@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,1191 @@
1
+ /**
2
+ * RapierPhysicsEngine powers Genesys physics using the Rapier library.
3
+ *
4
+ * This implementation extends `BasePhysicsEngine` and converts scene components
5
+ * into Rapier rigid bodies and colliders. A single `Rapier.World` instance is
6
+ * maintained along with an event queue to capture collision events which are
7
+ * then mapped back to components. The engine supports mesh-based colliders,
8
+ * terrain height fields and character controllers, and it can optionally draw
9
+ * debug lines using `RapierDebugRenderer`.
10
+ *
11
+ * Recommended usage (for humans and AI assistants):
12
+ * - Instantiate via `createPhysicsEngine` with `PhysicsEngine.Rapier`.
13
+ * - Call `addComponent` only after a component's mesh or collision shape is
14
+ * initialized so colliders are created correctly.
15
+ * - Enable the debug renderer during development with
16
+ * `setDebugRendererEnabled(true)` to visualize physics bodies.
17
+ * - Prefer simplified or convex meshes when possible to keep performance high.
18
+ */
19
+ import * as RAPIER from '@dimforge/rapier3d-compat';
20
+ import * as THREE from 'three';
21
+ import { CollisionMeshType, PhysicsMotionType } from '../../physics/PhysicsTypes.js';
22
+ import { CollisionConfig, getCollisionChannelBit, resolveChannelName } from '../../systems/collision/CollisionConfig.js';
23
+ import { CollisionMode, CollisionResponse, DefaultCollisionProfile } from '../../systems/collision/CollisionTypes.js';
24
+ import { ensure } from '../../utils/Utils.js';
25
+ import { BasePhysicsEngine } from '../BasePhysicsEngine.js';
26
+ import { JointType } from '../BasePhysicsEngine.js';
27
+ import { PhysicsScalarParam, PhysicsVectorParam } from '../PhysicsEngine.js';
28
+ import { CollisionEventType } from '../PhysicsEngine.js';
29
+ import { RapierDebugRenderer } from './RapierDebugRender.js';
30
+ import { RapierVehicle } from './RapierVehicle.js';
31
+ export class RapierPhysicsEngine extends BasePhysicsEngine {
32
+ constructor(gameWorld) {
33
+ super(gameWorld);
34
+ Object.defineProperty(this, "pendingCollisions", {
35
+ enumerable: true,
36
+ configurable: true,
37
+ writable: true,
38
+ value: []
39
+ });
40
+ Object.defineProperty(this, "world", {
41
+ enumerable: true,
42
+ configurable: true,
43
+ writable: true,
44
+ value: null
45
+ });
46
+ Object.defineProperty(this, "eventQueue", {
47
+ enumerable: true,
48
+ configurable: true,
49
+ writable: true,
50
+ value: null
51
+ });
52
+ // Map from collider to component for fast lookup during collision processing
53
+ Object.defineProperty(this, "colliderToComponent", {
54
+ enumerable: true,
55
+ configurable: true,
56
+ writable: true,
57
+ value: new Map()
58
+ });
59
+ // Set of ignored collider pairs (stored as "handle1,handle2" strings)
60
+ Object.defineProperty(this, "ignoredColliderPairs", {
61
+ enumerable: true,
62
+ configurable: true,
63
+ writable: true,
64
+ value: new Set()
65
+ });
66
+ // Debug renderer
67
+ Object.defineProperty(this, "debugRenderer", {
68
+ enumerable: true,
69
+ configurable: true,
70
+ writable: true,
71
+ value: null
72
+ });
73
+ // Vehicle controllers
74
+ Object.defineProperty(this, "vehicles", {
75
+ enumerable: true,
76
+ configurable: true,
77
+ writable: true,
78
+ value: new Map()
79
+ });
80
+ // cache for collider desc without scale, mapping from a list of meshes and the collision mesh type
81
+ Object.defineProperty(this, "cachedColliderDescTemplates", {
82
+ enumerable: true,
83
+ configurable: true,
84
+ writable: true,
85
+ value: new Map()
86
+ });
87
+ Object.defineProperty(this, "cachedCharacterControllerCollisions", {
88
+ enumerable: true,
89
+ configurable: true,
90
+ writable: true,
91
+ value: new Map()
92
+ });
93
+ }
94
+ async doCreate(options) {
95
+ await RAPIER.init();
96
+ this.world = new RAPIER.World(this.makeVector(options.gravity.toArray()));
97
+ this.eventQueue = new RAPIER.EventQueue(true);
98
+ // Initialize debug renderer if we have a scene to render to
99
+ if (this.gameWorld && this.gameWorld.scene) {
100
+ this.debugRenderer = new RapierDebugRenderer(this.gameWorld.scene, this.world);
101
+ this.debugRenderer.enabled = options.debugVisualization ?? false;
102
+ }
103
+ return true;
104
+ }
105
+ doDestroy() {
106
+ this.cachedCharacterControllerCollisions.clear();
107
+ this.pendingCollisions = [];
108
+ const world = this.world;
109
+ // Clean up vehicles
110
+ this.vehicles.forEach((vehicle, _) => {
111
+ vehicle.destroy();
112
+ });
113
+ this.vehicles.clear();
114
+ // Remove all physics bodies and colliders first
115
+ this.bodies.forEach((records, _) => {
116
+ records.forEach(([body, collider]) => {
117
+ world.removeRigidBody(body);
118
+ world.removeCollider(collider, false);
119
+ });
120
+ });
121
+ this.bodies.clear();
122
+ // Clean up character controllers
123
+ this.characterControllers.forEach((controller, _) => {
124
+ world.removeCharacterController(controller);
125
+ });
126
+ this.characterControllers.clear();
127
+ // Clean up joints
128
+ this.joints.forEach((joint, _) => {
129
+ world.removeImpulseJoint(joint, true);
130
+ });
131
+ this.joints.clear();
132
+ // Free the WASM world object
133
+ world.free();
134
+ this.world = null;
135
+ if (this.eventQueue) {
136
+ this.eventQueue.free();
137
+ this.eventQueue = null;
138
+ }
139
+ // Clean up debug renderer
140
+ if (this.debugRenderer) {
141
+ this.debugRenderer.dispose();
142
+ this.debugRenderer = null;
143
+ }
144
+ this.colliderToComponent.clear();
145
+ this.ignoredColliderPairs.clear();
146
+ return true;
147
+ }
148
+ doTick(deltaTime) {
149
+ this.world.step(this.eventQueue);
150
+ for (const vehicle of this.vehicles.values()) {
151
+ vehicle.tick(deltaTime);
152
+ }
153
+ // Process collision events from Rapier
154
+ this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
155
+ this.handleRapierCollision(handle1, handle2, started);
