@certe/atmos-physics 0.1.0

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Files changed (60) hide show
  1. package/LICENCE +674 -0
  2. package/README.md +152 -0
  3. package/dist/collider-offset.d.ts +19 -0
  4. package/dist/collider-offset.d.ts.map +1 -0
  5. package/dist/collider-offset.js +33 -0
  6. package/dist/collider-offset.js.map +1 -0
  7. package/dist/collider.d.ts +75 -0
  8. package/dist/collider.d.ts.map +1 -0
  9. package/dist/collider.js +223 -0
  10. package/dist/collider.js.map +1 -0
  11. package/dist/fixed-joint.d.ts +8 -0
  12. package/dist/fixed-joint.d.ts.map +1 -0
  13. package/dist/fixed-joint.js +10 -0
  14. package/dist/fixed-joint.js.map +1 -0
  15. package/dist/hinge-joint.d.ts +78 -0
  16. package/dist/hinge-joint.d.ts.map +1 -0
  17. package/dist/hinge-joint.js +271 -0
  18. package/dist/hinge-joint.js.map +1 -0
  19. package/dist/index.d.ts +23 -0
  20. package/dist/index.d.ts.map +1 -0
  21. package/dist/index.js +14 -0
  22. package/dist/index.js.map +1 -0
  23. package/dist/init.d.ts +8 -0
  24. package/dist/init.d.ts.map +1 -0
  25. package/dist/init.js +98 -0
  26. package/dist/init.js.map +1 -0
  27. package/dist/joint.d.ts +52 -0
  28. package/dist/joint.d.ts.map +1 -0
  29. package/dist/joint.js +143 -0
  30. package/dist/joint.js.map +1 -0
  31. package/dist/physics-hierarchy.d.ts +8 -0
  32. package/dist/physics-hierarchy.d.ts.map +1 -0
  33. package/dist/physics-hierarchy.js +32 -0
  34. package/dist/physics-hierarchy.js.map +1 -0
  35. package/dist/physics-query.d.ts +30 -0
  36. package/dist/physics-query.d.ts.map +1 -0
  37. package/dist/physics-query.js +139 -0
  38. package/dist/physics-query.js.map +1 -0
  39. package/dist/physics-system.d.ts +17 -0
  40. package/dist/physics-system.d.ts.map +1 -0
  41. package/dist/physics-system.js +133 -0
  42. package/dist/physics-system.js.map +1 -0
  43. package/dist/physics-world.d.ts +33 -0
  44. package/dist/physics-world.d.ts.map +1 -0
  45. package/dist/physics-world.js +65 -0
  46. package/dist/physics-world.js.map +1 -0
  47. package/dist/register-builtins.d.ts +2 -0
  48. package/dist/register-builtins.d.ts.map +1 -0
  49. package/dist/register-builtins.js +84 -0
  50. package/dist/register-builtins.js.map +1 -0
  51. package/dist/rigid-body.d.ts +42 -0
  52. package/dist/rigid-body.d.ts.map +1 -0
  53. package/dist/rigid-body.js +189 -0
  54. package/dist/rigid-body.js.map +1 -0
  55. package/dist/spring-joint.d.ts +23 -0
  56. package/dist/spring-joint.d.ts.map +1 -0
  57. package/dist/spring-joint.js +26 -0
  58. package/dist/spring-joint.js.map +1 -0
  59. package/package.json +29 -0
  60. package/src/index.ts +26 -0
@@ -0,0 +1,65 @@
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+ import RAPIER from '@dimforge/rapier3d-compat';
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+ export class PhysicsWorld {
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+ world;
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+ fixedTimestep;
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+ substeps = 1;
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+ _accumulator = 0;
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+ /** Time remaining after the last fixed step (for interpolation/extrapolation). */
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+ get accumulator() { return this._accumulator; }
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+ constructor(options = {}) {
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+ const g = options.gravity ?? { x: 0, y: -9.81, z: 0 };
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+ this.fixedTimestep = options.fixedTimestep ?? 1 / 60;
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+ this.world = new RAPIER.World(new RAPIER.Vector3(g.x, g.y, g.z));
