@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 +1,1419 @@
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
+
20
+ import * as RAPIER from '@dimforge/rapier3d-compat';
21
+ import * as THREE from 'three';
22
+
23
+ import { CollisionMeshType, PhysicsMotionType } from '../../physics/PhysicsTypes.js';
24
+ import { CollisionConfig, getCollisionChannelBit, resolveChannelName } from '../../systems/collision/CollisionConfig.js';
25
+ import { CollisionMode, CollisionResponse, DefaultCollisionProfile } from '../../systems/collision/CollisionTypes.js';
26
+ import { ensure } from '../../utils/Utils.js';
27
+ import { BasePhysicsEngine } from '../BasePhysicsEngine.js';
28
+ import { JointType } from '../BasePhysicsEngine.js';
29
+ import { PhysicsScalarParam, PhysicsVectorParam } from '../PhysicsEngine.js';
30
+ import { CollisionEventType, type RawCollisionEvent } from '../PhysicsEngine.js';
31
+
32
+ import { RapierDebugRenderer } from './RapierDebugRender.js';
33
+ import { RapierVehicle } from './RapierVehicle.js';
34
+
35
+ import type { BasePawnMovementComponent } from '../../components/movement/BasePawnMovementComponent.js';
36
+ import type { PrimitiveComponent } from '../../components/PrimitiveComponent.js';
37
+ import type { CollisionProfile} from '../../systems/collision/CollisionTypes.js';
38
+ import type {
39
+ BaseDesc,
40
+ BoxBodyDesc,
41
+ CapsuleBodyDesc,
42
+ ConeBodyDesc,
43
+ CylinderBodyDesc,
44
+ HeightFieldBodyDesc,
45
+ JointDesc,
46
+ MeshBodyDesc,
47
+ SphereBodyDesc,
48
+ VoxelBodyDesc
49
+ } from '../BasePhysicsEngine';
50
+ import type { IPhysicsVehicle } from '../IPhysicsVehicle.js';
51
+ import type {
52
+ CharacterControllerOptions,
53
+ HitTestOptions,
54
+ HitTestResult,
55
+ PhysicsOptions,
56
+ PrimitiveComponentPhysicsState,
57
+ VectorArray
58
+ } from '../PhysicsEngine';
59
+ import type { PhysicsBodyDesc } from '../PhysicsEngine.js';
60
+
61
+ /**
62
+ * Rapier physics engine integration
63
+ */
64
+ type TRecord = [RAPIER.RigidBody, RAPIER.Collider, PhysicsMotionType];
65
+ type TCharacterControllerRecord = RAPIER.KinematicCharacterController;
66
+ type TJointRecord = RAPIER.ImpulseJoint;
67
+
68
+ export class RapierPhysicsEngine extends BasePhysicsEngine<TRecord, TCharacterControllerRecord, TJointRecord> {
69
+
70
+ private pendingCollisions: RawCollisionEvent[] = [];
71
+
72
+ private world: RAPIER.World | null = null;
73
+
74
+ private eventQueue: RAPIER.EventQueue | null = null;
75
+
76
+ // Map from collider to component for fast lookup during collision processing
77
+ private colliderToComponent: Map<number, PrimitiveComponent> = new Map();
78
+
79
+ // Set of ignored collider pairs (stored as "handle1,handle2" strings)
80
+ private ignoredColliderPairs: Set<string> = new Set();
81
+
82
+ // Debug renderer
83
+ private debugRenderer: RapierDebugRenderer | null = null;
84
+
85
+ // Vehicle controllers
86
+ private vehicles: Map<BasePawnMovementComponent, RapierVehicle> = new Map();
87
+
88
+ // cache for collider desc without scale, mapping from a list of meshes and the collision mesh type
89
+ private cachedColliderDescTemplates: Map<string, RAPIER.ColliderDesc | null> = new Map();
90
+
91
+ private cachedCharacterControllerCollisions: Map<number, number[]> = new Map();
92
+
93
+ constructor(gameWorld?: any) {
94
+ super(gameWorld);
95
+ }
96
+
97
+ public async doCreate(options: PhysicsOptions): Promise<boolean> {
98
+ await RAPIER.init();
99
+ this.world = new RAPIER.World(this.makeVector(options.gravity.toArray()));
100
+ this.eventQueue = new RAPIER.EventQueue(true);
101
+
102
+ // Initialize debug renderer if we have a scene to render to
103
+ if (this.gameWorld && this.gameWorld.scene) {
104
+ this.debugRenderer = new RapierDebugRenderer(this.gameWorld.scene, this.world);
105
+ this.debugRenderer.enabled = options.debugVisualization ?? false;
106
+ }
107
+
108
+ return true;
109
+ }
110
+
111
+ protected doDestroy(): boolean {
112
+ this.cachedCharacterControllerCollisions.clear();
113
+ this.pendingCollisions = [];
114
+
115
+ const world = this.world!;
116
+
117
+ // Clean up vehicles
118
+ this.vehicles.forEach((vehicle, _) => {
119
+ vehicle.destroy();
120
+ });
121
+ this.vehicles.clear();
122
+
123
+ // Remove all physics bodies and colliders first
124
+ this.bodies.forEach((records, _) => {
125
+ records.forEach(([body, collider]) => {
126
+ world.removeRigidBody(body);
127
+ world.removeCollider(collider, false);
128
+ });
129
+ });
130
+ this.bodies.clear();
131
+
132
+
133
+ // Clean up character controllers
134
+ this.characterControllers.forEach((controller, _) => {
135
+ world.removeCharacterController(controller);
136
+ });
137
+ this.characterControllers.clear();
138
+
139
+ // Clean up joints
140
+ this.joints.forEach((joint, _) => {
141
+ world.removeImpulseJoint(joint, true);
142
+ });
143
+ this.joints.clear();
144
+
145
+ // Free the WASM world object
146
+ world.free();
147
+ this.world = null;
148
+
149
+ if (this.eventQueue) {
150
+ this.eventQueue.free();
151
+ this.eventQueue = null;
152
+ }
153
+
154
+ // Clean up debug renderer
155
+ if (this.debugRenderer) {
156
+ this.debugRenderer.dispose();
157
+ this.debugRenderer = null;
158
+ }
159
+
160
+ this.colliderToComponent.clear();
161
+ this.ignoredColliderPairs.clear();
162
+ return true;
163
+ }
164
+
165
+ protected doTick(deltaTime: number): void {
166
+ this.world!.step(this.eventQueue!);
167
+
168
+ for (const vehicle of this.vehicles.values()) {
169
+ vehicle.tick(deltaTime);
170
+ }
171
+
172
+ // Process collision events from Rapier
173
+ this.eventQueue!.drainCollisionEvents((handle1, handle2, started) => {
174
+ this.handleRapierCollision(handle1, handle2, started);
175
+ });
176
+
177
+ const objectPosition = new THREE.Vector3();
178
+ const objectQuat = new THREE.Quaternion();
179
+
180
+ // Update all object positions based on physics
181
+ this.bodies.forEach((records, object) => {
182
+ records.forEach(([body, _]) => {
183
+ const motionType = object.getMotionType();
184
+ if (motionType === PhysicsMotionType.Static) {
185
+ // static objects cannot be moved by the physics engine
186
+ // so there's no need to sync its transform back to the scene component
187
+ return;
188
+ }
189
+ const position = body.translation();
190
+ const rotation = body.rotation();
191
+
192
+ objectPosition.x = position.x;
193
+ objectPosition.y = position.y;
194
+ objectPosition.z = position.z;
195
+
196
+ objectQuat.x = rotation.x;
197
+ objectQuat.y = rotation.y;
198
+ objectQuat.z = rotation.z;
199
