lecodes-sdk 0.20.2 → 1.0.0

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Files changed (77) hide show
  1. package/dist/global.d.ts +17 -5
  2. package/dist/types/canvas/Canvas.d.ts +2 -0
  3. package/dist/types/gl/DecalSet.d.ts +48 -3
  4. package/dist/types/gl/Geometry.d.ts +12 -0
  5. package/dist/types/gl/Lightmap.d.ts +9 -0
  6. package/dist/types/gl/Material.d.ts +4 -0
  7. package/dist/types/gl/Mesh.d.ts +7 -1
  8. package/dist/types/gl/Model.d.ts +34 -0
  9. package/dist/types/gl/Particles.d.ts +13 -0
  10. package/dist/types/gl/Scene.d.ts +1 -1
  11. package/dist/types/gl/animation/DynamicBone.d.ts +173 -0
  12. package/dist/types/gl/{IK.d.ts → animation/IK.d.ts} +4 -4
  13. package/dist/types/gl/{Locomotion.d.ts → animation/Locomotion.d.ts} +6 -6
  14. package/dist/types/gl/{AudioSource.d.ts → audio/AudioSource.d.ts} +6 -6
  15. package/dist/types/gl/{AudioZone.d.ts → audio/AudioZone.d.ts} +4 -4
  16. package/dist/types/gl/{SceneAudio.d.ts → audio/SceneAudio.d.ts} +1 -1
  17. package/dist/types/gl/{NavAgent.d.ts → nav/NavAgent.d.ts} +4 -4
  18. package/dist/types/gl/{NavMesh.d.ts → nav/NavMesh.d.ts} +4 -4
  19. package/dist/types/gl/{CharacterController.d.ts → physics/CharacterController.d.ts} +5 -5
  20. package/dist/types/gl/{Physics.d.ts → physics/Physics.d.ts} +6 -5
  21. package/dist/types/gl/{Ragdoll.d.ts → physics/Ragdoll.d.ts} +4 -4
  22. package/dist/types/gl/{Shape.d.ts → physics/Shape.d.ts} +3 -3
  23. package/dist/types/gl/{Trigger.d.ts → physics/Trigger.d.ts} +2 -2
  24. package/dist/types/gl/{Terrain.d.ts → terrain/Terrain.d.ts} +6 -6
  25. package/dist/types/gl/{terrainMesh.d.ts → terrain/terrainMesh.d.ts} +1 -1
  26. package/dist/types/gl/vehicle/Vehicle.d.ts +300 -0
  27. package/dist/types/gl/vehicle/Wheel.d.ts +147 -0
  28. package/dist/types/inject.d.ts +28 -26
  29. package/dist/types/runtime/files.d.ts +24 -1
  30. package/dist/types/scene/defineScene.d.ts +10 -3
  31. package/dist/types.json +1 -1
  32. package/package.json +1 -1
  33. package/prompts/README.md +142 -142
  34. package/src/bridges.d.ts +1599 -1481
  35. package/src/canvas/Canvas.ts +21 -0
  36. package/src/compile/__tests__/compile.test.ts +11 -0
  37. package/src/compile/header.ts +6 -3
  38. package/src/compile/index.ts +1 -0
  39. package/src/compile/sceneEditor.ts +42 -1
  40. package/src/gl/DecalSet.ts +132 -5
  41. package/src/gl/Geometry.ts +348 -284
  42. package/src/gl/Lightmap.ts +32 -5
  43. package/src/gl/Material.ts +21 -0
  44. package/src/gl/Mesh.ts +120 -102
  45. package/src/gl/Model.ts +33 -1
  46. package/src/gl/Node.ts +1 -1
  47. package/src/gl/Particles.ts +21 -3
  48. package/src/gl/Scene.ts +1 -1
  49. package/src/gl/animation/DynamicBone.ts +459 -0
  50. package/src/gl/{IK.ts → animation/IK.ts} +4 -4
  51. package/src/gl/{Locomotion.ts → animation/Locomotion.ts} +7 -7
  52. package/src/gl/{AudioSource.ts → audio/AudioSource.ts} +7 -7
  53. package/src/gl/{AudioZone.ts → audio/AudioZone.ts} +75 -75
  54. package/src/gl/{SceneAudio.ts → audio/SceneAudio.ts} +2 -2
  55. package/src/gl/{NavAgent.ts → nav/NavAgent.ts} +5 -5
  56. package/src/gl/{NavMesh.ts → nav/NavMesh.ts} +8 -8
  57. package/src/gl/{CharacterController.ts → physics/CharacterController.ts} +5 -5
  58. package/src/gl/{Physics.ts → physics/Physics.ts} +12 -5
  59. package/src/gl/{Ragdoll.ts → physics/Ragdoll.ts} +8 -6
  60. package/src/gl/{Shape.ts → physics/Shape.ts} +3 -3
  61. package/src/gl/{Trigger.ts → physics/Trigger.ts} +45 -45
  62. package/src/gl/{physicsEvents.ts → physics/physicsEvents.ts} +1 -1
  63. package/src/gl/{Terrain.ts → terrain/Terrain.ts} +10 -10
  64. package/src/gl/{terrainMesh.ts → terrain/terrainMesh.ts} +1 -1
  65. package/src/gl/vehicle/Vehicle.ts +666 -0
  66. package/src/gl/vehicle/Wheel.ts +290 -0
  67. package/src/inject.ts +226 -224
  68. package/src/runtime/files.ts +32 -2
  69. package/src/scene/defineScene.ts +26 -10
  70. package/src/scene/level.ts +2 -2
  71. package/dist/types/gl/Gearbox.d.ts +0 -86
  72. package/dist/types/gl/Vehicle.d.ts +0 -191
  73. package/dist/types/gl/Wheel.d.ts +0 -95
  74. package/src/gl/Gearbox.ts +0 -212
  75. package/src/gl/Vehicle.ts +0 -473
  76. package/src/gl/Wheel.ts +0 -240
  77. /package/dist/types/gl/{physicsEvents.d.ts → physics/physicsEvents.d.ts} +0 -0
@@ -0,0 +1,459 @@
1
+ // DynamicBone — secondary motion for tails, ears, hair, ropes and cloaks, simulated in the engine.
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+ // Attach to the ROOT bone of a chain; the bone's whole subtree becomes Verlet particle chains that
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+ // swing, lag and settle under gravity, wind and the character's motion, pulled back toward the pose
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+ // the animation gives them, kept out of the body by capsule colliders and above the floor.
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+ //
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+ // const tail = fox.bone('tail')!
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+ // tail.aspect(DynamicBone, { stiffness: [0.6, 0.15], damping: 0.15, gravity: 2, angleLimit: 50 })
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+ // fox.bone('earend')!.aspect(DynamicBone, { stiffness: 0.8, angleLimit: 25 })
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+ // fox.bone('Hips')!.aspect(DynamicBoneCollider, { radius: 0.12, to: 'chest' }) // a capsule the tail can't enter
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+ // tail.dynamicBone.weight = cutscene ? 0 : 1 // blend to the animation