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+ if (options.solverIterations !== undefined) {
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+ this.world.numSolverIterations = options.solverIterations;
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+ }
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+ }
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+ setGravity(x, y, z) {
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+ this.world.gravity = new RAPIER.Vector3(x, y, z);
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+ }
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+ setSolverIterations(n) {
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+ this.world.numSolverIterations = n;
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+ }
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+ /** Advance the simulation by dt seconds using fixed timestep accumulator. Returns steps taken. */
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+ step(dt) {
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+ this._accumulator += dt;
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+ let steps = 0;
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+ const sub = Math.max(1, this.substeps);
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+ while (this._accumulator >= this.fixedTimestep) {
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+ const subDt = this.fixedTimestep / sub;
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+ for (let s = 0; s < sub; s++) {
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+ this.world.timestep = subDt;
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+ this.world.step();
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+ }
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+ this._accumulator -= this.fixedTimestep;
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+ steps++;
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+ }
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+ return steps;
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+ }
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+ createRigidBody(desc) {
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+ return this.world.createRigidBody(desc);
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+ }
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+ createCollider(desc, body) {
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+ return this.world.createCollider(desc, body);
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+ }
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+ removeRigidBody(body) {
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+ this.world.removeRigidBody(body);
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+ }
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+ removeCollider(collider) {
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+ this.world.removeCollider(collider, true);
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+ }
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+ createJoint(data, body1, body2) {
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+ return this.world.createImpulseJoint(data, body1, body2, true);
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+ }
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+ removeJoint(joint) {
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+ this.world.removeImpulseJoint(joint, true);
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+ }
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+ /** Reset the fixed-timestep accumulator (e.g. after pause→play). */
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+ resetAccumulator() {
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+ this._accumulator = 0;
