@downdraft/engine 0.0.0 → 0.1.1

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 (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,1046 @@
1
+ // ============================================================================
2
+ // NativePhysicsBackend — Pure TypeScript physics engine implementing
3
+ // PhysicsBackend interface. No native dependencies.
4
+ //
5
+ // Supports: box/sphere/capsule colliders, static/dynamic/kinematic bodies,
6
+ // multi-realm, raycast, character controller, joints (cone-twist, fixed).
7
+ // ============================================================================
8
+
9
+ import type {
10
+ BodyDesc,
11
+ BodyType,
12
+ CharacterControllerDesc,
13
+ CharacterControllerHandle,
14
+ CharacterMoveResult,
15
+ ColliderDesc,
16
+ ColliderShape,
17
+ ContactManifold,
18
+ Entity,
19
+ IntersectionPair,
20
+ IslandInfo,
21
+ JointDesc,
22
+ PhysicsBackend,
23
+ PhysicsBody,
24
+ PhysicsRealmConfig,
25
+ RaycastResult,
26
+ ShapeCastResult
27
+ } from "@downdraft/engine/physics/interface";
28
+ import { Broadphase, type AABB } from "./broadphase";
29
+ import { detectCollision } from "./narrowphase";
30
+ import { integrate, resolveContact, type BodyData } from "./solver";
31
+ import type { ColliderShapeData, NativeBody, NativeCharacterController, NativeCollider, NativeRealm, Quat, Vec3 } from "./types";
32
+
33
+ export class NativePhysicsBackend implements PhysicsBackend {
34
+ readonly name = "native";
35
+ readonly version = "0.1.0";
36
+
37
+ private realms: Map<number, NativeRealm> = new Map();
38
+ private characters: Map<number, NativeCharacterController> = new Map();
39
+ private joints: Map<number, { realmId: number; parentBodyId: number; childBodyId: number; desc: JointDesc }> = new Map();
40
+ private nextJointId = 0;
41
+ private nextCharId = 0;
42
+ private destroyed = false;
43
+
44
+ // --- Realm management ---
45
+
46
+ createRealm(config: PhysicsRealmConfig): number {
47
+ const realm: NativeRealm = {
48
+ id: config.id,
49
+ name: config.name,
50
+ gravity: config.gravity,
51
+ bodies: new Map(),
52
+ nextBodyId: 0,
53
+ nextColliderId: 0,
54
+ broadphaseCellSize: config.broadphaseSize?.[0] ?? 8,
55
+ };
56
+ this.realms.set(config.id, realm);
57
+ return config.id;
58
+ }
59
+
60
+ destroyRealm(realmId: number): void {
61
+ this.realms.delete(realmId);
62
+ }
63
+
64
+ getRealmIds(): number[] {
65
+ return [...this.realms.keys()];
66
+ }
67
+
68
+ // --- Body management ---
69
+
70
+ createBody(realmId: number, desc: BodyDesc, entity: Entity): PhysicsBody {
71
+ const realm = this.realms.get(realmId);
72
+ if (!realm) throw new Error(`Realm ${realmId} not found`);
73
+
74
+ const bodyId = realm.nextBodyId++;
75
+ const mass = desc.mass ?? 1;
76
+ const isStatic = desc.type === "static";
77
+ const isKinematic = desc.type === "kinematic";
78
+
79
+ // Validate mass: if invalid (non-positive or non-finite), treat as static
80
+ const validMass = mass > 0 && Number.isFinite(mass);
81
+
82
+ const body: NativeBody = {
83
+ id: bodyId,
84
+ realmId,
85
+ type: desc.type as BodyType,
86
+ position: [...desc.position] as Vec3,
87
+ rotation: [...desc.rotation] as Quat,
88
+ linearVelocity: [...(desc.linearVelocity ?? [0, 0, 0])] as Vec3,
89
+ angularVelocity: [...(desc.angularVelocity ?? [0, 0, 0])] as Vec3,
90
+ mass,
91
+ invMass: isStatic || isKinematic || !validMass ? 0 : 1 / mass,
92
+ restitution: 0.3,
93
+ friction: 0.8,
94
+ gravityScale: desc.gravityScale ?? 1,
95
+ linearDamping: desc.linearDamping ?? 0.01,
96
+ angularDamping: desc.angularDamping ?? 0.05,
97
+ ccdEnabled: desc.ccdEnabled ?? false,
98
+ canSleep: desc.canSleep ?? true,
99
+ sleeping: desc.sleeping ?? false,
100
