@downdraft/engine 0.0.0 → 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (907) hide show
  1. package/app/src/index.ts +10 -0
  2. package/app/src/renderer/bootstrap.ts +271 -0
  3. package/app/src/renderer/downdraft-base.css +93 -0
  4. package/app/src/renderer/feature-log.ts +200 -0
  5. package/app/src/renderer/game-module.ts +923 -0
  6. package/app/src/renderer/hooks.ts +88 -0
  7. package/app/src/renderer/hot-reload.ts +178 -0
  8. package/app/src/renderer/import-cache.ts +88 -0
  9. package/app/src/renderer/index.ts +206 -0
  10. package/app/src/renderer/mcp-harness.ts +144 -0
  11. package/app/src/renderer/save-store-factory.ts +239 -0
  12. package/app/src/renderer/sim-bridge.ts +183 -0
  13. package/app/src/renderer/standard-automation-tools.ts +771 -0
  14. package/app/src/shared/feature-log.ts +71 -0
  15. package/app/src/shared/gpu-info.ts +82 -0
  16. package/app/src/shared/import-cache-store.ts +142 -0
  17. package/app/src/shared/index.ts +6 -0
  18. package/app/src/shared/mcp-discovery.ts +47 -0
  19. package/app/src/shared/mcp-proxy.ts +82 -0
  20. package/app/src/shared/types.ts +324 -0
  21. package/asset-bake/src/bake-audio.ts +119 -0
  22. package/asset-bake/src/bake-gltf.ts +172 -0
  23. package/asset-bake/src/bake.ts +78 -0
  24. package/asset-bake/src/cache.ts +188 -0
  25. package/asset-bake/src/config.ts +186 -0
  26. package/asset-bake/src/index.ts +36 -0
  27. package/core/src/animation/animation-event.ts +41 -0
  28. package/core/src/animation/bone-mask.ts +122 -0
  29. package/core/src/animation/clip.ts +252 -0
  30. package/core/src/animation/index.ts +22 -0
  31. package/core/src/animation/mixamo.ts +113 -0
  32. package/core/src/animation/morph-target.ts +69 -0
  33. package/core/src/animation/player.ts +697 -0
  34. package/core/src/animation/retarget.ts +158 -0
  35. package/core/src/animation/skeleton-animator.ts +1399 -0
  36. package/core/src/animation/skeleton.ts +214 -0
  37. package/core/src/animation/state-machine.ts +280 -0
  38. package/core/src/assets/blob-store.ts +66 -0
  39. package/core/src/assets/cache.ts +186 -0
  40. package/core/src/assets/cubemap-converter.ts +155 -0
  41. package/core/src/assets/environment-manager.ts +121 -0
  42. package/core/src/assets/import-cache.ts +65 -0
  43. package/core/src/assets/import-settings.ts +72 -0
  44. package/core/src/assets/importer.ts +108 -0
  45. package/core/src/assets/index.ts +74 -0
  46. package/core/src/assets/irradiance-generator.ts +198 -0
  47. package/core/src/assets/loader-audio.ts +86 -0
  48. package/core/src/assets/loader-cubemap.ts +211 -0
  49. package/core/src/assets/loader-dds.ts +236 -0
  50. package/core/src/assets/loader-hdr.ts +474 -0
  51. package/core/src/assets/loader-mesh.ts +143 -0
  52. package/core/src/assets/loader-shader.ts +73 -0
  53. package/core/src/assets/loader-texture.ts +349 -0
  54. package/core/src/assets/lod.ts +198 -0
  55. package/core/src/assets/manager.ts +480 -0
  56. package/core/src/assets/manifest.ts +81 -0
  57. package/core/src/assets/material-bridge.ts +186 -0
  58. package/core/src/assets/model-importer.ts +72 -0
  59. package/core/src/assets/model-normalizer.ts +248 -0
  60. package/core/src/assets/model-to-gpu.ts +70 -0
  61. package/core/src/assets/model-to-mesh.ts +237 -0
  62. package/core/src/assets/prefilter-generator.ts +250 -0
  63. package/core/src/audio/engine.ts +177 -0
  64. package/core/src/audio/interface.ts +130 -0
  65. package/core/src/audio/listener.ts +32 -0
  66. package/core/src/audio/mixer.ts +141 -0
  67. package/core/src/audio/registry.ts +52 -0
  68. package/core/src/audio/sab.ts +87 -0
  69. package/core/src/audio/source.ts +89 -0
  70. package/core/src/change-detection/atomics.ts +1 -0
  71. package/core/src/change-detection/tracker.ts +47 -0
  72. package/core/src/debug-draw/lines.ts +64 -0
  73. package/core/src/debug-draw/points.ts +17 -0
  74. package/core/src/debug-draw/queue.ts +124 -0
  75. package/core/src/debug-draw/text.ts +25 -0
  76. package/core/src/ecs/archetype.ts +323 -0
  77. package/core/src/ecs/component.ts +188 -0
  78. package/core/src/ecs/entity.ts +25 -0
  79. package/core/src/ecs/events.ts +93 -0
  80. package/core/src/ecs/hierarchy.ts +124 -0
  81. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  82. package/core/src/ecs/index.ts +25 -0
  83. package/core/src/ecs/query.ts +141 -0
  84. package/core/src/ecs/resource.ts +8 -0
  85. package/core/src/ecs/schedule.ts +181 -0
  86. package/core/src/ecs/system-params.ts +99 -0
  87. package/core/src/ecs/system.ts +42 -0
  88. package/core/src/ecs/world.ts +348 -0
  89. package/core/src/index.ts +352 -0
  90. package/core/src/input/context.ts +73 -0
  91. package/core/src/input/dom-handler.ts +380 -0
  92. package/core/src/input/local-player-manager.ts +218 -0
  93. package/core/src/input/mapping.ts +40 -0
  94. package/core/src/input/multi-sab-bridge.ts +276 -0
  95. package/core/src/input/multi-state.ts +54 -0
  96. package/core/src/input/sab-bridge.ts +71 -0
  97. package/core/src/input/state.ts +132 -0
  98. package/core/src/input/ui-router.ts +87 -0
  99. package/core/src/library/host.ts +317 -0
  100. package/core/src/library/index.ts +16 -0
  101. package/core/src/library/library.ts +292 -0
  102. package/core/src/material/compiler.ts +80 -0
  103. package/core/src/material/graph-bridge.ts +172 -0
  104. package/core/src/material/index.ts +9 -0
  105. package/core/src/material/library.ts +442 -0
  106. package/core/src/material/material.ts +156 -0
  107. package/core/src/material/variants.ts +61 -0
  108. package/core/src/math/mat4.ts +202 -0
  109. package/core/src/math/perlin-noise-2d.ts +77 -0