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+ // tail.dynamicBone.floor = hit.point // the ground under it
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+ // tail.dynamicBone.reset() // after a teleport
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+ //
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+ // Per-bone values (`radius`, `stiffness`, `damping`, `gravity`, `angleLimit`) take one number for the
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+ // whole chain or a `[root, tip]` pair interpolated down the chain — a tail is stiff at the base and
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+ // loose at the tip. A cloak is one aspect on the common parent of its columns with `link` > 0: the
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+ // bones at the same depth of neighbouring columns are tied at their rest distance.
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+ //
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+ // The simulation runs natively in a stage of its own after the late phase and before the skin flush
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+ // (docs/parity: gl-dynamic-bones): the animator, an active ragdoll and late-phase aspects (IK) are
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+ // its input; every field of this aspect is live — the values are pushed when they change.
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+
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+ import { Aspect } from "../../core/Aspect"
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+ import type { FieldMeta } from "../../core/fields"
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+ import { Vec3, cx, cy, cz, type Vec3Like } from "../../math/vec"
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+ import { Node } from "../Node"
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+ import { Model } from "../Model"
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+ import { HUMANOID, humanoidParts } from "../physics/Ragdoll"
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+
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+ /** One value for the chain, or `[root, tip]` interpolated down it by depth. */
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+ export type DynamicBoneCurve = number | readonly [root: number, tip: number]
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+ /** `'none'`, `'probe'` (a ray from the chain root down against the physics world, every frame), a
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+ * height (a horizontal plane at that world y) or a world point (a plane through it, `floorNormal` up). */
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+ export type DynamicBoneFloor = "none" | "probe" | number | Vec3Like
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+ /** `'auto'` = every DynamicBoneCollider under the model; `'humanoid'` = those plus capsules generated
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+ * on the standard humanoid bones (hips, spine, head, limbs — the Ragdoll's layout); `'none'`; or the
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+ * nodes carrying the colliders to use. */
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+ export type DynamicBoneColliders = "auto" | "humanoid" | "none" | Node[]
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+ /** The cloth's OUTSIDE, which makes every collider one-sided: `'none'` = a collider pushes a bone to its
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+ * nearest surface (tails, ropes); `'auto'` = away from the root bone's own axis (a cloak's strips round a
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+ * spine face out from it); a vector = a fixed direction in the root bone's frame (a cape on the back:
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+ * `[0, 0, -1]`). With a side the body is under the cloth by definition: an arm that swung through the
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+ * cape pushes it away, and a bone that ended up inside a capsule leaves it on the outside — never
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+ * through it to be held against the chest from the wrong side. */
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+ export type DynamicBoneSide = "none" | "auto" | Vec3Like
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+
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+ const VERSION = 1
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+ const PARAMS = 25 // CANIM_DYN_COUNT
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+ const HEADER = 3 + PARAMS
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+ const STRIDE = 7 // CANIM_DYN_BONE_STRIDE
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+ const FLOOR_NONE = 0, FLOOR_PLANE = 1, FLOOR_PROBE = 2
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+
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+ let warned = false
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+ const supported = (): boolean => {
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+ if (_creator.dynamicBoneCreate) return true
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+ if (!warned) { warned = true; console.warn("DynamicBone needs a newer host (no dynamicBoneCreate) — the animation shows as is") }
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+ return false
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+ }
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+
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+ const at = (c: DynamicBoneCurve, t: number): number => typeof c === "number" ? c : c[0] + (c[1] - c[0]) * t
