hand) rides along. Raycasts hit the parts and report
16
- // the bone node, so a shot knows which limb it struck — `impulse(bone, …)` pushes that part.
17
- //
18
- // The character CONTROLLER is yours to switch off (`node.removeAspect(CharacterController)`): a
19
- // capsule left standing would keep the fallen body from settling. `root` (the hips) tells you where
20
- // the body ended up when it is time to get back up.
21
- //
22
- // A fallen body is scenery, not an obstacle: by default (`collide: 'static'`) only the static world
23
- // and other ragdolls stop it — dynamic bodies, character controllers and vehicles pass through, so it
24
- // never shoves or blocks anything and the solver never pairs it with them — and once every part has
25
- // come to rest (`freeze`, or `freezeAfter` seconds at the latest) the parts turn static where they
26
- // lie: the pose holds, nothing can wake them, the solver skips them. Raycasts hit it either way, and
27
- // a frozen `'all'` body is an obstacle you can stand on.
28
-
29
- import { Aspect } from "../core/Aspect"
30
- import type { FieldMeta } from "../core/fields"
31
- import { cx, cy, cz, type Vec3Like } from "../math/vec"
32
- import { Node } from "./Node"
33
- import { DEFAULT_FRICTION } from "./Physics"
34
-
35
- export interface RagdollHinge {
36
- /** The hinge axis in the MODEL's space (its rest pose: +Z forward, +Y up, +X the model's left in
37
- * glTF). Perpendicular to the bone; the engine drops any component along it. */
38
- axis: Vec3Like
39
- /** The bend range about `axis` in degrees, relative to the pose the ragdoll was built in — a knee
40
- * is `{ axis: [1, 0, 0], min: 0, max: 140 }`: it folds one way only. */
41
- min: number
42
- max: number
43
- }
44
-
45
- export interface RagdollPart {
46
- /** The bone the body sits on — its origin is the joint. */
47
- bone: string
48
- /** The bone the capsule points at (the next joint down). Omitted = a leaf: `length` along the line
49
- * from the parent part's origin (a head, a hand, a foot without toes). */
50
- to?: string
51
- /** The bone of the part this one hangs from (default: the previous part in the list). The root
52
- * has none. */
53
- parent?: string
54
- /** Capsule radius in metres (default 0.05). */
55
- radius?: number
56
- /** Length in metres: a leaf's, or an override of the distance to `to`. */
57
- length?: number
58
- /** This part's share of the ragdoll's `mass` (relative weight, default 1). */
59
- mass?: number
60
- /** Cone half-angle in degrees the part may swing off its parent (default 30). Ignored with `hinge`. */
61
- swing?: number
62
- /** Twist half-angle in degrees about its own axis (default 20). */
63
- twist?: number
64
- /** A one-way joint instead of the cone. */
65
- hinge?: RagdollHinge
66
- }
67
-
68
- const VERSION = 2
69
- const HEADER = 12
70
- const STRIDE = 12
71
-
72
- // Bone names per humanoid role, tried in order: Mixamo / MotusMan / Unity-style first, then UE-style.
73
- // `node.bone()` already matches the part after a `:` / `|` prefix (`mixamorig:Hips`).