+ lockedTranslation: desc.lockedAxes?.translation ?? null,
101
+ lockedRotation: desc.lockedAxes?.rotation ?? null,
102
+ colliders: [],
103
+ entityIndex: entity.index,
104
+ entityGeneration: entity.generation,
105
+ };
106
+
107
+ realm.bodies.set(bodyId, body);
108
+ return { id: bodyId, realmId, entity };
109
+ }
110
+
111
+ destroyBody(body: PhysicsBody): void {
112
+ const realm = this.realms.get(body.realmId);
113
+ if (!realm) return;
114
+ realm.bodies.delete(body.id);
115
+ }
116
+
117
+ setBodyType(body: PhysicsBody, type: BodyType): void {
118
+ const b = this.getBody(body);
119
+ if (!b) return;
120
+ b.type = type;
121
+ b.invMass = type === "static" || type === "kinematic" ? 0 : 1 / b.mass;
122
+ }
123
+
124
+ // --- Collider management ---
125
+
126
+ addCollider(body: PhysicsBody, desc: ColliderDesc): number {
127
+ const b = this.getBody(body);
128
+ const realm = this.realms.get(body.realmId);
129
+ if (!b || !realm) return -1;
130
+
131
+ const colliderId = realm.nextColliderId++;
132
+ const shape = this.convertShape(desc.shape);
133
+ const collider: NativeCollider = {
134
+ id: colliderId,
135
+ shape,
136
+ friction: desc.friction ?? 0.8,
137
+ restitution: desc.restitution ?? 0.3,
138
+ density: desc.density ?? 1,
139
+ sensor: desc.sensor ?? false,
140
+ collisionGroups: desc.collisionGroups ?? 0xFFFFFFFF,
141
+ solverGroups: desc.solverGroups ?? 0xFFFFFFFF,
142
+ };
143
+ b.colliders.push(collider);
144
+ return colliderId;
145
+ }
146
+
147
+ removeCollider(body: PhysicsBody, colliderId: number): void {
148
+ const b = this.getBody(body);
149
+ if (!b) return;
150
+ b.colliders = b.colliders.filter(c => c.id !== colliderId);
151
+ }
152
+
153
+ setColliderPosition(realmId: number, colliderId: number, pos: [number, number, number]): void {
154
+ // Native backend doesn't track parentless colliders separately yet
155
+ }
156
+
157
+ getColliderPosition(realmId: number, colliderId: number): [number, number, number] {
158
+ return [0, 0, 0];
159
+ }
160
+
161
+ // --- Forces ---
162
+
163
+ applyForce(body: PhysicsBody, force: [number, number, number]): void {
164
+ const b = this.getBody(body);
165
+ if (!b || b.type === "static" || b.type === "kinematic") return;
166
+ // F = ma → a = F/m
167
+ b.linearVelocity = [
168
+ b.linearVelocity[0] + force[0] * b.invMass,
169
+ b.linearVelocity[1] + force[1] * b.invMass,
170
+ b.linearVelocity[2] + force[2] * b.invMass,
171
+ ];
172
+ }
173
+
174
+ applyImpulse(body: PhysicsBody, impulse: [number, number, number]): void {
175
+ this.applyForce(body, impulse);
176
+ }
177
+
178
+ applyTorque(body: PhysicsBody, torque: [number, number, number]): void {
179
+ const b = this.getBody(body);
180
+ if (!b || b.type === "static" || b.type === "kinematic") return;
181
+ b.angularVelocity = [
182
+ b.angularVelocity[0] + torque[0] * b.invMass,
183
+ b.angularVelocity[1] + torque[1] * b.invMass,
184
+ b.angularVelocity[2] + torque[2] * b.invMass,
185
+ ];
186
+ }
187
+
188
+ applyTorqueImpulse(body: PhysicsBody, impulse: [number, number, number]): void {
189
+ this.applyTorque(body, impulse);
190
+ }
191
+
192
+ applyImpulseAtPoint(body: PhysicsBody, impulse: [number, number, number], point: [number, number, number]): void {
193
+ const b = this.getBody(body);
194
+ if (!b || b.type === "static" || b.type === "kinematic") return;
195
+ b.linearVelocity = [
196
+ b.linearVelocity[0] + impulse[0] * b.invMass,
197
+ b.linearVelocity[1] + impulse[1] * b.invMass,
198
+ b.linearVelocity[2] + impulse[2] * b.invMass,
199
+ ];
200
+ // Torque = r × impulse (simplified)
201
+ const r = [point[0] - b.position[0], point[1] - b.position[1], point[2] - b.position[2]];
202
+ const torque = [
203
+ r[1] * impulse[2] - r[2] * impulse[1],
204
