@daneren2005/shared-memory-physics 1.6.2 → 1.7.0

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package/README.md CHANGED
@@ -21,7 +21,7 @@ npm install @daneren2005/shared-memory-physics @daneren2005/shared-memory-ecs @d
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  | `dynamics` | - | `accelerationX?`, `accelerationY?`, `mass?` | `Float32Array` - acceleration and inverse mass |
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  | `transform` | `width`, `height`, `angle?` / `radius` | `x`, `y`, `angle` | `Float32Array` – where, how big, facing |
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  | `velocity` | – | `velocityX?`, `velocityY?`, `damping?` | `Float32Array` – world units per second |
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- | `body` | `shape?`, `collideCategory?`, `collideMask?`, `sensor?`, `continuousCollisionDetection?` | – | `Uint32Array` – what shape, what collides with |
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+ | `body` | `shape?`, `collideCategory?`, `collideMask?`, `sensor?`, `continuousCollisionDetection?`, `blocksPath?` | – | `Uint32Array` – what shape, what collides with |
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  | `interpolation` | `interpolate` | – | `Float32Array` – where to *draw* it |
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  Entity configs are flat and shared across every component, so velocity is keyed as `velocityX` / `velocityY`
@@ -79,6 +79,11 @@ defining config out of your own template, which is why `save` returns nothing fo
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  its shape and categories back from the template rather than from the save. See
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  [Body shapes](#body-shapes) for `shape` and [Collision filtering](#collision-filtering) for the other two.
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+ `blocksPath` marks a body as something pathfinding should route around - a wall or a building rather than another
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+ mover. The physics never reads it; it is a flag in the same packed word for a game's own navigation to query
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+ (`body.blocksPath`, or `blocksPath(block)` off a raw block). It defaults to `false`, and a body carrying it is
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+ assumed never to move, so a navigation structure can be updated only when such bodies are added or removed.
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+
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  ## Body shapes
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  An entity is one of four shapes. The transform still owns its position, size and angle; a polygon additionally
@@ -322,10 +327,10 @@ Without a `getWorker` (or where Web Workers / `SharedArrayBuffer` are unavailabl
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  A 50ms physics step against a 16ms frame means the transform only changes on one frame in three, and an entity
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  drawn straight off it visibly stutters. `InterpolationSystem` fills in a **render position** that changes every
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- frame instead, by blending between the two positions physics published either side of its last step:
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+ frame instead, by consuming published simulation time while advancing toward the last coherent target:
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  ```
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- render = prev + (current - prev) * alpha
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+ render += (target - render) * (frameDuration / remainingDuration)
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  ```
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  Normally every position it writes lies on the latest simulation segment. If worker scheduling lets several
@@ -343,10 +348,10 @@ world.addSystem(new InterpolationSystem<Components>(world));
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  world.loadEntity({ x: 0, y: 0, width: 10, height: 10, velocityX: 100, interpolate: true });
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  ```
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- It takes no configuration and is not wired to the physics system. Everything it needs - the two positions, how
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- much simulated time lies between them, and whether that pair is new - is published into the block by whichever
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- run wrote it. Physics marks that publication dirty before changing either endpoint and stamps it complete only
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- after both are ready, so rendering holds its previous position for a frame if it catches the worker mid-write.
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+ It takes no configuration and is not wired to the physics system. Physics publishes the transform, step
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+ duration, cumulative simulated time, and a tick stamp. Rendering caches each coherent target and its timing.
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+ If it catches physics mid-write, it continues consuming the cached segment until another complete snapshot
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+ is available.
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  A game that retunes `deltaBetweenRuns` mid-flight is followed with nothing told to this system.
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  Then draw from `interpolation` instead of `transform`, keeping the size and facing where they have always been:
@@ -482,16 +487,17 @@ spot, as above.
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  ### The cost
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- 44 bytes per interpolated entity, four extra writes per entity per physics step, and a per-frame pass of one
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+ The renderer retains the last coherent target while physics publishes a new step, so an overlapping read can keep advancing without freezing a frame.
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+
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+ 44 bytes per interpolated entity, four publication writes per entity per physics step, and a per-frame pass of one
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  lerp per entity on the main thread - order 0.2ms at 10,000 entities. An entity without the component pays
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  nothing at all. `forceMainThread: false` plus a `getWorker` moves the pass to a worker for worlds large enough
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  that it shows up in a profile, at the price of the render position being one frame stale; because consumers only
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  ever read `interpolation.x`, that is a constructor flag rather than a migration.