156
+ });
157
+ const objectPosition = new THREE.Vector3();
158
+ const objectQuat = new THREE.Quaternion();
159
+ // Update all object positions based on physics
160
+ this.bodies.forEach((records, object) => {
161
+ records.forEach(([body, _]) => {
162
+ const motionType = object.getMotionType();
163
+ if (motionType === PhysicsMotionType.Static) {
164
+ // static objects cannot be moved by the physics engine
165
+ // so there's no need to sync its transform back to the scene component
166
+ return;
167
+ }
168
+ const position = body.translation();
169
+ const rotation = body.rotation();
170
+ objectPosition.x = position.x;
171
+ objectPosition.y = position.y;
172
+ objectPosition.z = position.z;
173
+ objectQuat.x = rotation.x;
174
+ objectQuat.y = rotation.y;
175
+ objectQuat.z = rotation.z;
176
+ objectQuat.w = rotation.w;
177
+ object.syncFromPhysics(objectPosition, objectQuat);
178
+ });
179
+ });
180
+ // Update debug renderer if available
181
+ if (this.debugRenderer) {
182
+ this.debugRenderer.update();
183
+ }
184
+ }
185
+ handleRapierCollision(handle1, handle2, started) {
186
+ // Check if this collision pair should be ignored
187
+ const pairKey1 = `${handle1},${handle2}`;
188
+ const pairKey2 = `${handle2},${handle1}`;
189
+ if (this.ignoredColliderPairs.has(pairKey1) || this.ignoredColliderPairs.has(pairKey2)) {
190
+ return; // Ignore this collision
191
+ }
192
+ const collider1 = this.world.getCollider(handle1);
193
+ const collider2 = this.world.getCollider(handle2);
194
+ if (!collider1 || !collider2)
195
+ return;
196
+ const componentA = this.colliderToComponent.get(handle1);
197
+ const componentB = this.colliderToComponent.get(handle2);
198
+ if (!componentA || !componentB)
199
+ return;
200
+ const contact = collider1.contactCollider(collider2, 0.1);
201
+ let contactPointA = null;
202
+ let contactNormalA = null;
203
+ let contactPointB = null;
204
+ let contactNormalB = null;
205
+ if (contact) {
206
+ contactPointA = new THREE.Vector3(contact.point1.x, contact.point1.y, contact.point1.z);
207
+ contactNormalA = new THREE.Vector3(contact.normal1.x, contact.normal1.y, contact.normal1.z);
208
+ contactPointB = new THREE.Vector3(contact.point2.x, contact.point2.y, contact.point2.z);
209
+ contactNormalB = new THREE.Vector3(contact.normal2.x, contact.normal2.y, contact.normal2.z);
210
+ }
211
+ // Calculate relative velocity at the contact point
212
+ const bodyA = collider1.parent();
213
+ const bodyB = collider2.parent();
214
+ let relativeVelocity = null;
215
+ if (bodyA && bodyB) {
216
+ const velA = bodyA.linvel();
217
+ const velB = bodyB.linvel();
218
+ // Calculate squared length manually
219
+ const dx = velB.x - velA.x;
220
+ const dy = velB.y - velA.y;
221
+ const dz = velB.z - velA.z;
222
+ relativeVelocity = Math.sqrt(dx * dx + dy * dy + dz * dz);
223
+ }
224
+ // Create collision info
225
+ const collision = {
226
+ componentA,
227
+ componentB,
228
+ pointA: contactPointA,
229
+ normalA: contactNormalA,
230
+ pointB: contactPointB,
231
+ normalB: contactNormalB,
232
+ relativeVelocity,
233
+ isTriggerEvent: collider1.isSensor() || collider2.isSensor(),
234
+ eventType: started ? CollisionEventType.Started : CollisionEventType.Ended,
235
+ };
236
+ this.pendingCollisions.push(collision);
237
+ }
238
+ doCreateBoxBody(desc) {
239
+ const colliderDesc = RAPIER.ColliderDesc.cuboid(desc.size.x / 2, desc.size.y / 2, desc.size.z / 2);
240
+ const record = this.createBody(colliderDesc, desc);
241
+ return record;
242
+ }
243
+ populateVerticesAndIndices(meshes, populateIndices = true) {
244
+ let totalVertexCount = 0;
245
+ let totalIndexCount = 0;
246
+ const validMeshes = [];
247
+ for (const mesh of meshes) {
248
+ const geometry = mesh.geometry;
249
+ if (!geometry.isBufferGeometry) {
250
+ console.error('Geometry is not a BufferGeometry');
251
+ continue;
252
+ }
253
+ const positionAttribute = geometry.getAttribute('position');
254
+ if (!positionAttribute) {
255
+ console.error('Geometry has no position attribute');
256
+ continue;
257
+ }
258
+ totalVertexCount += positionAttribute.count;
259
+ const indexAttribute = geometry.getIndex();
260
+ if (indexAttribute) {
261
+ totalIndexCount += indexAttribute.count;
262
+ }
263
+ validMeshes.push(mesh);
264
+ }
265
+ const vertices = new Float32Array(totalVertexCount * 3);
266
+ const indices = new Uint32Array(populateIndices ? totalIndexCount : 0);
267
+ let vertexOffset = 0;
268
+ let indexOffset = 0;
269
+ for (const mesh of validMeshes) {
270
+ const geometry = mesh.geometry;
271
+ if (indices !== null) {
272
+ const indexAttribute = geometry.getIndex();
273
+ if (indexAttribute) {
274
+ for (let i = 0; i < indexAttribute.count; i++) {
275
+ indices[indexOffset + i] = indexAttribute.getX(i) + vertexOffset;
276
+ }
277
+ indexOffset += indexAttribute.count;
278
+ }
279
+ }
280
+ const matrix = mesh.matrixWorld;
281
+ const positionAttribute = geometry.getAttribute('position');
282
+ for (let i = 0; i < positionAttribute.count; i++) {
283
+ // Must apply the mesh's matrix as there can be a transform from the mesh inside gltf
284
+ const vertex = new THREE.Vector3(positionAttribute.getX(i), positionAttribute.getY(i), positionAttribute.getZ(i));
285
+ vertex.applyMatrix4(matrix);
286
+ vertices[(vertexOffset + i) * 3] = vertex.x;
287
+ vertices[(vertexOffset + i) * 3 + 1] = vertex.y;
288
+ vertices[(vertexOffset + i) * 3 + 2] = vertex.z;
289
+ }
290
+ vertexOffset += positionAttribute.count;
291
+ }
292
+ return { vertices, indices };
293
+ }
294
+ calcBoundingPrimitive(meshes, calcBoundingFunc, getBoundingFunc, primitiveType) {
295
+ const combined = new primitiveType();
296
+ for (const mesh of meshes) {
297
+ const geometry = mesh.geometry;
298
+ {
299
+ const bounding = getBoundingFunc(geometry);
300
+ if (!bounding) {
301
+ calcBoundingFunc(geometry);
302
+ }
303
+ }
304
+ const bounding = getBoundingFunc(geometry).clone();
305
