reze-engine 0.16.1 → 0.16.2

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@@ -24,6 +24,41 @@ export class RezePhysics {
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  this.contacts = new ContactPool();
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  this.prevPositions = new Float32Array(this.store.count * 3);
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  this.prevOrientations = new Float32Array(this.store.count * 4);
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+ this.kinTargetPos = new Float32Array(this.store.count * 3);
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+ this.kinTargetOri = new Float32Array(this.store.count * 4);
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+ this.kinTargetVel = new Float32Array(this.store.count * 3);
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+ this.kinTargetAngVel = new Float32Array(this.store.count * 3);
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+ this.kinRoot = this.buildKinematicRoots();
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+ this.teleportFlags = new Uint8Array(this.store.count);
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+ }
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+ // BFS over the joint graph from every kinematic body, assigning each
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+ // reachable dynamic body the kinematic body it (transitively) hangs off.
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+ buildKinematicRoots() {
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+ const N = this.store.count;
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+ const root = new Int32Array(N).fill(-1);
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+ const types = this.store.type;
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+ const adj = Array.from({ length: N }, () => []);
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+ for (const c of this.constraints) {
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+ adj[c.bodyA].push(c.bodyB);
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+ adj[c.bodyB].push(c.bodyA);
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+ }
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+ const queue = [];
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+ for (let i = 0; i < N; i++) {
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+ if (types[i] === RigidbodyType.Static || types[i] === RigidbodyType.Kinematic) {
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+ root[i] = i;
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+ queue.push(i);
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+ }
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+ }
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+ for (let h = 0; h < queue.length; h++) {
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+ const i = queue[h];
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+ for (const j of adj[i]) {
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+ if (root[j] !== -1)
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+ continue;
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+ root[j] = root[i];
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+ queue.push(j);
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+ }
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+ }
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+ return root;
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  }
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  // Snapshot the current body pose as the interpolation "previous" state.
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  savePrevState() {
@@ -75,25 +110,51 @@ export class RezePhysics {
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  // that skip frame 0 don't pop bodies on first step.
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  this.snapBodiesToBones(boneWorldMatrices);
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  this.savePrevState();
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+ // Seed kinematic targets so the first frame's target-delta velocity
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+ // is zero instead of a jump from the origin.
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+ this.kinTargetPos.set(this.store.positions);
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+ this.kinTargetOri.set(this.store.orientations);
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  this.firstFrame = false;
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  }
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- // Sync once per render frame; kinematic targets don't change between
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- // substeps. Render dt is used to derive kinematic velocities from the
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- // bone-pose delta so joints feel the kinematic motion.
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- this.syncFromBones(boneWorldMatrices, dt);
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+ // Compute this frame's kinematic targets from the current bone pose. A
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+ // target jump beyond what continuous motion can produce (timeline scrub)
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+ // is a teleport, handled per kinematic root: rigidly carry that root's
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+ // dynamic chains across the jump with zeroed momentum, snap the root,
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+ // and keep simulating — dragging cloth through a discontinuity at the
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+ // raw derived velocity is what used to explode the solver. Chains under
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+ // unaffected roots keep their momentum untouched.
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+ if (this.computeKinematicTargets(boneWorldMatrices, dt)) {
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+ this.carryDynamicThroughTeleport();
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+ this.snapKinematicToTargets(true);
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+ this.savePrevState(); // prev == curr so interpolation doesn't streak
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+ }
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  // Fixed-timestep substeps. The maxSubSteps cap prevents runaway after
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  // a long stall (tab backgrounded, etc.). Snapshot the pose before each step so
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  // after the loop prevState is one substep behind the live (current) state.
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+ // Kinematic bodies split the remaining gap evenly across this frame's
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+ // substeps (f = 1/substeps-left) and land exactly on the frame's bone
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+ // pose by the last one: at 60 Hz render that reproduces the classic
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+ // sync-once-per-frame behavior exactly (no fractional lag trembling
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+ // against the rendered mesh), while at lower rates the per-substep
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+ // constraint error stays bounded to one fixed step of bone motion.