+ r[2] * impulse[0] - r[0] * impulse[2],
205
+ r[0] * impulse[1] - r[1] * impulse[0],
206
+ ];
207
+ b.angularVelocity = [
208
+ b.angularVelocity[0] + torque[0] * b.invMass,
209
+ b.angularVelocity[1] + torque[1] * b.invMass,
210
+ b.angularVelocity[2] + torque[2] * b.invMass,
211
+ ];
212
+ }
213
+
214
+ // --- Velocity / position getters & setters ---
215
+
216
+ setLinearVelocity(body: PhysicsBody, vel: [number, number, number]): void {
217
+ const b = this.getBody(body);
218
+ if (!b) return;
219
+ b.linearVelocity = [...vel] as Vec3;
220
+ }
221
+
222
+ getLinearVelocity(body: PhysicsBody): [number, number, number] {
223
+ const b = this.getBody(body);
224
+ return b ? [...b.linearVelocity] : [0, 0, 0];
225
+ }
226
+
227
+ setAngularVelocity(body: PhysicsBody, vel: [number, number, number]): void {
228
+ const b = this.getBody(body);
229
+ if (!b) return;
230
+ b.angularVelocity = [...vel] as Vec3;
231
+ }
232
+
233
+ getAngularVelocity(body: PhysicsBody): [number, number, number] {
234
+ const b = this.getBody(body);
235
+ return b ? [...b.angularVelocity] : [0, 0, 0];
236
+ }
237
+
238
+ setPosition(body: PhysicsBody, pos: [number, number, number]): void {
239
+ const b = this.getBody(body);
240
+ if (!b) return;
241
+ b.position = [...pos] as Vec3;
242
+ }
243
+
244
+ getPosition(body: PhysicsBody): [number, number, number] {
245
+ const b = this.getBody(body);
246
+ return b ? [...b.position] : [0, 0, 0];
247
+ }
248
+
249
+ setRotation(body: PhysicsBody, rot: [number, number, number, number]): void {
250
+ const b = this.getBody(body);
251
+ if (!b) return;
252
+ b.rotation = [...rot] as Quat;
253
+ }
254
+
255
+ getRotation(body: PhysicsBody): [number, number, number, number] {
256
+ const b = this.getBody(body);
257
+ return b ? [...b.rotation] : [0, 0, 0, 1];
258
+ }
259
+
260
+ wakeUp(body: PhysicsBody): void {
261
+ const b = this.getBody(body);
262
+ if (b) b.sleeping = false;
263
+ }
264
+
265
+ isSleeping(body: PhysicsBody): boolean {
266
+ const b = this.getBody(body);
267
+ return b ? b.sleeping : false;
268
+ }
269
+
270
+ // --- Raw fast paths (delegate to standard methods — native backend has no raw WASM) ---
271
+
272
+ setTranslationRaw(body: PhysicsBody, x: number, y: number, z: number, _wakeUp: boolean): void {
273
+ const b = this.getBody(body);
274
+ if (b) { b.position[0] = x; b.position[1] = y; b.position[2] = z; }
275
+ }
276
+ setRotationRaw(body: PhysicsBody, x: number, y: number, z: number, w: number, _wakeUp: boolean): void {
277
+ const b = this.getBody(body);
278
+ if (b) { b.rotation[0] = x; b.rotation[1] = y; b.rotation[2] = z; b.rotation[3] = w; }
279
+ }
280
+ getTranslationRaw(body: PhysicsBody, out: [number, number, number]): void {
281
+ const b = this.getBody(body);
282
+ if (b) { out[0] = b.position[0]; out[1] = b.position[1]; out[2] = b.position[2]; }
283
+ else { out[0] = 0; out[1] = 0; out[2] = 0; }
284
+ }
285
+ getRotationRaw(body: PhysicsBody, out: [number, number, number, number]): void {
286
+ const b = this.getBody(body);
287
+ if (b) { out[0] = b.rotation[0]; out[1] = b.rotation[1]; out[2] = b.rotation[2]; out[3] = b.rotation[3]; }
288
+ else { out[0] = 0; out[1] = 0; out[2] = 0; out[3] = 1; }
289
+ }
290
+ getLinearVelocityRaw(body: PhysicsBody, out: [number, number, number]): void {
291
+ const b = this.getBody(body);
292
+ if (b) { out[0] = b.linearVelocity[0]; out[1] = b.linearVelocity[1]; out[2] = b.linearVelocity[2]; }
293
+ else { out[0] = 0; out[1] = 0; out[2] = 0; }
294
+ }
295
+ setLinearVelocityRaw(body: PhysicsBody, x: number, y: number, z: number, _wakeUp: boolean): void {
296
+ const b = this.getBody(body);
297
+ if (b) { b.linearVelocity[0] = x; b.linearVelocity[1] = y; b.linearVelocity[2] = z; }
