math 0.0.0 → 0.1.0

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Files changed (201) hide show
  1. package/API.md +1605 -0
  2. package/LICENSE +21 -0
  3. package/README.md +197 -0
  4. package/dist/color/color.js +136 -0
  5. package/dist/color/color.js.map +1 -0
  6. package/dist/color/colorspace.js +43 -0
  7. package/dist/color/colorspace.js.map +1 -0
  8. package/dist/color/hsl.js +123 -0
  9. package/dist/color/hsl.js.map +1 -0
  10. package/dist/color/index.js +7 -0
  11. package/dist/color/index.js.map +1 -0
  12. package/dist/color/parse.js +276 -0
  13. package/dist/color/parse.js.map +1 -0
  14. package/dist/core/angle.js +43 -0
  15. package/dist/core/angle.js.map +1 -0
  16. package/dist/core/euler.js +212 -0
  17. package/dist/core/euler.js.map +1 -0
  18. package/dist/core/mat2.js +385 -0
  19. package/dist/core/mat2.js.map +1 -0
  20. package/dist/core/mat2d.js +422 -0
  21. package/dist/core/mat2d.js.map +1 -0
  22. package/dist/core/mat3.js +749 -0
  23. package/dist/core/mat3.js.map +1 -0
  24. package/dist/core/mat4.js +2197 -0
  25. package/dist/core/mat4.js.map +1 -0
  26. package/dist/core/polar.js +200 -0
  27. package/dist/core/polar.js.map +1 -0
  28. package/dist/core/quat.js +730 -0
  29. package/dist/core/quat.js.map +1 -0
  30. package/dist/core/quat2.js +883 -0
  31. package/dist/core/quat2.js.map +1 -0
  32. package/dist/core/scalar.js +112 -0
  33. package/dist/core/scalar.js.map +1 -0
  34. package/dist/core/spherical.js +248 -0
  35. package/dist/core/spherical.js.map +1 -0
  36. package/dist/core/vec2.js +597 -0
  37. package/dist/core/vec2.js.map +1 -0
  38. package/dist/core/vec3.js +916 -0
  39. package/dist/core/vec3.js.map +1 -0
  40. package/dist/core/vec4.js +573 -0
  41. package/dist/core/vec4.js.map +1 -0
  42. package/dist/geometry/circumcircle.js +39 -0
  43. package/dist/geometry/circumcircle.js.map +1 -0
  44. package/dist/geometry/index.js +6 -0
  45. package/dist/geometry/index.js.map +1 -0
  46. package/dist/geometry/polygon2-decompose.js +411 -0
  47. package/dist/geometry/polygon2-decompose.js.map +1 -0
  48. package/dist/geometry/polygon2-triangulate.js +222 -0
  49. package/dist/geometry/polygon2-triangulate.js.map +1 -0
  50. package/dist/geometry/quickhull2.js +123 -0
  51. package/dist/geometry/quickhull2.js.map +1 -0
  52. package/dist/geometry/quickhull3.js +605 -0
  53. package/dist/geometry/quickhull3.js.map +1 -0
  54. package/dist/ik/fabrik2.js +675 -0
  55. package/dist/ik/fabrik2.js.map +1 -0
  56. package/dist/ik/fabrik3.js +912 -0
  57. package/dist/ik/fabrik3.js.map +1 -0
  58. package/dist/ik/index.js +5 -0
  59. package/dist/ik/index.js.map +1 -0
  60. package/dist/index.js +27 -0
  61. package/dist/index.js.map +1 -0
  62. package/dist/noise/fractal.js +185 -0
  63. package/dist/noise/fractal.js.map +1 -0
  64. package/dist/noise/index.js +16 -0
  65. package/dist/noise/index.js.map +1 -0
  66. package/dist/noise/perlin2d.js +50 -0
  67. package/dist/noise/perlin2d.js.map +1 -0
  68. package/dist/noise/perlin3d.js +72 -0
  69. package/dist/noise/perlin3d.js.map +1 -0
  70. package/dist/noise/permutation.js +120 -0
  71. package/dist/noise/permutation.js.map +1 -0
  72. package/dist/noise/simplex2d.js +84 -0
  73. package/dist/noise/simplex2d.js.map +1 -0
  74. package/dist/noise/simplex3d.js +147 -0
  75. package/dist/noise/simplex3d.js.map +1 -0
  76. package/dist/noise/simplex4d.js +149 -0
  77. package/dist/noise/simplex4d.js.map +1 -0
  78. package/dist/noise/worley2d.js +50 -0
  79. package/dist/noise/worley2d.js.map +1 -0
  80. package/dist/noise/worley3d.js +61 -0
  81. package/dist/noise/worley3d.js.map +1 -0
  82. package/dist/random/index.js +9 -0
  83. package/dist/random/index.js.map +1 -0
  84. package/dist/random/isaac32.js +164 -0
  85. package/dist/random/isaac32.js.map +1 -0
  86. package/dist/random/isaac64.js +215 -0
  87. package/dist/random/isaac64.js.map +1 -0
  88. package/dist/random/mulberry32.js +48 -0
  89. package/dist/random/mulberry32.js.map +1 -0
  90. package/dist/random/random.js +120 -0
  91. package/dist/random/random.js.map +1 -0
  92. package/dist/shapes/box2.js +300 -0
  93. package/dist/shapes/box2.js.map +1 -0
  94. package/dist/shapes/box3.js +550 -0
  95. package/dist/shapes/box3.js.map +1 -0
  96. package/dist/shapes/circle.js +6 -0
  97. package/dist/shapes/circle.js.map +1 -0
  98. package/dist/shapes/frustum.js +662 -0
  99. package/dist/shapes/frustum.js.map +1 -0
  100. package/dist/shapes/index.js +25 -0
  101. package/dist/shapes/index.js.map +1 -0
  102. package/dist/shapes/obb3.js +557 -0
  103. package/dist/shapes/obb3.js.map +1 -0
  104. package/dist/shapes/plane3.js +267 -0
  105. package/dist/shapes/plane3.js.map +1 -0
  106. package/dist/shapes/polygon2.js +451 -0
  107. package/dist/shapes/polygon2.js.map +1 -0