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+ }
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+ destroy() {
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+ this.world.free();
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+ }
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+ }
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+ //# sourceMappingURL=physics-world.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,2 @@
1
+ export declare function registerPhysicsBuiltins(): void;
2
+ //# sourceMappingURL=register-builtins.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"register-builtins.d.ts","sourceRoot":"","sources":["../src/register-builtins.ts"],"names":[],"mappings":"AAOA,wBAAgB,uBAAuB,IAAI,IAAI,CAgF9C"}
@@ -0,0 +1,84 @@
1
+ import { registerComponent } from '@certe/atmos-core';
2
+ import { RigidBody } from './rigid-body.js';
3
+ import { Collider } from './collider.js';
4
+ import { FixedJoint } from './fixed-joint.js';
5
+ import { HingeJoint } from './hinge-joint.js';
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+ import { SpringJoint } from './spring-joint.js';
7
+ export function registerPhysicsBuiltins() {
8
+ registerComponent(RigidBody, {
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+ name: 'RigidBody',
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+ properties: [
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+ { key: 'bodyType', type: 'enum', options: ['dynamic', 'fixed', 'kinematic'] },
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+ { key: 'linearDamping', type: 'number', min: 0, max: 100, step: 0.1 },
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+ { key: 'angularDamping', type: 'number', min: 0, max: 100, step: 0.1 },
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+ { key: 'gravityScale', type: 'number', min: -10, max: 10, step: 0.1 },
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+ { key: 'interpolate', type: 'boolean' },
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+ ],
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+ });
18
+ registerComponent(Collider, {
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+ name: 'Collider',
20
+ properties: [
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+ { key: 'friction', type: 'number', min: 0, max: 2, step: 0.05 },
22
+ { key: 'restitution', type: 'number', min: 0, max: 1, step: 0.05 },
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+ { key: 'density', type: 'number', min: 0.01, max: 100, step: 0.1 },
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+ { key: 'isSensor', type: 'boolean' },
25
+ ],
26
+ });
27
+ registerComponent(FixedJoint, {
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+ name: 'FixedJoint',
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+ allowMultiple: true,
30
+ properties: [
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+ { key: 'connectedObject', type: 'gameObjectRef' },
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+ { key: 'anchor', type: 'vec3' },
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+ { key: 'autoConfigureConnectedAnchor', type: 'boolean' },
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+ { key: 'connectedAnchor', type: 'vec3',
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+ visibleWhen: (c) => !c.autoConfigureConnectedAnchor },
36
+ ],
37
+ });
38
+ registerComponent(HingeJoint, {
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+ name: 'HingeJoint',
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+ allowMultiple: true,
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+ properties: [
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+ { key: 'connectedObject', type: 'gameObjectRef' },
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+ { key: 'anchor', type: 'vec3' },