+ // The bounding (box/sphere/etc...) is calculated from the geometry with no transforms
306
+ // its parent node in glb can carry extra transforms, so we need to take that into account
307
+ bounding.applyMatrix4(mesh.matrixWorld);
308
+ combined.union(bounding);
309
+ }
310
+ return combined;
311
+ }
312
+ makeMeshColliderDescTemplate(meshes, collisionMeshType = CollisionMeshType.ConvexHull) {
313
+ if (!meshes || meshes.length === 0) {
314
+ console.error('No meshes provided to create mesh body');
315
+ return null;
316
+ }
317
+ const cacheKey = meshes.map(m => m.id).sort().join(',') + '|' + collisionMeshType;
318
+ if (this.cachedColliderDescTemplates.has(cacheKey)) {
319
+ return this.cachedColliderDescTemplates.get(cacheKey);
320
+ }
321
+ let colliderDesc = null;
322
+ // Use the combined data for collider creation
323
+ try {
324
+ // Determine which type of collider to create based on collisionMeshType
325
+ switch (collisionMeshType) {
326
+ case CollisionMeshType.Trimesh:
327
+ {
328
+ const { vertices, indices } = this.populateVerticesAndIndices(meshes, true);
329
+ console.log('Create Trimesh collider with', vertices.length, 'vertices', indices.length, 'indices');
330
+ colliderDesc = RAPIER.ColliderDesc.trimesh(vertices, indices);
331
+ break;
332
+ }
333
+ case CollisionMeshType.ConvexHull:
334
+ {
335
+ const { vertices } = this.populateVerticesAndIndices(meshes, false);
336
+ console.log('Create ConvexHull collider with', vertices.length, 'vertices');
337
+ colliderDesc = RAPIER.ColliderDesc.convexHull(vertices);
338
+ break;
339
+ }
340
+ case CollisionMeshType.BoundingBox:
341
+ {
342
+ const boundingBox = this.calcBoundingPrimitive(meshes, (geometry) => geometry.computeBoundingBox(), (geometry) => geometry.boundingBox, THREE.Box3);
343
+ const halfExtents = new THREE.Vector3();
344
+ boundingBox.getSize(halfExtents);
345
+ halfExtents.multiplyScalar(0.5);
346
+ // Create box collider using the combined bounding box dimensions
347
+ console.log('Created box collider with half dimensions', halfExtents.x, halfExtents.y, halfExtents.z, 'from', meshes.length, 'meshes');
348
+ colliderDesc = RAPIER.ColliderDesc.cuboid(halfExtents.x, halfExtents.y, halfExtents.z);
349
+ const offset = boundingBox.getCenter(new THREE.Vector3());
350
+ colliderDesc.setTranslation(offset.x, offset.y, offset.z);
351
+ break;
352
+ }
353
+ case CollisionMeshType.BoundingSphere:
354
+ {
355
+ const combinedBoundingSphere = this.calcBoundingPrimitive(meshes, (geometry) => geometry.computeBoundingSphere(), (geometry) => geometry.boundingSphere, THREE.Sphere);
356
+ const radius = combinedBoundingSphere.radius;
357
+ console.log('Created sphere collider with radius', radius, 'from', meshes.length, 'meshes');
358
+ colliderDesc = RAPIER.ColliderDesc.ball(radius);
359
+ const offset = combinedBoundingSphere.center;
360
+ colliderDesc.setTranslation(offset.x, offset.y, offset.z);
361
+ break;
362
+ }
363
+ case CollisionMeshType.Voxels:
364
+ {
365
+ // until we support generating voxels from meshes, we expect the user to provide voxel coords and process that in doCreateVoxelBody
366
+ console.error('Voxel type collision mesh should be handled by doCreateVoxelBody');
367
+ break;
368
+ }
369
+ default:
370
+ console.error('Invalid collision mesh type:', collisionMeshType);
371
+ break;
372
+ }
373
+ }
374
+ catch (error) {
375
+ console.error('Error creating mesh collider:', error);
376
+ }
377
+ this.cachedColliderDescTemplates.set(cacheKey, colliderDesc);
378
+ return colliderDesc;
379
+ }
380
+ scaleMeshColliderDesc(colliderDesc, scale) {
381
+ // don't bother for (1, 1, 1) scale
382
+ if (scale.x === 1 && scale.y === 1 && scale.z === 1)
383
+ return colliderDesc;
384
+ if (!colliderDesc)
385
+ return null;
386
+ switch (colliderDesc.shape.type) {
387
+ case RAPIER.ShapeType.Cuboid: {
388
+ const halfExtents = colliderDesc.shape.halfExtents;
389
+ const scaledDesc = RAPIER.ColliderDesc.cuboid(halfExtents.x * scale.x, halfExtents.y * scale.y, halfExtents.z * scale.z);
390
+ const translation = colliderDesc.translation;
391
+ scaledDesc.setTranslation(translation.x * scale.x, translation.y * scale.y, translation.z * scale.z);
392
+ return scaledDesc;
393
+ }
394
+ case RAPIER.ShapeType.Ball: {
395
+ const radius = colliderDesc.shape.radius;
396
+ const scaledDesc = RAPIER.ColliderDesc.ball(radius * Math.max(scale.x, scale.y, scale.z));
397
+ const translation = colliderDesc.translation;
398
+ scaledDesc.setTranslation(translation.x * scale.x, translation.y * scale.y, translation.z * scale.z);
399
+ return scaledDesc;
400
+ }
401
+ case RAPIER.ShapeType.TriMesh: {
402
+ const vertices = colliderDesc.shape.vertices.map((v, i) => v * (i % 3 === 0 ? scale.x : (i % 3 === 1 ? scale.y : scale.z)));
403
+ const indices = colliderDesc.shape.indices;
404
+ return RAPIER.ColliderDesc.trimesh(vertices, indices);
405
+ }
406
+ case RAPIER.ShapeType.ConvexPolyhedron: {
407
+ const vertices = colliderDesc.shape.vertices.map((v, i) => v * (i % 3 === 0 ? scale.x : (i % 3 === 1 ? scale.y : scale.z)));
408
+ return RAPIER.ColliderDesc.convexHull(vertices);
409
+ }
410
+ }
411
+ console.error(`Unknown collision type: ${colliderDesc.shape.type}`);
412
+ return colliderDesc;
413
+ }
414
+ /**
415
+ * Creates a mesh-based collider using either trimesh, convexMesh, or convexHull
416
+ * based on the mesh geometry and collisionMeshType option
417
+ */
418
+ doCreateMeshBody(desc, worldScale) {
419
+ const colliderDesc = this.scaleMeshColliderDesc(this.makeMeshColliderDescTemplate(desc.meshes, desc.options.collisionMeshType), worldScale);
420
+ if (!colliderDesc) {
421
+ return null;
422
+ }
423
+ return this.createBody(colliderDesc, desc);
424
+ }
425
+ doCreateMeshBodiesWithTransformOverrides(desc, transforms) {
426
+ const templateColliderDesc = this.makeMeshColliderDescTemplate(desc.meshes, desc.options.collisionMeshType);
427
+ if (!templateColliderDesc) {
428
+ return [];
429
+ }
430
+ const baseDesc = {
