.idx, q );             // Save
            //if( i === 0 ) pose.setLocalPos( lnk.idx, ct.pos ); // TODO - Maybe need to remove or change

            pt.mul( q, lnk.bind.pos, lnk.bind.scl );    // Set WorldSpace Transform for next bone
        }
    }

}

class Point{
    pos    = [0,0,0];
    len    = 0;
    constructor(){}
}

class LeafFabricSolver{
    // #region MAIN
    maxIteration        = 10;
    _effBoneIdx         = -1;       // Bone Index if Armature
    _effLinkIdx         = -1;       // Chain L