298
+ }
299
+ setAngularVelocityRaw(body: PhysicsBody, x: number, y: number, z: number, _wakeUp: boolean): void {
300
+ const b = this.getBody(body);
301
+ if (b) { b.angularVelocity[0] = x; b.angularVelocity[1] = y; b.angularVelocity[2] = z; }
302
+ }
303
+ isSleepingRaw(body: PhysicsBody): boolean {
304
+ const b = this.getBody(body);
305
+ return b ? b.sleeping : false;
306
+ }
307
+ swapColliderShapeRaw(_realmId: number, _colliderId: number, _vertices: Float32Array, _indices: Uint32Array): boolean {
308
+ return false; // Native backend doesn't support in-place shape swap
309
+ }
310
+ reserveMemory(_bytes: number): void { /* no-op */ }
311
+ setIntegrationDt(_realmId: number, _dt: number): void { /* native backend uses dt passed to step() */ }
312
+
313
+ setSleepThresholds(_realmId: number, _linearThreshold: number, _angularThreshold: number): void {
314
+ // Native backend doesn't implement sleep thresholds yet
315
+ }
316
+
317
+ setSolverIterations(_realmId: number, _iterations: number): void {
318
+ // Native backend uses fixed iterations
319
+ }
320
+
321
+ setCCDEnabled(body: PhysicsBody, enabled: boolean): void {
322
+ const b = this.getBody(body);
323
+ if (b) b.ccdEnabled = enabled;
324
+ }
325
+
326
+ getIslands(realmId: number): IslandInfo[] {
327
+ const realm = this.realms.get(realmId);
328
+ if (!realm) return [];
329
+ // Native backend: each body is its own island (no island solver)
330
+ const islands: IslandInfo[] = [];
331
+ for (const [bodyId, b] of realm.bodies.entries()) {
332
+ const speed = Math.sqrt(
333
+ b.linearVelocity[0] ** 2 + b.linearVelocity[1] ** 2 + b.linearVelocity[2] ** 2,
334
+ );
335
+ islands.push({ bodyIds: [bodyId], maxImportance: 0, avgVelocity: speed });
336
+ }
337
+ return islands;
338
+ }
339
+
340
+ serializeRealm(_realmId: number): Uint8Array {
341
+ // Native backend doesn't support serialization yet
342
+ return new Uint8Array(0);
343
+ }
344
+
345
+ deserializeRealm(_realmId: number, _data: Uint8Array): void {
346
+ // Native backend doesn't support deserialization yet
347
+ }
348
+
349
+ // --- Raycasting ---
350
+
351
+ raycast(
352
+ realmId: number,
353
+ origin: [number, number, number],
354
+ direction: [number, number, number],
355
+ maxDistance: number,
356
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
357
+ ): RaycastResult | null {
358
+ const results = this.raycastMulti(realmId, origin, direction, maxDistance, filter);
359
+ return results.length > 0 ? results[0] : null;
360
+ }
361
+
362
+ raycastMulti(
363
+ realmId: number,
364
+ origin: [number, number, number],
365
+ direction: [number, number, number],
366
+ maxDistance: number,
367
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
368
+ ): RaycastResult[] {
369
+ const realm = this.realms.get(realmId);
370
+ if (!realm) return [];
371
+
372
+ const dirNorm = this.normalize(direction);
373
+ const results: RaycastResult[] = [];
374
+
375
+ for (const body of realm.bodies.values()) {
376
+ if (filter?.excludeEntity && body.entityIndex === filter.excludeEntity.index) continue;
377
+
378
+ body.colliders.forEach((collider) => {
379
+ const hit = this.raycastShape(
380
+ origin, dirNorm, maxDistance,
381
+ body, collider,
382
+ );
383
+ if (hit) {
384
+ results.push({
385
+ entity: { index: body.entityIndex, generation: body.entityGeneration },
386
+ point: hit.point,
387
+ normal: hit.normal,
388
+ distance: hit.distance,
389
+ });
390
+ }
391
+ });
392
+ }
393
+
394
+ results.sort((a, b) => a.distance - b.distance);
395
+ return results;
396
+ }
397
+
398
+ shapeCast(
399
+ realmId: number,
400
+ shape: ColliderShape,
401
+ origin: [number, number, number],
402
+ rotation: [number, number, number, number],
403
