4.0 KiB
OpenSpec Change: enterprise-gaming-ik-solver
- Change ID: enterprise-gaming-ik-solver
- Package:
@suaveplan/ik-solver - Category: gaming/rigs
- Target path:
gaming/rigs/ik-solver - Status: PROPOSED
- Date: 2026-04-24
- Reference spec:
/mnt/s/web/suaveplan/enterprise/ik-solver.md
Summary
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.
Current-state audit (genesis)
Package does not exist on genesis yet — fresh build.
Available workspace deps on genesis
| Package | Role |
|---|---|
@suaveplan/error (workspace:^) |
IkSolverError; IK.* codes |
@suaveplan/types (workspace:^) |
Shared primitives |
zod (catalog:forms) |
Chain config schemas |
@opentelemetry/api (catalog:observability) |
Solve duration histogram, iteration count gauge |
Public API surface
// Two-bone analytic IK (arm/leg)
function solveTwoBone(chain: TwoBoneChain, target: Vec3, hint?: Vec3): TwoBoneSolution
interface TwoBoneChain {
root: Vec3
mid: Vec3
tip: Vec3
upperLength: number
lowerLength: number
}
interface TwoBoneSolution {
upperRotation: Quat
lowerRotation: Quat
reached: boolean
}
// Look-at IK
function solveLookAt(
bonePosition: Vec3,
boneForward: Vec3,
boneUp: Vec3,
target: Vec3,
clampAngle?: number // max angle in radians
): Quat
// FABRIK multi-chain
function solveFabrik(chain: FabrikChain, options?: FabrikOptions): FabrikSolution
interface FabrikChain {
joints: Vec3[]
lengths: number[]
target: Vec3
root?: Vec3 // if set, root is constrained to original position
}
interface FabrikOptions {
maxIterations?: number // default 10
tolerance?: number // convergence threshold, default 0.001
constraints?: JointConstraint[]
}
interface JointConstraint {
jointIndex: number
minAngle: number
maxAngle: number
axis: Vec3
}
interface FabrikSolution {
joints: Vec3[]
rotations: Quat[]
iterations: number
converged: boolean
}
// Utility: build chain from bone descriptors
function chainFromBones(bones: BoneDescriptor[], indices: number[]): FabrikChain
Error codes
type IkErrorCode =
| 'IK_CHAIN_TOO_SHORT'
| 'IK_DEGENERATE_CHAIN'
| 'IK_MAX_ITERATIONS_EXCEEDED'
| 'IK_INVALID_CONSTRAINT'
New additions for genesis
- Hint vector for two-bone — optional pole-vector hint controls elbow/knee direction.
- Joint constraints in FABRIK — hinge and cone constraints applied per iteration.
- OTel —
ik.solve_duration_mshistogram;ik.iterationshistogram. - Property tests — two-bone: tip distance from target ≤ tolerance after solve; look-at: resulting forward aligns with target direction.
File layout
gaming/rigs/ik-solver/
package.json
tsconfig.json
vitest.config.ts
src/
index.ts
error-codes.ts
constants/index.ts
types/common.ts
types/common.md
solvers/
two-bone/
two-bone.ts
two-bone.md
two-bone.types.ts
two-bone.test.ts
index.ts
look-at/
look-at.ts
look-at.md
look-at.test.ts
index.ts
fabrik/
fabrik.ts
fabrik.md
fabrik.types.ts
fabrik.test.ts
index.ts
utils/
vec3-math.ts
vec3-math.md
vec3-math.test.ts
tests/
property.test.ts
Impact
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.