+ objectQuat.w = rotation.w;
200
+
201
+ object.syncFromPhysics(objectPosition, objectQuat);
202
+ });
203
+ });
204
+
205
+ // Update debug renderer if available
206
+ if (this.debugRenderer) {
207
+ this.debugRenderer.update();
208
+ }
209
+ }
210
+
211
+ private handleRapierCollision(handle1: number, handle2: number, started: boolean): void {
212
+ // Check if this collision pair should be ignored
213
+ const pairKey1 = `${handle1},${handle2}`;
214
+ const pairKey2 = `${handle2},${handle1}`;
215
+ if (this.ignoredColliderPairs.has(pairKey1) || this.ignoredColliderPairs.has(pairKey2)) {
216
+ return; // Ignore this collision
217
+ }
218
+
219
+ const collider1 = this.world!.getCollider(handle1);
220
+ const collider2 = this.world!.getCollider(handle2);
221
+
222
+ if (!collider1 || !collider2) return;
223
+
224
+ const componentA = this.colliderToComponent.get(handle1);
225
+ const componentB = this.colliderToComponent.get(handle2);
226
+
227
+ if (!componentA || !componentB) return;
228
+
229
+ const contact = collider1.contactCollider(collider2, 0.1);
230
+ let contactPointA: THREE.Vector3 | null = null;
231
+ let contactNormalA: THREE.Vector3 | null = null;
232
+ let contactPointB: THREE.Vector3 | null = null;
233
+ let contactNormalB: THREE.Vector3 | null = null;
234
+ if (contact) {
235
+ contactPointA = new THREE.Vector3(contact.point1.x, contact.point1.y, contact.point1.z);
236
+ contactNormalA = new THREE.Vector3(contact.normal1.x, contact.normal1.y, contact.normal1.z);
237
+ contactPointB = new THREE.Vector3(contact.point2.x, contact.point2.y, contact.point2.z);
238
+ contactNormalB = new THREE.Vector3(contact.normal2.x, contact.normal2.y, contact.normal2.z);
239
+ }
240
+
241
+ // Calculate relative velocity at the contact point
242
+ const bodyA = collider1.parent();
243
+ const bodyB = collider2.parent();
244
+
245
+ let relativeVelocity: number | null = null;
246
+ if (bodyA && bodyB) {
247
+ const velA = bodyA.linvel();
248
+ const velB = bodyB.linvel();
249
+ // Calculate squared length manually
250
+ const dx = velB.x - velA.x;
251
+ const dy = velB.y - velA.y;
252
+ const dz = velB.z - velA.z;
253
+ relativeVelocity = Math.sqrt(dx*dx + dy*dy + dz*dz);
254
+ }
255
+
256
+ // Create collision info
257
+ const collision: RawCollisionEvent = {
258
+ componentA,
259
+ componentB,
260
+ pointA: contactPointA,
261
+ normalA: contactNormalA,
262
+ pointB: contactPointB,
263
+ normalB: contactNormalB,
264
+ relativeVelocity,
265
+ isTriggerEvent: collider1.isSensor() || collider2.isSensor(),
266
+ eventType: started ? CollisionEventType.Started : CollisionEventType.Ended,
267
+ };
268
+
269
+ this.pendingCollisions.push(collision);
270
+ }
271
+
272
+ protected doCreateBoxBody(desc: BoxBodyDesc): TRecord | null {
273
+ const colliderDesc = RAPIER.ColliderDesc.cuboid(desc.size.x / 2, desc.size.y / 2, desc.size.z / 2);
274
+ const record = this.createBody(colliderDesc, desc);
275
+ return record;
276
+ }
277
+
278
+ private populateVerticesAndIndices(meshes: THREE.Mesh[], populateIndices: boolean = true): {vertices: Float32Array, indices: Uint32Array} {
279
+ let totalVertexCount = 0;
280
+ let totalIndexCount = 0;
281
+ const validMeshes: THREE.Mesh[] = [];
282
+
283
+ for (const mesh of meshes) {
284
+ const geometry = mesh.geometry;
285
+ if (!geometry.isBufferGeometry) {
286
+ console.error('Geometry is not a BufferGeometry');
287
+ continue;
288
+ }
289
+
290
+ const positionAttribute = geometry.getAttribute('position');
291
+ if (!positionAttribute) {
292
+ console.error('Geometry has no position attribute');
293
+ continue;
294
+ }
295
+
296
+ totalVertexCount += positionAttribute.count;
297
+
298
+ const indexAttribute = geometry.getIndex();
299
+ if (indexAttribute) {
300
+ totalIndexCount += indexAttribute.count;
301
+ }
302
+
303
+ validMeshes.push(mesh);
304
+ }
305
+
306
+ const vertices = new Float32Array(totalVertexCount * 3);
307
+ const indices = new Uint32Array(populateIndices ? totalIndexCount: 0);
308
+
309
+ let vertexOffset = 0;
310
+ let indexOffset = 0;
311
+
312
+ for (const mesh of validMeshes) {
313
+ const geometry = mesh.geometry;
314
+ if (indices !== null) {
315
+ const indexAttribute = geometry.getIndex();
316
+ if (indexAttribute) {
317
+ for (let i = 0; i < indexAttribute.count; i++) {
318
+ indices[indexOffset + i] = indexAttribute.getX(i) + vertexOffset;
319
+ }
320
+ indexOffset += indexAttribute.count;
321
+ }
322
+ }
323
+
324
+ const matrix = mesh.matrixWorld;
325
+ const positionAttribute = geometry.getAttribute('position');
326
+ for (let i = 0; i < positionAttribute.count; i++) {
327
+ // Must apply the mesh's matrix as there can be a transform from the mesh inside gltf
328
+ const vertex = new THREE.Vector3(
329
+ positionAttribute.getX(i),
330
+ positionAttribute.getY(i),
331
+ positionAttribute.getZ(i)
332
+ );
333
+ vertex.applyMatrix4(matrix);
334
+
335
+ vertices[(vertexOffset + i) * 3] = vertex.x;
336
+ vertices[(vertexOffset + i) * 3 + 1] = vertex.y;
337
+ vertices[(vertexOffset + i) * 3 + 2] = vertex.z;
338
+ }
339
+ vertexOffset += positionAttribute.count;
340
+ }
341
+
342
+ return {vertices, indices};
343
+ }
344
+
345
+ private calcBoundingPrimitive<T extends THREE.Box3 | THREE.Sphere>(
346
+ meshes: THREE.Mesh[],
347
+ calcBoundingFunc: (geometry: THREE.BufferGeometry) => void,
348
+ getBoundingFunc: (geometry: THREE.BufferGeometry) => T | null,
349
+ primitiveType: new () => T
350
+ ): T {
351
+ const combined: T = new primitiveType();
352
+ for (const mesh of meshes) {
353
+ const geometry = mesh.geometry;
354
+ {
355
+ const bounding = getBoundingFunc(geometry);
356
+ if (!bounding) {
357
+ calcBoundingFunc(geometry);
358
+ }
359
+ }
360
+
361
+ const bounding = getBoundingFunc(geometry)!.clone();
362
+ // The bounding (box/sphere/etc...) is calculated from the geometry with no transforms
363
+ // its parent node in glb can carry extra transforms, so we need to take that into account
364
+ bounding.applyMatrix4(mesh.matrixWorld);
365
+
366
+ (combined as any).union(bounding);
367
+ }
368
+
369
+ return combined;
370
+ }
371
+
372
+ private makeMeshColliderDescTemplate(meshes: THREE.Mesh[] | null, collisionMeshType: CollisionMeshType = CollisionMeshType.ConvexHull): RAPIER.ColliderDesc | null {
373
+ if (!meshes || meshes.length === 0) {
374
+ console.error('No meshes provided to create mesh body');
375
+ return null;
376
+ }
377
+
378
+ const cacheKey = meshes.map(m => m.id).sort().join(',') + '|' + collisionMeshType;
379
+ if (this.cachedColliderDescTemplates.has(cacheKey)) {