  108. package/dist/shapes/raycast3.js +164 -0
  109. package/dist/shapes/raycast3.js.map +1 -0
  110. package/dist/shapes/segment2.js +82 -0
  111. package/dist/shapes/segment2.js.map +1 -0
  112. package/dist/shapes/sphere.js +23 -0
  113. package/dist/shapes/sphere.js.map +1 -0
  114. package/dist/shapes/triangle2.js +79 -0
  115. package/dist/shapes/triangle2.js.map +1 -0
  116. package/dist/shapes/triangle3.js +60 -0
  117. package/dist/shapes/triangle3.js.map +1 -0
  118. package/dist/src/color/color.d.ts +50 -0
  119. package/dist/src/color/colorspace.d.ts +15 -0
  120. package/dist/src/color/hsl.d.ts +28 -0
  121. package/dist/src/color/index.d.ts +5 -0
  122. package/dist/src/color/parse.d.ts +15 -0
  123. package/dist/src/core/angle.d.ts +29 -0
  124. package/dist/src/core/arrays.d.ts +4 -0
  125. package/dist/src/core/euler.d.ts +78 -0
  126. package/dist/src/core/index.d.ts +27 -0
  127. package/dist/src/core/mat2.d.ts +217 -0
  128. package/dist/src/core/mat2d.d.ts +218 -0
  129. package/dist/src/core/mat3.d.ts +295 -0
  130. package/dist/src/core/mat4.d.ts +667 -0
  131. package/dist/src/core/polar.d.ts +151 -0
  132. package/dist/src/core/quat.d.ts +370 -0
  133. package/dist/src/core/quat2.d.ts +344 -0
  134. package/dist/src/core/scalar.d.ts +75 -0
  135. package/dist/src/core/spherical.d.ts +165 -0
  136. package/dist/src/core/vec2.d.ts +403 -0
  137. package/dist/src/core/vec3.d.ts +493 -0
  138. package/dist/src/core/vec4.d.ts +336 -0
  139. package/dist/src/geometry/circumcircle.d.ts +9 -0
  140. package/dist/src/geometry/index.d.ts +5 -0
  141. package/dist/src/geometry/polygon2-decompose.d.ts +25 -0
  142. package/dist/src/geometry/polygon2-triangulate.d.ts +15 -0
  143. package/dist/src/geometry/quickhull2.d.ts +10 -0
  144. package/dist/src/geometry/quickhull3.d.ts +27 -0
  145. package/dist/src/ik/fabrik2.d.ts +314 -0
  146. package/dist/src/ik/fabrik3.d.ts +371 -0
  147. package/dist/src/ik/index.d.ts +2 -0
  148. package/dist/src/index.d.ts +1 -0
  149. package/dist/src/noise/fractal.d.ts +95 -0
  150. package/dist/src/noise/index.d.ts +9 -0
  151. package/dist/src/noise/perlin2d.d.ts +19 -0
  152. package/dist/src/noise/perlin3d.d.ts +20 -0
  153. package/dist/src/noise/permutation.d.ts +22 -0
  154. package/dist/src/noise/simplex2d.d.ts +19 -0
  155. package/dist/src/noise/simplex3d.d.ts +20 -0
  156. package/dist/src/noise/simplex4d.d.ts +24 -0
  157. package/dist/src/noise/worley2d.d.ts +22 -0
  158. package/dist/src/noise/worley3d.d.ts +23 -0
  159. package/dist/src/random/index.d.ts +8 -0
  160. package/dist/src/random/isaac32.d.ts +62 -0
  161. package/dist/src/random/isaac64.d.ts +75 -0
  162. package/dist/src/random/mulberry32.d.ts +43 -0
  163. package/dist/src/random/random.d.ts +67 -0
  164. package/dist/src/shapes/box2.d.ts +174 -0
  165. package/dist/src/shapes/box3.d.ts +213 -0
  166. package/dist/src/shapes/circle.d.ts +7 -0
  167. package/dist/src/shapes/frustum.d.ts +147 -0
  168. package/dist/src/shapes/index.d.ts +20 -0
  169. package/dist/src/shapes/obb3.d.ts +105 -0
  170. package/dist/src/shapes/plane3.d.ts +130 -0
  171. package/dist/src/shapes/polygon2.d.ts +155 -0
  172. package/dist/src/shapes/raycast3.d.ts +42 -0
  173. package/dist/src/shapes/segment2.d.ts +34 -0
  174. package/dist/src/shapes/sphere.d.ts +19 -0
  175. package/dist/src/shapes/triangle2.d.ts +53 -0
  176. package/dist/src/shapes/triangle3.d.ts +29 -0
  177. package/dist/src/time/easing.d.ts +21 -0
  178. package/dist/src/time/index.d.ts +6 -0
  179. package/dist/src/time/spring-core.d.ts +15 -0
  180. package/dist/src/time/spring.d.ts +36 -0
  181. package/dist/src/time/spring2.d.ts +11 -0
  182. package/dist/src/time/spring3.d.ts +11 -0
  183. package/dist/src/time/spring4.d.ts +11 -0
  184. package/dist/time/easing.js +24 -0
  185. package/dist/time/easing.js.map +1 -0
  186. package/dist/time/index.js +11 -0
  187. package/dist/time/index.js.map +1 -0
  188. package/dist/time/spring-core.js +48 -0
  189. package/dist/time/spring-core.js.map +1 -0
  190. package/dist/time/spring.js +62 -0
  191. package/dist/time/spring.js.map +1 -0
  192. package/dist/time/spring2.js +31 -0
  193. package/dist/time/spring2.js.map +1 -0
  194. package/dist/time/spring3.js +32 -0
  195. package/dist/time/spring3.js.map +1 -0
  196. package/dist/time/spring4.js +32 -0
  197. package/dist/time/spring4.js.map +1 -0
  198. package/package.json +90 -12
  199. package/skills/math/SKILL.md +140 -0
  200. package/math.coffee +0 -36
  201. package/math.js +0 -67
@@ -0,0 +1,675 @@
1
+ import { distance, subtract, squaredLength, copy, normalize, squaredDistance, rotate, signedAngle } from '../core/vec2.js';
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+
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+ // FABRIK (Forward And Backward Reaching Inverse Kinematics) for 2D chains.