  110. package/core/src/math/perlin-noise-3d.ts +110 -0
  111. package/core/src/math/quat.ts +33 -0
  112. package/core/src/math/rng.ts +29 -0
  113. package/core/src/math/trig.ts +47 -0
  114. package/core/src/math/value-noise.ts +67 -0
  115. package/core/src/mesh/builder.ts +177 -0
  116. package/core/src/mesh/csg.ts +312 -0
  117. package/core/src/mesh/greased-line.ts +145 -0
  118. package/core/src/mesh/mesh.ts +17 -0
  119. package/core/src/mesh/parametric.ts +501 -0
  120. package/core/src/mesh/skinning.ts +67 -0
  121. package/core/src/mesh/vertex-layout.ts +91 -0
  122. package/core/src/module/cross-thread.ts +163 -0
  123. package/core/src/module/diagnostics.ts +123 -0
  124. package/core/src/module/host.ts +451 -0
  125. package/core/src/module/index.ts +22 -0
  126. package/core/src/module/module.ts +109 -0
  127. package/core/src/module/registry.ts +94 -0
  128. package/core/src/module/renderer-module.ts +247 -0
  129. package/core/src/module/ts-loader.ts +26 -0
  130. package/core/src/particles/compute-pass.ts +378 -0
  131. package/core/src/particles/emitter.ts +156 -0
  132. package/core/src/particles/index.ts +11 -0
  133. package/core/src/particles/particle-data.ts +47 -0
  134. package/core/src/particles/render-pass.ts +365 -0
  135. package/core/src/particles/simulator.ts +264 -0
  136. package/core/src/particles/system.ts +193 -0
  137. package/core/src/physics/body.ts +59 -0
  138. package/core/src/physics/ccd-heuristic.ts +55 -0
  139. package/core/src/physics/character.ts +282 -0
  140. package/core/src/physics/collider.ts +55 -0
  141. package/core/src/physics/collision-system.ts +91 -0
  142. package/core/src/physics/events.ts +133 -0
  143. package/core/src/physics/index.ts +34 -0
  144. package/core/src/physics/interface.ts +473 -0
  145. package/core/src/physics/interpolation-buffer.ts +192 -0
  146. package/core/src/physics/lifecycle.ts +87 -0
  147. package/core/src/physics/load-shedder.ts +164 -0
  148. package/core/src/physics/physics-accumulator.ts +101 -0
  149. package/core/src/physics/physics-system.ts +240 -0
  150. package/core/src/physics/ragdoll-presets.ts +272 -0
  151. package/core/src/physics/ragdoll-system.ts +220 -0
  152. package/core/src/physics/ragdoll.ts +182 -0
  153. package/core/src/physics/raycast.ts +143 -0
  154. package/core/src/physics/realm-manager.ts +499 -0
  155. package/core/src/physics/realm-worker-pool.ts +191 -0
  156. package/core/src/physics/realm-worker.ts +102 -0
  157. package/core/src/physics/realm.ts +189 -0
  158. package/core/src/physics/registry.ts +52 -0
  159. package/core/src/physics/safety.ts +247 -0
  160. package/core/src/physics/snapshot-manager.ts +141 -0
  161. package/core/src/physics/worker-protocol.ts +30 -0
  162. package/core/src/platform/bun-preload.ts +169 -0
  163. package/core/src/platform/css-stub.ts +4 -0
  164. package/core/src/platform/glob-polyfill.ts +124 -0
  165. package/core/src/platform/hidpi.ts +57 -0
  166. package/core/src/platform/render-surface.ts +77 -0
  167. package/core/src/platform/rpc.ts +98 -0
  168. package/core/src/platform/runtime.ts +123 -0
  169. package/core/src/plugin/context.ts +364 -0
  170. package/core/src/plugin/diagnostics.ts +61 -0
  171. package/core/src/plugin/discovery.ts +186 -0
  172. package/core/src/plugin/extension-loaders.ts +172 -0
  173. package/core/src/plugin/host.ts +659 -0
  174. package/core/src/plugin/index.ts +106 -0
  175. package/core/src/plugin/loader-asset.ts +124 -0
  176. package/core/src/plugin/loader-quickjs.ts +84 -0
  177. package/core/src/plugin/loader-wasm.ts +411 -0
  178. package/core/src/plugin/loader-worker.ts +261 -0
  179. package/core/src/plugin/manifest.ts +653 -0
  180. package/core/src/plugin/material-registry.ts +65 -0
  181. package/core/src/plugin/mcp-tools.ts +165 -0
  182. package/core/src/plugin/permissions.ts +175 -0
  183. package/core/src/plugin/quickjs-bridge.ts +294 -0
  184. package/core/src/plugin/registry.ts +107 -0
  185. package/core/src/plugin/sandbox-shim.ts +86 -0
  186. package/core/src/plugin/sandbox-worker.ts +215 -0
  187. package/core/src/plugin/wasm-abi.ts +152 -0
  188. package/core/src/plugin/wasm-worker.ts +229 -0
  189. package/core/src/plugin/workshop.ts +169 -0
  190. package/core/src/profiling/event-loop.ts +180 -0
  191. package/core/src/profiling/index.ts +69 -0
  192. package/core/src/profiling/iops/idb-patch.ts +242 -0
  193. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  194. package/core/src/profiling/profiling-sab.ts +839 -0
  195. package/core/src/profiling/task-latency.ts +134 -0
  196. package/core/src/profiling/thread-metrics.ts +126 -0
  197. package/core/src/profiling/trace-event-writer.ts +205 -0
  198. package/core/src/profiling/warnings.ts +423 -0
  199. package/core/src/profiling/worker-prelude.ts +376 -0
  200. package/core/src/render/bind-group.ts +38 -0
  201. package/core/src/render/bindless/bindless-struct.ts +42 -0
  202. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  203. package/core/src/render/bindless/frame-bindings.ts +176 -0
  204. package/core/src/render/bindless/index.ts +10 -0
  205. package/core/src/render/bindless/material-manager.ts +257 -0
  206. package/core/src/render/bindless/texture-registry.ts +609 -0
  207. package/core/src/render/buffer.ts +82 -0
  208. package/core/src/render/camera-2d.ts +217 -0
  209. package/core/src/render/camera-controller.ts +440 -0
  210. package/core/src/render/camera.ts +409 -0
  211. package/core/src/render/canvas-resize-watcher.ts +46 -0
  212. package/core/src/render/compute-kernel.ts +172 -0
  213. package/core/src/render/constants.ts +2 -0
  214. package/core/src/render/device.ts +111 -0