74
- const HUMANOID: Record<string, string[]> = {
75
- hips: [ "Hips", "pelvis", "Pelvis", "hip" ],
76
- spine: [ "Spine", "spine_01", "spine", "Spine1" ],
77
- neck: [ "Neck", "neck_01", "neck" ],
78
- head: [ "Head", "head" ],
79
- upperArmL: [ "LeftArm", "upperarm_l", "LeftUpperArm", "UpperArm_L", "L_UpperArm" ],
80
- foreArmL: [ "LeftForeArm", "lowerarm_l", "LeftLowerArm", "LowerArm_L", "L_Forearm" ],
81
- handL: [ "LeftHand", "hand_l", "Hand_L", "L_Hand" ],
82
- upLegL: [ "LeftUpLeg", "thigh_l", "LeftUpperLeg", "UpperLeg_L", "L_Thigh" ],
83
- legL: [ "LeftLeg", "calf_l", "LeftLowerLeg", "LowerLeg_L", "L_Calf" ],
84
- footL: [ "LeftFoot", "foot_l", "Foot_L", "L_Foot" ],
85
- toeL: [ "LeftToeBase", "ball_l", "LeftToe", "Toe_L", "L_Toe" ],
86
- upperArmR: [ "RightArm", "upperarm_r", "RightUpperArm", "UpperArm_R", "R_UpperArm" ],
87
- foreArmR: [ "RightForeArm", "lowerarm_r", "RightLowerArm", "LowerArm_R", "R_Forearm" ],
88
- handR: [ "RightHand", "hand_r", "Hand_R", "R_Hand" ],
89
- upLegR: [ "RightUpLeg", "thigh_r", "RightUpperLeg", "UpperLeg_R", "R_Thigh" ],
90
- legR: [ "RightLeg", "calf_r", "RightLowerLeg", "LowerLeg_R", "R_Calf" ],
91
- footR: [ "RightFoot", "foot_r", "Foot_R", "R_Foot" ],
92
- toeR: [ "RightToeBase", "ball_r", "RightToe", "Toe_R", "R_Toe" ],
93
- }
94
-
95
- /** The standard humanoid layout (hips, one spine capsule up to the neck, head, two-segment arms and
96
- * legs, hands and feet where the rig has them): sizes for a ~1.8 m human, mass shares from body
97
- * segment tables, knees and elbows as hinges that fold the natural way for a model standing in a
98
- * T- or A-pose facing +Z. */
99
- const humanoidParts = (find: (role: string) => string | null): RagdollPart[] => {
100
- const hips = find("hips"), spine = find("spine"), neck = find("neck"), head = find("head")
101
- if (!hips) throw new Error("Ragdoll 'humanoid': no hips bone (Hips / pelvis) on this model — list the parts by name")
102
- const parts: RagdollPart[] = []
103
- parts.push({ bone: hips, to: spine ?? undefined, length: spine ? 0 : 0.2, radius: 0.12, mass: 15 })
104
- const torso = spine ?? hips
105
- if (spine) parts.push({ bone: spine, to: neck ?? head ?? undefined, length: neck || head ? 0 : 0.4, parent: hips, radius: 0.11, mass: 25, swing: 25, twist: 25 })
106
- if (head) parts.push({ bone: head, parent: torso, radius: 0.1, length: 0.2, mass: 6, swing: 35, twist: 45 })
107
- for (const side of [ "L", "R" ] as const) {
108
- const upper = find(`upperArm${side}`), fore = find(`foreArm${side}`), hand = find(`hand${side}`)
109
- if (upper) parts.push({ bone: upper, to: fore ?? undefined, length: fore ? 0 : 0.3, parent: torso, radius: 0.05, mass: 3, swing: 80, twist: 45 })
110
- // the elbow: a T-pose arm along ±X folds its hand forward (+Z) — a negative turn about +Y on the
111
- // left, a positive one on the right
112
- if (upper && fore) parts.push({ bone: fore, to: hand ?? undefined, length: hand ? 0 : 0.28, parent: upper, radius: 0.04, mass: 2, twist: 30, hinge: { axis: [ 0, 1, 0 ], min: side === "L" ? -140 : 0, max: side === "L" ? 0 : 140 } })
113
- if (upper && fore && hand) parts.push({ bone: hand, parent: fore, radius: 0.035, length: 0.16, mass: 1, swing: 30, twist: 20 })
114
- const up = find(`upLeg${side}`), leg = find(`leg${side}`), foot = find(`foot${side}`), toe = find(`toe${side}`)
115
- if (up) parts.push({ bone: up, to: leg ?? undefined, length: leg ? 0 : 0.45, parent: hips, radius: 0.08, mass: 10, swing: 60, twist: 30 })
116
- // the knee: the shin (pointing down) swings its foot backward (−Z) for a positive turn about +X
117