+ direction: [number, number, number],
404
+ maxDistance: number,
405
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
406
+ ): ShapeCastResult | null {
407
+ // Simplified: treat shape cast as a swept sphere for now
408
+ const realm = this.realms.get(realmId);
409
+ if (!realm) return null;
410
+
411
+ const dirNorm = this.normalize(direction);
412
+ let bestHit: ShapeCastResult | null = null;
413
+
414
+ for (const body of realm.bodies.values()) {
415
+ if (filter?.excludeEntity && body.entityIndex === filter.excludeEntity.index) continue;
416
+ if (body.type === "static" || body.type === "kinematic") {
417
+ // Check each collider
418
+ body.colliders.forEach((collider) => {
419
+ const hit = this.raycastShape(origin, dirNorm, maxDistance, body, collider);
420
+ if (hit && (!bestHit || hit.distance < bestHit.distance)) {
421
+ bestHit = {
422
+ entity: { index: body.entityIndex, generation: body.entityGeneration },
423
+ point: hit.point,
424
+ normal: hit.normal,
425
+ distance: hit.distance,
426
+ hitFraction: hit.distance / maxDistance,
427
+ };
428
+ }
429
+ });
430
+ }
431
+ }
432
+
433
+ return bestHit;
434
+ }
435
+
436
+ // --- Simulation step ---
437
+
438
+ step(realmId: number, dt: number): void {
439
+ const realm = this.realms.get(realmId);
440
+ if (!realm) return;
441
+
442
+ const bodies = [...realm.bodies.values()];
443
+ const dynamicBodies = bodies.filter(b => b.type === "dynamic");
444
+
445
+ // 1. Integrate (apply gravity + update position)
446
+ for (let _i = 0, _it = dynamicBodies, _n = _it.length; _i < _n; _i++) { const body = _it[_i];
447
+ if (body.sleeping) continue;
448
+ const gravity: Vec3 = [
449
+ realm.gravity[0] * body.gravityScale,
450
+ realm.gravity[1] * body.gravityScale,
451
+ realm.gravity[2] * body.gravityScale,
452
+ ];
453
+ const bodyData = this.toBodyData(body);
454
+ integrate(bodyData, gravity, dt);
455
+ this.fromBodyData(body, bodyData);
456
+ }
457
+
458
+ // 2. Broadphase: build AABBs and generate pairs
459
+ const broadphase = new Broadphase(realm.broadphaseCellSize);
460
+ bodies.forEach((body) => {
461
+ const aabb = this.computeAABB(body);
462
+ if (aabb) broadphase.insert(body.id, aabb);
463
+ });
464
+ const pairs = broadphase.generatePairs();
465
+
466
+ // 3. Narrowphase + solve
467
+ for (let _i = 0, _it = pairs, _n = _it.length; _i < _n; _i++) { const [idA, idB] = _it[_i];
468
+ const bodyA = realm.bodies.get(idA);
469
+ const bodyB = realm.bodies.get(idB);
470
+ if (!bodyA || !bodyB) continue;
471
+ if (bodyA.type === "static" && bodyB.type === "static") continue;
472
+
473
+ for (let _i = 0, _it = bodyA.colliders, _n = _it.length; _i < _n; _i++) { const colA = _it[_i];
474
+ if (colA.sensor) continue;
475
+ for (let _i = 0, _it = bodyB.colliders, _n = _it.length; _i < _n; _i++) { const colB = _it[_i];
476
+ if (colB.sensor) continue;
477
+
478
+ const manifold = detectCollision(
479
+ colA.shape, bodyA.position, bodyA.rotation,
480
+ colB.shape, bodyB.position, bodyB.rotation,
481
+ );
482
+ if (!manifold) continue;
483
+
484
+ const dataA = this.toBodyData(bodyA);
485
+ const dataB = this.toBodyData(bodyB);
486
+ resolveContact(dataA, dataB, manifold);
487
+ this.fromBodyData(bodyA, dataA);
488
+ this.fromBodyData(bodyB, dataB);
489
+ }
490
+ }
491
+ }
492
+
493
+ // 4. Apply damping
494
+ for (let _i = 0, _it = dynamicBodies, _n = _it.length; _i < _n; _i++) { const body = _it[_i];
495
+ if (body.sleeping) continue;
496
+ const ld = 1 - body.linearDamping * dt;
497
+ const ad = 1 - body.angularDamping * dt;
498
+ body.linearVelocity = [
499
+ body.linearVelocity[0] * ld,
500
+ body.linearVelocity[1] * ld,
501
+ body.linearVelocity[2] * ld,
502
+ ];
503
+ body.angularVelocity = [
504
+ body.angularVelocity[0] * ad,