431
+ motionType: desc.motionType,
432
+ options: desc.options,
433
+ worldPos: desc.worldPos,
434
+ worldQuat: desc.worldQuat,
435
+ mass: desc.mass,
436
+ };
437
+ const cachedColliderDesc = {};
438
+ const records = [];
439
+ for (const transform of transforms) {
440
+ const scale = transform.scale ?? new THREE.Vector3(1, 1, 1);
441
+ const scaleKey = String(scale.toArray());
442
+ cachedColliderDesc[scaleKey] ??= this.scaleMeshColliderDesc(templateColliderDesc, scale);
443
+ const colliderDesc = cachedColliderDesc[scaleKey];
444
+ if (colliderDesc) {
445
+ // overwrite the position and rotation
446
+ baseDesc.worldPos = transform.position ?? new THREE.Vector3(0, 0, 0);
447
+ baseDesc.worldQuat = transform.rotation ?? new THREE.Quaternion(0, 0, 0, 1);
448
+ const record = this.createBody(colliderDesc, baseDesc);
449
+ if (record) {
450
+ records.push(record);
451
+ }
452
+ }
453
+ }
454
+ return records;
455
+ }
456
+ doCreateVoxelBody(desc) {
457
+ const voxelSize = desc.voxelSize;
458
+ const voxels = desc.voxels;
459
+ const colliderDesc = RAPIER.ColliderDesc.voxels(voxels, new RAPIER.Vector3(voxelSize.x, voxelSize.y, voxelSize.z));
460
+ const offset = desc.offset;
461
+ if (offset) {
462
+ colliderDesc.setTranslation(offset.x, offset.y, offset.z);
463
+ }
464
+ return this.createBody(colliderDesc, desc);
465
+ }
466
+ doCreateSphereBody(desc) {
467
+ const colliderDesc = RAPIER.ColliderDesc.ball(desc.radius);
468
+ return this.createBody(colliderDesc, desc);
469
+ }
470
+ doCreateCylinderBody(desc) {
471
+ const colliderDesc = RAPIER.ColliderDesc.cylinder(desc.height / 2, desc.radius);
472
+ return this.createBody(colliderDesc, desc);
473
+ }
474
+ doCreateConeBody(desc) {
475
+ const colliderDesc = RAPIER.ColliderDesc.cone(desc.height / 2, desc.radius);
476
+ return this.createBody(colliderDesc, desc);
477
+ }
478
+ doCreateCapsuleBody(desc) {
479
+ const colliderDesc = RAPIER.ColliderDesc.capsule(desc.height / 2, desc.radius);
480
+ return this.createBody(colliderDesc, desc);
481
+ }
482
+ doCreateHeightFieldBody(desc) {
483
+ // Transform heightmap data to match RAPIER's format
484
+ const transformedHeightMap = new Float32Array(desc.heights.length);
485
+ for (var z = 0; z < desc.depthPixels; z++) {
486
+ for (var x = 0; x < desc.widthPixels; x++) {
487
+ const readIndex = z * desc.widthPixels + x;
488
+ const writeIndex = x * desc.depthPixels + z;
489
+ transformedHeightMap[writeIndex] = desc.heights[readIndex];
490
+ }
491
+ }
492
+ const terrainScale = this.makeVector([
493
+ desc.width,
494
+ 1,
495
+ desc.depth
496
+ ]);
497
+ const colliderDesc = RAPIER.ColliderDesc.heightfield(desc.widthPixels - 1, desc.depthPixels - 1, transformedHeightMap, terrainScale);
498
+ return this.createBody(colliderDesc, desc);
499
+ }
500
+ doRemoveComponent(record) {
501
+ const world = this.world;
502
+ const collider = record[1];
503
+ this.colliderToComponent.delete(collider.handle);
504
+ world.removeRigidBody(record[0]);
505
+ world.removeCollider(collider, false);
506
+ return true;
507
+ }
508
+ doUpdateTransform(component, record) {
509
+ const body = record[0];
510
+ const motionType = record[2];
511
+ const worldPosition = new THREE.Vector3();
512
+ const worldQuat = new THREE.Quaternion();
513
+ component.getWorldPosition(worldPosition);
514
+ component.getWorldQuaternion(worldQuat);
515
+ const flags = component.getPhysicsTransformUpdateFlags();
516
+ const newRotation = this.makeRotation(worldQuat.toArray());
517
+ const newPosition = this.makeVector(worldPosition.toArray());
518
+ switch (motionType) {
519
+ case PhysicsMotionType.Static:
520
+ if (flags.sendPosition) {
521
+ body.setTranslation(newPosition, true);
522
+ }
523
+ if (flags.sendRotation) {
524
+ body.setRotation(newRotation, true);
525
+ }
526
+ break;
527
+ case PhysicsMotionType.Dynamic:
528
+ if (flags.sendPosition) {
529
+ body.setTranslation(newPosition, true);
530
+ }
531
+ if (flags.sendRotation) {
532
+ body.setRotation(newRotation, true);
533
+ }
534
+ break;
535
+ case PhysicsMotionType.KinematicPositionBased:
536
+ if (flags.sendPosition) {
537
+ body.setNextKinematicTranslation(newPosition);
538
+ }
539
+ if (flags.sendRotation) {
540
+ body.setNextKinematicRotation(newRotation);
541
+ }
542
+ break;
543
+ case PhysicsMotionType.KinematicVelocityBased:
544
+ const userData = (body.userData ?? {});
545
+ const linearVelocity = userData[PhysicsVectorParam.LinearVelocity];
546
+ const angularVelocity = userData[PhysicsVectorParam.AngularVelocity];
547
+ if (flags.sendPosition && !linearVelocity) {
548
+ const currentPosition = body.translation();
549
+ const timestep = this.world.timestep;
550
+ const velocity = {
551
+ x: (newPosition.x - currentPosition.x) / timestep,
552
+ y: (newPosition.y - currentPosition.y) / timestep,
553
+ z: (newPosition.z - currentPosition.z) / timestep,
554
+ };
555
+ body.setLinvel(velocity, true);
556
+ }
557
+ if (flags.sendRotation && !angularVelocity) {
558
+ const currentRotation = body.rotation();
559
+ const timestep = this.world.timestep;
560
+ // Calculate quaternion difference: q_diff = newRotation * currentRotation^-1
561
+ const qx = newRotation.w * currentRotation.x - newRotation.x * currentRotation.w - newRotation.y * currentRotation.z + newRotation.z * currentRotation.y;
562
+ const qy = newRotation.w * currentRotation.y + newRotation.x * currentRotation.z - newRotation.y * currentRotation.w - newRotation.z * currentRotation.x;
563
+ const qz = newRotation.w * currentRotation.z - newRotation.x * currentRotation.y + newRotation.y * currentRotation.x - newRotation.z * currentRotation.w;
564
+ const qw = newRotation.w * currentRotation.w + newRotation.x * currentRotation.x + newRotation.y * currentRotation.y + newRotation.z * currentRotation.z;
565
+ // Convert quaternion to axis-angle, then to angular velocity
566
+ const sinHalfAngle = Math.sqrt(qx * qx + qy * qy + qz * qz);
567
+ const angle = 2 * Math.atan2(sinHalfAngle, qw);