- if (up && leg) parts.push({ bone: leg, to: foot ?? undefined, length: foot ? 0 : 0.42, parent: up, radius: 0.06, mass: 5, twist: 10, hinge: { axis: [ 1, 0, 0 ], min: 0, max: 140 } })
118
- if (up && leg && foot) parts.push({ bone: foot, to: toe ?? undefined, length: toe ? 0 : 0.2, parent: leg, radius: 0.04, mass: 2, swing: 30, twist: 15 })
119
- }
120
- return parts
121
- }
122
-
123
- export class Ragdoll extends Aspect<"ragdoll", Node> {
124
- static readonly aspect = "ragdoll"
125
-
126
- /** The parts: `'humanoid'` (default) finds the standard bones by name; a list places bodies on any
127
- * bones — parents before children. */
128
- parts: RagdollPart[] | "humanoid" = "humanoid"
129
- /** Total mass in kg (default 70), split between the parts by their `mass` shares. */
130
- mass = 70
131
- /** Friction of every part (default 0.6 — the physics default). */
132
- friction = DEFAULT_FRICTION
133
- /** Linear / angular damping of every part; 0 = Jolt's own 0.05. More angular damping settles a
134
- * flailing body sooner. */
135
- linearDamping = 0
136
- angularDamping = 0
137
- /** What the parts collide with. `'static'` (default): the static geometry and other such ragdolls
138
- * only — dynamic bodies, character controllers and vehicles pass through a fallen body, which then
139
- * never shoves or blocks anything and costs nothing when they meet. `'all'`: a regular dynamic
140
- * body that bumps into everything (and gets kicked awake by everything). */
141
- collide: "static" | "all" = "static"
142
- /** Once every part has come to rest the parts turn static where they lie (default true): the pose
143
- * holds, nothing can wake a settled body and it costs the solver nothing — `deactivate()` /
144
- * `activate()` still work (activate makes it dynamic again). */
145
- freeze = true
146
- /** Seconds after `activate()` at which the body freezes whatever it is doing — a twitch on a slope
147
- * or a pile never sleeps on its own. 0 (default) = no cap. */
148
- freezeAfter = 0
149
-
150
- static fields: FieldMeta<Ragdoll> = {
151
- mass: { min: 1, step: 5 },
152
- friction: { min: 0, max: 2, step: 0.05 },
153
- linearDamping: { label: "Linear damping", min: 0, max: 5, step: 0.05 },
154
- angularDamping: { label: "Angular damping", min: 0, max: 5, step: 0.05 },
155
- collide: { options: [ "static", "all" ] },
156
- freezeAfter: { label: "Freeze after (s)", min: 0, max: 60, step: 0.5 },
157
- parts: { hidden: true },
158
- }
159
-
160
- private _id = 0
161
- private _active = false
162
- private _bones: { name: string; node: Node }[] = []
163
-
164
- onAttach(): void {
165
- if (!_creator.physicsHasSupport || !_creator.physicsHasSupport()) return
166
- if (!_creator.ragdollCreate) {
167
- console.warn("Ragdoll needs a newer host (no ragdollCreate) — the body will not fall")
168
- return
169
- }
170
- const find = (role: string): string | null => {
171
- for (const name of HUMANOID[role] ?? []) if (this.node.bone(name)) return name
172
- return null
173
- }
174
- const parts = this.parts === "humanoid" ? humanoidParts(find) : this.parts
175
- if (parts.length === 0) throw new Error("Ragdoll: no parts")
176
-
177
- const n = parts.length
178
- const bones = new Uint32Array(n * 2)
179
- const s = new Float32Array(HEADER + n * STRIDE)
180
- s[0] = VERSION; s[1] = n; s[2] = STRIDE; s[3] = this.friction; s[4] = this.linearDamping; s[5] = this.angularDamping
181
- s[6] = this.collide === "all" ? 0 : 1; s[7] = this.freeze ? 1 : 0; s[8] = Math.max(0, this.freezeAfter)
182
- let shares = 0
183
- for (const p of parts) shares += p.mass ?? 1
184
- this._bones = []
185
- for (let i = 0; i < n; i++) {
186
- const p = parts[i]!