44
+ { key: 'autoConfigureConnectedAnchor', type: 'boolean' },
45
+ { key: 'connectedAnchor', type: 'vec3',
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+ visibleWhen: (c) => !c.autoConfigureConnectedAnchor },
47
+ { key: 'axis', type: 'vec3' },
48
+ { key: 'connectedAxis', type: 'vec3',
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+ visibleWhen: (c) => !c.autoConfigureConnectedAxis },
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+ { key: 'autoConfigureConnectedAxis', type: 'boolean' },
51
+ { key: 'limitsEnabled', type: 'boolean' },
52
+ { key: 'limitMin', type: 'number', min: -Math.PI, max: 0, step: 0.01 },
53
+ { key: 'limitMax', type: 'number', min: 0, max: Math.PI, step: 0.01 },
54
+ { key: 'motorEnabled', type: 'boolean' },
55
+ { key: 'motorMode', type: 'enum', options: ['velocity', 'position'],
56
+ visibleWhen: (c) => c.motorEnabled },
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+ { key: 'motorTargetVelocity', type: 'number', min: -100, max: 100, step: 0.1,
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+ visibleWhen: (c) => c.motorEnabled && c.motorMode === 'velocity' },
59
+ { key: 'motorMaxForce', type: 'number', min: 0, max: 10000, step: 1,
60
+ visibleWhen: (c) => c.motorEnabled && c.motorMode === 'velocity' },
61
+ { key: 'motorTargetPosition', type: 'number', min: -Math.PI, max: Math.PI, step: 0.01,
62
+ visibleWhen: (c) => c.motorEnabled && c.motorMode === 'position' },
63
+ { key: 'motorStiffness', type: 'number', min: 0, max: 10000, step: 1,
64
+ visibleWhen: (c) => c.motorEnabled && c.motorMode === 'position' },
65
+ { key: 'motorDamping', type: 'number', min: 0, max: 1000, step: 0.1,
66
+ visibleWhen: (c) => c.motorEnabled && c.motorMode === 'position' },
67
+ ],
68
+ });
69
+ registerComponent(SpringJoint, {
70
+ name: 'SpringJoint',
71
+ allowMultiple: true,
72
+ properties: [
73
+ { key: 'connectedObject', type: 'gameObjectRef' },
74
+ { key: 'anchor', type: 'vec3' },
75
+ { key: 'autoConfigureConnectedAnchor', type: 'boolean' },
76
+ { key: 'connectedAnchor', type: 'vec3',
77
+ visibleWhen: (c) => !c.autoConfigureConnectedAnchor },
78
+ { key: 'restLength', type: 'number', min: 0, max: 100, step: 0.1 },
79
+ { key: 'stiffness', type: 'number', min: 0, max: 1000, step: 1 },
80
+ { key: 'damping', type: 'number', min: 0, max: 100, step: 0.1 },
81
+ ],
82
+ });
83
+ }
84
+ //# sourceMappingURL=register-builtins.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,42 @@
1
+ import RAPIER from '@dimforge/rapier3d-compat';
2
+ import { Component } from '@certe/atmos-core';
3
+ import type { PhysicsWorld } from './physics-world.js';
4
+ export type RigidBodyType = 'dynamic' | 'fixed' | 'kinematic';
5
+ export interface RigidBodyOptions {
6
+ type?: RigidBodyType;
7
+ mass?: number;
8
+ linearDamping?: number;
9
+ angularDamping?: number;
10
+ gravityScale?: number;
11
+ }
12
+ export declare class RigidBody extends Component {
13
+ body: RAPIER.RigidBody | null;
14
+ bodyType: RigidBodyType;
15
+ private _world;
16
+ private _linearDamping;
17
+ private _angularDamping;
18
+ private _gravityScale;
19
+ /** When true, Transform is extrapolated between physics steps to reduce jitter. */
20
+ interpolate: boolean;
21
+ get linearDamping(): number;
22
+ set linearDamping(v: number);
23
+ get angularDamping(): number;
24
+ set angularDamping(v: number);
25
+ get gravityScale(): number;
26
+ set gravityScale(v: number);
27
+ init(world: PhysicsWorld, options?: RigidBodyOptions): void;
28
+ /** Copy Rapier body transform → engine Transform (for dynamic bodies) */
29
+ syncToTransform(): void;
30
+ /** Extrapolate Transform using Rapier body position + velocity * dt. */
31
+ extrapolateTransform(dt: number): void;
32
+ /** Copy engine Transform → Rapier body (for kinematic bodies) */