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+ //
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+ // The 2D counterpart of `fabrik3`, same shape and same two passes. What differs is the constraint
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+ // model: with no axis to hinge about, a joint is a wedge - how far the bone may swing clockwise and
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+ // anticlockwise of a baseline, either the previous bone (`LOCAL`) or a fixed world direction
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+ // (`GLOBAL`, which pins the bone's absolute heading).
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+ //
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+ // The constraint model follows Caliko, the reference implementation accompanying Aristidou &
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+ // Lasenby (2011), "FABRIK: A fast, iterative solver for the Inverse Kinematics problem".
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+ /** What a joint's clockwise and anticlockwise limits are measured from. */
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+ var ConstraintCoordinateSystem;
14
+ (function (ConstraintCoordinateSystem) {
15
+ /** The direction of the previous bone, so the limits bound how far this bone may bend. */
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+ ConstraintCoordinateSystem[ConstraintCoordinateSystem["LOCAL"] = 0] = "LOCAL";
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+ /** A fixed world direction, so the limits bound this bone's absolute heading. */
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+ ConstraintCoordinateSystem[ConstraintCoordinateSystem["GLOBAL"] = 1] = "GLOBAL";
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+ })(ConstraintCoordinateSystem || (ConstraintCoordinateSystem = {}));
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+ /**
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+ * How the first bone in a chain is constrained.
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+ *
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+ * The first bone has no bone before it, so it is constrained against a direction held on the chain.
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+ * The `LOCAL_` types only mean anything for a chain in a {@link Structure2}, where
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+ * {@link solveStructure} resolves them against the bone the chain hangs off.
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+ */
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+ var BaseboneConstraintType;
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+ (function (BaseboneConstraintType) {
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+ /** The first bone may point anywhere. */
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+ BaseboneConstraintType[BaseboneConstraintType["NONE"] = 0] = "NONE";
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+ /** Constrained against a fixed world direction. */
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+ BaseboneConstraintType[BaseboneConstraintType["GLOBAL_ABSOLUTE"] = 1] = "GLOBAL_ABSOLUTE";
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+ /** Constrained against the host bone's direction, so the chain bends relative to what it hangs off. */
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+ BaseboneConstraintType[BaseboneConstraintType["LOCAL_RELATIVE"] = 2] = "LOCAL_RELATIVE";
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+ /**
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+ * Constrained against a direction expressed in the host bone's frame, where **+Y** is the host
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+ * bone's own direction. (`fabrik3`'s equivalent uses +Z, so a rig ported between the two needs
38
+ * its axes rotated.)
39
+ */
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+ BaseboneConstraintType[BaseboneConstraintType["LOCAL_ABSOLUTE"] = 3] = "LOCAL_ABSOLUTE";
41
+ })(BaseboneConstraintType || (BaseboneConstraintType = {}));
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+ /** Which end of a host bone a connected chain hangs off. */
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+ var BoneConnectionPoint;
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+ (function (BoneConnectionPoint) {
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+ /** The host bone's start - the joint it shares with the bone before it. */
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+ BoneConnectionPoint[BoneConnectionPoint["START"] = 0] = "START";
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+ /** The host bone's end. */
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+ BoneConnectionPoint[BoneConnectionPoint["END"] = 1] = "END";
49
+ })(BoneConnectionPoint || (BoneConnectionPoint = {}));
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+ // the most iterations a solve runs before giving up on reaching the target
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+ const DEFAULT_MAX_ITERATIONS = 20;
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+ // how close the effector must get before a solve stops early. in world units, so scale it with the
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+ // scene - the default suits a chain a few units long
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+ const DEFAULT_SOLVE_DISTANCE_THRESHOLD = 0.01;
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+ // how little an iteration may improve the solve distance before it counts as stalled. a constrained
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+ // chain can reach a pose no further iteration improves on while still short of the threshold, and
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+ // without this it would burn every remaining iteration going nowhere. two orders of magnitude below
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+ // the distance threshold, so a solve still closing in on the target is never mistaken for a stalled
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+ // one
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+ const DEFAULT_MIN_ITERATION_CHANGE = 1e-4;
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+ // below this squared length a vector carries no usable direction - 1e-12 in length terms, well above
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+ // a normalize's noise floor and well below anything meaningful. every test against it also checks
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+ // for NaN, so a value poisoned upstream takes the same fallback instead of spreading down the chain
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+ const DEGENERATE_SQUARED_LENGTH = 1e-24;
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+ /**
66
+ * Normalizes `axis` into `out`, leaving `out` untouched if `axis` has no direction to give.
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+ *
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+ * A zero axis cannot be normalized, and storing one turns every constraint that reads it into NaN.
