@daneren2005/shared-memory-physics 1.6.3 → 1.7.1
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- package/README.md +23 -12
- package/dist/components/body-component.d.ts +4 -0
- package/dist/components/interpolation-component.d.ts +21 -13
- package/dist/index.d.ts +4 -3
- package/dist/index.js +326 -265
- package/dist/index.js.map +1 -1
- package/dist/systems/interpolation-channels.d.ts +6 -0
- package/dist/systems/interpolation-system.d.ts +3 -1
- package/dist/systems/interpolation-update.d.ts +5 -2
- package/dist/systems/physics-system.d.ts +3 -0
- package/dist/systems/physics-update.d.ts +1 -0
- package/package.json +11 -10
package/README.md
CHANGED
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@@ -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`
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@@ -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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## 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
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@@ -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
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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
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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
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@@ -343,10 +348,15 @@ 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
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-
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It takes no configuration. Physics publishes the transform, step duration, cumulative simulated time, and a tick
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stamp. Rendering caches each coherent target and its timing. If it catches physics mid-write, it continues
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consuming the cached segment until another complete snapshot is available.
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A worker publishes a run entity by entity while the main thread renders, so one frame can find some entities of a
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run at its new step and the rest at the old one - two ships flying in formation would then drift apart on screen.
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Each entity therefore keeps the publication it replaced, and `InterpolationSystem` snapshots every
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`PhysicsSystem`'s committed tick once per frame: a publication newer than its run's commit is drawn from the
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previous one until the whole run has landed. Both systems must share the same world object for this to apply.
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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:
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@@ -482,16 +492,17 @@ spot, as above.
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### The cost
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-
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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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68 bytes per interpolated entity, ten 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
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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 and its run has committed;
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otherwise it reads the previous publication, and failing that continues 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;
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@@ -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;
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@@ -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>;
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@@ -5,15 +5,17 @@ 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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previousX: number;
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previousY: number;
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}
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export interface InterpolationConfig {
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interpolate?: boolean;
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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
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export declare const
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export declare const
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export declare const
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export declare const
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export declare const
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export declare const
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export declare const
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export declare const
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export declare const
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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_CHANNEL_INDEX = 11;
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export declare const INTERPOLATION_PREVIOUS_X_INDEX = 12;
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export declare const INTERPOLATION_PREVIOUS_Y_INDEX = 13;
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export declare const INTERPOLATION_PREVIOUS_DURATION_INDEX = 14;
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export declare const INTERPOLATION_PREVIOUS_TOTAL_DURATION_INDEX = 15;
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export declare const INTERPOLATION_PREVIOUS_TICK_INDEX = 16;
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export declare const INTERPOLATION_SIZE = 17;
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export declare const interpolationDefinition: ComponentDefinition<InterpolationComponent, Float32Array, InterpolationConfig>;
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export interface SnappableEntity {
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components: {
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package/dist/index.d.ts
CHANGED
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@@ -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';
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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,
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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_CHANNEL_INDEX, INTERPOLATION_PREVIOUS_X_INDEX, INTERPOLATION_PREVIOUS_Y_INDEX, INTERPOLATION_PREVIOUS_DURATION_INDEX, INTERPOLATION_PREVIOUS_TOTAL_DURATION_INDEX, INTERPOLATION_PREVIOUS_TICK_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';
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export { default as integrateDynamics } from './systems/dynamics';
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export type { DynamicsCommand, DynamicsCommandBuffer, DynamicsCommandQueue, DynamicsCommands, DynamicsWorld } from './systems/dynamics';
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export { default as interpolationUpdate } from './systems/interpolation-update';
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export type { InterpolationWorld } from './systems/interpolation-update';
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export { default as InterpolationSystem } from './systems/interpolation-system';
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export type { InterpolationSystemConfig } from './systems/interpolation-system';
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