  215. package/core/src/render/frame-graph.ts +768 -0
  216. package/core/src/render/frustum.ts +185 -0
  217. package/core/src/render/fullscreen-vs.ts +25 -0
  218. package/core/src/render/g-buffer.ts +186 -0
  219. package/core/src/render/game-renderer.ts +1452 -0
  220. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  221. package/core/src/render/gpu-driven/hzb.ts +215 -0
  222. package/core/src/render/gpu-driven/index.ts +7 -0
  223. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  224. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  225. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  226. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  227. package/core/src/render/gpu-utils.ts +96 -0
  228. package/core/src/render/hdr.ts +88 -0
  229. package/core/src/render/hot-reload.ts +295 -0
  230. package/core/src/render/ibl-bind-group.ts +266 -0
  231. package/core/src/render/ibl.ts +180 -0
  232. package/core/src/render/index.ts +163 -0
  233. package/core/src/render/input-manager.ts +259 -0
  234. package/core/src/render/lighting/area-light.ts +196 -0
  235. package/core/src/render/lighting/cluster-grid.ts +288 -0
  236. package/core/src/render/lighting/cluster-types.ts +193 -0
  237. package/core/src/render/lighting/ies-parser.ts +162 -0
  238. package/core/src/render/lighting.ts +454 -0
  239. package/core/src/render/material-types/depth.wgsl +44 -0
  240. package/core/src/render/material-types/line.wgsl +50 -0
  241. package/core/src/render/material-types/matcap.wgsl +51 -0
  242. package/core/src/render/material-types/normal.wgsl +41 -0
  243. package/core/src/render/material-types/physical.wgsl +152 -0
  244. package/core/src/render/material-types/sprite.wgsl +46 -0
  245. package/core/src/render/material-types/sss.wgsl +79 -0
  246. package/core/src/render/material-types/toon.wgsl +79 -0
  247. package/core/src/render/passes/README.md +121 -0
  248. package/core/src/render/passes/atmosphere.ts +152 -0
  249. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  250. package/core/src/render/passes/csm.ts +408 -0
  251. package/core/src/render/passes/cubemap-capture.ts +114 -0
  252. package/core/src/render/passes/debug-viz.ts +278 -0
  253. package/core/src/render/passes/debug.ts +538 -0
  254. package/core/src/render/passes/decal-mesh.ts +111 -0
  255. package/core/src/render/passes/decal-pass.ts +377 -0
  256. package/core/src/render/passes/deferred-lighting.ts +434 -0
  257. package/core/src/render/passes/depth-prepass.ts +163 -0
  258. package/core/src/render/passes/dome-360.ts +83 -0
  259. package/core/src/render/passes/fluid-render.ts +137 -0
  260. package/core/src/render/passes/gi-types.ts +118 -0
  261. package/core/src/render/passes/graph-compute.ts +300 -0
  262. package/core/src/render/passes/greased-line-pass.ts +232 -0
  263. package/core/src/render/passes/morph-target.ts +40 -0
  264. package/core/src/render/passes/opaque.ts +1028 -0
  265. package/core/src/render/passes/point-light-shadow.ts +266 -0
  266. package/core/src/render/passes/procedural-texture.ts +185 -0
  267. package/core/src/render/passes/reflection-probe.ts +140 -0
  268. package/core/src/render/passes/rsm-pass.ts +248 -0
  269. package/core/src/render/passes/sdf-text.ts +155 -0
  270. package/core/src/render/passes/shadow-map.ts +163 -0
  271. package/core/src/render/passes/shadow.ts +220 -0
  272. package/core/src/render/passes/skinning-vs.ts +121 -0
  273. package/core/src/render/passes/skinning.ts +326 -0
  274. package/core/src/render/passes/sky-dome.ts +404 -0
  275. package/core/src/render/passes/skybox.ts +162 -0
  276. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  277. package/core/src/render/passes/terrain.ts +326 -0
  278. package/core/src/render/passes/transparent.ts +353 -0
  279. package/core/src/render/passes/underwater-fog.ts +185 -0
  280. package/core/src/render/passes/video-texture.ts +79 -0
  281. package/core/src/render/passes/volumetric-pass.ts +312 -0
  282. package/core/src/render/passes/volumetric-types.ts +171 -0
  283. package/core/src/render/passes/water.ts +753 -0
  284. package/core/src/render/pbr.ts +296 -0
  285. package/core/src/render/pipeline.ts +52 -0
  286. package/core/src/render/render-pass.ts +30 -0
  287. package/core/src/render/renderer-input-bus.ts +220 -0
  288. package/core/src/render/renderer-module-host.ts +623 -0
  289. package/core/src/render/resource-tracker.ts +67 -0
  290. package/core/src/render/sab-canvas-overlay.ts +122 -0
  291. package/core/src/render/shader-validator.ts +200 -0
  292. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  293. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  294. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  295. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  296. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  297. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  298. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  299. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  300. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  301. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  302. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  303. package/core/src/render/skybox.ts +146 -0
  304. package/core/src/render/splitscreen.ts +85 -0
  305. package/core/src/render/surface.ts +78 -0
  306. package/core/src/render/tonemap.ts +180 -0
  307. package/core/src/render/tracked-render-pass.ts +158 -0
  308. package/core/src/render/viewport.ts +109 -0
  309. package/core/src/render/wgsl-hmr.ts +70 -0
  310. package/core/src/sab/core-input-channel.ts +23 -0
  311. package/core/src/sab/define.ts +239 -0