33
+ syncFromTransform(): void;
34
+ /** Teleport Rapier body to match engine Transform (for external edits on dynamic bodies) */
35
+ teleportToTransform(): void;
36
+ addForce(x: number, y: number, z: number): void;
37
+ addImpulse(x: number, y: number, z: number): void;
38
+ onDestroy(): void;
39
+ /** Walk descendants and null out collider handles that reference this body. */
40
+ private _invalidateChildColliders;
41
+ }
42
+ //# sourceMappingURL=rigid-body.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"rigid-body.d.ts","sourceRoot":"","sources":["../src/rigid-body.ts"],"names":[],"mappings":"AAAA,OAAO,MAAM,MAAM,2BAA2B,CAAC;AAC/C,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAE9C,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAEvD,MAAM,MAAM,aAAa,GAAG,SAAS,GAAG,OAAO,GAAG,WAAW,CAAC;AAE9D,MAAM,WAAW,gBAAgB;IAC/B,IAAI,CAAC,EAAE,aAAa,CAAC;IACrB,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,aAAa,CAAC,EAAE,MAAM,CAAC;IACvB,cAAc,CAAC,EAAE,MAAM,CAAC;IACxB,YAAY,CAAC,EAAE,MAAM,CAAC;CACvB;AAOD,qBAAa,SAAU,SAAQ,SAAS;IACtC,IAAI,EAAE,MAAM,CAAC,SAAS,GAAG,IAAI,CAAQ;IACrC,QAAQ,EAAE,aAAa,CAAa;IAEpC,OAAO,CAAC,MAAM,CAA6B;IAC3C,OAAO,CAAC,cAAc,CAAK;IAC3B,OAAO,CAAC,eAAe,CAAK;IAC5B,OAAO,CAAC,aAAa,CAAK;IAE1B,mFAAmF;IACnF,WAAW,UAAS;IAEpB,IAAI,aAAa,IAAI,MAAM,CAAgC;IAC3D,IAAI,aAAa,CAAC,CAAC,EAAE,MAAM,EAG1B;IAED,IAAI,cAAc,IAAI,MAAM,CAAiC;IAC7D,IAAI,cAAc,CAAC,CAAC,EAAE,MAAM,EAG3B;IAED,IAAI,YAAY,IAAI,MAAM,CAA+B;IACzD,IAAI,YAAY,CAAC,CAAC,EAAE,MAAM,EAGzB;IAED,IAAI,CAAC,KAAK,EAAE,YAAY,EAAE,OAAO,GAAE,gBAAqB,GAAG,IAAI;IA4C/D,yEAAyE;IACzE,eAAe,IAAI,IAAI;IAUvB,wEAAwE;IACxE,oBAAoB,CAAC,EAAE,EAAE,MAAM,GAAG,IAAI;IA4BtC,iEAAiE;IACjE,iBAAiB,IAAI,IAAI;IAUzB,4FAA4F;IAC5F,mBAAmB,IAAI,IAAI;IAc3B,QAAQ,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAM/C,UAAU,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAMjD,SAAS,IAAI,IAAI;IAUjB,+EAA+E;IAC/E,OAAO,CAAC,yBAAyB;CAYlC"}
@@ -0,0 +1,189 @@
1
+ import RAPIER from '@dimforge/rapier3d-compat';
2
+ import { Component } from '@certe/atmos-core';
3
+ // Scratch Rapier objects (reused to avoid GC pressure in hot paths)
4
+ const _rVec3 = new RAPIER.Vector3(0, 0, 0);
5
+ const _rQuat = new RAPIER.Quaternion(0, 0, 0, 1);
6
+ const _rZero = new RAPIER.Vector3(0, 0, 0);
7
+ export class RigidBody extends Component {
8
+ body = null;
9
+ bodyType = 'dynamic';
10
+ _world = null;
11
+ _linearDamping = 0;
12
+ _angularDamping = 0;
13
+ _gravityScale = 1;
14
+ /** When true, Transform is extrapolated between physics steps to reduce jitter. */
15
+ interpolate = false;
16
+ get linearDamping() { return this._linearDamping; }
17
+ set linearDamping(v) {
18
+ this._linearDamping = v;
19
+ if (this.body)
20
+ this.body.setLinearDamping(v);
21
+ }
22
+ get angularDamping() { return this._angularDamping; }
23
+ set angularDamping(v) {
24
+ this._angularDamping = v;
25
+ if (this.body)
26
+ this.body.setAngularDamping(v);
27
+ }
28
+ get gravityScale() { return this._gravityScale; }
29
+ set gravityScale(v) {
30
+ this._gravityScale = v;
31
+ if (this.body)
32
+ this.body.setGravityScale(v, true);
33
+ }
34
+ init(world, options = {}) {
35
+ this._world = world;
36
+ this.bodyType = options.type ?? 'dynamic';
37
+ const t = this.gameObject.transform;
38
+ const pos = t.position;
39
+ const rot = t.rotation;
40
+ let desc;
41
+ switch (this.bodyType) {
42
+ case 'dynamic':
43
+ desc = RAPIER.RigidBodyDesc.dynamic();
44
+ break;
45
+ case 'fixed':
46
+ desc = RAPIER.RigidBodyDesc.fixed();
47
+ break;
48
+ case 'kinematic':
49
+ desc = RAPIER.RigidBodyDesc.kinematicPositionBased();
50
+ break;
51
+ }
52
+ desc.setTranslation(pos[0], pos[1], pos[2]);
53
+ desc.setRotation({ x: rot[0], y: rot[1], z: rot[2], w: rot[3] });
54
+ if (options.linearDamping !== undefined) {
55
+ this._linearDamping = options.linearDamping;
56