380
+ return this.cachedColliderDescTemplates.get(cacheKey)!;
381
+ }
382
+
383
+ let colliderDesc: RAPIER.ColliderDesc | null = null;
384
+
385
+ // Use the combined data for collider creation
386
+ try {
387
+ // Determine which type of collider to create based on collisionMeshType
388
+ switch (collisionMeshType) {
389
+ case CollisionMeshType.Trimesh:
390
+ {
391
+ const { vertices, indices } = this.populateVerticesAndIndices(meshes, true);
392
+ console.log('Create Trimesh collider with', vertices.length, 'vertices', indices.length, 'indices');
393
+ colliderDesc = RAPIER.ColliderDesc.trimesh(vertices, indices);
394
+ break;
395
+ }
396
+ case CollisionMeshType.ConvexHull:
397
+ {
398
+ const { vertices } = this.populateVerticesAndIndices(meshes, false);
399
+ console.log('Create ConvexHull collider with', vertices.length, 'vertices');
400
+ colliderDesc = RAPIER.ColliderDesc.convexHull(vertices);
401
+ break;
402
+ }
403
+ case CollisionMeshType.BoundingBox:
404
+ {
405
+ const boundingBox = this.calcBoundingPrimitive(
406
+ meshes,
407
+ (geometry) => geometry.computeBoundingBox(),
408
+ (geometry) => geometry.boundingBox,
409
+ THREE.Box3
410
+ );
411
+ const halfExtents = new THREE.Vector3();
412
+ boundingBox.getSize(halfExtents);
413
+ halfExtents.multiplyScalar(0.5);
414
+
415
+ // Create box collider using the combined bounding box dimensions
416
+ console.log('Created box collider with half dimensions', halfExtents.x, halfExtents.y, halfExtents.z, 'from', meshes.length, 'meshes');
417
+ colliderDesc = RAPIER.ColliderDesc.cuboid(halfExtents.x, halfExtents.y, halfExtents.z);
418
+ const offset = boundingBox.getCenter(new THREE.Vector3());
419
+ colliderDesc.setTranslation(offset.x, offset.y, offset.z);
420
+ break;
421
+ }
422
+ case CollisionMeshType.BoundingSphere:
423
+ {
424
+ const combinedBoundingSphere = this.calcBoundingPrimitive(
425
+ meshes,
426
+ (geometry) => geometry.computeBoundingSphere(),
427
+ (geometry) => geometry.boundingSphere,
428
+ THREE.Sphere
429
+ );
430
+ const radius = combinedBoundingSphere.radius;
431
+ console.log('Created sphere collider with radius', radius, 'from', meshes.length, 'meshes');
432
+
433
+ colliderDesc = RAPIER.ColliderDesc.ball(radius);
434
+ const offset = combinedBoundingSphere.center;
435
+ colliderDesc.setTranslation(offset.x, offset.y, offset.z);
436
+ break;
437
+ }
438
+ case CollisionMeshType.Voxels:
439
+ {
440
+ // until we support generating voxels from meshes, we expect the user to provide voxel coords and process that in doCreateVoxelBody
441
+ console.error('Voxel type collision mesh should be handled by doCreateVoxelBody');
442
+ break;
443
+ }
444
+ default:
445
+ console.error('Invalid collision mesh type:', collisionMeshType);
446
+ break;
447
+ }
448
+ } catch (error) {
449
+ console.error('Error creating mesh collider:', error);
450
+ }
451
+
452
+ this.cachedColliderDescTemplates.set(cacheKey, colliderDesc);
453
+
454
+ return colliderDesc;
455
+ }
456
+
457
+ private scaleMeshColliderDesc(colliderDesc: RAPIER.ColliderDesc | null, scale: THREE.Vector3): RAPIER.ColliderDesc | null {
458
+ // don't bother for (1, 1, 1) scale
459
+ if (scale.x === 1 && scale.y === 1 && scale.z === 1) return colliderDesc;
460
+
461
+ if (!colliderDesc) return null;
462
+
463
+ switch (colliderDesc.shape.type) {
464
+ case RAPIER.ShapeType.Cuboid: {
465
+ const halfExtents = (colliderDesc.shape as RAPIER.Cuboid).halfExtents;
466
+
467
+ const scaledDesc = RAPIER.ColliderDesc.cuboid(halfExtents.x * scale.x, halfExtents.y * scale.y, halfExtents.z * scale.z);
468
+ const translation = colliderDesc.translation;
469
+ scaledDesc.setTranslation(translation.x * scale.x, translation.y * scale.y, translation.z * scale.z);
470
+ return scaledDesc;
471
+ }
472
+ case RAPIER.ShapeType.Ball: {
473
+ const radius = (colliderDesc.shape as RAPIER.Ball).radius;
474
+ const scaledDesc = RAPIER.ColliderDesc.ball(radius * Math.max(scale.x, scale.y, scale.z));
475
+ const translation = colliderDesc.translation;
476
+ scaledDesc.setTranslation(translation.x * scale.x, translation.y * scale.y, translation.z * scale.z);
477
+ return scaledDesc;
478
+ }
479
+ case RAPIER.ShapeType.TriMesh: {
480
+ const vertices = (colliderDesc.shape as RAPIER.TriMesh).vertices.map((v, i) => v * (i % 3 === 0 ? scale.x : (i % 3 === 1 ? scale.y : scale.z)));
481
+ const indices = (colliderDesc.shape as RAPIER.TriMesh).indices;
482
+ return RAPIER.ColliderDesc.trimesh(vertices, indices);
483
+ }
484
+ case RAPIER.ShapeType.ConvexPolyhedron: {
485
+ const vertices = (colliderDesc.shape as RAPIER.ConvexPolyhedron).vertices.map((v, i) => v * (i % 3 === 0 ? scale.x : (i % 3 === 1 ? scale.y : scale.z)));
486
+ return RAPIER.ColliderDesc.convexHull(vertices);
487
+ }
488
+ }
489
+
490
+ console.error(`Unknown collision type: ${colliderDesc.shape.type}`);
491
+ return colliderDesc;
492
+ }
493
+
494
+ /**
495
+ * Creates a mesh-based collider using either trimesh, convexMesh, or convexHull
496
+ * based on the mesh geometry and collisionMeshType option
497
+ */
498
+ protected doCreateMeshBody(desc: MeshBodyDesc, worldScale: THREE.Vector3): TRecord | null {
499
+ const colliderDesc = this.scaleMeshColliderDesc(
500
+ this.makeMeshColliderDescTemplate(desc.meshes, desc.options.collisionMeshType), worldScale
501
+ );
502
+ if (!colliderDesc) {
503
+ return null;
504
+ }
505
+
506
+ return this.createBody(colliderDesc, desc);
507
+ }
508
+
509
+ protected doCreateMeshBodiesWithTransformOverrides(desc: MeshBodyDesc, transforms: {position?: THREE.Vector3, rotation?: THREE.Quaternion, scale?: THREE.Vector3}[]): TRecord[] {
510
+ const templateColliderDesc = this.makeMeshColliderDescTemplate(desc.meshes, desc.options.collisionMeshType);
511
+ if (!templateColliderDesc) {
512
+ return [];
513
+ }
514
+
515
+ const baseDesc = {
516
+ motionType: desc.motionType,
517
+ options: desc.options,
518
+ worldPos: desc.worldPos,
519
+ worldQuat: desc.worldQuat,
520
+ mass: desc.mass,
521
+ };
522
+
523
+ const cachedColliderDesc: Record<string, RAPIER.ColliderDesc | null> = {};
524
+
525
+ const records: TRecord[] = [];
526
+ for (const transform of transforms) {
527
+ const scale = transform.scale ?? new THREE.Vector3(1, 1, 1);
528
+ const scaleKey = String(scale.toArray());
529
+ cachedColliderDesc[scaleKey] ??= this.scaleMeshColliderDesc(templateColliderDesc, scale);
530
+ const colliderDesc = cachedColliderDesc[scaleKey];
531
+ if (colliderDesc) {
532
+ // overwrite the position and rotation
533
+ baseDesc.worldPos = transform.position ?? new THREE.Vector3(0, 0, 0);