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  this.timeAccum += dt;
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- let sub = 0;
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- while (this.timeAccum >= this.fixedTimeStep && sub < this.maxSubSteps) {
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+ let nSub = Math.floor(this.timeAccum / this.fixedTimeStep);
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+ if (nSub > this.maxSubSteps)
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+ nSub = this.maxSubSteps;
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+ for (let k = 0; k < nSub; k++) {
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  this.savePrevState();
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+ this.advanceKinematicToTargets(1 / (nSub - k));
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  this.world.step(this.store, this.constraints, this.contacts, this.fixedTimeStep);
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+ this.restoreNonFiniteBodies();
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  this.timeAccum -= this.fixedTimeStep;
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- sub++;
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  }
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- if (sub === this.maxSubSteps)
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+ if (this.timeAccum >= this.fixedTimeStep) {
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+ // Substep budget exhausted mid-catchup: drop the remaining time and
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+ // snap kinematic bodies the rest of the way (zero velocity) so they
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+ // don't start next frame lagging behind their bones.
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  this.timeAccum = 0;
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+ this.snapKinematicToTargets(false);
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+ }
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  // Fraction into the next (not-yet-taken) step; always in [0, 1).
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  const alpha = this.fixedTimeStep > 0 ? this.timeAccum / this.fixedTimeStep : 0;
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  this.applyDynamicsToBones(boneWorldMatrices, alpha);
@@ -130,21 +191,31 @@ export class RezePhysics {
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  av[i3 + 2] = 0;
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  }
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  }
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- // Pull Static / Kinematic bodies to their bones and derive velocities
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- // from the bone-pose delta joints attached to fast limbs need to see
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- // the kinematic motion, not just the position jump, or dependent cloth
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- // bodies lag behind quick movement.
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- syncFromBones(boneWorldMatrices, dt) {
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+ // Fill kinTargetPos/kinTargetOri = boneWorld × bodyOffset for every bone-
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+ // bound Static/Kinematic body. Returns true if any target is discontinuous
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+ // with the current body pose farther than continuous motion can carry it
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+ // in one render frame, or rotated more than 90°.
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+ computeKinematicTargets(boneWorldMatrices, dt) {
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  const N = this.store.count;
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  const offsets = this.store.bodyOffsetMatrix;
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  const positions = this.store.positions;
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  const orientations = this.store.orientations;
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- const lv = this.store.linearVelocities;
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- const av = this.store.angularVelocities;
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  const types = this.store.type;
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  const boneIdx = this.store.boneIndex;
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+ const tp = this.kinTargetPos;
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+ const to = this.kinTargetOri;
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+ // 250 units/s scaled by frame time, floored at 4 units: far above the
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+ // fastest limb motion (a false positive freezes that chain's momentum
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+ // for a frame, which reads as stutter), far below any real scrub jump.
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+ const maxJump = Math.max(4, 250 * dt);
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+ const maxJumpSq = maxJump * maxJump;
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+ const flags = this.teleportFlags;
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+ let teleport = false;
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+ const tv = this.kinTargetVel;
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+ const tav = this.kinTargetAngVel;
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  const invDt = dt > 0 ? 1 / dt : 0;
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  for (let i = 0; i < N; i++) {
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+ flags[i] = 0;
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  const t = types[i];
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  if (t !== RigidbodyType.Static && t !== RigidbodyType.Kinematic)
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  continue;
@@ -154,45 +225,271 @@ export class RezePhysics {
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  Mat4.multiplyArrays(boneWorldMatrices[b].values, 0, offsets, i * 16, _bodyMat, 0);
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  const i3 = i * 3;
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  const i4 = i * 4;
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- // Save previous transform for the velocity diff. invDt = 0 (first
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- // frame / reset) skips the diff and zeros velocities.
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- const oldPx = positions[i3 + 0], oldPy = positions[i3 + 1], oldPz = positions[i3 + 2];
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+ // Previous frame's target the reference for the trajectory velocity.
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+ const oldTx = tp[i3 + 0], oldTy = tp[i3 + 1], oldTz = tp[i3 + 2];
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+ const oldOx = to[i4 + 0], oldOy = to[i4 + 1], oldOz = to[i4 + 2], oldOw = to[i4 + 3];
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+ tp[i3 + 0] = _bodyMat[12];
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+ tp[i3 + 1] = _bodyMat[13];
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+ tp[i3 + 2] = _bodyMat[14];
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+ Mat4.toQuatFromArrayInto(_bodyMat, 0, _scratchQuat);
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+ const nOx = _scratchQuat.x, nOy = _scratchQuat.y, nOz = _scratchQuat.z, nOw = _scratchQuat.w;
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+ to[i4 + 0] = nOx;
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+ to[i4 + 1] = nOy;
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+ to[i4 + 2] = nOz;
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+ to[i4 + 3] = nOw;
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+ const dx = tp[i3 + 0] - positions[i3 + 0];
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+ const dy = tp[i3 + 1] - positions[i3 + 1];
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+ const dz = tp[i3 + 2] - positions[i3 + 2];
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+ // |q·q'| = cos(θ/2); below cos(45°) the body turned more than 90°.