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+ * `out` always starts as a valid unit vector, so keeping it is the safe fallback.
70
+ */
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+ function setUnitAxis(out, axis) {
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+ if (!hasDirection(squaredLength(axis)))
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+ return out;
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+ return normalize(out, axis);
75
+ }
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+ /**
77
+ * Whether a squared length is a usable magnitude: a real number, and not effectively zero.
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+ *
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+ * NaN counts as unusable. A value poisoned upstream then takes the same fallback as a zero-length
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+ * one, instead of spreading down the chain and leaving it stuck.
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+ */
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+ function hasDirection(squaredLength) {
83
+ if (Number.isNaN(squaredLength))
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+ return false;
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+ return squaredLength >= DEGENERATE_SQUARED_LENGTH;
86
+ }
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+ /** Creates an unconstrained joint. */
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+ function createJoint2() {
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+ return {
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+ clockwise: Math.PI,
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+ anticlockwise: Math.PI,
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+ coordinateSystem: ConstraintCoordinateSystem.LOCAL,
93
+ globalAxis: [0, 1],
94
+ };
95
+ }
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+ /** Creates an empty chain with a fixed base at the origin and no basebone constraint. */
97
+ function createChain2() {
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+ return {
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+ bones: [],
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+ length: 0,
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+ base: [0, 0],
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+ fixedBase: true,
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+ baseboneConstraintType: BaseboneConstraintType.NONE,
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+ baseboneAxis: [0, 1],
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+ baseboneWorldAxis: [0, 1],
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+ baseboneClockwise: Math.PI,
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+ baseboneAnticlockwise: Math.PI,
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+ embeddedTarget: [0, 0],
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+ useEmbeddedTarget: false,
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+ maxIterations: DEFAULT_MAX_ITERATIONS,
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+ solveDistanceThreshold: DEFAULT_SOLVE_DISTANCE_THRESHOLD,
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+ minIterationChange: DEFAULT_MIN_ITERATION_CHANGE,
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+ solveDistance: Number.POSITIVE_INFINITY,
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+ bestSolution: [],
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+ };
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+ }
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+ /**
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+ * Appends a bone spanning `start` to `end`, copying both.
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+ *
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+ * The bone's length is taken from the distance between them. When this is the first bone the
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+ * chain's base is moved to `start`.
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+ *
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+ * @param chain the chain to append to
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+ * @param start the bone's start point
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+ * @param end the bone's end point
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+ * @param joint the bone's joint, or a fresh unconstrained one if omitted
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+ * @returns the appended bone
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+ */
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+ function addBone(chain, start, end, joint = createJoint2()) {
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+ const bone = {
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+ start: [start[0], start[1]],
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+ end: [end[0], end[1]],
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+ length: distance(start, end),
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+ joint,
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+ };
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+ if (chain.bones.length === 0) {
137
+ chain.base[0] = start[0];
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+ chain.base[1] = start[1];
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+ }
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+ chain.bones.push(bone);
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+ chain.length += bone.length;
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+ // four numbers of best-pose scratch per bone, so `solve` never allocates
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+ chain.bestSolution.push(0, 0, 0, 0);
144
+ return bone;
145
+ }
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+ const _addConsecutive_end = [0, 0];
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+ /**
148
+ * Appends a bone starting where the chain currently ends, running `length` along `direction`.
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+ *
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+ * @param chain the chain to append to, which must already have at least one bone
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+ * @param direction the direction to extend in, assumed to be unit length
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+ * @param length the length of the new bone
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+ * @param joint the bone's joint, or a fresh unconstrained one if omitted
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+ * @returns the appended bone
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+ */
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+ function addConsecutiveBone(chain, direction, length, joint = createJoint2()) {
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+ const previous = chain.bones[chain.bones.length - 1];
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+ _addConsecutive_end[0] = previous.end[0] + direction[0] * length;
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+ _addConsecutive_end[1] = previous.end[1] + direction[1] * length;
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+ return addBone(chain, previous.end, _addConsecutive_end, joint);
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+ }
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+ /**
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+ * Prepends a bone at the base end, extending the chain backward.
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+ *
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+ * This is what a follower grows with: driven by {@link forward} alone the base end is the tail.
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+ *
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+ * `joint` becomes the joint of the bone that was previously first, because that is the junction the
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+ * new bone creates. The new first bone's own joint is unused, as always.
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+ *
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+ * @param chain the chain to prepend to, which must already have at least one bone
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+ * @param direction the direction the new bone points, from its own start toward the existing chain. Assumed to be unit length
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+ * @param length the length of the new bone
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+ * @param joint the joint for the junction this creates, or a fresh unconstrained one if omitted
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+ * @returns the prepended bone
175
+ */
176
+ function addBoneAtBase(chain, direction, length, joint = createJoint2()) {
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+ const first = chain.bones[0];
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+ // the bone that was first now sits at index 1, so it is the one whose joint governs the new
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+ // junction. its old joint was the unused basebone slot
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+ first.joint = joint;
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+ const bone = {
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+ start: [first.start[0] - direction[0] * length, first.start[1] - direction[1] * length],
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+ end: [first.start[0], first.start[1]],
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+ length,
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+ joint: createJoint2(),
186
+ };
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+ chain.bones.unshift(bone);
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+ chain.length += length;
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+ chain.base[0] = bone.start[0];
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+ chain.base[1] = bone.start[1];
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+ chain.bestSolution.push(0, 0, 0, 0);
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+ return bone;
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+ }
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+ /**
195
+ * Sets a joint's limits relative to the previous bone's direction, which is the usual case.
