@alexandernanberg/rapier3d 0.0.2 → 0.0.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/compat-simd.d.mts +2 -138
- package/dist/compat-simd.d.mts.map +1 -1
- package/dist/compat-simd.mjs +2 -190
- package/dist/compat-simd.mjs.map +1 -1
- package/dist/compat.d.mts +2 -138
- package/dist/compat.d.mts.map +1 -1
- package/dist/compat.mjs +2 -190
- package/dist/compat.mjs.map +1 -1
- package/dist/rapier.d.mts +2 -138
- package/dist/rapier.d.mts.map +1 -1
- package/dist/rapier.mjs +1 -189
- package/dist/rapier.mjs.map +1 -1
- package/dist/rapier_wasm_3d_bg.wasm +0 -0
- package/dist/rapier_wasm_3d_simd_bg.wasm +0 -0
- package/dist/simd.d.mts +2 -138
- package/dist/simd.d.mts.map +1 -1
- package/dist/simd.mjs +1 -189
- package/dist/simd.mjs.map +1 -1
- package/package.json +1 -1
package/dist/rapier.mjs
CHANGED
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@@ -4461,22 +4461,6 @@ var RawRigidBodySet = class RawRigidBodySet {
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wasm.rawrigidbodyset_rbSetNextKinematicTransform(this.__wbg_ptr, handle, tx, ty, tz, rx, ry, rz, rw);
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}
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4463
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/**
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* Sets next kinematic transforms for multiple rigid-bodies in a single WASM call.
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*
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* # Parameters
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* - `data`: Float32Array with layout [handle, tx, ty, tz, rx, ry, rz, rw] × N
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* - `count`: Number of bodies in the batch
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* @param {Float32Array} data
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* @param {number} count
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*/
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rbSetNextKinematicTransformsBatch(data, count) {
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try {
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wasm.rawrigidbodyset_rbSetNextKinematicTransformsBatch(this.__wbg_ptr, addBorrowedObject(data), count);
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4475
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} finally {
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heap[stack_pointer++] = void 0;
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}
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}
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/**
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* If this rigid body is kinematic, sets its future translation after the next timestep integration.
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*
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* This should be used instead of `rigidBody.setTranslation` to make the dynamic object
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@@ -4547,24 +4531,6 @@ var RawRigidBodySet = class RawRigidBodySet {
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wasm.rawrigidbodyset_rbSetTransform(this.__wbg_ptr, handle, tx, ty, tz, rx, ry, rz, rw, wakeUp);
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}
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/**
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* Sets transforms for multiple rigid-bodies in a single WASM call.
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*
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* # Parameters
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* - `data`: Float32Array with layout [handle, tx, ty, tz, rx, ry, rz, rw] × N
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* - `count`: Number of bodies in the batch
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* - `wakeUp`: forces the rigid-bodies to wake-up
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* @param {Float32Array} data
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* @param {number} count
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* @param {boolean} wakeUp
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*/
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rbSetTransformsBatch(data, count, wakeUp) {
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try {
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wasm.rawrigidbodyset_rbSetTransformsBatch(this.__wbg_ptr, addBorrowedObject(data), count, wakeUp);
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} finally {
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heap[stack_pointer++] = void 0;
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}
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}
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/**
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* Sets the translation of this rigid-body.
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*
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* # Parameters
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@@ -5614,9 +5580,6 @@ function __wbg_get_imports() {
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__wbg_prototypesetcall_bdcdcc5842e4d77d: function(arg0, arg1, arg2) {
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Uint8Array.prototype.set.call(getArrayU8FromWasm0(arg0, arg1), getObject(arg2));
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},
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__wbg_prototypesetcall_c7e6a26aeade796d: function(arg0, arg1, arg2) {
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Float32Array.prototype.set.call(getArrayF32FromWasm0(arg0, arg1), getObject(arg2));
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},
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__wbg_rawcontactforceevent_new: function(arg0) {
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return addHeapObject(RawContactForceEvent.__wrap(arg0));
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},
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@@ -8197,111 +8160,6 @@ var IslandManager = class {
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}
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};
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//#endregion
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//#region src/dynamics/transform_batch.ts
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/**
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* A batch of transforms for efficient bulk updates.
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*
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* This class allows you to collect multiple body transforms and apply them
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* all in a single WASM call, reducing boundary-crossing overhead.
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*
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* @example
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* ```typescript
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* const batch = RAPIER.createTransformBatch(1000);
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*
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* // In your game loop:
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* batch.clear();
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* for (const body of kinematicBodies) {
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* batch.add(body.handle, mesh.position, mesh.quaternion);
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* }
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* world.setNextKinematicTransformsBatch(batch);
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* world.step();
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* ```
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*/
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var TransformBatch = class TransformBatch {
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static {
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this.FLOATS_PER_ENTRY = 8;
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}
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/**
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* Creates a new TransformBatch with the given initial capacity.
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*
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* @param capacity - The initial number of transforms this batch can hold.
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*/
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constructor(capacity) {
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this.count = 0;
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this.buffer = new Float32Array(capacity * TransformBatch.FLOATS_PER_ENTRY);
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}
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/**
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* The current number of transforms in the batch.