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+ const dot = to[i4 + 0] * orientations[i4 + 0] +
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+ to[i4 + 1] * orientations[i4 + 1] +
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+ to[i4 + 2] * orientations[i4 + 2] +
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+ to[i4 + 3] * orientations[i4 + 3];
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+ if (dx * dx + dy * dy + dz * dz > maxJumpSq || Math.abs(dot) < 0.7071) {
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+ flags[i] = 1;
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+ teleport = true;
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+ tv[i3 + 0] = 0;
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+ tv[i3 + 1] = 0;
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+ tv[i3 + 2] = 0;
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+ tav[i3 + 0] = 0;
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+ tav[i3 + 1] = 0;
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+ tav[i3 + 2] = 0;
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+ continue;
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+ }
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+ tv[i3 + 0] = (tp[i3 + 0] - oldTx) * invDt;
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+ tv[i3 + 1] = (tp[i3 + 1] - oldTy) * invDt;
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+ tv[i3 + 2] = (tp[i3 + 2] - oldTz) * invDt;
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+ // ω ≈ 2 · qDiff.xyz / dt with qDiff = qNew · conj(qOld). Shortest-arc
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+ // sign keeps qDiff and −qDiff (same rotation) from doubling ω.
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+ const cox = -oldOx, coy = -oldOy, coz = -oldOz, cow = oldOw;
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+ const qdx = nOw * cox + nOx * cow + nOy * coz - nOz * coy;
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+ const qdy = nOw * coy - nOx * coz + nOy * cow + nOz * cox;
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+ const qdz = nOw * coz + nOx * coy - nOy * cox + nOz * cow;
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+ const qdw = nOw * cow - nOx * cox - nOy * coy - nOz * coz;
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+ const sign = qdw < 0 ? -1 : 1;
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+ tav[i3 + 0] = 2 * sign * qdx * invDt;
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+ tav[i3 + 1] = 2 * sign * qdy * invDt;
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+ tav[i3 + 2] = 2 * sign * qdz * invDt;
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+ }
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+ return teleport;
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+ }
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+ // Move kinematic bodies fraction f of the way to the frame target with the
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+ // target-trajectory velocity, so joints see continuous anchor motion (and a
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+ // smooth velocity signal) instead of a frame-sized jump on substep 1.
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+ advanceKinematicToTargets(f) {
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+ const N = this.store.count;
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+ const positions = this.store.positions;
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+ const orientations = this.store.orientations;
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+ const lv = this.store.linearVelocities;
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+ const av = this.store.angularVelocities;
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+ const types = this.store.type;
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+ const boneIdx = this.store.boneIndex;
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+ const tp = this.kinTargetPos;
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+ const to = this.kinTargetOri;
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+ const tv = this.kinTargetVel;
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+ const tav = this.kinTargetAngVel;
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+ for (let i = 0; i < N; i++) {
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+ const t = types[i];
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+ if (t !== RigidbodyType.Static && t !== RigidbodyType.Kinematic)
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+ continue;
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+ const b = boneIdx[i];
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+ if (b < 0)
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+ continue;
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+ const i3 = i * 3;
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+ const i4 = i * 4;
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+ positions[i3 + 0] += (tp[i3 + 0] - positions[i3 + 0]) * f;
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+ positions[i3 + 1] += (tp[i3 + 1] - positions[i3 + 1]) * f;
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+ positions[i3 + 2] += (tp[i3 + 2] - positions[i3 + 2]) * f;
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+ lv[i3 + 0] = tv[i3 + 0];
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+ lv[i3 + 1] = tv[i3 + 1];
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+ lv[i3 + 2] = tv[i3 + 2];
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+ av[i3 + 0] = tav[i3 + 0];
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+ av[i3 + 1] = tav[i3 + 1];
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+ av[i3 + 2] = tav[i3 + 2];
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+ // Shortest-arc nlerp toward the target orientation.