187
- const bone = this.node.bone(p.bone)
188
- if (!bone) throw new Error(`Ragdoll: no bone '${p.bone}' on '${this.node.name}'`)
189
- const to = p.to ? this.node.bone(p.to) : null
190
- if (p.to && !to) throw new Error(`Ragdoll: no bone '${p.to}' (the 'to' of '${p.bone}') on '${this.node.name}'`)
191
- let parent = -1
192
- if (i > 0) {
193
- parent = p.parent ? parts.findIndex((q, j) => j < i && q.bone === p.parent) : i - 1
194
- if (parent < 0) throw new Error(`Ragdoll: the parent '${p.parent}' of '${p.bone}' must be listed before it`)
195
- }
196
- bones[i * 2] = bone.id
197
- bones[i * 2 + 1] = to ? to.id : 0
198
- const o = HEADER + i * STRIDE
199
- s[o] = parent
200
- s[o + 1] = p.radius ?? 0.05
201
- s[o + 2] = p.length ?? 0
202
- s[o + 3] = this.mass * (p.mass ?? 1) / shares
203
- s[o + 4] = p.swing ?? 30
204
- s[o + 5] = p.twist ?? 20
205
- if (p.hinge) {
206
- s[o + 6] = 1
207
- s[o + 7] = cx(p.hinge.axis); s[o + 8] = cy(p.hinge.axis); s[o + 9] = cz(p.hinge.axis)
208
- s[o + 10] = p.hinge.min; s[o + 11] = p.hinge.max
209
- }
210
- this._bones.push({ name: p.bone, node: bone })
211
- }
212
- this._id = _creator.ragdollCreate(this.node.id, bones, s)
213
- if (!this._id) console.warn(`Ragdoll: the host refused the parts on '${this.node.name}'`)
214
- }
215
-
216
- onDetach(): void {
217
- if (this._id) {
218
- if (this._active) _creator.ragdollDeactivate!(this._id)
219
- _creator.ragdollDestroy!(this._id)
220
- this._id = 0
221
- }
222
- this._active = false
223
- this._bones = []
224
- }
225
-
226
- /** Hand the bones to physics from the pose they are in right now. `velocity` (world m/s) is given
227
- * to every part — pass the character's, so a running body keeps travelling. */
228
- activate(opts: { velocity?: Vec3Like } = {}): boolean {
229
- if (!this._id) return false
230
- const v = opts.velocity ?? [ 0, 0, 0 ]
231
- this._active = _creator.ragdollActivate!(this._id, cx(v), cy(v), cz(v))
232
- return this._active
233
- }
234
-
235
- /** Take the bones back: the animator's pose shows again from the next frame. */
236
- deactivate(): void {
237
- if (!this._id || !this._active) return
238
- _creator.ragdollDeactivate!(this._id)
239
- this._active = false
240
- }
241
-
242
- /** Physics owns the bones right now. */
243
- get active(): boolean { return this._active }
244
-
245
- /** Active and every part asleep (or frozen) — the body has come to rest. */
246
- get settled(): boolean {
247
- return this._active && !!this._id && !_creator.ragdollActive!(this._id)
248
- }
249
-
250
- /** The root part's bone (the hips): where the body is. */
251
- get root(): Node | null { return this._bones[0]?.node ?? null }
252
-
253
- /** The bones that carry a part, in order. */
254
- get bones(): string[] { return this._bones.map((b) => b.name) }
255
-
256
- /** The rigid-body id of a part (0 if none) — for the plain body calls. */
257
- bodyOf(bone: string): number {
258
- const i = this._bones.findIndex((b) => b.name === bone)
259
- return i < 0 || !this._id ? 0 : _creator.ragdollBodyId!(this._id, i)
260
- }
261
-
262
- /** Push one part: an impulse in N·s, at a world point (a hit) or through its centre. Wakes the body. */
263
- impulse(bone: string, v: Vec3Like, at?: Vec3Like): boolean {
264
- const id = this.bodyOf(bone)
265
- if (!id) return false
266
- if (at && _creator.physicsApplyImpulseAt) _creator.physicsApplyImpulseAt(id, cx(v), cy(v), cz(v), cx(at), cy(at), cz(at))
267
- else _creator.physicsApplyImpulse(id, cx(v), cy(v), cz(v))
268
- return true
269
- }
270
- }
1
+ // A ragdoll: the model's skeleton handed to physics. One rigid body per listed bone — a capsule from
2
+ // the bone's origin to the next joint down the chain — joined to its parent part by a swing-twist
3
+ // constraint (a cone + a twist range, or a one-way hinge for knees and elbows). Built once at
4
+ // attach from the pose the model is in (that pose is the joints' neutral for the limits), and
5
+ // switched on and off at will:
6
+ //
7
+ // const rag = hero.aspect(Ragdoll).get(Ragdoll)! // 'humanoid': the parts by bone name
8
+ // rag.activate({ velocity: capsule.controller.velocity }) // drops from its CURRENT pose, keeps its speed
9
+ // …
10
+ // rag.deactivate() // the animator owns the bones again
11
+ //
12
+ // While active the engine writes the bodies' poses onto the bones every frame AFTER the animator, so
13
+ // the listed bones hide whatever plays underneath; bones NOT listed (fingers, toes, the rest of a
14
+ // spine chain between two parts) keep their animated local pose under the ragdolled parents, and
15
+ // anything mounted on a bone (a weapon in the hand) rides along. Raycasts hit the parts and report
16
+ // the bone node, so a shot knows which limb it struck — `impulse(bone, …)` pushes that part.