534
+ baseDesc.worldQuat = transform.rotation ?? new THREE.Quaternion(0, 0, 0, 1);
535
+ const record = this.createBody(colliderDesc, baseDesc);
536
+ if (record) {
537
+ records.push(record);
538
+ }
539
+ }
540
+ }
541
+
542
+ return records;
543
+ }
544
+
545
+ protected doCreateVoxelBody(desc: VoxelBodyDesc): TRecord | null {
546
+ const voxelSize = desc.voxelSize;
547
+ const voxels = desc.voxels;
548
+ const colliderDesc = RAPIER.ColliderDesc.voxels(voxels, new RAPIER.Vector3(voxelSize.x, voxelSize.y, voxelSize.z));
549
+ const offset = desc.offset;
550
+ if (offset) {
551
+ colliderDesc.setTranslation(offset.x, offset.y, offset.z);
552
+ }
553
+ return this.createBody(colliderDesc, desc);
554
+ }
555
+
556
+ protected doCreateSphereBody(desc: SphereBodyDesc): TRecord | null {
557
+ const colliderDesc = RAPIER.ColliderDesc.ball(desc.radius);
558
+ return this.createBody(colliderDesc, desc);
559
+ }
560
+
561
+ protected doCreateCylinderBody(desc: CylinderBodyDesc): TRecord | null {
562
+ const colliderDesc = RAPIER.ColliderDesc.cylinder(desc.height / 2, desc.radius);
563
+ return this.createBody(colliderDesc, desc);
564
+ }
565
+
566
+ protected doCreateConeBody(desc: ConeBodyDesc): TRecord | null {
567
+ const colliderDesc = RAPIER.ColliderDesc.cone(desc.height / 2, desc.radius);
568
+ return this.createBody(colliderDesc, desc);
569
+ }
570
+
571
+ protected doCreateCapsuleBody(desc: CapsuleBodyDesc): TRecord | null {
572
+ const colliderDesc = RAPIER.ColliderDesc.capsule(desc.height / 2, desc.radius);
573
+ return this.createBody(colliderDesc, desc);
574
+ }
575
+
576
+ protected doCreateHeightFieldBody(desc: HeightFieldBodyDesc): TRecord | null {
577
+ // Transform heightmap data to match RAPIER's format
578
+ const transformedHeightMap = new Float32Array(desc.heights.length);
579
+ for (var z = 0; z < desc.depthPixels; z++) {
580
+ for (var x = 0; x < desc.widthPixels; x++) {
581
+ const readIndex = z * desc.widthPixels + x;
582
+ const writeIndex = x * desc.depthPixels + z;
583
+ transformedHeightMap[writeIndex] = desc.heights[readIndex];
584
+ }
585
+ }
586
+
587
+ const terrainScale = this.makeVector([
588
+ desc.width,
589
+ 1,
590
+ desc.depth
591
+ ]);
592
+ const colliderDesc = RAPIER.ColliderDesc.heightfield(desc.widthPixels - 1, desc.depthPixels - 1, transformedHeightMap, terrainScale);
593
+ return this.createBody(colliderDesc, desc);
594
+ }
595
+
596
+ protected doRemoveComponent(record: TRecord): boolean {
597
+ const world = this.world!;
598
+ const collider = record[1];
599
+ this.colliderToComponent.delete(collider.handle);
600
+ world.removeRigidBody(record[0]);
601
+ world.removeCollider(collider, false);
602
+ return true;
603
+ }
604
+
605
+ protected doUpdateTransform(component: PrimitiveComponent, record: TRecord): void {
606
+ const body: RAPIER.RigidBody = record[0];
607
+ const motionType: PhysicsMotionType = record[2];
608
+ const worldPosition = new THREE.Vector3();
609
+ const worldQuat = new THREE.Quaternion();
610
+ component.getWorldPosition(worldPosition);
611
+ component.getWorldQuaternion(worldQuat);
612
+ const flags = component.getPhysicsTransformUpdateFlags();
613
+
614
+ const newRotation = this.makeRotation(worldQuat.toArray());
615
+ const newPosition = this.makeVector(worldPosition.toArray());
616
+ switch (motionType) {
617
+ case PhysicsMotionType.Static:
618
+ if (flags.sendPosition) {
619
+ body.setTranslation(newPosition, true);
620
+ }
621
+ if (flags.sendRotation) {
622
+ body.setRotation(newRotation, true);
623
+ }
624
+ break;
625
+ case PhysicsMotionType.Dynamic:
626
+ if (flags.sendPosition) {
627
+ body.setTranslation(newPosition, true);
628
+ }
629
+ if (flags.sendRotation) {
630
+ body.setRotation(newRotation, true);
631
+ }
632
+ break;
633
+ case PhysicsMotionType.KinematicPositionBased:
634
+ if (flags.sendPosition) {
635
+ body.setNextKinematicTranslation(newPosition);
636
+ }
637
+ if (flags.sendRotation) {
638
+ body.setNextKinematicRotation(newRotation);
639
+ }
640
+ break;
641
+ case PhysicsMotionType.KinematicVelocityBased:
642
+ const userData = (body.userData ?? {}) as any;
643
+ const linearVelocity = userData[PhysicsVectorParam.LinearVelocity] as VectorArray | undefined;
644
+ const angularVelocity = userData[PhysicsVectorParam.AngularVelocity] as VectorArray | undefined;
645
+ if (flags.sendPosition && !linearVelocity) {
646
+ const currentPosition = body.translation();
647
+ const timestep = this.world!.timestep;
648
+ const velocity = {
649
+ x: (newPosition.x - currentPosition.x) / timestep,
650
+ y: (newPosition.y - currentPosition.y) / timestep,
651
+ z: (newPosition.z - currentPosition.z) / timestep,
652
+ };
653
+ body.setLinvel(velocity, true);
654
+ }
655
+ if (flags.sendRotation && !angularVelocity) {
656
+ const currentRotation = body.rotation();
657
+ const timestep = this.world!.timestep;
658
+
659
+ // Calculate quaternion difference: q_diff = newRotation * currentRotation^-1
660
+ const qx = newRotation.w * currentRotation.x - newRotation.x * currentRotation.w - newRotation.y * currentRotation.z + newRotation.z * currentRotation.y;
661
+ const qy = newRotation.w * currentRotation.y + newRotation.x * currentRotation.z - newRotation.y * currentRotation.w - newRotation.z * currentRotation.x;
662
+ const qz = newRotation.w * currentRotation.z - newRotation.x * currentRotation.y + newRotation.y * currentRotation.x - newRotation.z * currentRotation.w;
663
+ const qw = newRotation.w * currentRotation.w + newRotation.x * currentRotation.x + newRotation.y * currentRotation.y + newRotation.z * currentRotation.z;
664
+
665
+ // Convert quaternion to axis-angle, then to angular velocity
666
+ const sinHalfAngle = Math.sqrt(qx * qx + qy * qy + qz * qz);
667
+ const angle = 2 * Math.atan2(sinHalfAngle, qw);
668
+ const scale = sinHalfAngle > 1e-6 ? angle / sinHalfAngle / timestep : 2 / timestep;
669
+
670
+ const velocity = {
671
+ x: qx * scale,
672
+ y: qy * scale,
673
+ z: qz * scale,
674
+ };
675
+ body.setAngvel(velocity, true);
676
+ }
677
+ break;
678
+ }
679
+ }
680
+
681
+ protected doGetScalarParam(record: TRecord, param: PhysicsScalarParam): number | null {
682
+ const body = record[0];
683
+ switch (param) {
684
+ case PhysicsScalarParam.LinearDamping:
685
+ return body.linearDamping();
686
+ case PhysicsScalarParam.AngularDamping:
687
+ return body.angularDamping();
688
+ case PhysicsScalarParam.GravityScale:
689
+ return body.gravityScale();
690
+ default:
691
+ ensure(false);
692
+ }
693
+ return null;
694
+ }