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  const oldOx = orientations[i4 + 0], oldOy = orientations[i4 + 1];
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  const oldOz = orientations[i4 + 2], oldOw = orientations[i4 + 3];
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- positions[i3 + 0] = _bodyMat[12];
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- positions[i3 + 1] = _bodyMat[13];
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- positions[i3 + 2] = _bodyMat[14];
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- Mat4.toQuatFromArrayInto(_bodyMat, 0, _scratchQuat);
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- const newOx = _scratchQuat.x, newOy = _scratchQuat.y;
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- const newOz = _scratchQuat.z, newOw = _scratchQuat.w;
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+ let tx = to[i4 + 0], ty = to[i4 + 1], tz = to[i4 + 2], tw = to[i4 + 3];
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+ if (oldOx * tx + oldOy * ty + oldOz * tz + oldOw * tw < 0) {
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+ tx = -tx;
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+ ty = -ty;
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+ tz = -tz;
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+ tw = -tw;
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+ }
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+ let newOx = oldOx + (tx - oldOx) * f;
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+ let newOy = oldOy + (ty - oldOy) * f;
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+ let newOz = oldOz + (tz - oldOz) * f;
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+ let newOw = oldOw + (tw - oldOw) * f;
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+ const len2 = newOx * newOx + newOy * newOy + newOz * newOz + newOw * newOw;
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+ if (len2 > 1e-12) {
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+ const inv = 1 / Math.sqrt(len2);
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+ newOx *= inv;
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+ newOy *= inv;
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+ newOz *= inv;
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+ newOw *= inv;
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+ }
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+ else {
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+ newOx = tx;
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+ newOy = ty;
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+ newOz = tz;
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+ newOw = tw;
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+ }
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  orientations[i4 + 0] = newOx;
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  orientations[i4 + 1] = newOy;
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  orientations[i4 + 2] = newOz;
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  orientations[i4 + 3] = newOw;
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- if (invDt === 0) {
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- lv[i3 + 0] = 0;
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- lv[i3 + 1] = 0;
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- lv[i3 + 2] = 0;
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- av[i3 + 0] = 0;
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- av[i3 + 1] = 0;
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- av[i3 + 2] = 0;
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- }
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- else {
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- lv[i3 + 0] = (_bodyMat[12] - oldPx) * invDt;
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- lv[i3 + 1] = (_bodyMat[13] - oldPy) * invDt;
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- lv[i3 + 2] = (_bodyMat[14] - oldPz) * invDt;
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- // ω ≈ 2 · qDiff.xyz / dt with qDiff = qNew · conj(qOld). Shortest-
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- // arc sign keeps qDiff and −qDiff (same rotation) from doubling ω.
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- const cox = -oldOx, coy = -oldOy, coz = -oldOz, cow = oldOw;
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- const dx = newOw * cox + newOx * cow + newOy * coz - newOz * coy;
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- const dy = newOw * coy - newOx * coz + newOy * cow + newOz * cox;
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- const dz = newOw * coz + newOx * coy - newOy * cox + newOz * cow;
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- const dw = newOw * cow - newOx * cox - newOy * coy - newOz * coz;
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- const sign = dw < 0 ? -1 : 1;
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- av[i3 + 0] = 2 * sign * dx * invDt;
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- av[i3 + 1] = 2 * sign * dy * invDt;
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- av[i3 + 2] = 2 * sign * dz * invDt;
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+ }
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+ }
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+ // Snap kinematic bodies straight to the frame target with zero velocity.
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+ // Used on teleports (onlyFlagged) and when the substep budget runs out
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+ // mid-catchup (all).
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+ snapKinematicToTargets(onlyFlagged) {
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+ const N = this.store.count;
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+ const positions = this.store.positions;
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+ const orientations = this.store.orientations;
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+ const lv = this.store.linearVelocities;
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+ const av = this.store.angularVelocities;
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+ const types = this.store.type;
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+ const boneIdx = this.store.boneIndex;
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+ const tp = this.kinTargetPos;
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+ const to = this.kinTargetOri;
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+ const flags = this.teleportFlags;
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+ for (let i = 0; i < N; i++) {
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+ const t = types[i];
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+ if (t !== RigidbodyType.Static && t !== RigidbodyType.Kinematic)
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+ continue;
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+ if (boneIdx[i] < 0)
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+ continue;
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+ if (onlyFlagged && !flags[i])
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+ continue;
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+ const i3 = i * 3;
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+ const i4 = i * 4;
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+ positions[i3 + 0] = tp[i3 + 0];
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+ positions[i3 + 1] = tp[i3 + 1];
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+ positions[i3 + 2] = tp[i3 + 2];
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+ orientations[i4 + 0] = to[i4 + 0];
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+ orientations[i4 + 1] = to[i4 + 1];
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+ orientations[i4 + 2] = to[i4 + 2];
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+ orientations[i4 + 3] = to[i4 + 3];
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+ lv[i3 + 0] = 0;
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+ lv[i3 + 1] = 0;
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+ lv[i3 + 2] = 0;
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+ av[i3 + 0] = 0;
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+ av[i3 + 1] = 0;
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+ av[i3 + 2] = 0;
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+ }
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+ }
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+ // Rigidly carry each dynamic body whose kinematic root teleported along
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+ // with that root's current→target transform delta (velocity zeroed),
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+ // preserving the cloth pose relative to the character across the jump.