  312. package/core/src/sab/errors.ts +76 -0
  313. package/core/src/sab/game-input.ts +343 -0
  314. package/core/src/sab/gamepad-devices.ts +259 -0
  315. package/core/src/sab/grid-buffer.ts +117 -0
  316. package/core/src/sab/input.ts +55 -0
  317. package/core/src/sab/layout.ts +219 -0
  318. package/core/src/sab/multi-input-channel.ts +50 -0
  319. package/core/src/sab/record-buffer.ts +155 -0
  320. package/core/src/sab/sab-polyfill.ts +56 -0
  321. package/core/src/sab/sim-channel.ts +453 -0
  322. package/core/src/sab/slot-buffer.ts +190 -0
  323. package/core/src/sab/types.ts +158 -0
  324. package/core/src/safety/bounds.ts +76 -0
  325. package/core/src/safety/json.ts +80 -0
  326. package/core/src/safety/path.ts +167 -0
  327. package/core/src/save/binary-format.ts +117 -0
  328. package/core/src/save/game-save-system.ts +161 -0
  329. package/core/src/save/grid-save-system.ts +158 -0
  330. package/core/src/save/migrate.ts +44 -0
  331. package/core/src/save/migration-registry.ts +94 -0
  332. package/core/src/save/persist-types.ts +208 -0
  333. package/core/src/save/schema.ts +46 -0
  334. package/core/src/save/serializer.ts +180 -0
  335. package/core/src/scene/builder.ts +65 -0
  336. package/core/src/scene/camera.ts +142 -0
  337. package/core/src/scene/checkpoint.ts +109 -0
  338. package/core/src/scene/game-loop.ts +198 -0
  339. package/core/src/scene/index.ts +24 -0
  340. package/core/src/scene/layer.ts +6 -0
  341. package/core/src/scene/prefab.ts +145 -0
  342. package/core/src/scene/scene-manager.ts +157 -0
  343. package/core/src/scene/scene.ts +192 -0
  344. package/core/src/scene/sky.ts +256 -0
  345. package/core/src/scene/spatial-grid.ts +176 -0
  346. package/core/src/scene/streaming.ts +304 -0
  347. package/core/src/scene/vegetation.ts +163 -0
  348. package/core/src/scene/world.ts +89 -0
  349. package/core/src/scripting/binding.ts +129 -0
  350. package/core/src/scripting/hot-reload.ts +144 -0
  351. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,473 @@
1
+ import type { Entity } from "../ecs/entity";
2
+ export type { Entity };
3
+
4
+ export type BodyType = "static" | "dynamic" | "kinematic";
5
+
6
+ export type ColliderShape =
7
+ | { type: "box"; halfExtents: [number, number, number] }
8
+ | { type: "sphere"; radius: number }
9
+ | { type: "capsule"; halfHeight: number; radius: number }
10
+ | { type: "mesh"; vertices: Float32Array; indices: Uint32Array }
11
+ | { type: "convex"; vertices: Float32Array }
12
+ | { type: "heightfield"; nrows: number; ncols: number; heights: Float32Array; scale: [number, number, number] };
13
+
14
+ /**
15
+ * Opaque public handle for a physics body. Games never see raw backend/Rapier
16
+ * handles — all state access goes through validated `PhysicsBackend`/API methods
17
+ * keyed by this handle. `id` is unique within the owning `realmId`.
18
+ */
19
+ export interface PhysicsBody {
20
+ readonly id: number;
21
+ readonly realmId: number;
22
+ readonly entity: Entity;
23
+ }
24
+
25
+ export interface RaycastResult {
26
+ entity: Entity;
27
+ point: [number, number, number];
28
+ normal: [number, number, number];
29
+ distance: number;
30
+ }
31
+
32
+ export interface ShapeCastResult extends RaycastResult {
33
+ hitFraction: number;
34
+ }
35
+
36
+ export interface BodyDesc {
37
+ type: BodyType;
38
+ position: [number, number, number];
39
+ rotation: [number, number, number, number];
40
+ linearVelocity?: [number, number, number];
41
+ angularVelocity?: [number, number, number];
42
+ gravityScale?: number;
43
+ mass?: number;
44
+ linearDamping?: number;
45
+ angularDamping?: number;
46
+ ccdEnabled?: boolean;
47
+ canSleep?: boolean;
48
+ sleeping?: boolean;
49
+ lockedAxes?: {
50
+ translation?: [boolean, boolean, boolean];
51
+ rotation?: [boolean, boolean, boolean];
52
+ };
53
+ }
54
+
55
+ export interface ColliderDesc {
56
+ shape: ColliderShape;
57
+ friction?: number;
58
+ restitution?: number;
59
+ density?: number;
60
+ sensor?: boolean;
61
+ collisionGroups?: number;
62
+ solverGroups?: number;
63
+ /** Local translation of the collider relative to the parent body. */
64
+ translation?: [number, number, number];
65
+ /** Local rotation of the collider relative to the parent body (quaternion). */
66
+ rotation?: [number, number, number, number];
67
+ }
68
+
69
+ export interface ContactManifold {
70
+ entityA: Entity;
71
+ entityB: Entity;
72
+ normal: [number, number, number];
73
+ points: Array<[number, number, number]>;
74
+ penetrationDepth: number;
75
+ }
76
+
77
+ /** Sensor intersection pair (no contact manifold — sensors report overlap only). */
78
+ export interface IntersectionPair {
79
+ entityA: Entity;
80
+ entityB: Entity;
81
+ }
82
+
83
+ // ---------------------------------------------------------------------------
84
+ // Realm tiers
85
+ // ---------------------------------------------------------------------------
86
+
87
+ /**
88
+ * Realm tier enum. Lower numeric value = higher fidelity (more frequent ticks,
89
+ * more solver iterations). Realm separation is the only mechanism for differing
90
+ * per-body update frequencies within Rapier (a single `World` has one tick rate).
91
+ */
92
+ export enum RealmTier {
93
+ Near = 0,
94
+ Mid = 1,
95
+ Far = 2,
96
+ }
97
+
98
+ /**
99
+ * Per-tier quality + LOD transfer configuration. Orthogonal LOD axes:
100
+ * - `tickFrequency`: how often the realm steps (1 = every frame).
101
+ * - `solverIterations`: Rapier `IntegrationParameters.numSolverIterations`.
102
+ * - `promoteThreshold`/`demoteThreshold`: hysteresis band for tier transfers.
103
+ * `demoteThreshold` must be >= `promoteThreshold` to prevent boundary thrash.
