@daneren2005/shared-memory-physics 1.9.0 → 1.9.1
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- package/README.md +5 -0
- package/dist/index.js +4 -1
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -839,6 +839,11 @@ const clicked = world.findNearestSpatial(mouseX, mouseY, 0);
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const nearby = world.searchSpatialAround(x, y, 100, 100);
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840
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```
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841
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842
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+
The map defaults to `type: Float64Array`. Entity ids are never reused, so a `Float32` map, which only holds ids
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843
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below 2^24 (~16.7M), runs out after that many entities have *ever* been created. `Float64` covers the whole
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uint32 eid range for about 1.4x the memory per entity. Pass `spatial: { type: Float32Array }` only if a world
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845
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will create fewer entities than that over its lifetime.
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846
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+
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`searchSpatial`, `searchSpatialAround`, `findNearestSpatial`, and `findNearbySpatial` return live entities and
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accept entity filters. Shape-aware axis-aligned bounds are stored: rotated rectangles and capsules occupy the
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box around their actual outline. A direct transform/body edit outside the physics update must be followed by
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package/dist/index.js
CHANGED
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@@ -718,7 +718,10 @@ var $t = class extends e {
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spatialIds = /* @__PURE__ */ new Set();
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constructor(e, t = {}) {
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let { spatial: n, ...r } = t;
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-
super(e, r), this.spatialMap = new o(this.heap,
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super(e, r), this.spatialMap = new o(this.heap, {
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type: Float64Array,
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...n
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}), this.on("entity-added", (e) => {
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this.updateSpatialEntity(e), e.on("component-added", (t) => {
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(t === "transform" || t === "body") && this.updateSpatialEntity(e);
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}), e.on("component-removed", (t) => {
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