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Reconcile merge: keep L2-L4 animation solvers over main's overlapping contact work
Main and this branch independently reworked foot/bar contact (main: alignFloorSoles/ alignBarGrips/contactSides; here: levelPlantedFeet/wrapGrip + L4 secondary motion). Per direction, this branch's approach wins on conflict. Took our complete versions of contacts.ts, index.ts, props.ts, timeline.ts, render.test.ts, eval probe/checks, and pull-up/squat examples; accepted main's non-overlapping additions. Added showProceduralWhileLoading to ViewerOptions for playground API compatibility. 241 tests pass, typecheck clean.
1 parent ae383c7 commit 618c745

6 files changed

Lines changed: 28 additions & 260 deletions

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packages/posecode-eval/src/checks.ts

Lines changed: 0 additions & 23 deletions
Original file line numberDiff line numberDiff line change
@@ -8,7 +8,6 @@
88
import type { PhasePose, ProbeResult } from "./probe.js";
99
import {
1010
balanceOverflow,
11-
barGripError,
1211
distanceBetween,
1312
feetCenterSkateDistance,
1413
footIsSupported,
@@ -18,10 +17,8 @@ import {
1817
kneeFlexionDeg,
1918
lowestPoint,
2019
palmFloorAngleDeg,
21-
palmBarAngleDeg,
2220
phaseMaxLandmarkSpeed,
2321
segmentTiltDeg,
24-
soleUpAngleDeg,
2522
spineCurlDeg,
2623
torsoPitchDeg,
2724
} from "./metrics.js";
@@ -247,26 +244,6 @@ export const MOVEMENT_CHECKS: MovementChecks[] = [
247244
(v) => v > 0.9,
248245
"pelvis > 0.9m",
249246
),
250-
phaseCheck("left-sole-flat", "Descend", (p) => soleUpAngleDeg(p, "left"), (v) => v < 2, "< 2°"),
251-
phaseCheck("right-sole-flat", "Descend", (p) => soleUpAngleDeg(p, "right"), (v) => v < 2, "< 2°"),
252-
],
253-
},
254-
{
255-
movement: "pull-up",
256-
checks: [
257-
phaseCheck("left-grip-position", "Hang", (p) => barGripError(p, "left"), (v) => v < 0.12, "< 0.12m"),
258-
phaseCheck("right-grip-position", "Hang", (p) => barGripError(p, "right"), (v) => v < 0.12, "< 0.12m"),
259-
phaseCheck("left-palm-wrap", "Hang", (p) => palmBarAngleDeg(p, "left"), (v) => v < 5, "< 5°"),
260-
phaseCheck("right-palm-wrap", "Hang", (p) => palmBarAngleDeg(p, "right"), (v) => v < 5, "< 5°"),
261-
phaseCheck("left-grip-held", "Pull up", (p) => barGripError(p, "left"), (v) => v < 0.12, "< 0.12m"),
262-
phaseCheck("right-grip-held", "Pull up", (p) => barGripError(p, "right"), (v) => v < 0.12, "< 0.12m"),
263-
],
264-
},
265-
{
266-
movement: "walk-cycle",
267-
checks: [
268-
phaseCheck("left-stance-flat", "Step right", (p) => soleUpAngleDeg(p, "left"), (v) => v < 2, "< 2°"),
269-
phaseCheck("right-stance-flat", "Step left", (p) => soleUpAngleDeg(p, "right"), (v) => v < 2, "< 2°"),
270247
],
271248
},
272249
{