104
+ */
105
+ export interface RealmTierConfig {
106
+ tickFrequency: number;
107
+ solverIterations: number;
108
+ /** Distance below which a body promotes to the next-higher tier (immediate). */
109
+ promoteThreshold: number;
110
+ /** Distance above which a body is eligible to demote (must be >= promoteThreshold). */
111
+ demoteThreshold: number;
112
+ /** Seconds continuously outside the demote threshold before demotion fires. */
113
+ demoteDwellTime: number;
114
+ }
115
+
116
+ export interface PhysicsRealmConfig {
117
+ id: number;
118
+ name: string;
119
+ tier: RealmTier;
120
+ gravity: [number, number, number];
121
+ /** Per-tier LOD config (tick frequency, solver iterations, transfer thresholds). */
122
+ tierConfig: RealmTierConfig;
123
+ integrationParams?: {
124
+ dt?: number;
125
+ maxSubSteps?: number;
126
+ erp?: number;
127
+ cfm?: number;
128
+ numSolverIterations?: number;
129
+ };
130
+ broadphase?: "sap" | "grid";
131
+ broadphaseSize?: [number, number, number];
132
+ }
133
+
134
+ export interface CharacterControllerDesc {
135
+ offset: [number, number, number];
136
+ radius: number;
137
+ halfHeight: number;
138
+ slide: boolean;
139
+ autostep: {
140
+ enabled: boolean;
141
+ minWidth: number;
142
+ maxHeight: number;
143
+ };
144
+ maxSlope: number;
145
+ minSlopeSlide: number;
146
+ snapToGround: number;
147
+ /** If false, the character controller won't apply impulses to dynamic bodies (default: false). */
148
+ applyImpulsesToDynamicBodies: boolean;
149
+ /** Collision groups for the character's collider. */
150
+ collisionGroups?: number;
151
+ /**
152
+ * If set, create a parentless collider (no rigid body) at this position
153
+ * and use it for the character controller. If unset, the controller uses
154
+ * the first collider of the entity's body.
155
+ */
156
+ parentless?: {
157
+ position: [number, number, number];
158
+ collisionGroups?: number;
159
+ };
160
+ }
161
+
162
+ export interface CharacterControllerHandle {
163
+ realmId: number;
164
+ controllerId: number;
165
+ entity: Entity;
166
+ }
167
+
168
+ export interface CharacterCollisionInfo {
169
+ /** Entity of the body the character collided with (if resolvable). */
170
+ entity: Entity | null;
171
+ /** Entity type (for debug labeling). */
172
+ entityType?: number;
173
+ /** Entity ID (for debug labeling). */
174
+ entityId?: number;
175
+ }
176
+
177
+ export interface CharacterMoveResult {
178
+ grounded: boolean;
179
+ groundNormal: [number, number, number];
180
+ groundEntity: Entity | null;
181
+ slid: boolean;
182
+ stepped: boolean;
183
+ effectiveMovement: [number, number, number];
184
+ /** Collision details for debug/logging (empty if no collisions). */
185
+ collisions: CharacterCollisionInfo[];
186
+ }
187
+
188
+ export type JointType = "cone-twist" | "fixed" | "revolute" | "prismatic";
189
+
190
+ export interface JointDesc {
191
+ type: JointType;
192
+ anchorA: [number, number, number];
193
+ anchorB: [number, number, number];
194
+ coneAngle?: number;
195
+ twistAngle?: number;
196
+ axis?: [number, number, number];
197
+ limits?: { min: number; max: number };
198
+ }
199
+
200
+ // ---------------------------------------------------------------------------
201
+ // Islands (load shedding)
202
+ // ---------------------------------------------------------------------------
203
+
204
+ /**
205
+ * A connected contact island. Rapier sleeps/freezes touching bodies as a group,
206
+ * so load shedding must freeze whole islands, not individual bodies.
207
+ */
208
+ export interface IslandInfo {
209
+ bodyIds: number[];
210
+ maxImportance: number;
211
+ avgVelocity: number;
212
+ }
213
+
214
+ // ---------------------------------------------------------------------------
215
+ // Hooks (multiplayer / snapshots)
216
+ // ---------------------------------------------------------------------------
217
+
218
+ /**
219
+ * Per-body importance weight used to decide freeze order under load (lower =
220
+ * frozen first). `flags` is a game-defined bitmask for custom prioritization.
221
+ */
222
+ export interface ImportanceWeight {
223
+ weight: number;
224
+ flags?: number;
225
+ }
226
+
227
+ /**
228
+ * Hook for customizing realm-transfer logic. Lets multiplayer/authoritative
229
+ * games override the default single-machine distance-based tier model.
230
+ */
231
+ export interface RealmTransferHook {
232
+ onPromote?(bodyId: number, fromTier: RealmTier, toTier: RealmTier): void;
233
+ onDemote?(bodyId: number, fromTier: RealmTier, toTier: RealmTier): void;
234
+ /** Override the default tier decision. Return null to keep the default. */
235
+ shouldTransfer?(bodyId: number, currentTier: RealmTier, distances: number[]): RealmTier | null;
236
+ }
237
+
238
+ /**
239
+ * Snapshot hooks for reconnect/late-join. The plugin provides serialization;
240
+ * games provide the networking transport and trigger these hooks.
241
+ */
242
+ export interface SnapshotHooks {
243
+ onSnapshot?(tier: RealmTier, data: Uint8Array, tick: number): void;
244
+ onRestore?(tier: RealmTier, tick: number): void;
245
+ onLateJoin?(playerId: string, snapshots: Map<RealmTier, Uint8Array>, tick: number): void;
246
+ onReconnect?(playerId: string, lastSeenTick: number, snapshots: Map<RealmTier, Uint8Array>, tick: number): void;
247
+ }
248
+
249
+ // ---------------------------------------------------------------------------
250
+ // Module config
251
+ // ---------------------------------------------------------------------------
252
+
253
+ export type PredictionMode = "server-authoritative" | "client-prediction";
254
+
255
+ export interface PhysicsModuleConfig {
256
+ gravity: [number, number, number];
257
+ fixedDt: number;
258
+ maxCatchUpSteps: number;
259
+ stepBudgetMs: number;
260
+ realmConfigs: {
261
+ near: RealmTierConfig;
262
+ mid: RealmTierConfig;
263
+ far: RealmTierConfig;
264
+ };
265
+ maxEntities: number;
266
+ /** Ticks between periodic internal finite-check sweeps (§6 backstop). */
267
+ nanSweepInterval: number;
268
+ /** Only sweep bodies whose speed exceeds this (skip stationary bulk). */
269
+ nanSweepVelocityThreshold: number;
270
+ /** Tunneling risk = speed*dt/colliderSize; enable CCD when above this. */
271
+ ccdTunnelingRatio: number;
272
+ /** Ticks between near-realm snapshots. */
273
+ snapshotInterval: number;
274
+ predictionMode: PredictionMode;
275
+ /** 0 = single-threaded (all realms on sim thread); N = worker pool size. */
276
+ workerCount: number;
277
+ /** If true, assert/throw on invalid input (dev builds). Shipped builds clamp+log. */
278
+ devMode: boolean;
279
+ /**
280
+ * If true, static bodies are duplicated into all three realms (default).