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+
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+ /** The model a bone belongs to: the topmost Model ancestor, else the topmost ancestor. */
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+ const modelOf = (n: Node): Node => {
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+ let top: Node = n, model: Node | null = null
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+ for (let p: Node | null = n; p; p = p.parent) { top = p; if (p instanceof Model) model = p }
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+ return model ?? top
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+ }
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+
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+ /** A capsule (or a sphere) riding a bone — what dynamic bones stay out of. Attach to a body bone:
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+ * `hips.aspect(DynamicBoneCollider, { radius: 0.12, to: 'Spine' })`. The capsule runs from
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+ * `offset` (the bone's origin by default) to the `to` bone's origin, or to `end` (both in the bone's
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+ * local space); neither = a sphere at `offset`. Picked up by every DynamicBone on the same model
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+ * with `colliders: 'auto'` / `'humanoid'`, or listed explicitly. */
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+ export class DynamicBoneCollider extends Aspect<"dynamicBoneCollider", Node> {
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+ static readonly aspect = "dynamicBoneCollider"
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+
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+ /** Radius in metres, in the world: the bone's scale does not touch it (`offset` / `end` are in the bone's own units). */
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+ radius = 0.1
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+ /** Start of the capsule in the bone's local space (default: the bone's origin). */
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+ offset: Vec3Like = [ 0, 0, 0 ]
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+ /** End of the capsule in the bone's local space (a sphere when neither `end` nor `to` is set). */
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+ end?: Vec3Like
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+ /** The bone the capsule reaches (its origin), instead of `end`. */
84
+ to?: string
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+
86
+ static fields: FieldMeta<DynamicBoneCollider> = {
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+ radius: { min: 0, max: 2, step: 0.005 },
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+ offset: { hidden: true },
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+ end: { hidden: true },
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+ to: { hidden: true },
91
+ }
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+
93
+ private _id = 0
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+
95
+ /** @internal the engine's collider id (0 when the host has none). */
96
+ get _colliderId(): number { return this._id }
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+
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+ private _segment(): [Vec3, Vec3] {
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+ const a = new Vec3(this.offset)
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+ if (this.to) {
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+ const target = modelOf(this.node).bone(this.to)
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+ if (!target) throw new Error(`DynamicBoneCollider: no bone '${this.to}' (the 'to' of '${this.node.name}')`)
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+ const b = this.node.worldMatrix.invert().transformPoint(target.worldPosition)
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+ return [ a, b ]
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+ }
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+ return [ a, this.end ? new Vec3(this.end) : a ]
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+ }
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+
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+ onAttach(): void {
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+ if (!supported()) return
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+ const [ a, b ] = this._segment()
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+ this._id = _creator.dynamicBoneColliderCreate!(this.node.id, a.x, a.y, a.z, b.x, b.y, b.z, this.radius)
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+ DynamicBone._collidersChanged()
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+ }
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+
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+ onReconfigure(): void {
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+ if (!this._id) return
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+ const [ a, b ] = this._segment()
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+ _creator.dynamicBoneColliderSet!(this._id, a.x, a.y, a.z, b.x, b.y, b.z, this.radius)
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+ }
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+
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+ onDetach(): void {
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+ if (this._id) { _creator.dynamicBoneColliderDestroy!(this._id); this._id = 0; DynamicBone._collidersChanged() }