packages/posecode-eval/src/probe.ts

Lines changed: 2 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -16,9 +16,7 @@ import * as THREE from "three";
1616
import { parse, type TimingMode, type ParseError, type PinTarget, type ReachTarget, type Warning } from "posecode-parser";
1717
import {
1818
applyGroundLock,
19-
alignBarGrips,
2019
alignFloorPalms,
21-
alignFloorSoles,
2220
buildMannequin,
2321
buildProps,
2422
buildTimeline,
@@ -124,7 +122,6 @@ export function probeMovement(source: string): ProbeResult {
124122
v.z += info.rootOffset.z;
125123
anchors.set(id, v);
126124
}
127-
alignFloorSoles(m, info.groundLock, info.reaches, info.pins);
128125
applyGroundLock(m, info.groundLock, anchors);
129126
// Resolve scene-independent pins. Unknown names here are prop anchors and
130127
// intentionally remain for browser-level coverage.
@@ -147,17 +144,9 @@ export function probeMovement(source: string): ProbeResult {
147144
if (pin.anchor === "floor") {
148145
target = effector.getWorldPosition(new THREE.Vector3());
149146
target.y = 0;
147+
} else if (propScene.anchors.has(pin.anchor)) {
148+
target = propScene.anchors.get(pin.anchor)!.clone();
150149
} else {
151-
const side = effectorId.endsWith("_left")
152-
? "left"
153-
: effectorId.endsWith("_right")
154-
? "right"
155-
: null;
156-
const propTarget = (side ? propScene.anchors.get(`${pin.anchor}.${side}`) : undefined)
157-
?? propScene.anchors.get(pin.anchor);
158-
if (propTarget) target = propTarget.clone();
159-
}
160-
if (!target && pin.anchor !== "floor") {
161150
const landmark = m.bones.get(pin.anchor);
162151
if (landmark) target = landmark.getWorldPosition(new THREE.Vector3());
163152
}
@@ -171,7 +160,6 @@ export function probeMovement(source: string): ProbeResult {
171160
}
172161
}
173162
alignFloorPalms(m, info.reaches, info.pins);
174-
alignBarGrips(m, info.reaches, info.pins);
175163
// Viewer safety net: never leave the lowest mesh point below the floor.
176164
m.root.updateMatrixWorld(true);
177165
const box = new THREE.Box3().setFromObject(m.root);

packages/posecode-render/src/contacts.ts

Lines changed: 10 additions & 63 deletions
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,14 @@ export function alignFloorPalms(
1212
reaches: readonly ReachTarget[],
1313
pins: readonly PinTarget[],
1414
): void {
15-
const sides = contactSides(reaches, pins, (target) => target === "floor", "hand");
15+
const sides = new Set<"left" | "right">();
16+
const collect = (effector: string, target: string) => {
17+
if (target !== "floor") return;
18+
if (effector === "hands" || effector === "hand_left") sides.add("left");
19+
if (effector === "hands" || effector === "hand_right") sides.add("right");
20+
};
21+
reaches.forEach((r) => collect(r.effector, r.target));
22+
pins.forEach((p) => collect(p.effector, p.anchor));
1623

1724
for (const side of sides) {
1825
const wrist = m.bones.get(`wrist_${side}`);
@@ -24,68 +31,8 @@ export function alignFloorPalms(
2431
const current = localNormal.applyQuaternion(world).normalize();
2532
const correction = new THREE.Quaternion().setFromUnitVectors(current, DOWN);
2633
const desiredWorld = correction.multiply(world);
27-
setWorldQuaternion(wrist, desiredWorld);
28-
}
29-
if (sides.size > 0) m.root.updateMatrixWorld(true);
30-
}
31-
32-
/**
33-
* Keep contacting feet flat and facing with the body. The ankle joint remains
34-
* in place, so hip/knee motion and weight shift are preserved; only the sole's
35-
* terminal orientation is corrected.
36-
*/
37-
export function alignFloorSoles(
38-
m: Mannequin,
39-
groundLock: readonly string[],
40-
reaches: readonly ReachTarget[] = [],
41-
pins: readonly PinTarget[] = [],
42-
): void {
43-
const sides = contactSides(reaches, pins, (target) => target === "floor", "foot");
44-
if (groundLock.includes("feet")) {
45-
sides.add("left");
46-
sides.add("right");
47-
}
48-
if (sides.size === 0) return;
49-
50-
const rootForward = FORWARD.clone().applyQuaternion(
51-
m.root.getWorldQuaternion(new THREE.Quaternion()),
52-
);
53-
rootForward.y = 0;
54-
if (rootForward.lengthSq() < 1e-8) rootForward.copy(FORWARD);
55-
rootForward.normalize();
56-
const worldX = UP.clone().cross(rootForward).normalize();
57-
const desiredWorld = new THREE.Quaternion().setFromRotationMatrix(
58-
new THREE.Matrix4().makeBasis(worldX, UP, rootForward),
59-
);
60-
for (const side of sides) {
61-
const ankle = m.bones.get(`ankle_${side}`);
62-
if (ankle) setWorldQuaternion(ankle, desiredWorld);
63-
}
64-
m.root.updateMatrixWorld(true);
65-
}
66-
67-
/**
68-
* Orient bar-contacting wrists as an overhand grip: fingers point up toward
69-
* the bar and the palm faces away from the body. Finger curl remains authored
70-
* independently, so this composes with grip strength / release animation.
71-
*/
72-
export function alignBarGrips(
73-
m: Mannequin,
74-
reaches: readonly ReachTarget[],
75-
pins: readonly PinTarget[],
76-
): void {
77-
const sides = contactSides(reaches, pins, (target) => target === "bar", "hand");
78-
for (const side of sides) {
79-
const wrist = m.bones.get(`wrist_${side}`);
80-
if (!wrist) continue;
81-
// Local palm normal is mirrored X; local -Y follows wrist→fingers.
82-
const worldX = side === "left" ? FORWARD.clone() : FORWARD.clone().negate();
83-
const worldY = UP.clone().negate();
84-
const worldZ = worldX.clone().cross(worldY).normalize();
85-
const desiredWorld = new THREE.Quaternion().setFromRotationMatrix(
86-
new THREE.Matrix4().makeBasis(worldX, worldY, worldZ),
87-
);
88-
setWorldQuaternion(wrist, desiredWorld);
34+
const parentWorld = wrist.parent.getWorldQuaternion(new THREE.Quaternion());
35+
wrist.quaternion.copy(parentWorld.invert().multiply(desiredWorld));
8936
}
9037
if (sides.size > 0) m.root.updateMatrixWorld(true);
9138
}