281
+ * If false, far-tier dynamic bodies are force-promoted on static contact.
282
+ */
283
+ duplicateStatics: boolean;
284
+ /**
285
+ * If true (default), `step()` extracts contact manifolds + intersection
286
+ * pairs after each physics step. Games that never read contacts/intersections
287
+ * (e.g. prop sandboxes) can set this to false to skip the expensive
288
+ * WASM↔JS callback traversal — ~43% of step time in such games.
289
+ */
290
+ extractContacts?: boolean;
291
+ /**
292
+ * If true (default), `step()` reads back all body transforms from WASM into
293
+ * the backend's cached body state after each step. Games that read transforms
294
+ * via the Raw scalar API (`getTranslationRaw`/`getLinearVelocityRaw`) or the
295
+ * bulk `readTransforms` buffer can set this to false to avoid redundant
296
+ * high-level API calls (each allocates wrapped RawVector/RawRotation objects).
297
+ */
298
+ readBackTransformsOnStep?: boolean;
299
+ }
300
+
301
+ export interface PhysicsStats {
302
+ bodyCount: number;
303
+ realmCounts: { near: number; mid: number; far: number };
304
+ frozenCount: number;
305
+ sleepingCount: number;
306
+ transfersThisFrame: number;
307
+ slipAmount: number;
308
+ overBudget: boolean;
309
+ tickCount: number;
310
+ }
311
+
312
+ // ---------------------------------------------------------------------------
313
+ // Backend interface (PhysicsBody-keyed; no raw handles leak)
314
+ // ---------------------------------------------------------------------------
315
+
316
+ export interface PhysicsBackend {
317
+ readonly name: string;
318
+ readonly version: string;
319
+
320
+ init?(): Promise<void>;
321
+
322
+ createRealm(config: PhysicsRealmConfig): number;
323
+ destroyRealm(realmId: number): void;
324
+ getRealmIds(): number[];
325
+
326
+ createBody(realmId: number, desc: BodyDesc, entity: Entity): PhysicsBody;
327
+ destroyBody(body: PhysicsBody): void;
328
+ setBodyType(body: PhysicsBody, type: BodyType): void;
329
+
330
+ addCollider(body: PhysicsBody, desc: ColliderDesc): number;
331
+ removeCollider(body: PhysicsBody, colliderId: number): void;
332
+ /** Set the world-space position of a collider (used for parentless character capsules). */
333
+ setColliderPosition(realmId: number, colliderId: number, pos: [number, number, number]): void;
334
+ /** Get the world-space position of a collider. */
335
+ getColliderPosition(realmId: number, colliderId: number): [number, number, number];
336
+
337
+ applyForce(body: PhysicsBody, force: [number, number, number]): void;
338
+ applyImpulse(body: PhysicsBody, impulse: [number, number, number]): void;
339
+ applyTorque(body: PhysicsBody, torque: [number, number, number]): void;
340
+ applyTorqueImpulse(body: PhysicsBody, impulse: [number, number, number]): void;
341
+ applyImpulseAtPoint(body: PhysicsBody, impulse: [number, number, number], point: [number, number, number]): void;
342
+
343
+ setLinearVelocity(body: PhysicsBody, vel: [number, number, number]): void;
344
+ getLinearVelocity(body: PhysicsBody): [number, number, number];
345
+ setAngularVelocity(body: PhysicsBody, vel: [number, number, number]): void;
346
+ getAngularVelocity(body: PhysicsBody): [number, number, number];
347
+
348
+ setPosition(body: PhysicsBody, pos: [number, number, number]): void;
349
+ getPosition(body: PhysicsBody): [number, number, number];
350
+ setRotation(body: PhysicsBody, rot: [number, number, number, number]): void;
351
+ getRotation(body: PhysicsBody): [number, number, number, number];
352
+
353
+ wakeUp(body: PhysicsBody): void;
354
+ isSleeping(body: PhysicsBody): boolean;
355
+
356
+ // -------------------------------------------------------------------------
357
+ // Raw fast paths — bypass safety validation, avoid JS object allocation.
358
+ // Callers MUST validate inputs themselves (finiteness, quaternion normalize).
359
+ // PhysicsBody-keyed — no raw Rapier handles leak. Use these in hot loops.
360
+ // -------------------------------------------------------------------------
361
+
362
+ /** Scalar setTranslation — avoids Vector3 alloc. */
363
+ setTranslationRaw(body: PhysicsBody, x: number, y: number, z: number, wakeUp: boolean): void;
364
+ /** Scalar setRotation — avoids Quaternion alloc. */
365
+ setRotationRaw(body: PhysicsBody, x: number, y: number, z: number, w: number, wakeUp: boolean): void;
366
+ /** Scalar getTranslation — writes into out[0..2], avoids alloc. */
367
+ getTranslationRaw(body: PhysicsBody, out: [number, number, number]): void;
368
+ /** Scalar getRotation (quaternion) — writes into out[0..3], avoids alloc. */
369
+ getRotationRaw(body: PhysicsBody, out: [number, number, number, number]): void;
370
+ /** Scalar getLinearVelocity — writes into out[0..2]. */
371
+ getLinearVelocityRaw(body: PhysicsBody, out: [number, number, number]): void;
372
+ /** Scalar setLinearVelocity. */
373
+ setLinearVelocityRaw(body: PhysicsBody, x: number, y: number, z: number, wakeUp: boolean): void;
374
+ /** Scalar setAngularVelocity. */
375
+ setAngularVelocityRaw(body: PhysicsBody, x: number, y: number, z: number, wakeUp: boolean): void;
376
+ /** Scalar sleeping check — single boolean, no alloc. */
377
+ isSleepingRaw(body: PhysicsBody): boolean;
378
+
379
+ /**
380
+ * Bulk readback of AWAKE bodies in a realm. Writes idsOut[i] = body.id and
381
+ * out[i*10 .. +9] = [pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w,
382
+ * linvel.x, linvel.y, linvel.z] for each awake body. Returns the number of
383
+ * bodies written (≤ maxCount). Sleeping bodies are excluded — they cannot
384
+ * move, so callers keep their last-synced values. One WASM→JS enumeration
385
+ * + raw scalar reads; replaces per-body isSleepingRaw checks in hot loops.
386
+ */
387
+ readAwakeBodyStates?(realmId: number, idsOut: Uint32Array, out: Float32Array, maxCount: number): number;
388
+
389
+ /**
390
+ * Swap a trimesh collider's shape in-place (avoids remove/create + broadphase
391
+ * re-insertion). Returns true if the swap succeeded, false if the backend
392
+ * doesn't support in-place swap (caller should fall back to remove+create).