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+ }
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+ }
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+
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+ export class DynamicBone extends Aspect<"dynamicBone", Node> {
128
+ static readonly aspect = "dynamicBone"
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+
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+ /** Only these bones (by name) join the chain — the root always does, a bone left out takes its
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+ * subtree with it. Default: the root's whole subtree. */
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+ bones?: string[]
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+ /** Depth limit under the root (0 = no limit). */
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+ depth = 0
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+ /** Particle radius for the collisions, metres. */
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+ radius: DynamicBoneCurve = 0.02
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+ /** 0..1 — how fast a bone returns to the animated shape (per 1/60 s). 0 = a rope, 1 = rigid. */
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+ stiffness: DynamicBoneCurve = 0.3
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+ /** 0..1 — velocity lost per 1/60 s. 0.02 swings like a rope, 0.1 settles like a tail, 0.3 is honey. */
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+ damping: DynamicBoneCurve = 0.1
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+ /** m/s² downward. A hanging rest pose feels none of it (the bone length cancels it); a pose that
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+ * sticks out droops by as much as `stiffness` lets it. */
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+ gravity: DynamicBoneCurve = 0
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+ /** Max deviation from the animated direction, degrees per bone (0 = free). */
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+ angleLimit: DynamicBoneCurve = 0
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+ /** Relative mass per bone. A bone-length constraint moves its two ends in inverse proportion to
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+ * their masses (the root is kinematic): `[3, 1]` makes a tail's base carry its tip, `1` shares
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+ * evenly like a rope. */
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+ mass: DynamicBoneCurve = 1
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+ /** Bones (by name) that ride the animation exactly while their subtrees still simulate: a sheet's
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+ * several roots under one anchor (a cloak's seven strips under the spine), so ONE chain owns them all
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+ * and `link` ties neighbouring strips. */
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+ pinned?: string[]
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+ /** Metres a PINNED bone may be pushed off its animated place by a collider — a soft pin. Its particle
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+ * collides and takes the edge pushes like a free bone (the strip below hangs from where it IS) and is
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+ * drawn back to the animation when the collider leaves; the bone's local translation follows. A hard
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+ * pin (0) at a capsule's edge made the first free bone below it jitter: the edge push on a segment
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+ * with an immovable end is a lever, and a touch near the root threw the child out. 2–3 cm for a
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+ * cloak's roots under a shoulder capsule. */
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+ pinGive = 0
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+ /** 0..1 of the character's travel the chain takes rigidly (0 = the full whip on a dash, 1 = it
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+ * moves with the body and only the pose's own motion swings it). */
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+ follow = 0
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+ /** World wind, m/s². */
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+ wind: Vec3Like = [ 0, 0, 0 ]
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+ /** The BODY'S TURN, ≥ 0. Above 0 the chain lives in the parent bone's ROTATING frame: `damping` acts
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+ * against the body's rigid motion (its travel plus its spin), so a heavily damped cloak RIDES a turn —
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+ * sweeps round with the back — instead of standing in the world while the character spins under it and
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+ * being dragged round after. The turn's inertia comes back as the frame's forces, scaled by this value:
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+ * a centrifugal push `ω² · r` along each bone's animated direction from the axis (the hem, farthest
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+ * from the spine, flies out and, on the chain's length, up). The frame's own physics is built in: the
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+ * whip back when the turn starts and forward when it stops, Coriolis. 1 = the physical push; more = a