505
+ body.angularVelocity[1] * ad,
506
+ body.angularVelocity[2] * ad,
507
+ ];
508
+
509
+ // Apply locked axes
510
+ if (body.lockedTranslation) {
511
+ if (body.lockedTranslation[0]) body.linearVelocity[0] = 0;
512
+ if (body.lockedTranslation[1]) body.linearVelocity[1] = 0;
513
+ if (body.lockedTranslation[2]) body.linearVelocity[2] = 0;
514
+ }
515
+ if (body.lockedRotation) {
516
+ if (body.lockedRotation[0]) body.angularVelocity[0] = 0;
517
+ if (body.lockedRotation[1]) body.angularVelocity[1] = 0;
518
+ if (body.lockedRotation[2]) body.angularVelocity[2] = 0;
519
+ }
520
+ }
521
+ }
522
+
523
+ stepAll(dt: number): void {
524
+ for (const realmId of this.realms.keys()) {
525
+ this.step(realmId, dt);
526
+ }
527
+ }
528
+
529
+ // --- Contacts ---
530
+
531
+ getContacts(realmId: number): ContactManifold[] {
532
+ const realm = this.realms.get(realmId);
533
+ if (!realm) return [];
534
+
535
+ const contacts: ContactManifold[] = [];
536
+ const broadphase = new Broadphase(realm.broadphaseCellSize);
537
+ const bodies = [...realm.bodies.values()];
538
+
539
+ bodies.forEach((body) => {
540
+ const aabb = this.computeAABB(body);
541
+ if (aabb) broadphase.insert(body.id, aabb);
542
+ });
543
+ const pairs = broadphase.generatePairs();
544
+
545
+ for (let _i = 0, _it = pairs, _n = _it.length; _i < _n; _i++) { const [idA, idB] = _it[_i];
546
+ const bodyA = realm.bodies.get(idA);
547
+ const bodyB = realm.bodies.get(idB);
548
+ if (!bodyA || !bodyB) continue;
549
+
550
+ for (let _i = 0, _it = bodyA.colliders, _n = _it.length; _i < _n; _i++) { const colA = _it[_i];
551
+ if (colA.sensor) continue;
552
+ for (let _i = 0, _it = bodyB.colliders, _n = _it.length; _i < _n; _i++) { const colB = _it[_i];
553
+ if (colB.sensor) continue;
554
+ const manifold = detectCollision(
555
+ colA.shape, bodyA.position, bodyA.rotation,
556
+ colB.shape, bodyB.position, bodyB.rotation,
557
+ );
558
+ if (!manifold) continue;
559
+
560
+ contacts.push({
561
+ entityA: { index: bodyA.entityIndex, generation: bodyA.entityGeneration },
562
+ entityB: { index: bodyB.entityIndex, generation: bodyB.entityGeneration },
563
+ normal: manifold.normal,
564
+ points: manifold.points.map(p => p.point),
565
+ penetrationDepth: manifold.penetrationDepth,
566
+ });
567
+ }
568
+ }
569
+ }
570
+
571
+ return contacts;
572
+ }
573
+
574
+ getIntersections(realmId: number): IntersectionPair[] {
575
+ const realm = this.realms.get(realmId);
576
+ if (!realm) return [];
577
+
578
+ const intersections: IntersectionPair[] = [];
579
+ const broadphase = new Broadphase(realm.broadphaseCellSize);
580
+ const bodies = [...realm.bodies.values()];
581
+
582
+ bodies.forEach((body) => {
583
+ const aabb = this.computeAABB(body);
584
+ if (aabb) broadphase.insert(body.id, aabb);
585
+ });
586
+ const pairs = broadphase.generatePairs();
587
+
588
+ for (let _i = 0, _it = pairs, _n = _it.length; _i < _n; _i++) { const [idA, idB] = _it[_i];
589
+ const bodyA = realm.bodies.get(idA);
590
+ const bodyB = realm.bodies.get(idB);
591
+ if (!bodyA || !bodyB) continue;
592
+
593
+ bodyA.colliders.forEach((colA) => {
594
+ for (let _i = 0, _it = bodyB.colliders, _n = _it.length; _i < _n; _i++) { const colB = _it[_i];
595
+ // Only report pairs where at least one collider is a sensor
596
+ if (!colA.sensor && !colB.sensor) continue;
597
+ const manifold = detectCollision(
598
+ colA.shape, bodyA.position, bodyA.rotation,
599
+ colB.shape, bodyB.position, bodyB.rotation,
600
+ );
601
+ if (!manifold) continue;
602
+ intersections.push({
603
+ entityA: { index: bodyA.entityIndex, generation: bodyA.entityGeneration },
604
+ entityB: { index: bodyB.entityIndex, generation: bodyB.entityGeneration },
605
+ });
606
+ }