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+ // Must run before snapKinematicToTargets (it reads the pre-snap pose).
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+ carryDynamicThroughTeleport() {
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+ const N = this.store.count;
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+ const positions = this.store.positions;
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+ const orientations = this.store.orientations;
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+ const lv = this.store.linearVelocities;
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+ const av = this.store.angularVelocities;
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+ const types = this.store.type;
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+ const tp = this.kinTargetPos;
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+ const to = this.kinTargetOri;
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+ const root = this.kinRoot;
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+ const flags = this.teleportFlags;
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+ for (let i = 0; i < N; i++) {
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+ if (types[i] !== RigidbodyType.Dynamic)
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+ continue;
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+ const k = root[i];
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+ if (k < 0 || !flags[k] || this.store.boneIndex[k] < 0)
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+ continue;
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+ const k3 = k * 3;
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+ const k4 = k * 4;
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+ // Root delta rotation R = qTarget · conj(qCurrent).
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+ const cx = -orientations[k4 + 0], cy = -orientations[k4 + 1], cz = -orientations[k4 + 2], cw = orientations[k4 + 3];
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+ const txq = to[k4 + 0], tyq = to[k4 + 1], tzq = to[k4 + 2], twq = to[k4 + 3];
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+ const rx = twq * cx + txq * cw + tyq * cz - tzq * cy;
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+ const ry = twq * cy - txq * cz + tyq * cw + tzq * cx;
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+ const rz = twq * cz + txq * cy - tyq * cx + tzq * cw;
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+ const rw = twq * cw - txq * cx - tyq * cy - tzq * cz;
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+ const i3 = i * 3;
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+ const i4 = i * 4;
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+ // Position: rotate the offset from the root by R, re-anchor at target.
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+ const ox = positions[i3 + 0] - positions[k3 + 0];
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+ const oy = positions[i3 + 1] - positions[k3 + 1];
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+ const oz = positions[i3 + 2] - positions[k3 + 2];
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+ // v' = v + 2·rw·(r × v) + 2·(r × (r × v))
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+ const c1x = ry * oz - rz * oy;
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+ const c1y = rz * ox - rx * oz;
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+ const c1z = rx * oy - ry * ox;
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+ const c2x = ry * c1z - rz * c1y;
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+ const c2y = rz * c1x - rx * c1z;
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+ const c2z = rx * c1y - ry * c1x;
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+ positions[i3 + 0] = tp[k3 + 0] + ox + 2 * (rw * c1x + c2x);
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+ positions[i3 + 1] = tp[k3 + 1] + oy + 2 * (rw * c1y + c2y);
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+ positions[i3 + 2] = tp[k3 + 2] + oz + 2 * (rw * c1z + c2z);
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+ // Orientation: q' = R · q, renormalized.
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+ const qx = orientations[i4 + 0], qy = orientations[i4 + 1], qz = orientations[i4 + 2], qw = orientations[i4 + 3];
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+ let nx = rw * qx + rx * qw + ry * qz - rz * qy;
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+ let ny = rw * qy - rx * qz + ry * qw + rz * qx;
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+ let nz = rw * qz + rx * qy - ry * qx + rz * qw;
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+ let nw = rw * qw - rx * qx - ry * qy - rz * qz;
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+ const len2 = nx * nx + ny * ny + nz * nz + nw * nw;
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+ if (len2 > 1e-12) {
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+ const inv = 1 / Math.sqrt(len2);
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+ nx *= inv;
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+ ny *= inv;
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+ nz *= inv;
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+ nw *= inv;
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+ orientations[i4 + 0] = nx;
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+ orientations[i4 + 1] = ny;
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+ orientations[i4 + 2] = nz;
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+ orientations[i4 + 3] = nw;
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  }
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+ // Momentum doesn't carry across a discontinuity.