+ desc.setLinearDamping(options.linearDamping);
57
+ }
58
+ if (options.angularDamping !== undefined) {
59
+ this._angularDamping = options.angularDamping;
60
+ desc.setAngularDamping(options.angularDamping);
61
+ }
62
+ if (options.gravityScale !== undefined) {
63
+ this._gravityScale = options.gravityScale;
64
+ desc.setGravityScale(options.gravityScale);
65
+ }
66
+ this.body = world.createRigidBody(desc);
67
+ if (options.mass !== undefined && this.bodyType === 'dynamic') {
68
+ this.body.setAdditionalMass(options.mass, true);
69
+ }
70
+ }
71
+ /** Copy Rapier body transform → engine Transform (for dynamic bodies) */
72
+ syncToTransform() {
73
+ if (!this.body)
74
+ return;
75
+ const t = this.gameObject.transform;
76
+ const pos = this.body.translation();
77
+ t.setPosition(pos.x, pos.y, pos.z);
78
+ const rot = this.body.rotation();
79
+ t.setRotation(rot.x, rot.y, rot.z, rot.w);
80
+ }
81
+ /** Extrapolate Transform using Rapier body position + velocity * dt. */
82
+ extrapolateTransform(dt) {
83
+ if (!this.body)
84
+ return;
85
+ const t = this.gameObject.transform;
86
+ const pos = this.body.translation();
87
+ const lv = this.body.linvel();
88
+ t.setPosition(pos.x + lv.x * dt, pos.y + lv.y * dt, pos.z + lv.z * dt);
89
+ const rot = this.body.rotation();
90
+ const av = this.body.angvel();
91
+ // Apply angular velocity as small rotation: q' = q + 0.5 * [av, 0] * q * dt
92
+ const hdt = 0.5 * dt;
93
+ const dqx = (av.x * rot.w + av.y * rot.z - av.z * rot.y) * hdt;
94
+ const dqy = (-av.x * rot.z + av.y * rot.w + av.z * rot.x) * hdt;
95
+ const dqz = (av.x * rot.y - av.y * rot.x + av.z * rot.w) * hdt;
96
+ const dqw = (-av.x * rot.x - av.y * rot.y - av.z * rot.z) * hdt;
97
+ let rx = rot.x + dqx;
98
+ let ry = rot.y + dqy;
99
+ let rz = rot.z + dqz;
100
+ let rw = rot.w + dqw;
101
+ // Renormalize
102
+ const len = Math.sqrt(rx * rx + ry * ry + rz * rz + rw * rw);
103
+ if (len > 1e-8) {
104
+ const inv = 1 / len;
105
+ rx *= inv;
106
+ ry *= inv;
107
+ rz *= inv;
108
+ rw *= inv;
109
+ }
110
+ t.setRotation(rx, ry, rz, rw);
111
+ }
112
+ /** Copy engine Transform → Rapier body (for kinematic bodies) */
113
+ syncFromTransform() {
114
+ if (!this.body)
115
+ return;
116
+ const pos = this.gameObject.transform.position;
117
+ const rot = this.gameObject.transform.rotation;
118
+ _rVec3.x = pos[0];
119
+ _rVec3.y = pos[1];
120
+ _rVec3.z = pos[2];
121
+ this.body.setNextKinematicTranslation(_rVec3);
122
+ _rQuat.x = rot[0];
123
+ _rQuat.y = rot[1];
124
+ _rQuat.z = rot[2];
125
+ _rQuat.w = rot[3];
126
+ this.body.setNextKinematicRotation(_rQuat);
127
+ }
128
+ /** Teleport Rapier body to match engine Transform (for external edits on dynamic bodies) */
129
+ teleportToTransform() {
130
+ if (!this.body)
131
+ return;
132
+ const pos = this.gameObject.transform.position;
133
+ const rot = this.gameObject.transform.rotation;
134
+ _rVec3.x = pos[0];
135
+ _rVec3.y = pos[1];
136
+ _rVec3.z = pos[2];
137
+ this.body.setTranslation(_rVec3, true);
138
+ _rQuat.x = rot[0];
139
+ _rQuat.y = rot[1];
140
+ _rQuat.z = rot[2];
141
+ _rQuat.w = rot[3];
142
+ this.body.setRotation(_rQuat, true);
143
+ _rZero.x = 0;
144
+ _rZero.y = 0;
145
+ _rZero.z = 0;
146
+ this.body.setLinvel(_rZero, true);
147
+ this.body.setAngvel(_rZero, true);
148
+ this.body.wakeUp();
149
+ }
150
+ addForce(x, y, z) {
151
+ if (!this.body)
152
+ return;
153
+ _rVec3.x = x;
154
+ _rVec3.y = y;
155
+ _rVec3.z = z;
156
+ this.body.addForce(_rVec3, true);
157
+ }
158
+ addImpulse(x, y, z) {
159
+ if (!this.body)
160
+ return;
161
+ _rVec3.x = x;
162
+ _rVec3.y = y;
163
+ _rVec3.z = z;
164
+ this.body.applyImpulse(_rVec3, true);
165
+ }
166
+ onDestroy() {
167
+ if (this.body && this._world) {
168
+ // Nullify descendant collider handles before body removal
169