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+ * bigger fling. With low damping the frame reproduces a free particle (nothing is counted twice);
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+ * an animation's spine sway is ~1 % of a 900°/s turn. A rotation over 90° in one frame (a respawn
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+ * facing) counts as a snap, not a spin. 0 = the plain translational frame, no turn forces. */
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+ spin = 0
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+ /** With `spin`: the cloth's INERTIA against the body's turn, seconds — the cloth's own rotation follows the
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+ * body's with this time constant. It falls behind when a turn starts (by about ω·τ: 45° at 900°/s and 0.05),
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+ * rides once caught up, and keeps turning past the back when the body stops (the same angle, eased out over
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+ * τ). Smooth by construction. 0 = glued to the turn; large = the cloth stays in the world while the body spins. */
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+ spinInertia = 0
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+ /** 0..1 strength of the ties between neighbouring columns at the same depth (a cloak). */
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+ link = 0
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+ /** 0..1 blend from the animation (0) to the simulation (1). At 0 nothing is simulated and the
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+ * chain re-arms on the animated pose when it comes back. */
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+ weight = 1
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+ /** Substep rate, Hz (≤ 4 substeps per frame). */
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+ rate = 60
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+ /** A root jump longer than this in one frame (metres) resets the chain instead of whipping it. */
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+ teleport = 1
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+ /** What the particles stay above: `'none'`, `'probe'`, a height, or a world point. */
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+ floor: DynamicBoneFloor = "none"
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+ /** The floor plane's normal when `floor` is a point. */
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+ floorNormal: Vec3Like = [ 0, 1, 0 ]
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+ /** Friction against the floor, a Coulomb coefficient: a resting bone's slide loses up to
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+ * `floorFriction · gravity · dt` of speed per substep (0 = ice, 1 = a rubber sole). While a bone
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+ * rests on the floor or a collider, `stiffness` and `angleLimit` let go of it: the surface's
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+ * reaction outranks the spring, or a hem folded on the floor would run away along it. */
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+ floorFriction = 0.5
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+ /** Constraint passes per substep (1..8, default 4). Each pass shares every bone length between its
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+ * ends, so a pull needs passes to travel down a long chain: a long rope may want 8, a short tail is
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+ * fine with 2. */
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+ iterations = 4
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+ /** What the chain collides with (see DynamicBoneColliders). */
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+ colliders: DynamicBoneColliders = "auto"
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+ /** The cloth's outside — makes the colliders one-sided (see DynamicBoneSide). */
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+ side: DynamicBoneSide = "none"
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+ /** How firmly `guide()` targets are HELD through the constraint passes, 0..1. At 0 a guide is applied once
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+ * before the passes and the length / link passes may drag the bone back toward its un-guided neighbours
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+ * within the same frame; at 0.5 it is re-pulled after every pass with half its weight (converges with the
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+ * passes), at 1 with its full weight (a target the bone length cannot reach then jitters). */
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+ guideHold = 0
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+ /** The chain's EDGES collide with the capsules too — every bone segment and every link, not only the bones'
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+ * particles: a capsule thinner than a bone's length (a forearm) no longer passes through the cloth between
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+ * two bones. Off = particles only. */
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+ edges = true
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+
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+ static fields: FieldMeta<DynamicBone> = {
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+ depth: { min: 0, max: 32, step: 1 },