17
+ //
18
+ // The character CONTROLLER is yours to switch off (`node.removeAspect(CharacterController)`): a
19
+ // capsule left standing would keep the fallen body from settling. `root` (the hips) tells you where
20
+ // the body ended up when it is time to get back up.
21
+ //
22
+ // A fallen body is scenery, not an obstacle: by default (`collide: 'static'`) only the static world
23
+ // and other ragdolls stop it — dynamic bodies, character controllers and vehicles pass through, so it
24
+ // never shoves or blocks anything and the solver never pairs it with them — and once every part has
25
+ // come to rest (`freeze`, or `freezeAfter` seconds at the latest) the parts turn static where they
26
+ // lie: the pose holds, nothing can wake them, the solver skips them. Raycasts hit it either way, and
27
+ // a frozen `'all'` body is an obstacle you can stand on.
28
+
29
+ import { Aspect } from "../core/Aspect"
30
+ import type { FieldMeta } from "../core/fields"
31
+ import { cx, cy, cz, type Vec3Like } from "../math/vec"
32
+ import { Node } from "./Node"
33
+ import { DEFAULT_FRICTION } from "./Physics"
34
+
35
+ export interface RagdollHinge {
36
+ /** The hinge axis in the MODEL's space (its rest pose: +Z forward, +Y up, +X the model's left in
37
+ * glTF). Perpendicular to the bone; the engine drops any component along it. */
38
+ axis: Vec3Like
39
+ /** The bend range about `axis` in degrees, relative to the pose the ragdoll was built in — a knee
40
+ * is `{ axis: [1, 0, 0], min: 0, max: 140 }`: it folds one way only. */
41
+ min: number
42
+ max: number
43
+ }
44
+
45
+ export interface RagdollPart {
46
+ /** The bone the body sits on — its origin is the joint. */
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+ bone: string
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+ /** The bone the capsule points at (the next joint down). Omitted = a leaf: `length` along the line
49
+ * from the parent part's origin (a head, a hand, a foot without toes). */
50
+ to?: string
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+ /** The bone of the part this one hangs from (default: the previous part in the list). The root
52
+ * has none. */
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+ parent?: string
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+ /** Capsule radius in metres (default 0.05). */
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+ radius?: number
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+ /** Length in metres: a leaf's, or an override of the distance to `to`. */
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+ length?: number
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+ /** This part's share of the ragdoll's `mass` (relative weight, default 1). */
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+ mass?: number
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+ /** Cone half-angle in degrees the part may swing off its parent (default 30). Ignored with `hinge`. */
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+ swing?: number
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+ /** Twist half-angle in degrees about its own axis (default 20). */
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+ twist?: number
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+ /** A one-way joint instead of the cone. */
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+ hinge?: RagdollHinge
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+ }
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+
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+ const VERSION = 2
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+ const HEADER = 12
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+ const STRIDE = 12
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+
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+ // Bone names per humanoid role, tried in order: Mixamo / MotusMan / Unity-style first, then UE-style.
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+ // `node.bone()` already matches the part after a `:` / `|` prefix (`mixamorig:Hips`).