568
+ const scale = sinHalfAngle > 1e-6 ? angle / sinHalfAngle / timestep : 2 / timestep;
569
+ const velocity = {
570
+ x: qx * scale,
571
+ y: qy * scale,
572
+ z: qz * scale,
573
+ };
574
+ body.setAngvel(velocity, true);
575
+ }
576
+ break;
577
+ }
578
+ }
579
+ doGetScalarParam(record, param) {
580
+ const body = record[0];
581
+ switch (param) {
582
+ case PhysicsScalarParam.LinearDamping:
583
+ return body.linearDamping();
584
+ case PhysicsScalarParam.AngularDamping:
585
+ return body.angularDamping();
586
+ case PhysicsScalarParam.GravityScale:
587
+ return body.gravityScale();
588
+ default:
589
+ ensure(false);
590
+ }
591
+ return null;
592
+ }
593
+ doSetScalarParam(records, param, value) {
594
+ const doTask = (record) => {
595
+ const body = record[0];
596
+ switch (param) {
597
+ case PhysicsScalarParam.LinearDamping:
598
+ body.setLinearDamping(value);
599
+ return true;
600
+ case PhysicsScalarParam.AngularDamping:
601
+ body.setAngularDamping(value);
602
+ return true;
603
+ case PhysicsScalarParam.GravityScale:
604
+ body.setGravityScale(value, true);
605
+ return true;
606
+ default:
607
+ ensure(false);
608
+ }
609
+ return false;
610
+ };
611
+ let result = true;
612
+ for (const record of records) {
613
+ result &&= doTask(record);
614
+ }
615
+ return result;
616
+ }
617
+ doGetVectorParam(record, param) {
618
+ const body = record[0];
619
+ let ret = null;
620
+ switch (param) {
621
+ case PhysicsVectorParam.LinearVelocity:
622
+ ret = body.linvel();
623
+ break;
624
+ case PhysicsVectorParam.AngularVelocity:
625
+ ret = body.angvel();
626
+ break;
627
+ default:
628
+ ensure(false);
629
+ }
630
+ return ret ? [ret.x, ret.y, ret.z] : null;
631
+ }
632
+ doSetVectorParam(record, param, value) {
633
+ const body = record[0];
634
+ body.userData ??= {};
635
+ body.userData[param] = value;
636
+ switch (param) {
637
+ case PhysicsVectorParam.LinearVelocity:
638
+ body.setLinvel(this.makeVector(value), true);
639
+ return true;
640
+ case PhysicsVectorParam.AngularVelocity:
641
+ body.setAngvel(this.makeVector(value), true);
642
+ return true;
643
+ default:
644
+ ensure(false);
645
+ }
646
+ return false;
647
+ }
648
+ doClearVectorParam(record, param) {
649
+ const body = record[0];
650
+ body.userData ??= {};
651
+ body.userData[param] = undefined;
652
+ return true;
653
+ }
654
+ doCreateCharacterController(options) {
655
+ const world = this.world;
656
+ const controller = world.createCharacterController(options.offset);
657
+ controller.setUp({ x: 0.0, y: 1.0, z: 0.0 });
658
+ if (options.applyImpulsesToDynamicBodies !== undefined) {
659
+ controller.setApplyImpulsesToDynamicBodies(options.applyImpulsesToDynamicBodies);
660
+ }
661
+ if (options.characterMass !== undefined) {
662
+ controller.setCharacterMass(options.characterMass);
663
+ }
664
+ if (options.slideEnabled !== undefined) {
665
+ controller.setSlideEnabled(options.slideEnabled);
666
+ }
667
+ if (options.maxSlopeClimbAngle !== undefined) {
668
+ controller.setMaxSlopeClimbAngle(options.maxSlopeClimbAngle);
669
+ }
670
+ if (options.minSlopeSlideAngle !== undefined) {
671
+ controller.setMinSlopeSlideAngle(options.minSlopeSlideAngle);
672
+ }
673
+ if (options.snapToGroundDistance !== undefined) {
674
+ controller.enableSnapToGround(options.snapToGroundDistance);
675
+ }
676
+ if (options.autoStepConfig !== undefined) {
677
+ controller.enableAutostep(options.autoStepConfig.maxHeight, options.autoStepConfig.minWidth, options.autoStepConfig.includeDynamicBodies);
678
+ }
679
+ return controller;
680
+ }
681
+ doRemoveCharacterController(record) {
682
+ const world = this.world;
683
+ world.removeCharacterController(record);
684
+ return true;
685
+ }
686
+ doComputeCharacterMovement(record, recordToMove, movement, ignoreCollision) {
687
+ // See https://rapier.rs/docs/user_guides/javascript/character_controller
688
+ const controller = record;
689
+ const body = recordToMove[0];
690
+ const collider = recordToMove[1];
691
+ const motionType = recordToMove[2];
692
+ controller.computeColliderMovement(collider, this.makeVector(movement), RAPIER.QueryFilterFlags.EXCLUDE_SENSORS, collider.collisionGroups(), ignoreCollision ? (collider) => { return false; } : undefined);
693
+ const actualMovement = controller.computedMovement();
694
+ const bodyPosition = body.translation();
695
+ bodyPosition.x += actualMovement.x;
696
+ bodyPosition.y += actualMovement.y;
697
+ bodyPosition.z += actualMovement.z;
698
+ switch (motionType) {
699
+ case PhysicsMotionType.Dynamic:
700
+ body.setTranslation(bodyPosition, true);
701
+ break;
702
+ case PhysicsMotionType.KinematicPositionBased:
703
+ body.setNextKinematicTranslation(bodyPosition);
704
+ break;
705
+ case PhysicsMotionType.KinematicVelocityBased:
706
+ const timestep = this.world.timestep;
707
+ const velocity = { x: actualMovement.x / timestep, y: actualMovement.y / timestep, z: actualMovement.z / timestep };
708
+ body.setLinvel(velocity, true);
709
+ break;
710
+ }
711
+ // Get grounded state from controller
712
+ let isGrounded = controller.computedGrounded();
713
+ // Workaround for voxel colliders: if controller says not grounded but we had downward movement
714
+ // and the actual movement was much less than requested (indicating collision), consider grounded
715
+ if (!isGrounded && movement[1] < 0) {
716
+ // We intended to move down, check if we were blocked
717
+ const intendedVertical = movement[1];
718
+ const actualVertical = actualMovement.y;
719
+ // If actual movement is significantly less than intended (more than 90% blocked), we hit ground
720
+ if (Math.abs(actualVertical) < Math.abs(intendedVertical) * 0.1) {
721
+ isGrounded = true;
722
+ }
723
+ }
724
+ const handleA = collider.handle;
725
+ const numCollisions = controller.numComputedCollisions();
726
+ const previousCollidedHandles = this.cachedCharacterControllerCollisions.get(handleA) ?? [];
727
+ const newCollidedHandles = [];
