Builds the SimulationSystem that calls
PhysicsWorld.capturePoseTargets on every world in worlds, once per
fixed step, before §39 step 3 (plan D5: features register systems, nothing
edits the scheduler; plan P7-4).
worlds is iterated every step, not copied, so passing
PhysicsSystem.worlds — the system's own live array — makes the capture
follow track/untrack with nothing to keep in sync. A plain array literal
works just as well for an application that steps its worlds itself.
Register it, or lose the history
This is the one part of §19's pipeline PhysicsWorld cannot run from inside
its own step (see PhysicsWorld.capturePoseTargets), so it is the one
part an application has to wire up. Without it every PoseTarget keeps
previous === current forever: blending still works — it reads the target's
current pose — but setBodyControlMode's inheritVelocityFrom inherits zero
velocity, which is §19's ragdoll dropping from rest instead of continuing the
animation's motion.
Returns a plain object rather than a class instance: it holds no state of its
own beyond the two arguments, and dispose deliberately does nothing — the
worlds outlive the system.
Builds the
SimulationSystemthat calls PhysicsWorld.capturePoseTargets on every world inworlds, once per fixed step, before §39 step 3 (plan D5: features register systems, nothing edits the scheduler; plan P7-4).worldsis iterated every step, not copied, so passingPhysicsSystem.worlds— the system's own live array — makes the capture followtrack/untrackwith nothing to keep in sync. A plain array literal works just as well for an application that steps its worlds itself.Register it, or lose the history
This is the one part of §19's pipeline
PhysicsWorldcannot run from inside its own step (see PhysicsWorld.capturePoseTargets), so it is the one part an application has to wire up. Without it everyPoseTargetkeepsprevious === currentforever: blending still works — it reads the target's current pose — butsetBodyControlMode'sinheritVelocityFrominherits zero velocity, which is §19's ragdoll dropping from rest instead of continuing the animation's motion.Returns a plain object rather than a class instance: it holds no state of its own beyond the two arguments, and
disposedeliberately does nothing — the worlds outlive the system.