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+ const HUMANOID: Record<string, string[]> = {
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+ hips: [ "Hips", "pelvis", "Pelvis", "hip" ],
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+ spine: [ "Spine", "spine_01", "spine", "Spine1" ],
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+ neck: [ "Neck", "neck_01", "neck" ],
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+ head: [ "Head", "head" ],
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+ upperArmL: [ "LeftArm", "upperarm_l", "LeftUpperArm", "UpperArm_L", "L_UpperArm" ],
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+ foreArmL: [ "LeftForeArm", "lowerarm_l", "LeftLowerArm", "LowerArm_L", "L_Forearm" ],
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+ handL: [ "LeftHand", "hand_l", "Hand_L", "L_Hand" ],
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+ upLegL: [ "LeftUpLeg", "thigh_l", "LeftUpperLeg", "UpperLeg_L", "L_Thigh" ],
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+ legL: [ "LeftLeg", "calf_l", "LeftLowerLeg", "LowerLeg_L", "L_Calf" ],
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+ footL: [ "LeftFoot", "foot_l", "Foot_L", "L_Foot" ],
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+ toeL: [ "LeftToeBase", "ball_l", "LeftToe", "Toe_L", "L_Toe" ],
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+ upperArmR: [ "RightArm", "upperarm_r", "RightUpperArm", "UpperArm_R", "R_UpperArm" ],
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+ foreArmR: [ "RightForeArm", "lowerarm_r", "RightLowerArm", "LowerArm_R", "R_Forearm" ],
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+ handR: [ "RightHand", "hand_r", "Hand_R", "R_Hand" ],
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+ upLegR: [ "RightUpLeg", "thigh_r", "RightUpperLeg", "UpperLeg_R", "R_Thigh" ],
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+ legR: [ "RightLeg", "calf_r", "RightLowerLeg", "LowerLeg_R", "R_Calf" ],
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+ footR: [ "RightFoot", "foot_r", "Foot_R", "R_Foot" ],
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+ toeR: [ "RightToeBase", "ball_r", "RightToe", "Toe_R", "R_Toe" ],
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+ }
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+
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+ /** The standard humanoid layout (hips, one spine capsule up to the neck, head, two-segment arms and
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+ * legs, hands and feet where the rig has them): sizes for a ~1.8 m human, mass shares from body
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+ * segment tables, knees and elbows as hinges that fold the natural way for a model standing in a
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+ * T- or A-pose facing +Z. */
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+ const humanoidParts = (find: (role: string) => string | null): RagdollPart[] => {
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+ const hips = find("hips"), spine = find("spine"), neck = find("neck"), head = find("head")
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+ if (!hips) throw new Error("Ragdoll 'humanoid': no hips bone (Hips / pelvis) on this model — list the parts by name")
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+ const parts: RagdollPart[] = []
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+ parts.push({ bone: hips, to: spine ?? undefined, length: spine ? 0 : 0.2, radius: 0.12, mass: 15 })
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+ const torso = spine ?? hips
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+ if (spine) parts.push({ bone: spine, to: neck ?? head ?? undefined, length: neck || head ? 0 : 0.4, parent: hips, radius: 0.11, mass: 25, swing: 25, twist: 25 })
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+ if (head) parts.push({ bone: head, parent: torso, radius: 0.1, length: 0.2, mass: 6, swing: 35, twist: 45 })
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+ for (const side of [ "L", "R" ] as const) {
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+ const upper = find(`upperArm${side}`), fore = find(`foreArm${side}`), hand = find(`hand${side}`)
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+ if (upper) parts.push({ bone: upper, to: fore ?? undefined, length: fore ? 0 : 0.3, parent: torso, radius: 0.05, mass: 3, swing: 80, twist: 45 })
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+ // the elbow: a T-pose arm along ±X folds its hand forward (+Z) — a negative turn about +Y on the
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+ // left, a positive one on the right