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+ *
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+ * @param joint the joint to configure
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+ * @param clockwise how far the bone may swing clockwise of the previous bone, in radians, clamped to [0, PI]
199
+ * @param anticlockwise how far it may swing anticlockwise, in radians, clamped to [0, PI]
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+ * @returns the joint
201
+ */
202
+ function setLocalJoint(joint, clockwise, anticlockwise) {
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+ joint.coordinateSystem = ConstraintCoordinateSystem.LOCAL;
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+ joint.clockwise = clampAngle(clockwise);
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+ joint.anticlockwise = clampAngle(anticlockwise);
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+ return joint;
207
+ }
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+ /**
209
+ * Sets a joint's limits relative to a fixed world direction, pinning the bone's absolute heading
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+ * however the bones before it move.
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+ *
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+ * @param joint the joint to configure
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+ * @param axis the world direction the limits are measured from, assumed to be unit length
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+ * @param clockwise how far the bone may swing clockwise of `axis`, in radians, clamped to [0, PI]
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+ * @param anticlockwise how far it may swing anticlockwise, in radians, clamped to [0, PI]
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+ * @returns the joint
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+ */
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+ function setGlobalJoint(joint, axis, clockwise, anticlockwise) {
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+ joint.coordinateSystem = ConstraintCoordinateSystem.GLOBAL;
220
+ joint.clockwise = clampAngle(clockwise);
221
+ joint.anticlockwise = clampAngle(anticlockwise);
222
+ setUnitAxis(joint.globalAxis, axis);
223
+ return joint;
224
+ }
225
+ /**
226
+ * Constrains the first bone to a wedge about `axis`.
227
+ *
228
+ * @param chain the chain to configure
229
+ * @param type which space `axis` is expressed in
230
+ * @param axis the baseline direction, assumed to be unit length. Ignored for {@link BaseboneConstraintType.LOCAL_RELATIVE}, which uses the host bone's direction
231
+ * @param clockwise how far the first bone may swing clockwise of the baseline, in radians, clamped to [0, PI]
232
+ * @param anticlockwise how far it may swing anticlockwise, in radians, clamped to [0, PI]
233
+ * @returns the chain
234
+ */
235
+ function setBaseboneConstraint(chain, type, axis, clockwise, anticlockwise) {
236
+ chain.baseboneConstraintType = type;
237
+ chain.baseboneClockwise = clampAngle(clockwise);
238
+ chain.baseboneAnticlockwise = clampAngle(anticlockwise);
239
+ setUnitAxis(chain.baseboneAxis, axis);
240
+ copy(chain.baseboneWorldAxis, chain.baseboneAxis);
241
+ return chain;
242
+ }
243
+ /**
244
+ * Moves the chain's pinned base, without moving the bones.
245
+ *
246
+ * The next {@link backward} or {@link solve} pulls the chain to it.
247
+ */
248
+ function setBaseLocation(chain, base) {
249
+ chain.base[0] = base[0];
250
+ chain.base[1] = base[1];
251
+ return chain;
252
+ }
253
+ /**
254
+ * Lays the chain out straight from its base along `direction`, discarding the current pose.
255
+ *
256
+ * A dead-straight chain is the worst starting pose for {@link solve} - see the note there. Bend
257
+ * `direction` slightly between bones instead if the chain will be solved cold.
258
+ */
259
+ function straighten(chain, direction) {
260
+ const bones = chain.bones;
261
+ let x = chain.base[0];
262
+ let y = chain.base[1];
263
+ for (let i = 0; i < bones.length; i++) {
264
+ const bone = bones[i];
265
+ bone.start[0] = x;
266
+ bone.start[1] = y;
267
+ x += direction[0] * bone.length;
268
+ y += direction[1] * bone.length;
269
+ bone.end[0] = x;
270
+ bone.end[1] = y;
271
+ }
272
+ return chain;
273
+ }
274
+ /**
275
+ * Writes the end effector's position - the last bone's end - into `out`.
276
+ *
277
+ * A chain with no bones has its base as its effector, matching {@link solve}, which treats an empty
278
+ * chain as a supported state rather than an error.
279
+ */
280
+ function getEffector(out, chain) {
281
+ const count = chain.bones.length;
282
+ return copy(out, count === 0 ? chain.base : chain.bones[count - 1].end);
283
+ }
284
+ /** Writes the unit direction of bone `index`, from its start toward its end, into `out`. */
285
+ function getBoneDirection(out, chain, index) {
286
+ const bone = chain.bones[index];
287
+ subtract(out, bone.end, bone.start);
288
+ if (!hasDirection(squaredLength(out))) {
289
+ return copy(out, UP);
290
+ }
291
+ return normalize(out, out);
292
+ }
293
+ /** The angle of bone `index`, in radians, measured counter-clockwise from the +X axis. */
294
+ function getBoneAngle(chain, index) {
295
+ const bone = chain.bones[index];
296
+ return Math.atan2(bone.end[1] - bone.start[1], bone.end[0] - bone.start[0]);
297
+ }
298
+ /** Whether `target` is within reach of the chain's base, so a solve can place the effector exactly on it. */
299
+ function isReachable(chain, target) {
300
+ return squaredDistance(chain.base, target) <= chain.length * chain.length;
301
+ }
302
+ /**
303
+ * The forward pass: snaps the end effector onto `target` and drags the rest of the chain after it.
304
+ *
305
+ * A non-finite target leaves the chain untouched rather than poisoning it.
306
+ *
307
+ * The base is not pinned, so the whole chain moves. Run alone once per frame this is a follower
308
+ * rather than a solver - a rope or tentacle whose head leads. Pair it with {@link backward}, or use
309
+ * {@link solve}, to keep the base put.