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+ radius: { min: 0, max: 1, step: 0.005 },
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+ stiffness: { min: 0, max: 1, step: 0.01 },
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+ damping: { min: 0, max: 1, step: 0.01 },
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+ gravity: { min: 0, max: 30, step: 0.1 },
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+ angleLimit: { label: "Angle limit (°)", min: 0, max: 180, step: 1 },
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+ mass: { min: 0.1, max: 10, step: 0.1 },
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+ follow: { min: 0, max: 1, step: 0.01 },
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+ link: { min: 0, max: 1, step: 0.01 },
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+ weight: { min: 0, max: 1, step: 0.01 },
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+ rate: { min: 30, max: 240, step: 10 },
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+ teleport: { min: 0, max: 20, step: 0.1 },
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+ floorFriction: { label: "Floor friction", min: 0, max: 1, step: 0.01 },
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+ iterations: { min: 1, max: 8, step: 1 },
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+ bones: { hidden: true },
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+ pinned: { hidden: true },
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+ pinGive: { label: "Pin give (m)", min: 0, max: 0.2, step: 0.005 },
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+ wind: { hidden: true },
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+ spin: { min: 0, max: 4, step: 0.05 },
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+ spinInertia: { label: "Spin inertia (s)", min: 0, max: 0.3, step: 0.005 },
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+ floor: { hidden: true },
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+ floorNormal: { hidden: true },
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+ colliders: { hidden: true },
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+ side: { hidden: true },
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+ guideHold: { min: 0, max: 1, step: 0.05 },
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+ edges: { hidden: true },
245
+ }
246
+
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+ private _id = 0
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+ private _chain: Node[] = []
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+ private _depths: number[] = []
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+ private _blob = new Float32Array(0)
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+ private _sent = new Float32Array(0)
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+ private _floorKey = ""
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+ private _colliderKey = ""
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+ private _collidersDirty = true
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+ private _collidersRef: DynamicBoneColliders | null = null
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+ private _own: number[] = [] // colliders generated for 'humanoid' (destroyed with the aspect)
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+ private _colliderSet: (Node | "auto" | "humanoid" | "none")[] | null = null
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+
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+ /** The bones of the chain, the root first. */
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+ get chain(): readonly Node[] { return this._chain }
261
+
262
+ onAttach(): void {
263
+ if (!supported()) return
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+ this._collect()
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+ if (this._chain.length === 0) return
266
+ const n = this._chain.length
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+ const bones = new Uint32Array(n)
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+ for (let i = 0; i < n; i++) bones[i] = this._chain[i]!.id
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+ this._blob = new Float32Array(HEADER + n * STRIDE)
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+ this._fill(this._blob)
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+ this._id = _creator.dynamicBoneCreate!(modelOf(this.node).id, bones, this._blob, this._links())
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+ if (!this._id) { console.warn(`DynamicBone: the host refused the chain under '${this.node.name}'`); return }
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+ this._sent = this._blob.slice()
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+ this._floorKey = ""; this._colliderKey = ""; this._collidersDirty = true
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+ this._pushFloor()
276
+ this._pushColliders()
277
+ }
278
+
279
+ onReconfigure(): void { this._sync() }
280
+
281
+ /** Every field is live: what changed since the last frame is pushed here, before the engine's stage. */
282
+ update(): void { this._sync() }
283
+
284
+ onDetach(): void {
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+ if (this._id) { _creator.dynamicBoneDestroy!(this._id); this._id = 0 }
286
+ for (const id of this._own) _creator.dynamicBoneColliderDestroy!(id)
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+ this._own = []
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+ this._chain = []
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+ }
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+