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+ if (upper && fore) parts.push({ bone: fore, to: hand ?? undefined, length: hand ? 0 : 0.28, parent: upper, radius: 0.04, mass: 2, twist: 30, hinge: { axis: [ 0, 1, 0 ], min: side === "L" ? -140 : 0, max: side === "L" ? 0 : 140 } })
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+ if (upper && fore && hand) parts.push({ bone: hand, parent: fore, radius: 0.035, length: 0.16, mass: 1, swing: 30, twist: 20 })
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+ const up = find(`upLeg${side}`), leg = find(`leg${side}`), foot = find(`foot${side}`), toe = find(`toe${side}`)
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+ if (up) parts.push({ bone: up, to: leg ?? undefined, length: leg ? 0 : 0.45, parent: hips, radius: 0.08, mass: 10, swing: 60, twist: 30 })
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+ // the knee: the shin (pointing down) swings its foot backward (−Z) for a positive turn about +X
117
+ if (up && leg) parts.push({ bone: leg, to: foot ?? undefined, length: foot ? 0 : 0.42, parent: up, radius: 0.06, mass: 5, twist: 10, hinge: { axis: [ 1, 0, 0 ], min: 0, max: 140 } })
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+ if (up && leg && foot) parts.push({ bone: foot, to: toe ?? undefined, length: toe ? 0 : 0.2, parent: leg, radius: 0.04, mass: 2, swing: 30, twist: 15 })
119
+ }
120
+ return parts
121
+ }
122
+
123
+ export class Ragdoll extends Aspect<"ragdoll", Node> {
124
+ static readonly aspect = "ragdoll"
125
+
126
+ /** The parts: `'humanoid'` (default) finds the standard bones by name; a list places bodies on any
127
+ * bones — parents before children. */
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+ parts: RagdollPart[] | "humanoid" = "humanoid"
129
+ /** Total mass in kg (default 70), split between the parts by their `mass` shares. */
130
+ mass = 70
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+ /** Friction of every part (default 0.6 — the physics default). */
132
+ friction = DEFAULT_FRICTION
133
+ /** Linear / angular damping of every part; 0 = Jolt's own 0.05. More angular damping settles a
134
+ * flailing body sooner. */
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+ linearDamping = 0
136
+ angularDamping = 0
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+ /** What the parts collide with. `'static'` (default): the static geometry and other such ragdolls
138
+ * only — dynamic bodies, character controllers and vehicles pass through a fallen body, which then
139
+ * never shoves or blocks anything and costs nothing when they meet. `'all'`: a regular dynamic
140
+ * body that bumps into everything (and gets kicked awake by everything). */
141
+ collide: "static" | "all" = "static"
142
+ /** Once every part has come to rest the parts turn static where they lie (default true): the pose
143
+ * holds, nothing can wake a settled body and it costs the solver nothing — `deactivate()` /
144
+ * `activate()` still work (activate makes it dynamic again). */
145
+ freeze = true
146
+ /** Seconds after `activate()` at which the body freezes whatever it is doing — a twitch on a slope
147
+ * or a pile never sleeps on its own. 0 (default) = no cap. */
148
+ freezeAfter = 0
149
+
150
+ static fields: FieldMeta<Ragdoll> = {
151
+ mass: { min: 1, step: 5 },
152
+ friction: { min: 0, max: 2, step: 0.05 },
153
+ linearDamping: { label: "Linear damping", min: 0, max: 5, step: 0.05 },
154
+ angularDamping: { label: "Angular damping", min: 0, max: 5, step: 0.05 },
155
+ collide: { options: [ "static", "all" ] },
156
+ freezeAfter: { label: "Freeze after (s)", min: 0, max: 60, step: 0.5 },
157
+ parts: { hidden: true },
158
+ }
159
+
160
+ private _id = 0
161
+ private _active = false
162
+ private _bones: { name: string; node: Node }[] = []
163
+
164
+ onAttach(): void {
165
+ if (!_creator.physicsHasSupport || !_creator.physicsHasSupport()) return
166
+ if (!_creator.ragdollCreate) {
167
+ console.warn("Ragdoll needs a newer host (no ragdollCreate) — the body will not fall")
168
+ return
169
+ }
170
+ const find = (role: string): string | null => {
171
+ for (const name of HUMANOID[role] ?? []) if (this.node.bone(name)) return name
172
+ return null
173
+ }
174
+ const parts = this.parts === "humanoid" ? humanoidParts(find) : this.parts
175
+ if (parts.length === 0) throw new Error("Ragdoll: no parts")
176
+
177
+ const n = parts.length
178
+ const bones = new Uint32Array(n * 2)
179
+ const s = new Float32Array(HEADER + n * STRIDE)
180
+ s[0] = VERSION; s[1] = n; s[2] = STRIDE; s[3] = this.friction; s[4] = this.linearDamping; s[5] = this.angularDamping
181
+ s[6] = this.collide === "all" ? 0 : 1; s[7] = this.freeze ? 1 : 0; s[8] = Math.max(0, this.freezeAfter)
182
+ let shares = 0
183
+ for (const p of parts) shares += p.mass ?? 1
184
+ this._bones = []
185
+ for (let i = 0; i < n; i++) {
186
+ const p = parts[i]!