695
+
696
+ protected override doSetScalarParam(records: TRecord[], param: PhysicsScalarParam, value: number): boolean {
697
+ const doTask = (record: TRecord) => {
698
+ const body = record[0];
699
+ switch (param) {
700
+ case PhysicsScalarParam.LinearDamping:
701
+ body.setLinearDamping(value);
702
+ return true;
703
+ case PhysicsScalarParam.AngularDamping:
704
+ body.setAngularDamping(value);
705
+ return true;
706
+ case PhysicsScalarParam.GravityScale:
707
+ body.setGravityScale(value, true);
708
+ return true;
709
+ default:
710
+ ensure(false);
711
+ }
712
+ return false;
713
+ };
714
+
715
+ let result = true;
716
+ for (const record of records) {
717
+ result &&= doTask(record);
718
+ }
719
+ return result;
720
+ }
721
+
722
+ protected override doGetVectorParam(record: TRecord, param: PhysicsVectorParam): VectorArray | null {
723
+ const body = record[0];
724
+ let ret: RAPIER.Vector | null = null;
725
+ switch (param) {
726
+ case PhysicsVectorParam.LinearVelocity:
727
+ ret = body.linvel();
728
+ break;
729
+ case PhysicsVectorParam.AngularVelocity:
730
+ ret = body.angvel();
731
+ break;
732
+ default:
733
+ ensure(false);
734
+ }
735
+ return ret ? [ret.x, ret.y, ret.z] : null;
736
+ }
737
+
738
+ protected override doSetVectorParam(record: TRecord, param: PhysicsVectorParam, value: VectorArray): boolean {
739
+ const body = record[0];
740
+ body.userData ??= {};
741
+ (body.userData as any)[param] = value;
742
+ switch (param) {
743
+ case PhysicsVectorParam.LinearVelocity:
744
+ body.setLinvel(this.makeVector(value), true);
745
+ return true;
746
+ case PhysicsVectorParam.AngularVelocity:
747
+ body.setAngvel(this.makeVector(value), true);
748
+ return true;
749
+ default:
750
+ ensure(false);
751
+ }
752
+ return false;
753
+ }
754
+
755
+ protected override doClearVectorParam(record: TRecord, param: PhysicsVectorParam): boolean {
756
+ const body = record[0];
757
+ body.userData ??= {};
758
+ (body.userData as any)[param] = undefined;
759
+ return true;
760
+ }
761
+
762
+ protected override doCreateCharacterController(options: CharacterControllerOptions): TCharacterControllerRecord | null {
763
+ const world = this.world!;
764
+ const controller: RAPIER.KinematicCharacterController = world.createCharacterController(options.offset);
765
+ controller.setUp({ x: 0.0, y: 1.0, z: 0.0 });
766
+
767
+ if (options.applyImpulsesToDynamicBodies !== undefined) {
768
+ controller.setApplyImpulsesToDynamicBodies(options.applyImpulsesToDynamicBodies);
769
+ }
770
+ if (options.characterMass !== undefined) {
771
+ controller.setCharacterMass(options.characterMass);
772
+ }
773
+ if (options.slideEnabled !== undefined) {
774
+ controller.setSlideEnabled(options.slideEnabled);
775
+ }
776
+ if (options.maxSlopeClimbAngle !== undefined) {
777
+ controller.setMaxSlopeClimbAngle(options.maxSlopeClimbAngle);
778
+ }
779
+ if (options.minSlopeSlideAngle !== undefined) {
780
+ controller.setMinSlopeSlideAngle(options.minSlopeSlideAngle);
781
+ }
782
+ if (options.snapToGroundDistance !== undefined) {
783
+ controller.enableSnapToGround(options.snapToGroundDistance);
784
+ }
785
+ if (options.autoStepConfig !== undefined) {
786
+ controller.enableAutostep(options.autoStepConfig.maxHeight, options.autoStepConfig.minWidth, options.autoStepConfig.includeDynamicBodies);
787
+ }
788
+
789
+ return controller;
790
+ }
791
+
792
+ protected override doRemoveCharacterController(record: TCharacterControllerRecord): boolean {
793
+ const world = this.world!;
794
+ world.removeCharacterController(record);
795
+ return true;
796
+ }
797
+
798
+ protected override doComputeCharacterMovement(record: TCharacterControllerRecord, recordToMove: TRecord, movement: VectorArray, ignoreCollision: boolean): { isGrounded: boolean } {
799
+ // See https://rapier.rs/docs/user_guides/javascript/character_controller
800
+ const controller = record;
801
+ const body = recordToMove[0];
802
+ const collider = recordToMove[1];
803
+ const motionType = recordToMove[2];
804
+ controller.computeColliderMovement(
805
+ collider,
806
+ this.makeVector(movement),
807
+ RAPIER.QueryFilterFlags.EXCLUDE_SENSORS,
808
+ collider.collisionGroups(),
809
+ ignoreCollision ? (collider: RAPIER.Collider) => { return false; } : undefined
810
+ );
811
+ const actualMovement = controller.computedMovement();
812
+ const bodyPosition = body.translation();
813
+ bodyPosition.x += actualMovement.x;
814
+ bodyPosition.y += actualMovement.y;
815
+ bodyPosition.z += actualMovement.z;
816
+ switch (motionType) {
817
+ case PhysicsMotionType.Dynamic:
818
+ body.setTranslation(bodyPosition, true);
819
+ break;
820
+ case PhysicsMotionType.KinematicPositionBased:
821
+ body.setNextKinematicTranslation(bodyPosition);
822
+ break;
823
+ case PhysicsMotionType.KinematicVelocityBased:
824
+ const timestep = this.world!.timestep;
825
+ const velocity = {x: actualMovement.x/timestep, y: actualMovement.y/timestep, z: actualMovement.z/timestep};
826
+ body.setLinvel(velocity, true);
827
+ break;
828
+ }
829
+
830
+ // Get grounded state from controller
831
+ let isGrounded = controller.computedGrounded();
832
+
833
+ // Workaround for voxel colliders: if controller says not grounded but we had downward movement
834
+ // and the actual movement was much less than requested (indicating collision), consider grounded
835
+ if (!isGrounded && movement[1] < 0) {
836
+ // We intended to move down, check if we were blocked
837
+ const intendedVertical = movement[1];
838
+ const actualVertical = actualMovement.y;
839
+ // If actual movement is significantly less than intended (more than 90% blocked), we hit ground
840
+ if (Math.abs(actualVertical) < Math.abs(intendedVertical) * 0.1) {
841
+ isGrounded = true;
842
+ }
843
+ }
844
+
845
+ const handleA = collider.handle;
846
+ const numCollisions = controller.numComputedCollisions();
847
+ const previousCollidedHandles = this.cachedCharacterControllerCollisions.get(handleA) ?? [];
848
+ const newCollidedHandles: number[] = [];
849
+ for (let index = 0; index < numCollisions; index++) {
850
+ const collision: RAPIER.CharacterCollision | null = controller.computedCollision(index);
851
+ if (collision && collision.collider) {
852
+ const handleB = collision.collider.handle;
853
+ newCollidedHandles.push(handleB);
854
+ if (!previousCollidedHandles.includes(handleB)) {
855
+ this.handleRapierCollision(handleA, handleB, true);
856
+ }
857
+ }
858
+ }
859
+ for(const handleB of previousCollidedHandles) {
860
+ if (!newCollidedHandles.includes(handleB)) {
861