728
+ for (let index = 0; index < numCollisions; index++) {
729
+ const collision = controller.computedCollision(index);
730
+ if (collision && collision.collider) {
731
+ const handleB = collision.collider.handle;
732
+ newCollidedHandles.push(handleB);
733
+ if (!previousCollidedHandles.includes(handleB)) {
734
+ this.handleRapierCollision(handleA, handleB, true);
735
+ }
736
+ }
737
+ }
738
+ for (const handleB of previousCollidedHandles) {
739
+ if (!newCollidedHandles.includes(handleB)) {
740
+ this.handleRapierCollision(handleA, handleB, false);
741
+ }
742
+ }
743
+ this.cachedCharacterControllerCollisions.set(handleA, newCollidedHandles);
744
+ return { isGrounded };
745
+ }
746
+ getComponentState(component) {
747
+ const records = this.bodies.get(component);
748
+ if (!records || records.length === 0) {
749
+ return null;
750
+ }
751
+ const record = records[0];
752
+ return {
753
+ isTrigger: record[1].isSensor(),
754
+ motionType: record[2],
755
+ };
756
+ }
757
+ //====================================================================================================
758
+ getCollisionEvents() {
759
+ return this.pendingCollisions;
760
+ }
761
+ clearCollisionEvents() {
762
+ this.pendingCollisions = [];
763
+ }
764
+ /**
765
+ * Toggles the physics debug renderer visibility
766
+ * @param enabled Whether the debug renderer should be visible
767
+ * @returns Whether the debug renderer is now enabled
768
+ */
769
+ setDebugRendererEnabled(enabled) {
770
+ if (this.debugRenderer) {
771
+ this.debugRenderer.enabled = enabled;
772
+ return true;
773
+ }
774
+ return false;
775
+ }
776
+ /**
777
+ * Checks if the physics debug renderer is enabled
778
+ * @returns Whether the debug renderer is currently enabled, or false if not available
779
+ */
780
+ isDebugRendererEnabled() {
781
+ return this.debugRenderer?.enabled ?? false;
782
+ }
783
+ createBody(colliderDesc, desc) {
784
+ const world = this.world;
785
+ const collisionProfileName = desc.options.collisionProfile ?? DefaultCollisionProfile.Default;
786
+ const collisionConfig = CollisionConfig.getInstance();
787
+ const collisionProfile = collisionConfig.profiles.find(p => p.name === collisionProfileName);
788
+ const isSensor = collisionProfile?.mode === CollisionMode.QueryOnly;
789
+ // FIXME: Find out what of this should be configured based on the profile instead
790
+ const rigidBodyDesc = this.createRigidBodyDesc(desc.motionType);
791
+ rigidBodyDesc.mass = desc.mass;
792
+ rigidBodyDesc.setCcdEnabled(!!desc.options.enableCCD);
793
+ const generateCollisionEvents = !!desc.options.generateCollisionEvents || isSensor;
794
+ colliderDesc.setActiveEvents(generateCollisionEvents ? RAPIER.ActiveEvents.COLLISION_EVENTS : RAPIER.ActiveEvents.NONE);
795
+ if (generateCollisionEvents) {
796
+ colliderDesc.setActiveCollisionTypes(RAPIER.ActiveCollisionTypes.ALL);
797
+ }
798
+ const createCollider = (pos, rot) => {
799
+ const rigidBody = world.createRigidBody(rigidBodyDesc);
800
+ rigidBody.setTranslation(this.makeVector(pos.toArray()), true);
801
+ rigidBody.setRotation(this.makeRotation(rot.toArray()), true);
802
+ const collider = world.createCollider(colliderDesc, rigidBody);
803
+ collider.setSensor(isSensor);
804
+ rigidBody.setGravityScale(desc.options.gravityScale ?? 1, true);
805
+ if (collisionProfile) {
806
+ collider.setCollisionGroups(this.getCollisionGroups(collisionProfile));
807
+ }
808
+ return { rigidBody, collider };
809
+ };
810
+ const { rigidBody, collider } = createCollider(desc.worldPos, desc.worldQuat);
811
+ return [rigidBody, collider, desc.motionType];
812
+ }
813
+ getCollisionGroups(collisionProfile) {
814
+ // top 16 bits indicate what channel this object occupies, for now that's always a single channel
815
+ // bottom 16 bits indicate what channels it can interact with
816
+ let groups = getCollisionChannelBit(collisionProfile.objectChannel) << 16;
817
+ collisionProfile.responses.forEach(r => {
818
+ // need to set the collision group even for overlapping interaction, otherwise collision event will NOT be generated
819
+ if (r.response !== CollisionResponse.Ignore) {
820
+ const channelEnum = typeof r.channel === 'string' ? resolveChannelName(r.channel) : r.channel;
821
+ if (channelEnum !== undefined) {
822
+ groups |= getCollisionChannelBit(channelEnum);
823
+ }
824
+ }
825
+ });
826
+ return groups;
827
+ }
828
+ createRigidBodyDesc(motionType) {
829
+ switch (motionType) {
830
+ case PhysicsMotionType.Static:
831
+ return RAPIER.RigidBodyDesc.fixed();
832
+ case PhysicsMotionType.KinematicVelocityBased:
833
+ return RAPIER.RigidBodyDesc.kinematicVelocityBased();
834
+ case PhysicsMotionType.KinematicPositionBased:
835
+ return RAPIER.RigidBodyDesc.kinematicPositionBased();
836
+ case PhysicsMotionType.Dynamic:
837
+ return RAPIER.RigidBodyDesc.dynamic();
838
+ }
839
+ }
840
+ makeVector(v) {
841
+ return {
842
+ x: v[0],
843
+ y: v[1],
844
+ z: v[2],
845
+ };
846
+ }
847
+ makeRotation(r) {
848
+ return {
849
+ x: r[0],
850
+ y: r[1],
851
+ z: r[2],
852
+ w: r[3],
853
+ };
854
+ }
855
+ // Override addComponent to handle collider mapping
856
+ addComponent(component) {
857
+ const motionType = super.addComponent(component);
858
+ const records = this.bodies.get(component);
859
+ if (records) {
860
+ records.forEach((record) => {
861
+ const collider = record[1];
862
+ this.colliderToComponent.set(collider.handle, component);
863
+ });
864
+ }
865
+ return motionType;
866
+ }
867
+ doSetComponentCollisionIgnore(recordA, recordB, ignore) {
868
+ const colliderA = recordA[1];
869
+ const colliderB = recordB[1];
870
+ const pairKey = `${colliderA.handle},${colliderB.handle}`;
871
+ if (ignore) {
872
+ this.ignoredColliderPairs.add(pairKey);
873
+ }
874
+ else {
875
+ this.ignoredColliderPairs.delete(pairKey);
876
+ }
877
+ return true;
878
+ }
879
+ doCreateJoint(desc, recordA, recordB) {
880
+ const world = this.world;
881
+ const bodyA = recordA[0];