187
+ const bone = this.node.bone(p.bone)
188
+ if (!bone) throw new Error(`Ragdoll: no bone '${p.bone}' on '${this.node.name}'`)
189
+ const to = p.to ? this.node.bone(p.to) : null
190
+ if (p.to && !to) throw new Error(`Ragdoll: no bone '${p.to}' (the 'to' of '${p.bone}') on '${this.node.name}'`)
191
+ let parent = -1
192
+ if (i > 0) {
193
+ parent = p.parent ? parts.findIndex((q, j) => j < i && q.bone === p.parent) : i - 1
194
+ if (parent < 0) throw new Error(`Ragdoll: the parent '${p.parent}' of '${p.bone}' must be listed before it`)
195
+ }
196
+ bones[i * 2] = bone.id
197
+ bones[i * 2 + 1] = to ? to.id : 0
198
+ const o = HEADER + i * STRIDE
199
+ s[o] = parent
200
+ s[o + 1] = p.radius ?? 0.05
201
+ s[o + 2] = p.length ?? 0
202
+ s[o + 3] = this.mass * (p.mass ?? 1) / shares
203
+ s[o + 4] = p.swing ?? 30
204
+ s[o + 5] = p.twist ?? 20
205
+ if (p.hinge) {
206
+ s[o + 6] = 1
207
+ s[o + 7] = cx(p.hinge.axis); s[o + 8] = cy(p.hinge.axis); s[o + 9] = cz(p.hinge.axis)
208
+ s[o + 10] = p.hinge.min; s[o + 11] = p.hinge.max
209
+ }
210
+ this._bones.push({ name: p.bone, node: bone })
211
+ }
212
+ this._id = _creator.ragdollCreate(this.node.id, bones, s)
213
+ if (!this._id) console.warn(`Ragdoll: the host refused the parts on '${this.node.name}'`)
214
+ }
215
+
216
+ onDetach(): void {
217
+ if (this._id) {
218
+ if (this._active) _creator.ragdollDeactivate!(this._id)
219
+ _creator.ragdollDestroy!(this._id)
220
+ this._id = 0
221
+ }
222
+ this._active = false
223
+ this._bones = []
224
+ }
225
+
226
+ /** Hand the bones to physics from the pose they are in right now. `velocity` (world m/s) is given
227
+ * to every part — pass the character's, so a running body keeps travelling. */
228
+ activate(opts: { velocity?: Vec3Like } = {}): boolean {
229
+ if (!this._id) return false
230
+ const v = opts.velocity ?? [ 0, 0, 0 ]
231
+ this._active = _creator.ragdollActivate!(this._id, cx(v), cy(v), cz(v))
232
+ return this._active
233
+ }
234
+
235
+ /** Take the bones back: the animator's pose shows again from the next frame. */
236
+ deactivate(): void {
237
+ if (!this._id || !this._active) return
238
+ _creator.ragdollDeactivate!(this._id)
239
+ this._active = false
240
+ }
241
+
242
+ /** Physics owns the bones right now. */
243
+ get active(): boolean { return this._active }
244
+
245
+ /** Active and every part asleep (or frozen) — the body has come to rest. */
246
+ get settled(): boolean {
247
+ return this._active && !!this._id && !_creator.ragdollActive!(this._id)
248
+ }
249
+
250
+ /** The root part's bone (the hips): where the body is. */
251
+ get root(): Node | null { return this._bones[0]?.node ?? null }
252
+
253
+ /** The bones that carry a part, in order. */
254
+ get bones(): string[] { return this._bones.map((b) => b.name) }
255
+
256
+ /** The rigid-body id of a part (0 if none) — for the plain body calls. */
257
+ bodyOf(bone: string): number {
258
+ const i = this._bones.findIndex((b) => b.name === bone)
259
+ return i < 0 || !this._id ? 0 : _creator.ragdollBodyId!(this._id, i)
260
+ }
261
+
262
+ /** Push one part: an impulse in N·s, at a world point (a hit) or through its centre. Wakes the body. */
263
+ impulse(bone: string, v: Vec3Like, at?: Vec3Like): boolean {
264
+ const id = this.bodyOf(bone)
265
+ if (!id) return false
266
+ if (at && _creator.physicsApplyImpulseAt) _creator.physicsApplyImpulseAt(id, cx(v), cy(v), cz(v), cx(at), cy(at), cz(at))
267
+ else _creator.physicsApplyImpulse(id, cx(v), cy(v), cz(v))
268
+ return true
269
+ }
270
+ }