310
+ *
311
+ * @param chain the chain to move, mutated in place
312
+ * @param target where the end effector should go
313
+ * @returns the chain
314
+ */
315
+ function forward(chain, target) {
316
+ const bones = chain.bones;
317
+ const count = bones.length;
318
+ if (count === 0)
319
+ return chain;
320
+ // a non-finite target would be written straight into the effector and spread down the chain
321
+ if (!Number.isFinite(target[0]) || !Number.isFinite(target[1]))
322
+ return chain;
323
+ // snap the effector onto the target. the rest of the pass follows from it
324
+ const effector = bones[count - 1];
325
+ effector.end[0] = target[0];
326
+ effector.end[1] = target[1];
327
+ // the outer-to-inner direction of the bone one step further out, which is what a joint on this
328
+ // bone is constrained against on this pass. undefined for the effector itself.
329
+ let hasReference = false;
330
+ for (let i = count - 1; i >= 0; i--) {
331
+ const bone = bones[i];
332
+ const start = bone.start;
333
+ const end = bone.end;
334
+ // this bone's outer-to-inner direction
335
+ let dx = start[0] - end[0];
336
+ let dy = start[1] - end[1];
337
+ const squaredLength = dx * dx + dy * dy;
338
+ if (!hasDirection(squaredLength)) {
339
+ // the two ends coincide, so there is no direction to preserve. carry on along the bone
340
+ // further out, or straight up if this is the effector
341
+ dx = hasReference ? _pass_reference[0] : UP[0];
342
+ dy = hasReference ? _pass_reference[1] : UP[1];
343
+ }
344
+ else {
345
+ const inverseLength = 1 / Math.sqrt(squaredLength);
346
+ dx *= inverseLength;
347
+ dy *= inverseLength;
348
+ }
349
+ constrainForward(chain, i, dx, dy, hasReference);
350
+ dx = _pass_direction[0];
351
+ dy = _pass_direction[1];
352
+ const x = end[0] + dx * bone.length;
353
+ const y = end[1] + dy * bone.length;
354
+ start[0] = x;
355
+ start[1] = y;
356
+ // the previous bone shares this point
357
+ if (i > 0) {
358
+ const previousEnd = bones[i - 1].end;
359
+ previousEnd[0] = x;
360
+ previousEnd[1] = y;
361
+ }
362
+ _pass_reference[0] = dx;
363
+ _pass_reference[1] = dy;
364
+ hasReference = true;
365
+ }
366
+ return chain;
367
+ }
368
+ /**
369
+ * The backward pass: pins the base and pushes each bone outward from it. The basebone constraint
370
+ * is applied here.
371
+ *
372
+ * @param chain the chain to move, mutated in place
373
+ * @param base where the base should go, used only when `chain.fixedBase` is set
374
+ * @returns the chain
375
+ */
376
+ function backward(chain, base) {
377
+ const bones = chain.bones;
378
+ const count = bones.length;
379
+ if (count === 0)
380
+ return chain;
381
+ if (!Number.isFinite(base[0]) || !Number.isFinite(base[1]))
382
+ return chain;
383
+ if (chain.fixedBase) {
384
+ const start = bones[0].start;
385
+ start[0] = base[0];
386
+ start[1] = base[1];
387
+ }
388
+ let hasReference = false;
389
+ for (let i = 0; i < count; i++) {
390
+ const bone = bones[i];
391
+ const start = bone.start;
392
+ const end = bone.end;
393
+ // this bone's inner-to-outer direction
394
+ let dx = end[0] - start[0];
395
+ let dy = end[1] - start[1];
396
+ const squaredLength = dx * dx + dy * dy;
397
+ if (!hasDirection(squaredLength)) {
398
+ dx = hasReference ? _pass_reference[0] : UP[0];
399
+ dy = hasReference ? _pass_reference[1] : UP[1];
400
+ }
401
+ else {
402
+ const inverseLength = 1 / Math.sqrt(squaredLength);
403
+ dx *= inverseLength;
404
+ dy *= inverseLength;
405
+ }
406
+ constrainBackward(chain, i, dx, dy);
407
+ dx = _pass_direction[0];
408
+ dy = _pass_direction[1];
409
+ // when the base is free, the first bone swings about its end rather than its start
410
+ if (i === 0 && !chain.fixedBase) {
411
+ start[0] = end[0] - dx * bone.length;
412
+ start[1] = end[1] - dy * bone.length;
413
+ }
414
+ const x = start[0] + dx * bone.length;
415
+ const y = start[1] + dy * bone.length;
416
+ end[0] = x;
417
+ end[1] = y;
418
+ if (i < count - 1) {
419
+ const nextStart = bones[i + 1].start;
420
+ nextStart[0] = x;
421
+ nextStart[1] = y;
422
+ }
423
+ _pass_reference[0] = dx;
424
+ _pass_reference[1] = dy;
425
+ hasReference = true;
426
+ }
427
+ return chain;
428
+ }
429
+ /**
430
+ * One full FABRIK iteration - {@link forward} then {@link backward}.
431
+ *
432
+ * @param chain the chain to move, mutated in place
433
+ * @param target where the end effector should go
434
+ * @returns the distance from the effector to `target` afterwards
435
+ */
436
+ function iterate(chain, target) {
437
+ if (chain.bones.length === 0)
438
+ return Number.POSITIVE_INFINITY;
439
+ forward(chain, target);
440
+ backward(chain, chain.base);
441
+ return distance(chain.bones[chain.bones.length - 1].end, target);
442
+ }
443
+ /**
444
+ * Solves the chain for `target`, iterating until it is close enough, stops improving, or runs out
445
+ * of attempts.
446
+ *
447
+ * A constrained chain does not converge monotonically, so the best pose seen is kept and restored.
448
+ *
449
+ * A dead-straight chain is the worst case to solve cold: every direction lies on one line, leaving
450
+ * nothing sideways to bend it with. Give it a slight bend if the first solve matters.