882
+ const bodyB = recordB[0];
883
+ try {
884
+ let jointData;
885
+ switch (desc.type) {
886
+ case JointType.Spherical:
887
+ jointData = RAPIER.JointData.spherical({ x: desc.anchorA.x, y: desc.anchorA.y, z: desc.anchorA.z }, { x: desc.anchorB.x, y: desc.anchorB.y, z: desc.anchorB.z });
888
+ break;
889
+ case JointType.Fixed:
890
+ jointData = RAPIER.JointData.fixed({ x: desc.anchorA.x, y: desc.anchorA.y, z: desc.anchorA.z }, { x: 0, y: 0, z: 0, w: 1 }, // Identity quaternion for now
891
+ { x: desc.anchorB.x, y: desc.anchorB.y, z: desc.anchorB.z }, { x: 0, y: 0, z: 0, w: 1 } // Identity quaternion for now
892
+ );
893
+ break;
894
+ case JointType.Revolute:
895
+ if (!desc.axis) {
896
+ console.error('Revolute joint requires an axis');
897
+ return null;
898
+ }
899
+ jointData = RAPIER.JointData.revolute({ x: desc.anchorA.x, y: desc.anchorA.y, z: desc.anchorA.z }, { x: desc.anchorB.x, y: desc.anchorB.y, z: desc.anchorB.z }, { x: desc.axis.x, y: desc.axis.y, z: desc.axis.z });
900
+ break;
901
+ case JointType.Prismatic:
902
+ if (!desc.axis) {
903
+ console.error('Prismatic joint requires an axis');
904
+ return null;
905
+ }
906
+ jointData = RAPIER.JointData.prismatic({ x: desc.anchorA.x, y: desc.anchorA.y, z: desc.anchorA.z }, { x: desc.anchorB.x, y: desc.anchorB.y, z: desc.anchorB.z }, { x: desc.axis.x, y: desc.axis.y, z: desc.axis.z });
907
+ break;
908
+ default:
909
+ console.error('Unsupported joint type:', desc.type);
910
+ return null;
911
+ }
912
+ const joint = world.createImpulseJoint(jointData, bodyA, bodyB, true);
913
+ return joint;
914
+ }
915
+ catch (error) {
916
+ console.error('Failed to create joint:', error);
917
+ return null;
918
+ }
919
+ }
920
+ doRemoveJoint(jointRecord) {
921
+ const world = this.world;
922
+ try {
923
+ world.removeImpulseJoint(jointRecord, true);
924
+ return true;
925
+ }
926
+ catch (error) {
927
+ console.error('Failed to remove joint:', error);
928
+ return false;
929
+ }
930
+ }
931
+ doCreateJointFromRecords(type, recordA, recordB, anchorA, anchorB, axis) {
932
+ const world = this.world;
933
+ const bodyA = recordA[0];
934
+ const bodyB = recordB[0];
935
+ try {
936
+ let jointData;
937
+ switch (type) {
938
+ case JointType.Spherical:
939
+ jointData = RAPIER.JointData.spherical({ x: anchorA.x, y: anchorA.y, z: anchorA.z }, { x: anchorB.x, y: anchorB.y, z: anchorB.z });
940
+ break;
941
+ case JointType.Fixed:
942
+ jointData = RAPIER.JointData.fixed({ x: anchorA.x, y: anchorA.y, z: anchorA.z }, { x: 0, y: 0, z: 0, w: 1 }, // Identity quaternion for now
943
+ { x: anchorB.x, y: anchorB.y, z: anchorB.z }, { x: 0, y: 0, z: 0, w: 1 } // Identity quaternion for now
944
+ );
945
+ break;
946
+ case JointType.Revolute:
947
+ if (!axis) {
948
+ console.error('Revolute joint requires an axis');
949
+ return null;
950
+ }
951
+ jointData = RAPIER.JointData.revolute({ x: anchorA.x, y: anchorA.y, z: anchorA.z }, { x: anchorB.x, y: anchorB.y, z: anchorB.z }, { x: axis.x, y: axis.y, z: axis.z });
952
+ break;
953
+ case JointType.Prismatic:
954
+ if (!axis) {
955
+ console.error('Prismatic joint requires an axis');
956
+ return null;
957
+ }
958
+ jointData = RAPIER.JointData.prismatic({ x: anchorA.x, y: anchorA.y, z: anchorA.z }, { x: anchorB.x, y: anchorB.y, z: anchorB.z }, { x: axis.x, y: axis.y, z: axis.z });
959
+ break;
960
+ default:
961
+ console.error('Unsupported joint type:', type);
962
+ return null;
963
+ }
964
+ const joint = world.createImpulseJoint(jointData, bodyA, bodyB, true);
965
+ return joint;
966
+ }
967
+ catch (error) {
968
+ console.error('Failed to create joint from records:', error);
969
+ return null;
970
+ }
971
+ }
972
+ // Direct physics body management implementations
973
+ doCreateDirectBody(desc) {
974
+ const world = this.world;
975
+ try {
976
+ // Create collider based on shape type
977
+ let colliderDesc;
978
+ switch (desc.shape.type) {
979
+ case 'box':
980
+ const size = desc.shape.size;
981
+ colliderDesc = RAPIER.ColliderDesc.cuboid(size.x / 2, size.y / 2, size.z / 2);
982
+ break;
983
+ case 'sphere':
984
+ colliderDesc = RAPIER.ColliderDesc.ball(desc.shape.radius);
985
+ break;
986
+ case 'cylinder':
987
+ colliderDesc = RAPIER.ColliderDesc.cylinder(desc.shape.height / 2, desc.shape.radius);
988
+ break;
989
+ case 'capsule':
990
+ colliderDesc = RAPIER.ColliderDesc.capsule(desc.shape.height / 2, desc.shape.radius);
991
+ break;
992
+ default:
993
+ console.error(`Unsupported shape type: ${desc.shape.type}`);
994
+ return null;
995
+ }
996
+ // Create rigid body
997
+ let rigidBodyDesc;
998
+ switch (desc.motionType) {
999
+ case PhysicsMotionType.Static:
1000
+ rigidBodyDesc = RAPIER.RigidBodyDesc.fixed();
1001
+ break;
1002
+ case PhysicsMotionType.KinematicPositionBased:
1003
+ rigidBodyDesc = RAPIER.RigidBodyDesc.kinematicPositionBased();
1004
+ break;
1005
+ case PhysicsMotionType.KinematicVelocityBased:
1006
+ rigidBodyDesc = RAPIER.RigidBodyDesc.kinematicVelocityBased();
1007
+ break;
1008
+ case PhysicsMotionType.Dynamic:
1009
+ default:
1010
+ rigidBodyDesc = RAPIER.RigidBodyDesc.dynamic();
1011
+ break;
1012
+ }
1013
+ rigidBodyDesc
1014
+ .setTranslation(desc.position.x, desc.position.y, desc.position.z)
1015
+ .setRotation({ x: desc.rotation.x, y: desc.rotation.y, z: desc.rotation.z, w: desc.rotation.w });
1016
+ const rigidBody = world.createRigidBody(rigidBodyDesc);
1017
+ const collider = world.createCollider(colliderDesc, rigidBody);
1018
+ // Set mass for dynamic bodies
1019
+ if (desc.motionType === PhysicsMotionType.Dynamic && desc.mass > 0) {
1020
+ collider.setMass(desc.mass);
1021
+ }
1022
+ // Set enabled state
1023
+ if (desc.enabled !== undefined) {
1024
+ rigidBody.setEnabled(desc.enabled);
1025
+ }
1026
+ return [rigidBody, collider, desc.motionType];
1027
+ }
1028
+ catch (error) {
1029
+ console.error('Failed to create direct physics body:', error);
1030
+ return null;
1031
+ }
1032
+ }
1033
+ doRemoveDirectBody(record) {