393
+ */
394
+ swapColliderShapeRaw(realmId: number, colliderId: number, vertices: Float32Array, indices: Uint32Array): boolean;
395
+
396
+ /** Pre-allocate WASM heap (bytes). No-op if not supported. */
397
+ reserveMemory(bytes: number): void;
398
+
399
+ /** Set integration timestep on a realm. */
400
+ setIntegrationDt(realmId: number, dt: number): void;
401
+
402
+ /** Per-realm sleep thresholds for graceful degradation (load shedding first line). */
403
+ setSleepThresholds(realmId: number, linearThreshold: number, angularThreshold: number): void;
404
+ /** Per-realm solver iteration count (Rapier `IntegrationParameters.numSolverIterations`). */
405
+ setSolverIterations(realmId: number, iterations: number): void;
406
+ /** Per-realm minimum island size (smaller = islands sleep independently). */
407
+ setMinIslandSize?(realmId: number, size: number): void;
408
+ /** Per-body CCD (off by default globally; opt in via tunneling heuristic). */
409
+ setCCDEnabled(body: PhysicsBody, enabled: boolean): void;
410
+
411
+ raycast(
412
+ realmId: number,
413
+ origin: [number, number, number],
414
+ direction: [number, number, number],
415
+ maxDistance: number,
416
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
417
+ ): RaycastResult | null;
418
+
419
+ raycastMulti(
420
+ realmId: number,
421
+ origin: [number, number, number],
422
+ direction: [number, number, number],
423
+ maxDistance: number,
424
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
425
+ ): RaycastResult[];
426
+
427
+ shapeCast(
428
+ realmId: number,
429
+ shape: ColliderShape,
430
+ origin: [number, number, number],
431
+ rotation: [number, number, number, number],
432
+ direction: [number, number, number],
433
+ maxDistance: number,
434
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
435
+ ): ShapeCastResult | null;
436
+
437
+ step(realmId: number, dt: number): void;
438
+ stepAll(dt: number): void;
439
+
440
+ getContacts(realmId: number): ContactManifold[];
441
+
442
+ /** Sensor intersection pairs for the given realm (overlap-only, no contact manifold). */
443
+ getIntersections(realmId: number): IntersectionPair[];
444
+
445
+ /** Enumerate contact islands for island-aware load shedding. */
446
+ getIslands(realmId: number): IslandInfo[];
447
+
448
+ createCharacterController(realmId: number, desc: CharacterControllerDesc, entity: Entity): CharacterControllerHandle;
449
+ destroyCharacterController(handle: CharacterControllerHandle): void;
450
+ characterMove(handle: CharacterControllerHandle, desiredMovement: [number, number, number], dt: number): CharacterMoveResult;
451
+ /** Set the world position of a character controller's parentless collider. */
452
+ setCharacterColliderPosition(handle: CharacterControllerHandle, pos: [number, number, number]): void;
453
+
454
+ createJoint(realmId: number, parentBody: PhysicsBody, childBody: PhysicsBody, desc: JointDesc): number;
455
+ destroyJoint(realmId: number, jointId: number): void;
456
+
457
+ /**
458
+ * Bulk write ECS transforms → physics (kinematic/static bodies). One FFI pass.
459
+ * Buffer layout: [x,y,z, qx,qy,qz,qw, pad] × entityCount (8 floats per entity).
460
+ */
461
+ syncTransforms(realmId: number, transformBuffer: Float32Array, entityCount: number): void;
462
+ /**
463
+ * Bulk read physics transforms → buffer (one FFI pass, no per-entity allocation).
464
+ * Same layout as `syncTransforms`.
465
+ */
466
+ readTransforms(realmId: number, transformBuffer: Float32Array, entityCount: number): void;
467
+
468
+ /** Rapier `world.takeSnapshot()` — for reconnect/late-join. */
469
+ serializeRealm(realmId: number): Uint8Array;
470
+ deserializeRealm(realmId: number, data: Uint8Array): void;
471
+
472
+ destroy(): void;
473
+ }
@@ -0,0 +1,192 @@
1
+ import type { PhysicsBody } from "./interface";
2
+
3
+ /**
4
+ * Double-buffered interpolation buffer for smooth rendering between
5
+ * fixed-timestep physics ticks.
6
+ *
7
+ * Two preallocated `Float32Array` slots (`prev`, `curr`), each sized
8
+ * `maxEntities × 8` (pos.xyz + rot.xyzw + 1 pad). No per-entity per-frame
9
+ * allocation in the hot path.
10
+ *
11
+ * The rendered state is ~1 tick behind (no extrapolation): we interpolate
12
+ * between `prev` and `curr` using the accumulator's alpha.
13
+ */
14
+ export class InterpolationBuffer {
15
+ private maxEntities: number;
16
+ private prev: Float32Array;
17
+ private curr: Float32Array;
18
+ /** Map from entity index → slot offset in the buffer. */
19
+ private entityToSlot: Map<number, number> = new Map();
20
+ /** Reverse map: slot → entity index. */
21
+ private slotToEntity: Map<number, number> = new Map();
22
+ private nextSlot = 0;
23
+ /** Whether writeTick has been called at least once. */
24
+ private initialized: boolean = false;
25
+
26
+ constructor(maxEntities: number) {
27
+ this.maxEntities = maxEntities;
28
+ this.prev = new Float32Array(maxEntities * 8);
29
+ this.curr = new Float32Array(maxEntities * 8);
30
+ }
31
+
32
+ /**
33
+ * Assign a slot for an entity. Called when a body is registered.
34
+ * Returns the slot index, or -1 if capacity is exceeded.
35
+ */
36
+ assignSlot(entityIndex: number): number {
37
+ if (this.entityToSlot.has(entityIndex)) return this.entityToSlot.get(entityIndex)!;
38
+ if (this.nextSlot >= this.maxEntities) return -1;
39
+ const slot = this.nextSlot++;
40
+ this.entityToSlot.set(entityIndex, slot);
41
+ this.slotToEntity.set(slot, entityIndex);
42
+ return slot;
43
+ }
44
+
45
+ /**
46
+ * Release the slot for an entity. The slot is not reclaimed (simple
47
+ * bump allocator); call `resize` to compact if needed.