451
+ *
452
+ * @param chain the chain to solve, mutated in place
453
+ * @param target where the end effector should go
454
+ * @returns the distance from the effector to `target`, also stored as `chain.solveDistance`
455
+ */
456
+ function solve(chain, target) {
457
+ const count = chain.bones.length;
458
+ if (count === 0) {
459
+ chain.solveDistance = Number.POSITIVE_INFINITY;
460
+ return chain.solveDistance;
461
+ }
462
+ // in case bones were pushed onto the chain directly rather than through addBone
463
+ if (chain.bestSolution.length < count * 4) {
464
+ chain.bestSolution.length = count * 4;
465
+ chain.bestSolution.fill(0);
466
+ }
467
+ let best = Number.POSITIVE_INFINITY;
468
+ let previous = Number.POSITIVE_INFINITY;
469
+ for (let i = 0; i < chain.maxIterations; i++) {
470
+ const distance = iterate(chain, target);
471
+ if (distance < best) {
472
+ best = distance;
473
+ saveSolution(chain);
474
+ if (distance <= chain.solveDistanceThreshold)
475
+ break;
476
+ }
477
+ else if (Math.abs(distance - previous) < chain.minIterationChange) {
478
+ // ground to a halt - more iterations will not improve on what we already have
479
+ break;
480
+ }
481
+ previous = distance;
482
+ }
483
+ if (best !== Number.POSITIVE_INFINITY) {
484
+ restoreSolution(chain);
485
+ }
486
+ chain.solveDistance = best;
487
+ return best;
488
+ }
489
+ /** Creates an empty structure. */
490
+ function createStructure2() {
491
+ return { chains: [], connections: [] };
492
+ }
493
+ /**
494
+ * Adds a chain that hangs off nothing, solving directly for the structure's target.
495
+ *
496
+ * @returns the index of the added chain
497
+ */
498
+ function addChain(structure, chain) {
499
+ structure.chains.push(chain);
500
+ structure.connections.push({ hostChain: -1, hostBone: 0, point: BoneConnectionPoint.END });
501
+ return structure.chains.length - 1;
502
+ }
503
+ /**
504
+ * Adds a chain whose base is pinned to one end of a bone in a chain already in the structure.
505
+ *
506
+ * Add the host first: {@link solveStructure} walks chains in insertion order, so a chain always
507
+ * sees its host already posed.
508
+ *
509
+ * @param structure the structure to add to
510
+ * @param chain the chain to add
511
+ * @param hostChain the index of the chain to hang off
512
+ * @param hostBone the index of the bone within that chain
513
+ * @param point which end of the host bone to attach to
514
+ * @returns the index of the added chain
515
+ */
516
+ function connectChain(structure, chain, hostChain, hostBone, point) {
517
+ structure.chains.push(chain);
518
+ structure.connections.push({ hostChain, hostBone, point });
519
+ return structure.chains.length - 1;
520
+ }
521
+ /**
522
+ * Solves every chain in the structure.
523
+ *
524
+ * A connected chain has its base moved onto its host bone's connection point and any `LOCAL_`
525
+ * basebone constraint resolved against the host bone's direction first. A chain with
526
+ * `useEmbeddedTarget` set solves for its own `embeddedTarget` instead.
527
+ *
528
+ * @param structure the structure to solve, mutated in place
529
+ * @param target the target for every chain that does not use an embedded target
530
+ */
531
+ function solveStructure(structure, target) {
532
+ const chains = structure.chains;
533
+ for (let i = 0; i < chains.length; i++) {
534
+ const chain = chains[i];
535
+ const connection = structure.connections[i];
536
+ if (connection.hostChain >= 0) {
537
+ const host = chains[connection.hostChain];
538
+ const hostBone = host.bones[connection.hostBone];
539
+ setBaseLocation(chain, connection.point === BoneConnectionPoint.START ? hostBone.start : hostBone.end);
540
+ // being connected IS what fixes this chain's base - a connected chain with a free base
541
+ // would drift away from the host it is supposed to hang off, so the flag is not the
542
+ // caller's to clear here
543
+ chain.fixedBase = true;
544
+ const type = chain.baseboneConstraintType;
545
+ if (type === BaseboneConstraintType.LOCAL_RELATIVE) {
546
+ // the baseline is the host bone itself, so the chain bends relative to what it hangs off
547
+ getBoneDirection(chain.baseboneWorldAxis, host, connection.hostBone);
548
+ }
549
+ else if (type === BaseboneConstraintType.LOCAL_ABSOLUTE) {
550
+ // the baseline is expressed in the host bone's frame, so turn it by however far the
551
+ // host bone is turned from straight up
552
+ getBoneDirection(_structure_direction, host, connection.hostBone);
553
+ rotate(chain.baseboneWorldAxis, chain.baseboneAxis, ORIGIN, signedAngle(UP, _structure_direction));
554
+ }
555
+ }
556
+ solve(chain, chain.useEmbeddedTarget ? chain.embeddedTarget : target);
557
+ }
558
+ }
559
+ /* internals */
560
+ const UP = [0, 1];
561
+ const ORIGIN = [0, 0];
562
+ const _structure_direction = [0, 0];
563
+ // the direction the current pass is constraining against - the previous bone's, whichever way the
564
+ // pass is walking - and the constrained result handed back from `constrain*`
565
+ const _pass_reference = [0, 0];
566
+ const _pass_direction = [0, 0];
567
+ const _constrain_baseline = [0, 0];
568
+ function clampAngle(radians) {
569
+ return radians < 0 ? 0 : radians > Math.PI ? Math.PI : radians;
570
+ }
571
+ /**
572
+ * Clamps the direction `(x, y)` into the wedge reaching `clockwise` one way and `anticlockwise` the
573
+ * other from `baseline`. Writes `_pass_direction`.