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- Physics writes `prev` and then the transform on the worker thread while the main thread reads both, so the block
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- carries a tick stamp that is written **last**, with a release store. The update reads it on either side of its
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- own reads and drops the frame if it changed, rather than blending a `prev` from one step against a transform
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- from another - which is the one mismatch that would draw an entity moving backwards.
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+ Physics marks the tick dirty before changing timing and position, then publishes the completed tick with
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+ a release store. The reader accepts a new snapshot only when its tick reads match; otherwise it continues
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+ toward the cached target.
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  ## Collisions
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@@ -7,6 +7,7 @@ export interface BodyComponent {
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  collideMask: number;
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  sensor: boolean;
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  continuousCollisionDetection: boolean;
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+ blocksPath: boolean;
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  }
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  export declare const SHAPE_RECTANGLE = 1;
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  export declare const SHAPE_CIRCLE = 2;
@@ -25,6 +26,7 @@ export interface BodyConfig {
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  collideMask?: number;
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  sensor?: boolean;
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  continuousCollisionDetection?: boolean;
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+ blocksPath?: boolean;
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  }
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  export declare const BODY_FLAGS_INDEX = 0;
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  export declare const BODY_CATEGORY_INDEX = 1;
@@ -34,9 +36,11 @@ export declare const BODY_SHAPE_MASK = 7;
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  export declare const BODY_SENSOR_FLAG = 8;
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  export declare const BODY_CCD_FLAG = 16;
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  export declare const BODY_DYING_FLAG = 32;
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+ export declare const BODY_BLOCKS_PATH_FLAG = 64;
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  export declare function bodyShape(body: Uint32Array): number;
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  export declare function isSensor(body: Uint32Array): boolean;
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  export declare function isContinuous(body: Uint32Array): boolean;
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+ export declare function blocksPath(body: Uint32Array): boolean;
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  export declare function isDying(body: Uint32Array): boolean;
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  export declare function markDying(body: Uint32Array): void;
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  export declare const bodyDefinition: ComponentDefinition<BodyComponent, Uint32Array, BodyConfig>;
@@ -5,15 +5,15 @@ export interface InterpolationComponent {
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  index: number;
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  x: number;
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  y: number;
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- prevX: number;
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- prevY: number;
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- progress: number;
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  syncedTick: number;
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  duration: number;
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  tick: number;
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  totalDuration: number;
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  syncedDuration: number;
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  remainingDuration: number;
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+ targetX: number;
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+ targetY: number;
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+ syncedStepDuration: number;
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  }
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  export interface InterpolationConfig {
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  interpolate?: boolean;
@@ -22,15 +22,15 @@ export interface InterpolationConfig {
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  }
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  export declare const INTERPOLATION_X_INDEX = 0;
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  export declare const INTERPOLATION_Y_INDEX = 1;
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- export declare const INTERPOLATION_PREV_X_INDEX = 2;
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- export declare const INTERPOLATION_PREV_Y_INDEX = 3;
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- export declare const INTERPOLATION_PROGRESS_INDEX = 4;
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- export declare const INTERPOLATION_SYNCED_TICK_INDEX = 5;
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- export declare const INTERPOLATION_DURATION_INDEX = 6;
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- export declare const INTERPOLATION_TICK_INDEX = 7;