+ this.handleRapierCollision(handleA, handleB, false);
862
+ }
863
+ }
864
+ this.cachedCharacterControllerCollisions.set(handleA, newCollidedHandles);
865
+
866
+ return { isGrounded };
867
+ }
868
+
869
+ public override getComponentState(component: PrimitiveComponent): PrimitiveComponentPhysicsState | null {
870
+ const records = this.bodies.get(component);
871
+ if (!records || records.length === 0) {
872
+ return null;
873
+ }
874
+ const record = records[0];
875
+ return {
876
+ isTrigger: record[1].isSensor(),
877
+ motionType: record[2],
878
+ };
879
+ }
880
+
881
+ //====================================================================================================
882
+
883
+ public override getCollisionEvents(): RawCollisionEvent[] {
884
+ return this.pendingCollisions;
885
+ }
886
+
887
+ public override clearCollisionEvents(): void {
888
+ this.pendingCollisions = [];
889
+ }
890
+
891
+ /**
892
+ * Toggles the physics debug renderer visibility
893
+ * @param enabled Whether the debug renderer should be visible
894
+ * @returns Whether the debug renderer is now enabled
895
+ */
896
+ public override setDebugRendererEnabled(enabled: boolean): boolean {
897
+ if (this.debugRenderer) {
898
+ this.debugRenderer.enabled = enabled;
899
+ return true;
900
+ }
901
+ return false;
902
+ }
903
+
904
+ /**
905
+ * Checks if the physics debug renderer is enabled
906
+ * @returns Whether the debug renderer is currently enabled, or false if not available
907
+ */
908
+ public override isDebugRendererEnabled(): boolean {
909
+ return this.debugRenderer?.enabled ?? false;
910
+ }
911
+
912
+ private createBody(colliderDesc: RAPIER.ColliderDesc, desc: BaseDesc): TRecord | null {
913
+ const world = this.world!;
914
+
915
+ const collisionProfileName = desc.options.collisionProfile ?? DefaultCollisionProfile.Default;
916
+ const collisionConfig = CollisionConfig.getInstance();
917
+ const collisionProfile = collisionConfig.profiles.find(p => p.name === collisionProfileName);
918
+
919
+ const isSensor = collisionProfile?.mode === CollisionMode.QueryOnly;
920
+
921
+ // FIXME: Find out what of this should be configured based on the profile instead
922
+ const rigidBodyDesc = this.createRigidBodyDesc(desc.motionType);
923
+ rigidBodyDesc.mass = desc.mass;
924
+ rigidBodyDesc.setCcdEnabled(!!desc.options.enableCCD);
925
+
926
+ const generateCollisionEvents = !!desc.options.generateCollisionEvents || isSensor;
927
+ colliderDesc.setActiveEvents(generateCollisionEvents ? RAPIER.ActiveEvents.COLLISION_EVENTS : RAPIER.ActiveEvents.NONE);
928
+ if (generateCollisionEvents) {
929
+ colliderDesc.setActiveCollisionTypes(RAPIER.ActiveCollisionTypes.ALL);
930
+ }
931
+
932
+ const createCollider = (pos: THREE.Vector3, rot: THREE.Quaternion) => {
933
+ const rigidBody = world.createRigidBody(rigidBodyDesc);
934
+ rigidBody.setTranslation(this.makeVector(pos.toArray()), true);
935
+ rigidBody.setRotation(this.makeRotation(rot.toArray()), true);
936
+ const collider = world.createCollider(colliderDesc, rigidBody);
937
+ collider.setSensor(isSensor);
938
+ rigidBody.setGravityScale(desc.options.gravityScale ?? 1, true);
939
+ if (collisionProfile) {
940
+ collider.setCollisionGroups(this.getCollisionGroups(collisionProfile));
941
+ }
942
+
943
+ return { rigidBody, collider };
944
+ };
945
+
946
+ const {rigidBody, collider} = createCollider(desc.worldPos, desc.worldQuat);
947
+ return [rigidBody, collider, desc.motionType];
948
+ }
949
+
950
+ private getCollisionGroups(collisionProfile: CollisionProfile): number {
951
+ // top 16 bits indicate what channel this object occupies, for now that's always a single channel
952
+ // bottom 16 bits indicate what channels it can interact with
953
+ let groups = getCollisionChannelBit(collisionProfile.objectChannel) << 16;
954
+ collisionProfile.responses.forEach(r => {
955
+ // need to set the collision group even for overlapping interaction, otherwise collision event will NOT be generated
956
+ if (r.response !== CollisionResponse.Ignore) {
957
+ const channelEnum = typeof r.channel === 'string' ? resolveChannelName(r.channel) : r.channel;
958
+ if (channelEnum !== undefined) {
959
+ groups |= getCollisionChannelBit(channelEnum);
960
+ }
961
+ }
962
+ });
963
+ return groups;
964
+ }
965
+
966
+ private createRigidBodyDesc(motionType: PhysicsMotionType): RAPIER.RigidBodyDesc {
967
+ switch (motionType) {
968
+ case PhysicsMotionType.Static:
969
+ return RAPIER.RigidBodyDesc.fixed();
970
+ case PhysicsMotionType.KinematicVelocityBased:
971
+ return RAPIER.RigidBodyDesc.kinematicVelocityBased();
972
+ case PhysicsMotionType.KinematicPositionBased:
973
+ return RAPIER.RigidBodyDesc.kinematicPositionBased();
974
+ case PhysicsMotionType.Dynamic:
975
+ return RAPIER.RigidBodyDesc.dynamic();
976
+ }
977
+ }
978
+
979
+ private makeVector(v: [number, number, number]): RAPIER.Vector {
980
+ return {
981
+ x: v[0],
982
+ y: v[1],
983
+ z: v[2],
984
+ };
985
+ }
986
+
987
+ private makeRotation(r: [number, number, number, number]): RAPIER.Rotation {
988
+ return {
989
+ x: r[0],
990
+ y: r[1],
991
+ z: r[2],
992
+ w: r[3],
993
+ };
994
+ }
995
+
996
+ // Override addComponent to handle collider mapping
997
+ public override addComponent(component: PrimitiveComponent): PhysicsMotionType | null {
998
+
999
+ const motionType = super.addComponent(component);
1000
+ const records = this.bodies.get(component);
1001
+ if (records) {
1002
+ records.forEach((record) => {
1003
+ const collider = record[1];
1004
+ this.colliderToComponent.set(collider.handle, component);
1005
+ });
1006
+ }
1007
+ return motionType;
1008
+ }
1009
+
1010
+ protected override doSetComponentCollisionIgnore(recordA: TRecord, recordB: TRecord, ignore: boolean): boolean {
1011
+ const colliderA = recordA[1];
1012
+ const colliderB = recordB[1];
1013
+ const pairKey = `${colliderA.handle},${colliderB.handle}`;
1014
+
1015
+ if (ignore) {
1016
+ this.ignoredColliderPairs.add(pairKey);
1017
+ } else {
1018
+ this.ignoredColliderPairs.delete(pairKey);
1019
+ }
1020
+
1021
+ return true;
1022
+ }
1023
+
1024
+ protected doCreateJoint(desc: JointDesc, recordA: TRecord, recordB: TRecord): TJointRecord | null {
1025
+ const world = this.world!;
1026
+ const bodyA = recordA[0];
1027
+ const bodyB = recordB[0];
1028
+
1029
+ try {
1030
+ let jointData: RAPIER.JointData;
1031
+
1032
+ switch (desc.type) {
1033
+ case JointType.Spherical:
1034
+ jointData = RAPIER.JointData.spherical(
1035
+ { x: desc.anchorA.x, y: desc.anchorA.y, z: desc.anchorA.z },
1036