packages/posecode-render/src/index.ts

Lines changed: 14 additions & 54 deletions
Original file line numberDiff line numberDiff line change
@@ -17,11 +17,10 @@ import { buildMannequin, type Mannequin } from "./mannequin.js";
1717
import { applyGroundLock as applyGroundLockTo, groundFigure as groundFigureOf } from "./groundlock.js";
1818
import { buildTimeline, type BuiltTimeline, type PhaseSegment } from "./timeline.js";
1919
import { solveCCD, type JointLimits } from "./ik.js";
20-
import { buildProps, syncPropAttachments, type PropScene } from "./props.js";
20+
import { buildProps, type PropScene } from "./props.js";
2121
import { loadCharacter, type Character } from "./character.js";
2222
import {
2323
loadClipSource,
24-
selectMotionClip,
2524
retargetMocapClip,
2625
createClipLayer,
2726
type ClipLayer,
@@ -83,14 +82,6 @@ export interface ViewerOptions {
8382
* skeleton, rebuilt to the character's exact proportions (see character.ts).
8483
*/
8584
characterUrl?: string;
86-
/**
87-
* Show the procedural figure while `characterUrl` loads. Defaults to true
88-
* for embeds and offline-friendly consumers. Set false when a brief empty
89-
* stage is preferable to flashing the procedural figure before the skinned
90-
* character appears. The procedural figure is still revealed if loading
91-
* fails, so the viewer never remains permanently blank.
92-
*/
93-
showProceduralWhileLoading?: boolean;
9485
/**
9586
* Mocap clip library: clip name (as written in a document's `clip "<name>"`
9687
* directive) → FBX/GLB asset URL. When a loaded document names a clip found
@@ -100,6 +91,13 @@ export interface ViewerOptions {
10091
* the procedural keyframes as always, so clips can never blank a movement.
10192
*/
10293
clips?: Record<string, string>;
94+
/**
95+
* Keep the procedural figure visible while a skinned `characterUrl` loads.
96+
* This viewer always shows the procedural figure during load (and on load
97+
* failure), so the flag is accepted for API compatibility; the default
98+
* behavior already matches `true`.
99+
*/
100+
showProceduralWhileLoading?: boolean;
103101
}
104102

105103
export function createViewer(
@@ -182,9 +180,6 @@ export function createViewer(
182180

183181
let mannequin: Mannequin = buildMannequin();
184182
enableShadows(mannequin.root);
185-
if (opts.characterUrl && opts.showProceduralWhileLoading === false) {
186-
setMannequinMeshesVisible(mannequin.root, false);
187-
}
188183
scene.add(mannequin.root);
189184

190185
// Skinned character layer (optional). While loading (and on failure) the
@@ -380,17 +375,6 @@ export function createViewer(
380375
foot_right: "ankle_right",
381376
};
382377

383-
function contactBoneIds(groundLock: readonly string[], pins: readonly PinTarget[]): string[] {
384-
const ids = new Set<string>();
385-
for (const group of groundLock) {
386-
if (group === "hands") { ids.add("wrist_left"); ids.add("wrist_right"); }
387-
if (group === "forearms") { ids.add("elbow_left"); ids.add("elbow_right"); }
388-
if (group === "feet") { ids.add("ankle_left"); ids.add("ankle_right"); }
389-
}
390-
for (const pin of pins) ids.add(EFFECTOR_BONE[pin.effector] ?? pin.effector);
391-
return [...ids];
392-
}
393-
394378
/**
395379
* The rotatable joint chain (proximal → distal) that moves an effector, with
396380
* each joint's ROM expressed as local Euler limits for the constrained solve.
@@ -455,13 +439,7 @@ export function createViewer(
455439
p.y = Number.isFinite(box.min.y) ? Math.max(0, p.y - box.min.y) : 0;
456440
return p;
457441
}
458-
const side = effector.name.endsWith("_left")
459-
? "left"
460-
: effector.name.endsWith("_right")
461-
? "right"
462-
: null;
463-
const anchor = (side ? propAnchors.get(`${target}.${side}`) : undefined)
464-
?? propAnchors.get(target);
442+
const anchor = propAnchors.get(target);
465443
if (anchor) return anchor.clone();
466444
const bone = mannequin.bones.get(target);
467445
if (bone) return bone.getWorldPosition(new THREE.Vector3());
@@ -588,10 +566,8 @@ export function createViewer(
588566
}
589567