574
+ */
575
+ function constrainToWedge(x, y, baseline, clockwise, anticlockwise) {
576
+ _pass_direction[0] = x;
577
+ _pass_direction[1] = y;
578
+ if (clockwise >= Math.PI && anticlockwise >= Math.PI)
579
+ return;
580
+ // anticlockwise is positive
581
+ const signed = signedAngle(baseline, _pass_direction);
582
+ if (signed > anticlockwise) {
583
+ rotate(_pass_direction, baseline, ORIGIN, anticlockwise);
584
+ }
585
+ else if (signed < -clockwise) {
586
+ rotate(_pass_direction, baseline, ORIGIN, -clockwise);
587
+ }
588
+ }
589
+ /**
590
+ * Constrains a bone's outer-to-inner direction during the forward pass.
591
+ *
592
+ * A `GLOBAL` joint pins this bone's own heading. A `LOCAL` joint limits the bend between two bones,
593
+ * and that angle belongs to the joint between the two, which walking inward is the next bone's.
594
+ *
595
+ * The effector needs none of its own: its pair is clamped when the bone behind it is processed.
596
+ *
597
+ * Writes the result into `_pass_direction`, which starts out holding the unconstrained direction,
598
+ * so a branch that does not apply can simply return.
599
+ */
600
+ function constrainForward(chain, index, x, y, hasReference) {
601
+ // start from the unconstrained direction. each branch below narrows it if it applies
602
+ _pass_direction[0] = x;
603
+ _pass_direction[1] = y;
604
+ // a GLOBAL joint pins this bone's heading whatever its neighbours do. this pass works in
605
+ // outer-to-inner directions, so the baseline is flipped to match
606
+ if (index > 0) {
607
+ const joint = chain.bones[index].joint;
608
+ if (joint.coordinateSystem === ConstraintCoordinateSystem.GLOBAL) {
609
+ _constrain_baseline[0] = -joint.globalAxis[0];
610
+ _constrain_baseline[1] = -joint.globalAxis[1];
611
+ constrainToWedge(x, y, _constrain_baseline, joint.clockwise, joint.anticlockwise);
612
+ return;
613
+ }
614
+ }
615
+ // the wedge shared with the bone one step further out. the end effector has no such bone
616
+ if (!hasReference)
617
+ return;
618
+ const outer = chain.bones[index + 1].joint;
619
+ if (outer.coordinateSystem !== ConstraintCoordinateSystem.LOCAL)
620
+ return;
621
+ if (outer.clockwise >= Math.PI && outer.anticlockwise >= Math.PI)
622
+ return;
623
+ // this pass measures the pair the other way round - from the outer bone back to this one - and a
624
+ // wedge is not symmetric, so the two limits trade places
625
+ constrainToWedge(x, y, _pass_reference, outer.anticlockwise, outer.clockwise);
626
+ }
627
+ /**
628
+ * Constrains a bone's inner-to-outer direction during the backward pass.
629
+ *
630
+ * Writes the result into `_pass_direction`, which starts out holding the unconstrained direction,
631
+ * so a branch that does not apply can simply return.
632
+ */
633
+ function constrainBackward(chain, index, x, y) {
634
+ // start from the unconstrained direction. each branch below narrows it if it applies
635
+ _pass_direction[0] = x;
636
+ _pass_direction[1] = y;
637
+ if (index === 0) {
638
+ if (chain.baseboneConstraintType === BaseboneConstraintType.NONE)
639
+ return;
640
+ constrainToWedge(x, y, chain.baseboneWorldAxis, chain.baseboneClockwise, chain.baseboneAnticlockwise);
641
+ return;
642
+ }
643
+ const joint = chain.bones[index].joint;
644
+ if (joint.clockwise >= Math.PI && joint.anticlockwise >= Math.PI)
645
+ return;
646
+ const baseline = joint.coordinateSystem === ConstraintCoordinateSystem.GLOBAL ? joint.globalAxis : _pass_reference;
647
+ constrainToWedge(x, y, baseline, joint.clockwise, joint.anticlockwise);
648
+ }
649
+ function saveSolution(chain) {
650
+ const bones = chain.bones;
651
+ const solution = chain.bestSolution;
652
+ for (let i = 0; i < bones.length; i++) {
653
+ const bone = bones[i];
654
+ const offset = i * 4;
655
+ solution[offset] = bone.start[0];
656
+ solution[offset + 1] = bone.start[1];
657
+ solution[offset + 2] = bone.end[0];
658
+ solution[offset + 3] = bone.end[1];
659
+ }
660
+ }
661
+ function restoreSolution(chain) {
662
+ const bones = chain.bones;
663
+ const solution = chain.bestSolution;
664
+ for (let i = 0; i < bones.length; i++) {
665
+ const bone = bones[i];
666
+ const offset = i * 4;
667
+ bone.start[0] = solution[offset];
668
+ bone.start[1] = solution[offset + 1];
669
+ bone.end[0] = solution[offset + 2];
670
+ bone.end[1] = solution[offset + 3];
671
+ }
672
+ }
673
+
674
+ export { BaseboneConstraintType, BoneConnectionPoint, ConstraintCoordinateSystem, addBone, addBoneAtBase, addChain, addConsecutiveBone, backward, connectChain, createChain2, createJoint2, createStructure2, forward, getBoneAngle, getBoneDirection, getEffector, isReachable, iterate, setBaseLocation, setBaseboneConstraint, setGlobalJoint, setLocalJoint, solve, solveStructure, straighten };
675
+ //# sourceMappingURL=fabrik2.js.map