reze-engine 0.34.0 → 0.35.0

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@@ -19,6 +19,31 @@ import type { Contact, ContactPool } from "./contact"
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  const BOUNCE_THRESHOLD = 2.0
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+ // Successive over-relaxation factor on CONTACT rows only (joints untouched).
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+ // Each contact row independently drives the relative velocity at its own point
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+ // to zero; when a dress panel carries up to 43 of them at once, they all
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+ // correct the same motion and the body is over-braked, differently every
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+ // substep. Scaling each row's step damps that without changing the fixed
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+ // point — the accumulated impulse still converges to the same answer, just
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+ // approached rather than overshot.
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+ //
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+ // The gain is PER CONTACT, scaled by how contended its two bodies are, not a
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+ // flat constant. A flat factor was measured first and is wrong: it also slows
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+ // the well-conditioned rows, and a body resting on a SINGLE contact can then
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+ // no longer cancel its approach velocity within the iteration budget, so it
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+ // creeps forever instead of settling (托特 peak speed at 15 s: 0.11 at gain
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+ // 1.0, 0.46 at 0.5, 0.72 at 0.3 — a permanent limit cycle on a one-contact
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+ // body). Over-constraint is a local property, so the remedy has to be local.
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+ //
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+ // gain = 1 / max(rows on A, rows on B), floored. One contact → 1.0, exact and
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+ // settling preserved; a dress panel sharing 20 rows → 0.05, damped. This is
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+ // the standard mass-splitting blend toward Jacobi in the contended cluster.
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+ const CONTACT_SOR_MIN = 0.12
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+
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+ // Per-body contact-row counts for the gain above; grown on demand, refilled
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+ // each substep. Module-level so the solve allocates nothing.
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+ let _rowCount = new Int32Array(0)
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+
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  // Ceilings on limit-correction velocity. In normal operation limit errors are
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  // tiny; a large error only appears after a discontinuity (teleport, stall,
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  // deep penetration), and feeding err·ERP/dt to the solver unclamped then
@@ -93,8 +118,23 @@ export function solveConstraints(
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  for (let c = 0; c < constraints.length; c++) {
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  setupConstraint(constraints[c], c, cache, store, dt, invDt)
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  }
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+ // How many contact rows each body carries this substep — the per-contact
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+ // relaxation gain below is a function of the more contended of its two
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+ // bodies. Counting is O(contacts), done once, before any setup.
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+ if (_rowCount.length < store.count) _rowCount = new Int32Array(store.count)
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+ else _rowCount.fill(0, 0, store.count)
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+ // Only DYNAMIC bodies are counted. A static body — above all the ground —
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+ // collects a row from every body resting on it, and letting that inflate the
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+ // count crushes the gain of each of those contacts to the floor, so nothing
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+ // resting on the ground can build enough impulse and it creeps instead of
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+ // settling. A body with invMass 0 cannot be over-braked in the first place.
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  for (let ci = 0; ci < contacts.count; ci++) {
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- setupContactRow(contacts.get(ci), lv, av, invMass, W)
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+ const c = contacts.get(ci)
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+ if (invMass[c.bodyA] > 0) _rowCount[c.bodyA]++
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+ if (invMass[c.bodyB] > 0) _rowCount[c.bodyB]++
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+ }
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+ for (let ci = 0; ci < contacts.count; ci++) {
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+ setupContactRow(contacts.get(ci), lv, av, invMass, W, invDt)
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  }
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  for (let iter = 0; iter < iterations; iter++) {
@@ -705,6 +745,7 @@ function setupContactRow(
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  av: Float32Array,
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  invMass: Float32Array,
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  W: Float32Array,
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+ invDt: number,
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  ): void {
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  const ai = c.bodyA * 3
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  const bi = c.bodyB * 3
@@ -748,6 +789,26 @@ function setupContactRow(
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  ? -c.restitution * relVelN0
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  : 0
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+ // Speculative rows (depth < 0 — the shapes are inside the margin band but
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+ // NOT touching) must not brake a body that hasn't arrived yet. Their whole
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+ // job is to stop it crossing the surface within this substep, so the
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+ // approach speed they leave alone is exactly the one that closes the
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+ // remaining gap in dt; only the excess above that is cancelled.
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+ //
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+ // Without this the row targets relVelN = 0 like a touching contact and
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+ // stops approaching bodies dead up to CONTACT_MARGIN away from anything.
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+ // The push-only clamp does NOT prevent that — it only forbids a negative
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+ // (pulling) impulse, not a large positive one on a body in mid-air. On a
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+ // dress rig half of all contact rows are speculative and 88% of them fire,
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+ // which is the field of invisible brakes the cloth was shaking against.
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+ c.allowedApproachVel = c.depth < 0 ? -c.depth * invDt : 0
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+
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+ // Relaxation gain, from the more contended of the two bodies (see
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+ // CONTACT_SOR_MIN). A lone contact keeps gain 1.0 and stays exact.
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+ const contended = _rowCount[c.bodyA] > _rowCount[c.bodyB] ? _rowCount[c.bodyA] : _rowCount[c.bodyB]
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+ const gain = contended > 1 ? 1 / contended : 1
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+ c.sorGain = gain < CONTACT_SOR_MIN ? CONTACT_SOR_MIN : gain
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+
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  // Friction tangent basis. Pick the axis least aligned with n.
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  let t1x: number, t1y: number, t1z: number
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  if (Math.abs(nx) < 0.7071) { t1x = 0; t1y = -nz; t1z = ny }
@@ -837,7 +898,7 @@ function iterateContactRow(
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  if (jacInvN > 0) {
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  const nx = c.nx, ny = c.ny, nz = c.nz
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  const relVelN = dvx * nx + dvy * ny + dvz * nz
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- let dImpN = (c.bounceVel - relVelN) * jacInvN
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+ let dImpN = (c.bounceVel - c.allowedApproachVel - relVelN) * jacInvN * c.sorGain
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  const oldN = c.appliedNormalImpulse
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  let newN = oldN + dImpN
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  if (newN < 0) { newN = 0; dImpN = -oldN }
@@ -907,7 +968,7 @@ function applyFrictionTangent(
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  ): void {
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  if (jacInv <= 0) return
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  const relVel = dvx * tx + dvy * ty + dvz * tz
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- let dImp = -relVel * jacInv
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+ let dImp = -relVel * jacInv * c.sorGain
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  const old = slot === 1 ? c.appliedFrictionImpulse1 : c.appliedFrictionImpulse2
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  let next = old + dImp
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  if (next < -muNormal) { next = -muNormal; dImp = next - old }