+ { x: desc.anchorB.x, y: desc.anchorB.y, z: desc.anchorB.z }
1037
+ );
1038
+ break;
1039
+
1040
+ case JointType.Fixed:
1041
+ jointData = RAPIER.JointData.fixed(
1042
+ { x: desc.anchorA.x, y: desc.anchorA.y, z: desc.anchorA.z },
1043
+ { x: 0, y: 0, z: 0, w: 1 }, // Identity quaternion for now
1044
+ { x: desc.anchorB.x, y: desc.anchorB.y, z: desc.anchorB.z },
1045
+ { x: 0, y: 0, z: 0, w: 1 } // Identity quaternion for now
1046
+ );
1047
+ break;
1048
+
1049
+ case JointType.Revolute:
1050
+ if (!desc.axis) {
1051
+ console.error('Revolute joint requires an axis');
1052
+ return null;
1053
+ }
1054
+ jointData = RAPIER.JointData.revolute(
1055
+ { x: desc.anchorA.x, y: desc.anchorA.y, z: desc.anchorA.z },
1056
+ { x: desc.anchorB.x, y: desc.anchorB.y, z: desc.anchorB.z },
1057
+ { x: desc.axis.x, y: desc.axis.y, z: desc.axis.z }
1058
+ );
1059
+ break;
1060
+
1061
+ case JointType.Prismatic:
1062
+ if (!desc.axis) {
1063
+ console.error('Prismatic joint requires an axis');
1064
+ return null;
1065
+ }
1066
+ jointData = RAPIER.JointData.prismatic(
1067
+ { x: desc.anchorA.x, y: desc.anchorA.y, z: desc.anchorA.z },
1068
+ { x: desc.anchorB.x, y: desc.anchorB.y, z: desc.anchorB.z },
1069
+ { x: desc.axis.x, y: desc.axis.y, z: desc.axis.z }
1070
+ );
1071
+ break;
1072
+
1073
+ default:
1074
+ console.error('Unsupported joint type:', desc.type);
1075
+ return null;
1076
+ }
1077
+
1078
+ const joint = world.createImpulseJoint(jointData, bodyA, bodyB, true);
1079
+ return joint;
1080
+ } catch (error) {
1081
+ console.error('Failed to create joint:', error);
1082
+ return null;
1083
+ }
1084
+ }
1085
+
1086
+ protected doRemoveJoint(jointRecord: TJointRecord): boolean {
1087
+ const world = this.world!;
1088
+ try {
1089
+ world.removeImpulseJoint(jointRecord, true);
1090
+ return true;
1091
+ } catch (error) {
1092
+ console.error('Failed to remove joint:', error);
1093
+ return false;
1094
+ }
1095
+ }
1096
+
1097
+ protected doCreateJointFromRecords(
1098
+ type: JointType,
1099
+ recordA: TRecord,
1100
+ recordB: TRecord,
1101
+ anchorA: THREE.Vector3,
1102
+ anchorB: THREE.Vector3,
1103
+ axis?: THREE.Vector3
1104
+ ): TJointRecord | null {
1105
+ const world = this.world!;
1106
+ const bodyA = recordA[0];
1107
+ const bodyB = recordB[0];
1108
+
1109
+ try {
1110
+ let jointData: RAPIER.JointData;
1111
+
1112
+ switch (type) {
1113
+ case JointType.Spherical:
1114
+ jointData = RAPIER.JointData.spherical(
1115
+ { x: anchorA.x, y: anchorA.y, z: anchorA.z },
1116
+ { x: anchorB.x, y: anchorB.y, z: anchorB.z }
1117
+ );
1118
+ break;
1119
+
1120
+ case JointType.Fixed:
1121
+ jointData = RAPIER.JointData.fixed(
1122
+ { x: anchorA.x, y: anchorA.y, z: anchorA.z },
1123
+ { x: 0, y: 0, z: 0, w: 1 }, // Identity quaternion for now
1124
+ { x: anchorB.x, y: anchorB.y, z: anchorB.z },
1125
+ { x: 0, y: 0, z: 0, w: 1 } // Identity quaternion for now
1126
+ );
1127
+ break;
1128
+
1129
+ case JointType.Revolute:
1130
+ if (!axis) {
1131
+ console.error('Revolute joint requires an axis');
1132
+ return null;
1133
+ }
1134
+ jointData = RAPIER.JointData.revolute(
1135
+ { x: anchorA.x, y: anchorA.y, z: anchorA.z },
1136
+ { x: anchorB.x, y: anchorB.y, z: anchorB.z },
1137
+ { x: axis.x, y: axis.y, z: axis.z }
1138
+ );
1139
+ break;
1140
+
1141
+ case JointType.Prismatic:
1142
+ if (!axis) {
1143
+ console.error('Prismatic joint requires an axis');
1144
+ return null;
1145
+ }
1146
+ jointData = RAPIER.JointData.prismatic(
1147
+ { x: anchorA.x, y: anchorA.y, z: anchorA.z },
1148
+ { x: anchorB.x, y: anchorB.y, z: anchorB.z },
1149
+ { x: axis.x, y: axis.y, z: axis.z }
1150
+ );
1151
+ break;
1152
+
1153
+ default:
1154
+ console.error('Unsupported joint type:', type);
1155
+ return null;
1156
+ }
1157
+
1158
+ const joint = world.createImpulseJoint(jointData, bodyA, bodyB, true);
1159
+ return joint;
1160
+ } catch (error) {
1161
+ console.error('Failed to create joint from records:', error);
1162
+ return null;
1163
+ }
1164
+ }
1165
+
1166
+ // Direct physics body management implementations
1167
+
1168
+ protected doCreateDirectBody(desc: PhysicsBodyDesc): TRecord | null {
1169
+ const world = this.world!;
1170
+
1171
+ try {
1172
+ // Create collider based on shape type
1173
+ let colliderDesc: RAPIER.ColliderDesc;
1174
+
1175
+ switch (desc.shape.type) {
1176
+ case 'box':
1177
+ const size = desc.shape.size!;
1178
+ colliderDesc = RAPIER.ColliderDesc.cuboid(
1179
+ size.x / 2,
1180
+ size.y / 2,
1181
+ size.z / 2
1182
+ );
1183
+ break;
1184
+ case 'sphere':
1185
+ colliderDesc = RAPIER.ColliderDesc.ball(desc.shape.radius!);
1186
+ break;
1187
+ case 'cylinder':
1188
+ colliderDesc = RAPIER.ColliderDesc.cylinder(desc.shape.height! / 2, desc.shape.radius!);
1189
+ break;
1190
+ case 'capsule':
1191
+ colliderDesc = RAPIER.ColliderDesc.capsule(desc.shape.height! / 2, desc.shape.radius!);
1192
+ break;
1193
+ default:
1194
+ console.error(`Unsupported shape type: ${desc.shape.type}`);
1195
+ return null;
1196
+ }
1197
+
1198
+ // Create rigid body
1199
+ let rigidBodyDesc: RAPIER.RigidBodyDesc;
1200
+
1201
+ switch (desc.motionType) {
1202
+ case PhysicsMotionType.Static:
1203
+ rigidBodyDesc = RAPIER.RigidBodyDesc.fixed();
1204
+ break;
1205
+ case PhysicsMotionType.KinematicPositionBased:
1206
+ rigidBodyDesc = RAPIER.RigidBodyDesc.kinematicPositionBased();
1207
+ break;
1208
+ case PhysicsMotionType.KinematicVelocityBased:
1209
+ rigidBodyDesc = RAPIER.RigidBodyDesc.kinematicVelocityBased();
1210
+ break;
1211
+ case PhysicsMotionType.Dynamic:
1212
+ default:
1213
+ rigidBodyDesc = RAPIER.RigidBodyDesc.dynamic();
1214
+ break;
1215
+ }
1216
+
1217
+ rigidBodyDesc
1218
+ .setTranslation(desc.position.x, desc.position.y, desc.position.z)
1219
+ .setRotation({ x: desc.rotation.x, y: desc.rotation.y, z: desc.rotation.z, w: desc.rotation.w });
1220
+
1221
+ const rigidBody = world.createRigidBody(rigidBodyDesc);
1222
+ const collider = world.createCollider(colliderDesc, rigidBody);
1223
+
1224
+ // Set mass for dynamic bodies
1225
+ if (desc.motionType === PhysicsMotionType.Dynamic && desc.mass > 0) {
1226
+ collider.setMass(desc.mass);
1227
+ }
1228
+
1229
+ // Set enabled state
1230
+ if (desc.enabled !== undefined) {
1231
+ rigidBody.setEnabled(desc.enabled);
1232
+ }
1233
+
1234
+ return [rigidBody, collider, desc.motionType];
1235
+ } catch (error) {
1236
+ console.error('Failed to create direct physics body:', error);
1237
+ return null;
1238
+ }
1239
+ }
1240
+
1241
+ protected doRemoveDirectBody(record: TRecord): boolean {
1242
+ const world = this.world!;