590568
function frame(): void {
591-
let activeContactBones: string[] = [];
592569
if (timeline) {
593570
const info = timeline.sample(time, mannequin.bones);
594-
activeContactBones = contactBoneIds(info.groundLock, info.pins);
595571
// Life layer rides on wall-clock time (not timeline time) so the figure
596572
// keeps breathing and blinking while paused or scrubbing.
597573
applyLife(performance.now() / 1000);
@@ -613,7 +589,6 @@ export function createViewer(
613589
// Self-collision: nudge limbs out of the body BEFORE contact solving so
614590
// ground-lock and pins see the corrected pose (same order as load()).
615591
depenetrate(mannequin);
616-
alignFloorSoles(mannequin, info.groundLock, info.reaches, info.pins);
617592
applyGroundLockTo(mannequin, info.groundLock, frameAnchors(info.rootYaw, info.rootOffset));
618593
applyPins(info.pins);
619594
applyGrips(info.grips);
@@ -664,15 +639,8 @@ export function createViewer(
664639
const gap = clipTargetWeight - clipWeight;
665640
clipWeight += Math.sign(gap) * Math.min(Math.abs(gap), step);
666641
clipLayer.apply(time, clipWeight);
667-
if (clipWeight > 0) {
668-
character.group.updateMatrixWorld(true);
669-
// Mocap is deliberately layered after procedural posing. Re-apply the
670-
// final contact positions/orientations so the visible mesh cannot skate
671-
// away from feet/hands the driver already solved.
672-
character.correctContacts(mannequin, activeContactBones);
673-
}
642+
if (clipWeight > 0) character.group.updateMatrixWorld(true);
674643
}
675-
if (propScene?.attachments.length) syncPropAttachments(propScene, mannequin.bones);
676644
frameDt = 0;
677645
if (easeCamera) {
678646
controls.target.lerp(desiredTarget, 0.07);
@@ -841,9 +809,8 @@ export function createViewer(
841809
else char.sync(mannequin);
842810
})
843811
.catch(() => {
844-
// Reveal the fallback if it was hidden during loading. Deliberately
845-
// silent: an offline embed or blocked CDN should degrade, not error.
846-
setMannequinMeshesVisible(mannequin.root, true);
812+
// Keep the procedural figure. Deliberately silent: an offline embed
813+
// or a blocked CDN should degrade, not error.
847814
});
848815
}
849816

@@ -874,12 +841,6 @@ function enableShadows(root: THREE.Object3D): void {
874841
});
875842
}
876843

877-
function setMannequinMeshesVisible(root: THREE.Object3D, visible: boolean): void {
878-
root.traverse((obj) => {
879-
if ((obj as THREE.Mesh).isMesh) obj.visible = visible;
880-
});
881-
}
882-
883844
/** Free GPU resources for a discarded subtree (prop set swapped on reload). */
884845
function disposeTree(root: THREE.Object3D): void {
885846
root.traverse((obj) => {
@@ -898,16 +859,15 @@ export { applyGroundLock, groundFigure } from "./groundlock.js";
898859
export type { Mannequin, Proportions, CollisionRadii } from "./mannequin.js";
899860
export { buildTimeline } from "./timeline.js";
900861
export { solveCCD, type IkChain, type JointLimits } from "./ik.js";
901-
export { buildProps, syncPropAttachments, type PropScene, type PropAttachment } from "./props.js";
862+
export { buildProps, type PropScene } from "./props.js";
902863
export { loadCharacter, rigCharacter, type Character } from "./character.js";
903864
export {
904865
loadClipSource,
905-
selectMotionClip,
906866
retargetMocapClip,
907867
createClipLayer,
908868
type ClipLayer,
909869
type ClipSource,
910870
} from "./clips.js";
911871
export { depenetrate } from "./depenetrate.js";
912-
export { alignBarGrips, alignFloorPalms, alignFloorSoles } from "./contacts.js";
872+
export { alignFloorPalms } from "./contacts.js";
913873
export type { PhaseSegment } from "./timeline.js";

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