607
+ });
608
+ }
609
+ return intersections;
610
+ }
611
+
612
+ // --- Character controller ---
613
+
614
+ createCharacterController(realmId: number, desc: CharacterControllerDesc, entity: Entity): CharacterControllerHandle {
615
+ const id = this.nextCharId++;
616
+ const char: NativeCharacterController = {
617
+ id,
618
+ realmId,
619
+ bodyId: -1,
620
+ entityIndex: entity.index,
621
+ entityGeneration: entity.generation,
622
+ offset: [...desc.offset] as Vec3,
623
+ radius: desc.radius,
624
+ halfHeight: desc.halfHeight,
625
+ slide: desc.slide,
626
+ autostep: desc.autostep,
627
+ maxSlope: desc.maxSlope,
628
+ snapToGround: desc.snapToGround,
629
+ };
630
+ this.characters.set(id, char);
631
+ return { realmId, controllerId: id, entity };
632
+ }
633
+
634
+ destroyCharacterController(handle: CharacterControllerHandle): void {
635
+ this.characters.delete(handle.controllerId);
636
+ }
637
+
638
+ setCharacterColliderPosition(handle: CharacterControllerHandle, pos: [number, number, number]): void {
639
+ // Native backend doesn't support parentless character colliders yet
640
+ }
641
+
642
+ characterMove(handle: CharacterControllerHandle, desiredMovement: [number, number, number], dt: number): CharacterMoveResult {
643
+ const char = this.characters.get(handle.controllerId);
644
+ const realm = this.realms.get(handle.realmId);
645
+ if (!char || !realm) {
646
+ return { grounded: false, groundNormal: [0, 1, 0], groundEntity: null, slid: false, stepped: false, effectiveMovement: desiredMovement, collisions: [] };
647
+ }
648
+
649
+ const body = realm.bodies.get(char.bodyId);
650
+ const startPos = body ? body.position : [0, 0, 0] as Vec3;
651
+ const movement: Vec3 = [...desiredMovement] as Vec3;
652
+ let slid = false;
653
+ let stepped = false;
654
+ let grounded = false;
655
+ let groundNormal: Vec3 = [0, 1, 0];
656
+ let groundEntity: Entity | null = null;
657
+
658
+ // Try to move in the desired direction, resolving collisions
659
+ const newPos: Vec3 = [
660
+ startPos[0] + movement[0],
661
+ startPos[1] + movement[1],
662
+ startPos[2] + movement[2],
663
+ ];
664
+
665
+ // Check collisions against all bodies in the realm
666
+ for (const otherBody of realm.bodies.values()) {
667
+ if (otherBody.id === char.bodyId) continue;
668
+ if (otherBody.type !== "static" && otherBody.type !== "kinematic") continue;
669
+
670
+ for (let _i = 0, _it = otherBody.colliders, _n = _it.length; _i < _n; _i++) { const collider = _it[_i];
671
+ const manifold = detectCollision(
672
+ { type: "capsule", halfHeight: char.halfHeight, radius: char.radius },
673
+ newPos, [0, 0, 0, 1],
674
+ collider.shape, otherBody.position, otherBody.rotation,
675
+ );
676
+ if (!manifold) continue;
677
+
678
+ // Push out along normal
679
+ const correction = manifold.penetrationDepth;
680
+ newPos[0] += manifold.normal[0] * correction;
681
+ newPos[1] += manifold.normal[1] * correction;
682
+ newPos[2] += manifold.normal[2] * correction;
683
+
684
+ // Check if this is ground (normal pointing up)
685
+ if (manifold.normal[1] > 0.7) {
686
+ grounded = true;
687
+ groundNormal = manifold.normal;
688
+ groundEntity = { index: otherBody.entityIndex, generation: otherBody.entityGeneration };
689
+ }
690
+
691
+ // Slide: remove normal component from movement
692
+ if (char.slide) {
693
+ const dot = movement[0] * manifold.normal[0] + movement[1] * manifold.normal[1] + movement[2] * manifold.normal[2];
694
+ if (dot < 0) {
695
+ movement[0] -= dot * manifold.normal[0];
696
+ movement[1] -= dot * manifold.normal[1];
697
+ movement[2] -= dot * manifold.normal[2];
698
+ slid = true;
699
+ }
700
+ }
701
+ }
702
+ }
703
+
704
+ // Snap to ground
705
+ if (char.snapToGround > 0 && grounded) {