1034
+ const world = this.world;
1035
+ const [rigidBody, collider] = record;
1036
+ try {
1037
+ world.removeRigidBody(rigidBody);
1038
+ world.removeCollider(collider, false);
1039
+ return true;
1040
+ }
1041
+ catch (error) {
1042
+ console.error('Failed to remove direct physics body:', error);
1043
+ return false;
1044
+ }
1045
+ }
1046
+ doGetBodyPosition(record) {
1047
+ const [rigidBody] = record;
1048
+ try {
1049
+ const translation = rigidBody.translation();
1050
+ return new THREE.Vector3(translation.x, translation.y, translation.z);
1051
+ }
1052
+ catch (error) {
1053
+ console.error('Failed to get body position:', error);
1054
+ return null;
1055
+ }
1056
+ }
1057
+ doGetBodyRotation(record) {
1058
+ const [rigidBody] = record;
1059
+ try {
1060
+ const rotation = rigidBody.rotation();
1061
+ return new THREE.Quaternion(rotation.x, rotation.y, rotation.z, rotation.w);
1062
+ }
1063
+ catch (error) {
1064
+ console.error('Failed to get body rotation:', error);
1065
+ return null;
1066
+ }
1067
+ }
1068
+ doSetBodyPosition(record, position) {
1069
+ const [rigidBody] = record;
1070
+ try {
1071
+ rigidBody.setTranslation({ x: position.x, y: position.y, z: position.z }, true);
1072
+ return true;
1073
+ }
1074
+ catch (error) {
1075
+ console.error('Failed to set body position:', error);
1076
+ return false;
1077
+ }
1078
+ }
1079
+ doSetBodyRotation(record, rotation) {
1080
+ const [rigidBody] = record;
1081
+ try {
1082
+ rigidBody.setRotation({ x: rotation.x, y: rotation.y, z: rotation.z, w: rotation.w }, true);
1083
+ return true;
1084
+ }
1085
+ catch (error) {
1086
+ console.error('Failed to set body rotation:', error);
1087
+ return false;
1088
+ }
1089
+ }
1090
+ doApplyBodyImpulse(record, impulse, worldSpace) {
1091
+ const [rigidBody] = record;
1092
+ try {
1093
+ rigidBody.applyImpulse({ x: impulse.x, y: impulse.y, z: impulse.z }, worldSpace);
1094
+ return true;
1095
+ }
1096
+ catch (error) {
1097
+ console.error('Failed to apply body impulse:', error);
1098
+ return false;
1099
+ }
1100
+ }
1101
+ doSetBodyEnabled(record, enabled) {
1102
+ const [rigidBody] = record;
1103
+ try {
1104
+ rigidBody.setEnabled(enabled);
1105
+ return true;
1106
+ }
1107
+ catch (error) {
1108
+ console.error('Failed to set body enabled state:', error);
1109
+ return false;
1110
+ }
1111
+ }
1112
+ buildHitTestResult(origin, direction, intersection) {
1113
+ const hitComponent = this.colliderToComponent.get(intersection.collider.handle) ?? null;
1114
+ return {
1115
+ origin: origin,
1116
+ direction: direction,
1117
+ hitLocation: origin.clone().add(direction.clone().multiplyScalar(intersection.timeOfImpact)),
1118
+ hitNormal: new THREE.Vector3(intersection.normal.x, intersection.normal.y, intersection.normal.z),
1119
+ hitComponent: hitComponent,
1120
+ hitActor: hitComponent?.getActor() ?? null,
1121
+ };
1122
+ }
1123
+ performHitTest(options) {
1124
+ const world = this.world;
1125
+ const ray = new RAPIER.Ray({ x: options.origin.x, y: options.origin.y, z: options.origin.z }, { x: options.direction.x, y: options.direction.y, z: options.direction.z });
1126
+ const groups = options.collisionProfile ? this.getCollisionGroups(options.collisionProfile) : undefined;
1127
+ const filterPredicate = (collider) => {
1128
+ if (options.ignoredActors || options.ignoredComponents) {
1129
+ const component = this.colliderToComponent.get(collider.handle);
1130
+ if (!component) {
1131
+ return false;
1132
+ }
1133
+ if (options.ignoredActors && options.ignoredActors.includes(component.getActor())) {
1134
+ return false;
1135
+ }
1136
+ if (options.ignoredComponents && options.ignoredComponents.includes(component)) {
1137
+ return false;
1138
+ }
1139
+ }
1140
+ return true;
1141
+ };
1142
+ const results = [];
1143
+ if (options.stopOnFirstHit) {
1144
+ const intersection = world.castRayAndGetNormal(ray, options.maxDistance, true, RAPIER.QueryFilterFlags.EXCLUDE_SENSORS, groups, undefined, undefined, filterPredicate);
1145
+ if (intersection) {
1146
+ results.push(this.buildHitTestResult(options.origin, options.direction, intersection));
1147
+ }
1148
+ }
1149
+ else {
1150
+ world.intersectionsWithRay(ray, options.maxDistance, true, (intersect) => {
1151
+ results.push(this.buildHitTestResult(options.origin, options.direction, intersect));
1152
+ return true;
1153
+ }, RAPIER.QueryFilterFlags.EXCLUDE_SENSORS, groups, undefined, undefined, filterPredicate);
1154
+ }
1155
+ return results;
1156
+ }
1157
+ // Vehicle controller implementation
1158
+ createVehicle(movementComponent, chassisComponent) {
1159
+ if (!this.world)
1160
+ return null;
1161
+ // Get the chassis physics record
1162
+ const chassisRecords = this.bodies.get(chassisComponent);
1163
+ if (!chassisRecords || chassisRecords.length !== 1) {
1164
+ console.error('VehicleController: Chassis component not found in physics simulation');
1165
+ return null;
1166
+ }
1167
+ if (this.vehicles.has(movementComponent)) {
1168
+ console.error('VehicleController: Vehicle controller already exists for component:', movementComponent.getPathName());
1169
+ return null;
1170
+ }
1171
+ try {
1172
+ // Create the vehicle controller using Rapier's DynamicRayCastVehicleController
1173
+ const chassisRecord = chassisRecords[0];
1174
+ const chassisBody = chassisRecord[0];
1175
+ // Create and return the physics vehicle interface
1176
+ const vehicle = new RapierVehicle({
1177
+ world: this.world,
1178
+ chassis: chassisBody,
1179
+ });
1180
+ // Store the record for cleanup purposes
1181
+ this.vehicles.set(movementComponent, vehicle);
1182
+ console.log('VehicleController: Created vehicle controller for component:', movementComponent.getPathName());
1183
+ return vehicle;
1184
+ }
1185
+ catch (error) {
1186
+ console.error('VehicleController: Failed to create vehicle controller:', error);
1187
+ return null;
1188
+ }
1189
+ }
1190
+ }
1191
+ //# 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