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+ /** Snap the chain onto the animated pose next frame (a teleport, a camera cut). */
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+ reset(): void { if (this._id) _creator.dynamicBoneReset!(this._id) }
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+
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+ /** GUIDES: world points the bones' particles are drawn to each substep before the constraints —
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+ * weight 1 = there before them, the rest of the chain hangs, collides and links as before (a cape's
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+ * strips riding the arms). Replaces the previous set; an empty list clears. A late-phase script
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+ * (after the animator, before the engine's chain stage) refreshes it every frame. */
298
+ guide(rows: readonly { bone: Node, at: Vec3Like, weight: number }[]): void {
299
+ if (!this._id) return
300
+ const out: number[] = []
301
+ for (const r of rows) {
302
+ const i = this._chain.indexOf(r.bone)
303
+ if (i < 0) continue
304
+ out.push(i, cx(r.at), cy(r.at), cz(r.at), r.weight)
305
+ }
306
+ _creator.dynamicBoneTargets?.(this._id, out.length ? new Float32Array(out) : null)
307
+ }
308
+
309
+ /** The particles' world positions (the bones, then the leaves' virtual tips) — for a debug draw. */
310
+ get particles(): Vec3[] {
311
+ if (!this._id) return []
312
+ const out = new Float32Array((this._chain.length * 2) * 3)
313
+ const n = _creator.dynamicBoneParticles!(this._id, out)
314
+ const pts: Vec3[] = []
315
+ for (let i = 0; i < n; i++) pts.push(new Vec3(out[i * 3]!, out[i * 3 + 1]!, out[i * 3 + 2]!))
316
+ return pts
317
+ }
318
+
319
+ // ---- internals ----------------------------------------------------------------------------------
320
+
321
+ private _collect(): void {
322
+ const chain: Node[] = [], depths: number[] = []
323
+ const only = this.bones ? new Set(this.bones) : null
324
+ const walk = (n: Node, d: number): void => {
325
+ chain.push(n); depths.push(d)
326
+ if (this.depth > 0 && d >= this.depth) return
327
+ for (const c of n.children) {
328
+ if (only && !only.has(c.name)) continue
329
+ if (c.has(DynamicBone) || c.has(DynamicBoneCollider)) continue // another chain / a body bone
330
+ walk(c, d + 1)
331
+ }
332
+ }
333
+ walk(this.node, 0)
334
+ this._chain = chain; this._depths = depths
335
+ }
336
+
337
+ private _fill(b: Float32Array): void {
338
+ const n = this._chain.length
339
+ let maxDepth = 0
340
+ for (const d of this._depths) if (d > maxDepth) maxDepth = d
341
+ b[0] = VERSION; b[1] = n; b[2] = STRIDE
342
+ b[3] = this.weight; b[4] = this.follow
343
+ b[5] = cx(this.wind); b[6] = cy(this.wind); b[7] = cz(this.wind)
344
+ b[8] = this.link; b[9] = this.rate; b[10] = this.teleport
345
+ b[11] = 0; b[12] = 0; b[13] = 0; b[14] = 0; b[15] = 0; b[16] = 1; b[17] = 0 // the floor goes through setFloor
346
+ b[18] = this.floorFriction
347
+ b[19] = Math.max(1, Math.min(8, Math.round(this.iterations)))
348
+ const side = this.side
349
+ const sideVec = side === "none" || side === "auto" ? null : side
350
+ b[20] = side === "none" ? 0 : side === "auto" ? 1 : 2
351
+ b[21] = sideVec ? cx(sideVec) : 0; b[22] = sideVec ? cy(sideVec) : 0; b[23] = sideVec ? cz(sideVec) : 0
352
+ b[24] = Math.max(0, Math.min(1, this.guideHold))
353
+ b[25] = this.edges ? 1 : 0
354
+ b[26] = Math.max(0, this.spin)
355
+ b[27] = Math.max(0, this.spinInertia)
356
+ const pin = this.pinned?.length ? new Set(this.pinned) : null
357
+ for (let i = 0; i < n; i++) {
358
+ const t = maxDepth > 0 ? this._depths[i]! / maxDepth : 0
359
+ const o = HEADER + i * STRIDE
360
+ b[o] = at(this.radius, t); b[o + 1] = at(this.stiffness, t); b[o + 2] = at(this.damping, t)
361
+ b[o + 3] = at(this.gravity, t); b[o + 4] = at(this.angleLimit, t)
362
+ const isPinned = !!pin && i > 0 && pin.has(this._chain[i]!.name)
363
+ b[o + 5] = isPinned ? -1 : at(this.mass, t) // mass < 0 = pinned
364
+ b[o + 6] = isPinned ? Math.max(0, this.pinGive) : 0
365
+ }
366
+ }
367
+
368
+ /** Neighbour links: the bones at the same depth, in tree order, tied pairwise. */
369
+ private _links(): Uint16Array | undefined {
370
+ if (this.link <= 0) return undefined
371
+ const byDepth = new Map<number, number[]>()
372
+ this._depths.forEach((d, i) => { if (d > 0) (byDepth.get(d) ?? byDepth.set(d, []).get(d)!).push(i) })
373
+ const pairs: number[] = []
374
+ for (const row of byDepth.values()) for (let k = 0; k + 1 < row.length; k++) pairs.push(row[k]!, row[k + 1]!)
375
+ return pairs.length ? new Uint16Array(pairs) : undefined
376
+ }
377
+
378
+ private _sync(): void {
379
+ if (!this._id) return
380
+ this._fill(this._blob)
381
+ let changed = false
382
+ for (let i = 0; i < this._blob.length; i++) if (this._blob[i] !== this._sent[i]) { changed = true; break }
383
+ if (changed) { _creator.dynamicBoneSet!(this._id, this._blob); this._sent.set(this._blob) }
384
+ this._pushFloor()
385
+ this._pushColliders()
386
+ }
387
+
388
+ private _pushFloor(): void {
389
+ const f = this.floor
390
+ let key: string, mode: 0 | 1 | 2 = FLOOR_NONE, x = 0, y = 0, z = 0, nx = 0, ny = 1, nz = 0
391
+ if (f === "probe") { mode = FLOOR_PROBE; key = "probe" }
392
+ else if (f === "none" || f === undefined || f === null) { key = "none" }
393
+ else if (typeof f === "number") { mode = FLOOR_PLANE; y = f; key = `y${f}` }
394
+ else {
395
+ mode = FLOOR_PLANE; x = cx(f); y = cy(f); z = cz(f)
396
+ nx = cx(this.floorNormal); ny = cy(this.floorNormal); nz = cz(this.floorNormal)