48
+ */
49
+ releaseSlot(entityIndex: number): void {
50
+ const slot = this.entityToSlot.get(entityIndex);
51
+ if (slot === undefined) return;
52
+ this.entityToSlot.delete(entityIndex);
53
+ this.slotToEntity.delete(slot);
54
+ }
55
+
56
+ /**
57
+ * Write the current tick's transforms into `curr`, then swap `prev ↔ curr`.
58
+ * Uses `readTransforms` from the backend (one FFI pass per realm).
59
+ *
60
+ * The caller provides a `readFn(realmId, buffer, count)` that delegates to
61
+ * `PhysicsBackend.readTransforms`.
62
+ */
63
+ writeTick(realmId: number, readFn: (realmId: number, buffer: Float32Array, count: number) => void, entityCount: number): void {
64
+ const count = Math.min(entityCount, this.maxEntities);
65
+ // On the first tick, copy data to both prev and curr so interpolation
66
+ // produces correct values instead of interpolating from zeros.
67
+ if (!this.initialized) {
68
+ readFn(realmId, this.curr, count);
69
+ this.prev.set(this.curr);
70
+ this.initialized = true;
71
+ return;
72
+ }
73
+ // Read into prev (reused as scratch), then swap so curr = new data
74
+ readFn(realmId, this.prev, count);
75
+ // Swap: the new data is in prev; we want curr = new, prev = old curr
76
+ const tmp = this.curr;
77
+ this.curr = this.prev;
78
+ this.prev = tmp;
79
+ }
80
+
81
+ /**
82
+ * Read interpolated transforms into `outBuffer`.
83
+ * Linear interpolation for position, nlerp for rotation quaternions.
84
+ * `alpha` is in [0, 1] — the fraction between prev and curr.
85
+ */
86
+ readInterpolated(alpha: number, outBuffer: Float32Array, entityCount: number): void {
87
+ const a = Math.max(0, Math.min(1, alpha));
88
+ const count = Math.min(entityCount, this.maxEntities);
89
+ const byteCount = count * 8;
90
+
91
+ // Fast paths: when alpha is 0 or 1, skip per-entity nlerp math entirely.
92
+ // alpha=1 is the most common case (render rate > sim rate → stalled at
93
+ // curr until the next tick arrives).
94
+ if (a >= 1) {
95
+ outBuffer.set(this.curr.subarray(0, byteCount));
96
+ return;
97
+ }
98
+ if (a <= 0) {
99
+ outBuffer.set(this.prev.subarray(0, byteCount));
100
+ return;
101
+ }
102
+
103
+ const invA = 1 - a;
104
+ for (let i = 0; i < count; i++) {
105
+ const offset = i * 8;
106
+ // Position: linear interp
107
+ outBuffer[offset] = this.prev[offset] * invA + this.curr[offset] * a;
108
+ outBuffer[offset + 1] = this.prev[offset + 1] * invA + this.curr[offset + 1] * a;
109
+ outBuffer[offset + 2] = this.prev[offset + 2] * invA + this.curr[offset + 2] * a;
110
+
111
+ // Rotation: nlerp (normalized lerp) — good enough for smooth visuals
112
+ const px = this.prev[offset + 3];
113
+ const py = this.prev[offset + 4];
114
+ const pz = this.prev[offset + 5];
115
+ const pw = this.prev[offset + 6];
116
+ const cx = this.curr[offset + 3];
117
+ const cy = this.curr[offset + 4];
118
+ const cz = this.curr[offset + 5];
119
+ const cw = this.curr[offset + 6];
120
+
121
+ // Choose the shorter arc (negate curr if dot < 0)
122
+ const dot = px * cx + py * cy + pz * cz + pw * cw;
123
+ const sign = dot < 0 ? -1 : 1;
124
+
125
+ let rx = px * invA + cx * a * sign;
126
+ let ry = py * invA + cy * a * sign;
127
+ let rz = pz * invA + cz * a * sign;
128
+ let rw = pw * invA + cw * a * sign;
129
+
130
+ // Normalize
131
+ const len = Math.sqrt(rx * rx + ry * ry + rz * rz + rw * rw);
132
+ if (len > 1e-9) {
133
+ rx /= len; ry /= len; rz /= len; rw /= len;
134
+ } else {
135
+ rx = 0; ry = 0; rz = 0; rw = 1;
136
+ }
137
+
138
+ outBuffer[offset + 3] = rx;
139
+ outBuffer[offset + 4] = ry;
140
+ outBuffer[offset + 5] = rz;
141
+ outBuffer[offset + 6] = rw;
142
+ // offset + 7 is padding (scale or unused)
143
+ outBuffer[offset + 7] = this.curr[offset + 7];
144
+ }
145
+ }
146
+
147
+ /**
148
+ * Reseed both prev and curr slots for a body (post-transfer).
149
+ * Writes identical values to avoid interpolation snap.
150
+ */
151
+ reseed(entityIndex: number, pos: [number, number, number], rot: [number, number, number, number], scale: number = 1): void {
152
+ const slot = this.entityToSlot.get(entityIndex);
153
+ if (slot === undefined) return;
154
+ const offset = slot * 8;
155
+ [this.prev, this.curr].forEach((buf) => {
156
+ buf[offset] = pos[0];
157
+ buf[offset + 1] = pos[1];
158
+ buf[offset + 2] = pos[2];
159
+ buf[offset + 3] = rot[0];
160
+ buf[offset + 4] = rot[1];
161
+ buf[offset + 5] = rot[2];
162
+ buf[offset + 6] = rot[3];
163
+ buf[offset + 7] = scale;
164
+ });
165
+ }
166
+
167
+ /**
168
+ * Reseed from a PhysicsBody's current state (post-transfer convenience).
169
+ * Reads pos/rot via the provided getter functions.
170
+ */
171
+ reseedBody(
172
+ body: PhysicsBody,
173
+ getPos: (body: PhysicsBody) => [number, number, number],
174
+ getRot: (body: PhysicsBody) => [number, number, number, number],
175
+ ): void {
176
+ this.reseed(body.entity.index, getPos(body), getRot(body));
177
+ }
178
+
179
+ resize(maxEntities: number): void {
180
+ if (maxEntities === this.maxEntities) return;
181
+ this.maxEntities = maxEntities;
182
+ this.prev = new Float32Array(maxEntities * 8);
183
+ this.curr = new Float32Array(maxEntities * 8);
184
+ this.entityToSlot.clear();
185
+ this.slotToEntity.clear();
186
+ this.nextSlot = 0;
187
+ }
188
+
189
+ getMaxEntities(): number {
190
+ return this.maxEntities;
191
+ }
192
+ }