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- export declare const INTERPOLATION_TOTAL_DURATION_INDEX = 8;
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- export declare const INTERPOLATION_SYNCED_DURATION_INDEX = 9;
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- export declare const INTERPOLATION_REMAINING_DURATION_INDEX = 10;
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+ export declare const INTERPOLATION_SYNCED_TICK_INDEX = 2;
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+ export declare const INTERPOLATION_DURATION_INDEX = 3;
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+ export declare const INTERPOLATION_TICK_INDEX = 4;
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+ export declare const INTERPOLATION_TOTAL_DURATION_INDEX = 5;
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+ export declare const INTERPOLATION_SYNCED_DURATION_INDEX = 6;
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+ export declare const INTERPOLATION_REMAINING_DURATION_INDEX = 7;
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+ export declare const INTERPOLATION_TARGET_X_INDEX = 8;
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+ export declare const INTERPOLATION_TARGET_Y_INDEX = 9;
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+ export declare const INTERPOLATION_SYNCED_STEP_DURATION_INDEX = 10;
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  export declare const INTERPOLATION_SIZE = 11;
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  export declare const interpolationDefinition: ComponentDefinition<InterpolationComponent, Float32Array, InterpolationConfig>;
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  export interface SnappableEntity {
package/dist/index.d.ts CHANGED
@@ -7,8 +7,8 @@ export type { VelocityComponent, VelocityConfig, VelocitySerialization, } from '
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  export { default as dynamicsDefinition } from './components/dynamics-component';
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  export { DYNAMICS_ACCELERATION_X_INDEX, DYNAMICS_ACCELERATION_Y_INDEX, DYNAMICS_INVERSE_MASS_INDEX, DYNAMICS_SIZE, } from './components/dynamics-component';
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  export type { DynamicsComponent, DynamicsConfig, DynamicsSerialization, } from './components/dynamics-component';
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- export { default as bodyDefinition, canCollide, isSensor, isContinuous, isDying, markDying, bodyShape } from './components/body-component';
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- export { SHAPE_RECTANGLE, SHAPE_CIRCLE, SHAPE_CAPSULE, SHAPE_POLYGON, DEFAULT_COLLIDE_CATEGORY, DEFAULT_COLLIDE_MASK, BODY_FLAGS_INDEX, BODY_SHAPE_MASK, BODY_SENSOR_FLAG, BODY_CCD_FLAG, BODY_DYING_FLAG, BODY_CATEGORY_INDEX, BODY_MASK_INDEX, BODY_SIZE, } from './components/body-component';
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+ export { default as bodyDefinition, canCollide, isSensor, isContinuous, blocksPath, isDying, markDying, bodyShape } from './components/body-component';
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+ export { SHAPE_RECTANGLE, SHAPE_CIRCLE, SHAPE_CAPSULE, SHAPE_POLYGON, DEFAULT_COLLIDE_CATEGORY, DEFAULT_COLLIDE_MASK, BODY_FLAGS_INDEX, BODY_SHAPE_MASK, BODY_SENSOR_FLAG, BODY_CCD_FLAG, BODY_DYING_FLAG, BODY_BLOCKS_PATH_FLAG, BODY_CATEGORY_INDEX, BODY_MASK_INDEX, BODY_SIZE, } from './components/body-component';
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  export type { BodyComponent, BodyConfig, } from './components/body-component';
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  export { default as polygonDefinition, preparePolygon } from './components/polygon-component';
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  export { MAX_POLYGON_VERTICES, POLYGON_VERTEX_COUNT_INDEX, POLYGON_VERTICES_INDEX, POLYGON_SIZE, } from './components/polygon-component';
@@ -17,7 +17,7 @@ export { default as bouncinessDefinition } from './components/bounciness-compone
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  export { BOUNCINESS_INDEX, BOUNCINESS_SIZE, } from './components/bounciness-component';
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  export type { BouncinessComponent, BouncinessConfig, } from './components/bounciness-component';
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  export { default as interpolationDefinition, snapEntity, startSpawnInterpolation } from './components/interpolation-component';
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- export { INTERPOLATION_X_INDEX, INTERPOLATION_Y_INDEX, INTERPOLATION_PREV_X_INDEX, INTERPOLATION_PREV_Y_INDEX, INTERPOLATION_PROGRESS_INDEX, INTERPOLATION_SYNCED_TICK_INDEX, INTERPOLATION_DURATION_INDEX, INTERPOLATION_TICK_INDEX, INTERPOLATION_TOTAL_DURATION_INDEX, INTERPOLATION_SYNCED_DURATION_INDEX, INTERPOLATION_REMAINING_DURATION_INDEX, INTERPOLATION_SIZE, } from './components/interpolation-component';
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+ export { INTERPOLATION_X_INDEX, INTERPOLATION_Y_INDEX, INTERPOLATION_SYNCED_TICK_INDEX, INTERPOLATION_DURATION_INDEX, INTERPOLATION_TICK_INDEX, INTERPOLATION_TOTAL_DURATION_INDEX, INTERPOLATION_SYNCED_DURATION_INDEX, INTERPOLATION_REMAINING_DURATION_INDEX, INTERPOLATION_TARGET_X_INDEX, INTERPOLATION_TARGET_Y_INDEX, INTERPOLATION_SYNCED_STEP_DURATION_INDEX, INTERPOLATION_SIZE, } from './components/interpolation-component';
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  export type { InterpolationComponent, InterpolationConfig, SnappableEntity, SpawnableEntity, SpawnInterpolationOptions, } from './components/interpolation-component';
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  export { physicsRegistry } from './components/registry';
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  export type { PhysicsComponents, PhysicsUpdateComponents, InterpolationComponents, InterpolationUpdateComponents, } from './components/registry';