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openspec/changes/enterprise-gaming-ik-solver/proposal.md
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openspec/changes/enterprise-gaming-ik-solver/proposal.md
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# OpenSpec Change: enterprise-gaming-ik-solver
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- **Change ID**: enterprise-gaming-ik-solver
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- **Package**: `@suaveplan/ik-solver`
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- **Category**: gaming/rigs
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- **Target path**: `gaming/rigs/ik-solver`
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- **Status**: PROPOSED
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- **Date**: 2026-04-24
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- **Reference spec**: `/mnt/s/web/suaveplan/enterprise/ik-solver.md`
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---
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## Summary
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Deliver `@suaveplan/ik-solver` on the genesis branch from scratch at enterprise quality. The package provides pure-math inverse kinematics solvers: two-bone analytic IK (arm/leg chains), look-at (head/eye), and multi-chain FABRIK for arbitrary-length chains. No Three.js dependency — callers pass `Vec3`/`Quat` structs and receive solved bone rotations. Genesis adds configurable iteration limits, convergence thresholds, Zod chain config schemas, structured errors, OTel solve-time histogram, and 100% coverage with property tests for geometric correctness.
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---
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## Current-state audit (genesis)
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Package does not exist on genesis yet — fresh build.
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---
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## Available workspace deps on genesis
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| Package | Role |
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|---|---|
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| `@suaveplan/error` (`workspace:^`) | `IkSolverError`; `IK.*` codes |
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| `@suaveplan/types` (`workspace:^`) | Shared primitives |
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| `zod` (`catalog:forms`) | Chain config schemas |
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| `@opentelemetry/api` (`catalog:observability`) | Solve duration histogram, iteration count gauge |
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---
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## Public API surface
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```ts
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// Two-bone analytic IK (arm/leg)
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function solveTwoBone(chain: TwoBoneChain, target: Vec3, hint?: Vec3): TwoBoneSolution
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interface TwoBoneChain {
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root: Vec3
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mid: Vec3
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tip: Vec3
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upperLength: number
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lowerLength: number
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}
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interface TwoBoneSolution {
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upperRotation: Quat
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lowerRotation: Quat
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reached: boolean
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}
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// Look-at IK
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function solveLookAt(
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bonePosition: Vec3,
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boneForward: Vec3,
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boneUp: Vec3,
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target: Vec3,
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clampAngle?: number // max angle in radians
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): Quat
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// FABRIK multi-chain
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function solveFabrik(chain: FabrikChain, options?: FabrikOptions): FabrikSolution
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interface FabrikChain {
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joints: Vec3[]
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lengths: number[]
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target: Vec3
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root?: Vec3 // if set, root is constrained to original position
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}
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interface FabrikOptions {
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maxIterations?: number // default 10
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tolerance?: number // convergence threshold, default 0.001
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constraints?: JointConstraint[]
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}
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interface JointConstraint {
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jointIndex: number
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minAngle: number
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maxAngle: number
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axis: Vec3
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}
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interface FabrikSolution {
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joints: Vec3[]
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rotations: Quat[]
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iterations: number
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converged: boolean
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}
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// Utility: build chain from bone descriptors
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function chainFromBones(bones: BoneDescriptor[], indices: number[]): FabrikChain
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```
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### Error codes
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```ts
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type IkErrorCode =
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| 'IK_CHAIN_TOO_SHORT'
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| 'IK_DEGENERATE_CHAIN'
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| 'IK_MAX_ITERATIONS_EXCEEDED'
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| 'IK_INVALID_CONSTRAINT'
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```
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---
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## New additions for genesis
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1. **Hint vector for two-bone** — optional pole-vector hint controls elbow/knee direction.
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2. **Joint constraints in FABRIK** — hinge and cone constraints applied per iteration.
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3. **OTel** — `ik.solve_duration_ms` histogram; `ik.iterations` histogram.
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4. **Property tests** — two-bone: tip distance from target ≤ tolerance after solve; look-at: resulting forward aligns with target direction.
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---
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## File layout
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```text
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gaming/rigs/ik-solver/
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package.json
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tsconfig.json
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vitest.config.ts
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src/
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index.ts
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error-codes.ts
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constants/index.ts
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types/common.ts
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types/common.md
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solvers/
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two-bone/
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two-bone.ts
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two-bone.md
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two-bone.types.ts
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two-bone.test.ts
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index.ts
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look-at/
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look-at.ts
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look-at.md
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look-at.test.ts
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index.ts
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fabrik/
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fabrik.ts
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fabrik.md
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fabrik.types.ts
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fabrik.test.ts
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index.ts
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utils/
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vec3-math.ts
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vec3-math.md
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vec3-math.test.ts
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tests/
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property.test.ts
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```
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---
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## Impact
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**Downstream**: `@suaveplan/r3f-animation` uses these solvers for foot IK and hand IK; `@suaveplan/animation-events` uses look-at for gaze control. Prerequisites: `@suaveplan/error`, `@suaveplan/types`.
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51
openspec/changes/enterprise-gaming-ik-solver/tasks.md
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51
openspec/changes/enterprise-gaming-ik-solver/tasks.md
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# Tasks: enterprise-gaming-ik-solver
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## 0. Pre-flight (non-negotiable)
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- [ ] 0.1 Confirm clean working tree (`git status` reports nothing) and no in-flight worktrees with uncommitted work (`git worktree list` then `git status` in each)
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- [ ] 0.2 If any worktrees exist under `.claude/worktrees/`, account for each one: still-active agent, work-pending-merge, or stale-and-prune. Stale worktrees MUST be removed (`git worktree remove`) before opening a new one — code that has been lost twice on main is the failure mode this guards against.
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- [ ] 0.3 Confirm the package set in `MANIFEST.md` matches `find packages -maxdepth 3 -name package.json` count. Drift here means a prior change archived without regenerating the manifest.
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## Phase 1 — Scaffold
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- [ ] Create `gaming/rigs/ik-solver/` (`@suaveplan/ik-solver`, `0.1.0`, `sideEffects: false`)
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- [ ] `tsconfig.json`, `vitest.config.ts`
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## Phase 2 — Error codes & constants
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- [ ] `src/error-codes.ts` + `src/constants/index.ts` — `DEFAULT_MAX_ITERATIONS`, `DEFAULT_TOLERANCE`
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## Phase 3 — Types
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- [ ] `src/types/common.ts` + `common.md`
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## Phase 4 — Vec3 math utils
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- [ ] `src/utils/vec3-math.ts` — add/sub/scale/dot/cross/normalize/distance/lerp
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- [ ] Tests + docs
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## Phase 5 — Two-bone solver
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- [ ] `src/solvers/two-bone/two-bone.ts` — law of cosines analytic solution + pole hint
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- [ ] Tests (reachable/unreachable targets, degenerate chain)
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- [ ] Docs
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## Phase 6 — Look-at solver
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- [ ] `src/solvers/look-at/look-at.ts` — quaternion from-to with up-vector and angle clamp
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- [ ] Tests + docs
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## Phase 7 — FABRIK solver
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- [ ] `src/solvers/fabrik/fabrik.ts` — forward/backward pass, joint constraints, convergence check
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- [ ] Tests + docs
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## Phase 8 — Property tests
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- [ ] `tests/property.test.ts` — two-bone reach, look-at alignment, FABRIK convergence
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## Phase 9 — Pre-publish gate
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- [ ] `bunx turbo lint typecheck test --filter=@suaveplan/ik-solver` green
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- [ ] 100% coverage
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- [ ] Publish: `bun scripts/publish.ts --package @suaveplan/ik-solver`
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