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*/
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get length() {
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return this.count;
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}
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8240
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/**
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* The maximum number of transforms this batch can hold without growing.
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*/
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get capacity() {
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return this.buffer.length / TransformBatch.FLOATS_PER_ENTRY;
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}
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/**
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* Clears all transforms from the batch.
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* Call this at the start of each frame before adding new transforms.
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*/
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clear() {
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this.count = 0;
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}
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/**
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* Adds a transform to the batch.
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*
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* @param handle - The rigid body handle.
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* @param translation - The position to set.
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* @param rotation - The rotation quaternion to set.
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*/
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add(handle, translation, rotation) {
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if (this.count >= this.capacity) this.grow();
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const offset = this.count * TransformBatch.FLOATS_PER_ENTRY;
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this.buffer[offset] = handle;
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this.buffer[offset + 1] = translation.x;
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this.buffer[offset + 2] = translation.y;
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this.buffer[offset + 3] = translation.z;
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this.buffer[offset + 4] = rotation.x;
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this.buffer[offset + 5] = rotation.y;
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this.buffer[offset + 6] = rotation.z;
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this.buffer[offset + 7] = rotation.w;
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this.count++;
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}
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grow() {
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const newBuffer = new Float32Array(this.buffer.length * 2);
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newBuffer.set(this.buffer);
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this.buffer = newBuffer;
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}
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};
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/**
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* Creates a new TransformBatch for efficient bulk body updates.
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*
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* @param capacity - The initial number of transforms the batch can hold.
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* The batch will automatically grow if more are added.
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* @returns A new TransformBatch instance.
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8285
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*
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8286
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* @example
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8287
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* ```typescript
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* // Create once, reuse every frame
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* const batch = RAPIER.createTransformBatch(1000);
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*
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8291
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* function update() {
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8292
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* batch.clear();
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8293
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* for (const body of kinematicBodies) {
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* batch.add(body.handle, mesh.position, mesh.quaternion);
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* }
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* world.setNextKinematicTransformsBatch(batch);
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* world.step();
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* }
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* ```
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*/
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8301
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function createTransformBatch(capacity) {
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return new TransformBatch(capacity);
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}
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-
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//#endregion
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//#region src/geometry/feature.ts
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let FeatureType = /* @__PURE__ */ function(FeatureType) {
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@@ -10645,50 +10503,6 @@ var World = class World {
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return this.bodies.createRigidBody(this.colliders, body);
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}
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10505
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/**
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-
* Sets transforms for multiple rigid-bodies in a single WASM call.
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10649
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-
*
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10650
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-
* This is more efficient than calling `setTransform` on each body individually
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10651
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-
* when you need to update many bodies at once.
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10652
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-
*
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10653
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-
* @param batch - The batch of transforms to apply.
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10654
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-
* @param wakeUp - Forces the rigid-bodies to wake-up so they are properly affected by forces.
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10655
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-
*
|
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10656
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-
* @example
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10657
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-
* ```typescript
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10658
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* const batch = RAPIER.createTransformBatch(1000);
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10659
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-
* batch.clear();
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10660
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-
* for (const body of dynamicBodies) {
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10661
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* batch.add(body.handle, newPosition, newRotation);
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10662
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* }
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10663
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-
* world.setTransformsBatch(batch, true);
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10664
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-
* ```
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10665
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-
*/
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10666
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-
setTransformsBatch(batch, wakeUp) {
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10667
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this.bodies.raw.rbSetTransformsBatch(batch.buffer, batch.count, wakeUp);
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10668
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-
}
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10669
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-
/**
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10670
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-
* Sets next kinematic transforms for multiple rigid-bodies in a single WASM call.
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10671
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-
*
|
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10672
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-
* This is more efficient than calling `setNextKinematicTransform` on each body individually
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10673
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-
* when you need to update many kinematic bodies at once.
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10674
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-
*
|
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10675
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-
* @param batch - The batch of transforms to apply.
|
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10676
|
-
*
|
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10677
|
-
* @example
|
|
10678
|
-
* ```typescript
|
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10679
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-
* const batch = RAPIER.createTransformBatch(1000);
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10680
|
-
* batch.clear();
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10681
|
-
* for (const body of kinematicBodies) {
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10682
|
-
* batch.add(body.handle, mesh.position, mesh.quaternion);
|
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10683
|
-
* }
|
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10684
|
-
* world.setNextKinematicTransformsBatch(batch);
|
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10685
|
-
* world.step();
|
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10686
|
-
* ```
|
|
10687
|
-
*/
|
|
10688
|
-
setNextKinematicTransformsBatch(batch) {
|
|
10689
|
-
this.bodies.raw.rbSetNextKinematicTransformsBatch(batch.buffer, batch.count);
|
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10690
|
-
}
|
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10691
|
-
/**
|
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10692
10506
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* Creates a new character controller.
|
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10693
10507
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*
|
|
10694
10508
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* @param offset - The artificial gap added between the character’s chape and its environment.