397
+ key = `p${x},${y},${z},${nx},${ny},${nz}`
398
+ }
399
+ if (key === this._floorKey) return
400
+ this._floorKey = key
401
+ _creator.dynamicBoneSetFloor!(this._id, mode, x, y, z, nx, ny, nz)
402
+ }
403
+
404
+ private _pushColliders(): void {
405
+ // re-listed only when a collider came or went, or the field was reassigned (per frame otherwise)
406
+ if (!this._collidersDirty && this._collidersRef === this.colliders) return
407
+ this._collidersDirty = false
408
+ this._collidersRef = this.colliders
409
+ const ids: number[] = []
410
+ const model = modelOf(this.node)
411
+ const c = this.colliders
412
+ if (c === "auto" || c === "humanoid") {
413
+ for (const col of Aspect.all(DynamicBoneCollider)) if (col._colliderId && modelOf(col.node) === model) ids.push(col._colliderId)
414
+ if (c === "humanoid") { if (this._own.length === 0) this._makeHumanoid(model); ids.push(...this._own) }
415
+ } else if (Array.isArray(c)) {
416
+ for (const n of c) {
417
+ const col = n.get(DynamicBoneCollider)
418
+ if (col?._colliderId) ids.push(col._colliderId)
419
+ }
420
+ }
421
+ const key = ids.join(",")
422
+ if (key === this._colliderKey) return
423
+ this._colliderKey = key
424
+ _creator.dynamicBoneSetColliders!(this._id, new Uint32Array(ids))
425
+ }
426
+
427
+ /** Capsules on the standard humanoid bones, sized like the Ragdoll's parts. */
428
+ private _makeHumanoid(model: Node): void {
429
+ const find = (role: string): string | null => {
430
+ for (const name of HUMANOID[role] ?? []) if (model.bone(name)) return name
431
+ return null
432
+ }
433
+ let parts: ReturnType<typeof humanoidParts>
434
+ try { parts = humanoidParts(find) } catch { return } // no hips: not a humanoid, nothing generated
435
+ for (const p of parts) {
436
+ const bone = model.bone(p.bone)
437
+ if (!bone) continue
438
+ const inv = bone.worldMatrix.invert()
439
+ let end: Vec3
440
+ const to = p.to ? model.bone(p.to) : null
441
+ if (to) end = inv.transformPoint(to.worldPosition)
442
+ else {
443
+ // a leaf: along the line from the parent part's origin through this bone
444
+ const parentBone = p.parent ? model.bone(p.parent) : null
445
+ const dir = parentBone ? bone.worldPosition.sub(parentBone.worldPosition) : new Vec3(0, 1, 0)
446
+ const local = inv.transformDirection(dir)
447
+ const len = local.length()
448
+ end = len > 1e-6 ? local.scale((p.length ?? 0.2) / len) : new Vec3(0, p.length ?? 0.2, 0)
449
+ }
450
+ const id = _creator.dynamicBoneColliderCreate!(bone.id, 0, 0, 0, end.x, end.y, end.z, p.radius ?? 0.05)
451
+ if (id) this._own.push(id)
452
+ }
453
+ }
454
+
455
+ /** @internal a collider attached / detached: every chain that collects them re-lists. */
456
+ static _collidersChanged(): void {
457
+ for (const d of Aspect.all(DynamicBone)) if (d._id && (d.colliders === "auto" || d.colliders === "humanoid")) { d._collidersDirty = true; d._pushColliders() }
458
+ }
459
+ }
@@ -11,10 +11,10 @@
11
11
  // Pure SDK/JS: a handful of world-matrix reads + two quaternion writes per solve. A native solver can
12
12
  // slot in later behind the same API.
13
13
 
14
- import { Aspect } from "../core/Aspect"
15
- import { Vec3, type Vec3Like } from "../math/vec"
16
- import { Quat } from "../math/quat"
17
- import type { Node } from "./Node"
14
+ import { Aspect } from "../../core/Aspect"
15
+ import { Vec3, type Vec3Like } from "../../math/vec"
16
+ import { Quat } from "../../math/quat"
17
+ import type { Node } from "../Node"
18
18
 
19
19
  type Target = Node | Vec3Like
20
20
 
@@ -27,13 +27,13 @@
27
27
  // how fast the gait moves, where its foot contacts fall), so nothing here is a hand-measured table.
28
28
  // Give `angle` / `speed` only to override a measurement.
29
29
 
30
- import { Aspect } from "../core/Aspect"
31
- import { Vec3, cx, cz, type Vec3Like } from "../math/vec"
32
- import { Animator } from "./animation/Animator"
33
- import type { FeetOptions } from "./animation/Feet"
34
- import type { WarpOptions } from "./animation/Warp"
35
- import { CharacterController } from "./CharacterController"
36
- import type { Node } from "./Node"
30
+ import { Aspect } from "../../core/Aspect"
31
+ import { Vec3, cx, cz, type Vec3Like } from "../../math/vec"
32
+ import { Animator } from "./Animator"
33
+ import type { FeetOptions } from "./Feet"
34
+ import type { WarpOptions } from "./Warp"
35
+ import { CharacterController } from "../physics/CharacterController"
36
+ import type { Node } from "../Node"
37
37
 
38
38
  /** How fast the character wants to go: the gait picks its clips and its speed. */
39
39
  export type Gait = "walk" | "run" | "sprint"
@@ -11,13 +11,13 @@
11
11
  //
12
12
  // Without host audio the aspect is inert: `play` returns an inert Voice, nothing throws.
13
13
 
14
- import { Aspect } from "../core/Aspect"
15
- import type { FieldMeta } from "../core/fields"
16
- import { audio, sourceParams, type PlaySoundOptions, type Rolloff } from "../audio/audio"
17
- import type { Sound } from "../audio/Sound"
18
- import { audioSupported } from "../audio/support"
19
- import type { Voice } from "../audio/Voice"
20
- import type { Node } from "./Node"
14
+ import { Aspect } from "../../core/Aspect"
15
+ import type { FieldMeta } from "../../core/fields"
16
+ import { audio, sourceParams, type PlaySoundOptions, type Rolloff } from "../../audio/audio"
17
+ import type { Sound } from "../../audio/Sound"
18
+ import { audioSupported } from "../../audio/support"
19
+ import type { Voice } from "../../audio/Voice"
20
+ import type { Node } from "../Node"
21
21
 
22
22
  export type AudioCone = {
23
23
  /** Degrees of full volume around the node's −Z. */