1243
+ const [rigidBody, collider] = record;
1244
+
1245
+ try {
1246
+ world.removeRigidBody(rigidBody);
1247
+ world.removeCollider(collider, false);
1248
+ return true;
1249
+ } catch (error) {
1250
+ console.error('Failed to remove direct physics body:', error);
1251
+ return false;
1252
+ }
1253
+ }
1254
+
1255
+ protected doGetBodyPosition(record: TRecord): THREE.Vector3 | null {
1256
+ const [rigidBody] = record;
1257
+
1258
+ try {
1259
+ const translation = rigidBody.translation();
1260
+ return new THREE.Vector3(translation.x, translation.y, translation.z);
1261
+ } catch (error) {
1262
+ console.error('Failed to get body position:', error);
1263
+ return null;
1264
+ }
1265
+ }
1266
+
1267
+ protected doGetBodyRotation(record: TRecord): THREE.Quaternion | null {
1268
+ const [rigidBody] = record;
1269
+
1270
+ try {
1271
+ const rotation = rigidBody.rotation();
1272
+ return new THREE.Quaternion(rotation.x, rotation.y, rotation.z, rotation.w);
1273
+ } catch (error) {
1274
+ console.error('Failed to get body rotation:', error);
1275
+ return null;
1276
+ }
1277
+ }
1278
+
1279
+ protected doSetBodyPosition(record: TRecord, position: THREE.Vector3): boolean {
1280
+ const [rigidBody] = record;
1281
+
1282
+ try {
1283
+ rigidBody.setTranslation({ x: position.x, y: position.y, z: position.z }, true);
1284
+ return true;
1285
+ } catch (error) {
1286
+ console.error('Failed to set body position:', error);
1287
+ return false;
1288
+ }
1289
+ }
1290
+
1291
+ protected doSetBodyRotation(record: TRecord, rotation: THREE.Quaternion): boolean {
1292
+ const [rigidBody] = record;
1293
+
1294
+ try {
1295
+ rigidBody.setRotation({ x: rotation.x, y: rotation.y, z: rotation.z, w: rotation.w }, true);
1296
+ return true;
1297
+ } catch (error) {
1298
+ console.error('Failed to set body rotation:', error);
1299
+ return false;
1300
+ }
1301
+ }
1302
+
1303
+ protected doApplyBodyImpulse(record: TRecord, impulse: THREE.Vector3, worldSpace: boolean): boolean {
1304
+ const [rigidBody] = record;
1305
+
1306
+ try {
1307
+ rigidBody.applyImpulse({ x: impulse.x, y: impulse.y, z: impulse.z }, worldSpace);
1308
+ return true;
1309
+ } catch (error) {
1310
+ console.error('Failed to apply body impulse:', error);
1311
+ return false;
1312
+ }
1313
+ }
1314
+
1315
+ protected doSetBodyEnabled(record: TRecord, enabled: boolean): boolean {
1316
+ const [rigidBody] = record;
1317
+
1318
+ try {
1319
+ rigidBody.setEnabled(enabled);
1320
+ return true;
1321
+ } catch (error) {
1322
+ console.error('Failed to set body enabled state:', error);
1323
+ return false;
1324
+ }
1325
+ }
1326
+
1327
+ private buildHitTestResult(origin: THREE.Vector3, direction: THREE.Vector3, intersection: RAPIER.RayColliderIntersection): HitTestResult {
1328
+ const hitComponent = this.colliderToComponent.get(intersection.collider.handle) ?? null;
1329
+ return {
1330
+ origin: origin,
1331
+ direction: direction,
1332
+ hitLocation: origin.clone().add(direction.clone().multiplyScalar(intersection.timeOfImpact)),
1333
+ hitNormal: new THREE.Vector3(intersection.normal.x, intersection.normal.y, intersection.normal.z),
1334
+ hitComponent: hitComponent,
1335
+ hitActor: hitComponent?.getActor() ?? null,
1336
+ };
1337
+ }
1338
+
1339
+ public override performHitTest(options: HitTestOptions): HitTestResult[] {
1340
+ const world = this.world!;
1341
+ const ray = new RAPIER.Ray(
1342
+ { x: options.origin.x, y: options.origin.y, z: options.origin.z },
1343
+ { x: options.direction.x, y: options.direction.y, z: options.direction.z }
1344
+ );
1345
+
1346
+ const groups = options.collisionProfile ? this.getCollisionGroups(options.collisionProfile) : undefined;
1347
+
1348
+ const filterPredicate = (collider: RAPIER.Collider) => {
1349
+ if (options.ignoredActors || options.ignoredComponents) {
1350
+ const component = this.colliderToComponent.get(collider.handle);
1351
+ if (!component) {
1352
+ return false;
1353
+ }
1354
+ if (options.ignoredActors && options.ignoredActors.includes(component.getActor()!)) {
1355
+ return false;
1356
+ }
1357
+ if (options.ignoredComponents && options.ignoredComponents.includes(component)) {
1358
+ return false;
1359
+ }
1360
+ }
1361
+ return true;
1362
+ };
1363
+
1364
+ const results: HitTestResult[] = [];
1365
+
1366
+ if (options.stopOnFirstHit) {
1367
+ const intersection = world.castRayAndGetNormal(ray, options.maxDistance, true, RAPIER.QueryFilterFlags.EXCLUDE_SENSORS, groups, undefined, undefined, filterPredicate);
1368
+ if (intersection) {
1369
+ results.push(this.buildHitTestResult(options.origin, options.direction, intersection));
1370
+ }
1371
+ } else {
1372
+ world.intersectionsWithRay(ray, options.maxDistance, true, (intersect: RAPIER.RayColliderIntersection) => {
1373
+ results.push(this.buildHitTestResult(options.origin, options.direction, intersect));
1374
+ return true;
1375
+ }, RAPIER.QueryFilterFlags.EXCLUDE_SENSORS, groups, undefined, undefined, filterPredicate);
1376
+ }
1377
+
1378
+ return results;
1379
+ }
1380
+
1381
+ // Vehicle controller implementation
1382
+
1383
+ public override createVehicle(movementComponent: BasePawnMovementComponent, chassisComponent: PrimitiveComponent): IPhysicsVehicle | null {
1384
+ if (!this.world) return null;
1385
+
1386
+ // Get the chassis physics record
1387
+ const chassisRecords = this.bodies.get(chassisComponent);
1388
+ if (!chassisRecords || chassisRecords.length !== 1) {
1389
+ console.error('VehicleController: Chassis component not found in physics simulation');
1390
+ return null;
1391
+ }
1392
+
1393
+ if (this.vehicles.has(movementComponent)) {
1394
+ console.error('VehicleController: Vehicle controller already exists for component:', movementComponent.getPathName());
1395
+ return null;
1396
+ }
1397
+
1398
+ try {
1399
+ // Create the vehicle controller using Rapier's DynamicRayCastVehicleController
1400
+ const chassisRecord = chassisRecords[0];
1401
+ const chassisBody = chassisRecord[0];
1402
+
1403
+ // Create and return the physics vehicle interface
1404
+ const vehicle = new RapierVehicle({
1405
+ world: this.world,
1406
+ chassis: chassisBody,
1407
+ });
1408
+
1409
+ // Store the record for cleanup purposes
1410
+ this.vehicles.set(movementComponent, vehicle);
1411
+
1412
+ console.log('VehicleController: Created vehicle controller for component:', movementComponent.getPathName());
1413
+ return vehicle;
1414
+ } catch (error) {
1415
+ console.error('VehicleController: Failed to create vehicle controller:', error);
1416
+ return null;
1417
+ }
1418
+ }
1419
+ }