|
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@@ -12818,7 +12632,6 @@ var exports_exports = /* @__PURE__ */ __exportAll({
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12818
12632
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SpringImpulseJoint: () => SpringImpulseJoint,
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12819
12633
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TempContactForceEvent: () => TempContactForceEvent,
|
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12820
12634
|
TempContactManifold: () => TempContactManifold,
|
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12821
|
-
TransformBatch: () => TransformBatch,
|
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12822
12635
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TriMesh: () => TriMesh,
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12823
12636
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TriMeshFlags: () => TriMeshFlags,
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12824
12637
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Triangle: () => Triangle,
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@@ -12828,7 +12641,6 @@ var exports_exports = /* @__PURE__ */ __exportAll({
|
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|
12828
12641
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VectorOps: () => VectorOps,
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12829
12642
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Voxels: () => Voxels,
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12830
12643
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World: () => World,
|
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12831
|
-
createTransformBatch: () => createTransformBatch,
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12832
12644
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reserveMemory: () => reserveMemory,
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12833
12645
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version: () => version
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12834
12646
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});
|
|
@@ -12855,5 +12667,5 @@ async function init(input) {
|
|
|
12855
12667
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var rapier_default = exports_exports;
|
|
12856
12668
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|
|
12857
12669
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//#endregion
|
|
12858
|
-
export { ActiveCollisionTypes, ActiveEvents, ActiveHooks, Ball, BroadPhase, CCDSolver, Capsule, CharacterCollision, CoefficientCombineRule, Collider, ColliderDesc, ColliderSet, ColliderShapeCastHit, Cone, ConvexPolyhedron, Cuboid, Cylinder, DebugRenderBuffers, DebugRenderPipeline, DynamicRayCastVehicleController, EventQueue, FeatureType, FixedImpulseJoint, FixedMultibodyJoint, GenericImpulseJoint, HalfSpace, HeightFieldFlags, Heightfield, ImpulseJoint, ImpulseJointSet, IntegrationParameters, IslandManager, JointAxesMask, JointData, JointType, KinematicCharacterController, MassPropsMode, MotorModel, MultibodyJoint, MultibodyJointSet, NarrowPhase, PhysicsPipeline, PidAxesMask, PidController, PointColliderProjection, PointProjection, Polyline, PrismaticImpulseJoint, PrismaticMultibodyJoint, Quaternion, QueryFilterFlags, Ray, RayColliderHit, RayColliderIntersection, RayIntersection, RevoluteImpulseJoint, RevoluteMultibodyJoint, RigidBody, RigidBodyDesc, RigidBodySet, RigidBodyType, RopeImpulseJoint, RotationOps, RoundCone, RoundConvexPolyhedron, RoundCuboid, RoundCylinder, RoundTriangle, SdpMatrix3, SdpMatrix3Ops, Segment, SerializationPipeline, Shape, ShapeCastHit, ShapeContact, ShapeType, SolverFlags, SphericalImpulseJoint, SphericalMultibodyJoint, SpringImpulseJoint, TempContactForceEvent, TempContactManifold,
|
|
12670
|
+
export { ActiveCollisionTypes, ActiveEvents, ActiveHooks, Ball, BroadPhase, CCDSolver, Capsule, CharacterCollision, CoefficientCombineRule, Collider, ColliderDesc, ColliderSet, ColliderShapeCastHit, Cone, ConvexPolyhedron, Cuboid, Cylinder, DebugRenderBuffers, DebugRenderPipeline, DynamicRayCastVehicleController, EventQueue, FeatureType, FixedImpulseJoint, FixedMultibodyJoint, GenericImpulseJoint, HalfSpace, HeightFieldFlags, Heightfield, ImpulseJoint, ImpulseJointSet, IntegrationParameters, IslandManager, JointAxesMask, JointData, JointType, KinematicCharacterController, MassPropsMode, MotorModel, MultibodyJoint, MultibodyJointSet, NarrowPhase, PhysicsPipeline, PidAxesMask, PidController, PointColliderProjection, PointProjection, Polyline, PrismaticImpulseJoint, PrismaticMultibodyJoint, Quaternion, QueryFilterFlags, Ray, RayColliderHit, RayColliderIntersection, RayIntersection, RevoluteImpulseJoint, RevoluteMultibodyJoint, RigidBody, RigidBodyDesc, RigidBodySet, RigidBodyType, RopeImpulseJoint, RotationOps, RoundCone, RoundConvexPolyhedron, RoundCuboid, RoundCylinder, RoundTriangle, SdpMatrix3, SdpMatrix3Ops, Segment, SerializationPipeline, Shape, ShapeCastHit, ShapeContact, ShapeType, SolverFlags, SphericalImpulseJoint, SphericalMultibodyJoint, SpringImpulseJoint, TempContactForceEvent, TempContactManifold, TriMesh, TriMeshFlags, Triangle, UnitImpulseJoint, UnitMultibodyJoint, Vector3, VectorOps, Voxels, World, rapier_default as default, init, reserveMemory, version };
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12859
12671
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//# sourceMappingURL=rapier.mjs.map
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