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+ lv[i3 + 0] = 0;
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+ lv[i3 + 1] = 0;
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+ lv[i3 + 2] = 0;
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+ av[i3 + 0] = 0;
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+ av[i3 + 1] = 0;
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+ av[i3 + 2] = 0;
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+ }
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+ }
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+ // Backstop: if a dynamic body's state went non-finite despite the velocity
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+ // caps, restore its previous-substep pose with zero velocity instead of
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+ // letting NaNs spread through constraints and contacts. Runs after every
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+ // substep so prevState is always a finite pose.
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+ restoreNonFiniteBodies() {
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+ const N = this.store.count;
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+ const positions = this.store.positions;
462
+ const orientations = this.store.orientations;
463
+ const lv = this.store.linearVelocities;
464
+ const av = this.store.angularVelocities;
465
+ const types = this.store.type;
466
+ const prevPos = this.prevPositions;
467
+ const prevOri = this.prevOrientations;
468
+ for (let i = 0; i < N; i++) {
469
+ if (types[i] !== RigidbodyType.Dynamic)
470
+ continue;
471
+ const i3 = i * 3;
472
+ const i4 = i * 4;
473
+ // NaN/Inf propagates through the sum, so one check covers all 13 slots.
474
+ const s = positions[i3 + 0] + positions[i3 + 1] + positions[i3 + 2] +
475
+ orientations[i4 + 0] + orientations[i4 + 1] + orientations[i4 + 2] + orientations[i4 + 3] +
476
+ lv[i3 + 0] + lv[i3 + 1] + lv[i3 + 2] +
477
+ av[i3 + 0] + av[i3 + 1] + av[i3 + 2];
478
+ if (Number.isFinite(s))
479
+ continue;
480
+ positions[i3 + 0] = prevPos[i3 + 0];
481
+ positions[i3 + 1] = prevPos[i3 + 1];
482
+ positions[i3 + 2] = prevPos[i3 + 2];
483
+ orientations[i4 + 0] = prevOri[i4 + 0];
484
+ orientations[i4 + 1] = prevOri[i4 + 1];
485
+ orientations[i4 + 2] = prevOri[i4 + 2];
486
+ orientations[i4 + 3] = prevOri[i4 + 3];
487
+ lv[i3 + 0] = 0;
488
+ lv[i3 + 1] = 0;
489
+ lv[i3 + 2] = 0;
490
+ av[i3 + 0] = 0;
491
+ av[i3 + 1] = 0;
492
+ av[i3 + 2] = 0;
196
493
  }
197
494
  }
198
495
  // Dynamic bodies write their transform back to the bone matrix:
@@ -1 +1 @@
1
- {"version":3,"file":"solver.d.ts","sourceRoot":"","sources":["../../src/physics/solver.ts"],"names":[],"mappings":"AAcA,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAA;AAC5C,OAAO,KAAK,EAAE,sBAAsB,EAAE,MAAM,cAAc,CAAA;AAE1D,OAAO,KAAK,EAAW,WAAW,EAAE,MAAM,WAAW,CAAA;AAWrD,wBAAgB,gBAAgB,CAC9B,KAAK,EAAE,cAAc,EACrB,WAAW,EAAE,sBAAsB,EAAE,EACrC,QAAQ,EAAE,WAAW,EACrB,EAAE,EAAE,MAAM,EACV,UAAU,EAAE,MAAM,GACjB,IAAI,CAyBN"}
1
+ {"version":3,"file":"solver.d.ts","sourceRoot":"","sources":["../../src/physics/solver.ts"],"names":[],"mappings":"AAcA,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAA;AAC5C,OAAO,KAAK,EAAE,sBAAsB,EAAE,MAAM,cAAc,CAAA;AAE1D,OAAO,KAAK,EAAW,WAAW,EAAE,MAAM,WAAW,CAAA;AA6BrD,wBAAgB,gBAAgB,CAC9B,KAAK,EAAE,cAAc,EACrB,WAAW,EAAE,sBAAsB,EAAE,EACrC,QAAQ,EAAE,WAAW,EACrB,EAAE,EAAE,MAAM,EACV,UAAU,EAAE,MAAM,GACjB,IAAI,CAyBN"}