+ // (Rapier auto-removes attached colliders when a body is removed)
170
+ this._invalidateChildColliders(this.gameObject);
171
+ this._world.removeRigidBody(this.body);
172
+ this.body = null;
173
+ }
174
+ }
175
+ /** Walk descendants and null out collider handles that reference this body. */
176
+ _invalidateChildColliders(go) {
177
+ for (const comp of go.getComponents()) {
178
+ // Duck-type: any component with collider + attachedBody pointing to this RB
179
+ const c = comp;
180
+ if ('collider' in c && 'attachedBody' in c && c['attachedBody'] === this) {
181
+ c['collider'] = null;
182
+ }
183
+ }
184
+ for (const child of go.children) {
185
+ this._invalidateChildColliders(child);
186
+ }
187
+ }
188
+ }
189
+ //# sourceMappingURL=rigid-body.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,23 @@
1
+ import RAPIER from '@dimforge/rapier3d-compat';
2
+ import { Joint } from './joint.js';
3
+ import type { JointOptions } from './joint.js';
4
+ import type { PhysicsWorld } from './physics-world.js';
5
+ export interface SpringJointOptions extends JointOptions {
6
+ restLength?: number;
7
+ stiffness?: number;
8
+ damping?: number;
9
+ }
10
+ export declare class SpringJoint extends Joint {
11
+ private _restLength;
12
+ private _stiffness;
13
+ private _damping;
14
+ get restLength(): number;
15
+ set restLength(v: number);
16
+ get stiffness(): number;
17
+ set stiffness(v: number);
18
+ get damping(): number;
19
+ set damping(v: number);
20
+ init(world: PhysicsWorld, options?: SpringJointOptions): void;
21
+ protected _createJointData(): RAPIER.JointData;
22
+ }
23
+ //# sourceMappingURL=spring-joint.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"spring-joint.d.ts","sourceRoot":"","sources":["../src/spring-joint.ts"],"names":[],"mappings":"AAAA,OAAO,MAAM,MAAM,2BAA2B,CAAC;AAC/C,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAC/C,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAC;AAEvD,MAAM,WAAW,kBAAmB,SAAQ,YAAY;IACtD,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,OAAO,CAAC,EAAE,MAAM,CAAC;CAClB;AAED,qBAAa,WAAY,SAAQ,KAAK;IACpC,OAAO,CAAC,WAAW,CAAO;IAC1B,OAAO,CAAC,UAAU,CAAQ;IAC1B,OAAO,CAAC,QAAQ,CAAO;IAEvB,IAAI,UAAU,IAAI,MAAM,CAA6B;IACrD,IAAI,UAAU,CAAC,CAAC,EAAE,MAAM,EAAkD;IAE1E,IAAI,SAAS,IAAI,MAAM,CAA4B;IACnD,IAAI,SAAS,CAAC,CAAC,EAAE,MAAM,EAAiD;IAExE,IAAI,OAAO,IAAI,MAAM,CAA0B;IAC/C,IAAI,OAAO,CAAC,CAAC,EAAE,MAAM,EAA+C;IAEpE,IAAI,CAAC,KAAK,EAAE,YAAY,EAAE,OAAO,CAAC,EAAE,kBAAkB,GAAG,IAAI;IAO7D,SAAS,CAAC,gBAAgB,IAAI,MAAM,CAAC,SAAS;CAS/C"}
@@ -0,0 +1,26 @@
1
+ import RAPIER from '@dimforge/rapier3d-compat';
2
+ import { Joint } from './joint.js';
3
+ export class SpringJoint extends Joint {
4
+ _restLength = 1.0;
5
+ _stiffness = 10.0;
6
+ _damping = 1.0;
7
+ get restLength() { return this._restLength; }
8
+ set restLength(v) { this._restLength = v; this._recreateJoint(); }
9
+ get stiffness() { return this._stiffness; }
10
+ set stiffness(v) { this._stiffness = v; this._recreateJoint(); }
11
+ get damping() { return this._damping; }
12
+ set damping(v) { this._damping = v; this._recreateJoint(); }
13
+ init(world, options) {
14
+ if (options?.restLength !== undefined)
15
+ this._restLength = options.restLength;
16
+ if (options?.stiffness !== undefined)
17
+ this._stiffness = options.stiffness;
18
+ if (options?.damping !== undefined)
19
+ this._damping = options.damping;
20
+ super.init(world, options);
21
+ }
22
+ _createJointData() {
23
+ return RAPIER.JointData.spring(this._restLength, this._stiffness, this._damping, this._toXYZ(this.anchor), this._toXYZ(this.connectedAnchor));
24
+ }
25
+ }
26
+ //# sourceMappingURL=spring-joint.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"spring-joint.js","sourceRoot":"","sources":["../src/spring-joint.ts"],"names":[],"mappings":"AAAA,OAAO,MAAM,MAAM,2BAA2B,CAAC;AAC/C,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AAUnC,MAAM,OAAO,WAAY,SAAQ,KAAK;IAC5B,WAAW,GAAG,GAAG,CAAC;IAClB,UAAU,GAAG,IAAI,CAAC;IAClB,QAAQ,GAAG,GAAG,CAAC;IAEvB,IAAI,UAAU,KAAa,OAAO,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC;IACrD,IAAI,UAAU,CAAC,CAAS,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC;IAE1E,IAAI,SAAS,KAAa,OAAO,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC;IACnD,IAAI,SAAS,CAAC,CAAS,IAAI,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC;IAExE,IAAI,OAAO,KAAa,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC;IAC/C,IAAI,OAAO,CAAC,CAAS,IAAI,IAAI,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC,CAAC,CAAC;IAEpE,IAAI,CAAC,KAAmB,EAAE,OAA4B;QACpD,IAAI,OAAO,EAAE,UAAU,KAAK,SAAS;YAAE,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,UAAU,CAAC;QAC7E,IAAI,OAAO,EAAE,SAAS,KAAK,SAAS;YAAE,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC,SAAS,CAAC;QAC1E,IAAI,OAAO,EAAE,OAAO,KAAK,SAAS;YAAE,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,OAAO,CAAC;QACpE,KAAK,CAAC,IAAI,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;IAC7B,CAAC;IAES,gBAAgB;QACxB,OAAO,MAAM,CAAC,SAAS,CAAC,MAAM,CAC5B,IAAI,CAAC,WAAW,EAChB,IAAI,CAAC,UAAU,EACf,IAAI,CAAC,QAAQ,EACb,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,EACxB,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAClC,CAAC;IACJ,CAAC;CACF"}
package/package.json ADDED
@@ -0,0 +1,29 @@
1
+ {
2
+ "name": "@certe/atmos-physics",
3
+ "description": "Rapier-based physics integration for the Atmos Engine — rigid bodies, colliders, joints",
4
+ "version": "0.1.0",
5
+ "repository": {
6
+ "type": "git",
7
+ "url": "https://github.com/certesolutions-cyber/atmos.git",
8
+ "directory": "packages/physics"
9
+ },
10
+ "homepage": "https://github.com/certesolutions-cyber/atmos",
11
+ "license": "GPL-3.0-or-later",
12
+ "keywords": ["physics", "rapier", "game-engine", "rigid-body", "collider", "atmos"],
13
+ "type": "module",
14
+ "main": "src/index.ts",
15
+ "types": "src/index.ts",
16
+ "publishConfig": {
17
+ "main": "dist/index.js",
18
+ "types": "dist/index.d.ts"
19
+ },
20
+ "files": ["dist", "!dist/__tests__", "package.json", "README.md", "LICENCE"],
21
+ "dependencies": {
22
+ "@certe/atmos-core": "^0.1.0",
23
+ "@certe/atmos-math": "^0.1.0",
24
+ "@dimforge/rapier3d-compat": "^0.14.0"
25
+ },
26
+ "scripts": {
27
+ "test": "vitest run"
28
+ }
29
+ }
package/src/index.ts ADDED
@@ -0,0 +1,26 @@
1
+ export { initRapier, getWasmMemory, getLockedAxesOffset } from './init.js';
2
+ export { PhysicsWorld } from './physics-world.js';
3
+ export type { PhysicsWorldOptions } from './physics-world.js';
4
+ export { RigidBody } from './rigid-body.js';
5
+ export type { RigidBodyType, RigidBodyOptions } from './rigid-body.js';
6
+ export { Collider } from './collider.js';
7
+ export type { ColliderShape, ColliderOptions } from './collider.js';
8
+ export { Joint } from './joint.js';
9
+ export type { JointOptions } from './joint.js';
10
+ export { FixedJoint } from './fixed-joint.js';
11
+ export type { FixedJointOptions } from './fixed-joint.js';
12
+ export { HingeJoint } from './hinge-joint.js';
13
+ export type { HingeJointOptions } from './hinge-joint.js';
14
+ export { SpringJoint } from './spring-joint.js';
15
+ export type { SpringJointOptions } from './spring-joint.js';
16
+ export { PhysicsSystem } from './physics-system.js';
17
+ export { registerPhysicsBuiltins } from './register-builtins.js';
18
+ export {
19
+ findAncestorComponent,
20
+ hasAncestorComponent,
21
+ hasDescendantComponent,
22
+ } from './physics-hierarchy.js';
23
+ export { computeColliderOffset } from './collider-offset.js';
24
+ export type { ColliderOffset } from './collider-offset.js';
25
+ export { Physics, invalidateColliderMap } from './physics-query.js';
26
+ export type { HitResult } from './physics-query.js';