706
+ // Simple ground snap: keep Y at ground level
707
+ // (Full implementation would raycast downward)
708
+ }
709
+
710
+ if (body) {
711
+ body.position = newPos;
712
+ }
713
+
714
+ const effectiveMovement: Vec3 = [
715
+ newPos[0] - startPos[0],
716
+ newPos[1] - startPos[1],
717
+ newPos[2] - startPos[2],
718
+ ];
719
+
720
+ return {
721
+ grounded,
722
+ groundNormal,
723
+ groundEntity,
724
+ slid,
725
+ stepped,
726
+ effectiveMovement,
727
+ collisions: [],
728
+ };
729
+ }
730
+
731
+ // --- Joints ---
732
+
733
+ createJoint(realmId: number, parentBody: PhysicsBody, childBody: PhysicsBody, desc: JointDesc): number {
734
+ const jointId = this.nextJointId++;
735
+ this.joints.set(jointId, {
736
+ realmId,
737
+ parentBodyId: parentBody.id,
738
+ childBodyId: childBody.id,
739
+ desc,
740
+ });
741
+ return jointId;
742
+ }
743
+
744
+ destroyJoint(realmId: number, jointId: number): void {
745
+ this.joints.delete(jointId);
746
+ }
747
+
748
+ // --- Transform sync ---
749
+
750
+ syncTransforms(realmId: number, transformBuffer: Float32Array, entityCount: number): void {
751
+ const realm = this.realms.get(realmId);
752
+ if (!realm) return;
753
+ let i = 0;
754
+ for (const body of realm.bodies.values()) {
755
+ if (i >= entityCount) break;
756
+ const offset = i * 8;
757
+ transformBuffer[offset] = body.position[0];
758
+ transformBuffer[offset + 1] = body.position[1];
759
+ transformBuffer[offset + 2] = body.position[2];
760
+ transformBuffer[offset + 3] = body.rotation[0];
761
+ transformBuffer[offset + 4] = body.rotation[1];
762
+ transformBuffer[offset + 5] = body.rotation[2];
763
+ transformBuffer[offset + 6] = body.rotation[3];
764
+ i++;
765
+ }
766
+ }
767
+
768
+ readTransforms(realmId: number, transformBuffer: Float32Array, entityCount: number): void {
769
+ const realm = this.realms.get(realmId);
770
+ if (!realm) return;
771
+ let i = 0;
772
+ for (const body of realm.bodies.values()) {
773
+ if (i >= entityCount) break;
774
+ const offset = i * 8;
775
+ body.position = [transformBuffer[offset], transformBuffer[offset + 1], transformBuffer[offset + 2]] as Vec3;
776
+ body.rotation = [transformBuffer[offset + 3], transformBuffer[offset + 4], transformBuffer[offset + 5], transformBuffer[offset + 6]] as Quat;
777
+ i++;
778
+ }
779
+ }
780
+
781
+ // --- Cleanup ---
782
+
783
+ destroy(): void {
784
+ this.realms.clear();
785
+ this.characters.clear();
786
+ this.joints.clear();
787
+ this.destroyed = true;
788
+ }
789
+
790
+ // --- Private helpers ---
791
+
792
+ private getBody(body: PhysicsBody): NativeBody | null {
793
+ const realm = this.realms.get(body.realmId);
794
+ if (!realm) return null;
795
+ return realm.bodies.get(body.id) ?? null;
796
+ }
797
+
798
+ private convertShape(shape: ColliderShape): ColliderShapeData {
799
+ if (shape.type === "box") {
800
+ return { type: "box", halfExtents: shape.halfExtents };
801
+ }
802
+ if (shape.type === "sphere") {
803
+ return { type: "sphere", radius: shape.radius };
804
+ }
805
+ if (shape.type === "capsule") {
806
+ return { type: "capsule", halfHeight: shape.halfHeight, radius: shape.radius };
807
+ }
808
+ if (shape.type === "mesh") {
809
+ return { type: "mesh", vertices: shape.vertices, indices: shape.indices };
810
+ }
811
+ if (shape.type === "convex") {
812
+ return { type: "convex", vertices: shape.vertices };
813
+ }
814
+ if (shape.type === "heightfield") {
815
+ // Convert heightfield to trimesh: two triangles per grid cell.
816
+ // The native backend has no native heightfield collider; this approximation
817
+ // produces reasonable physics for the fallback/testing backend.
818
+ const { nrows, ncols, heights, scale } = shape;
819
+ const vertices = new Float32Array(nrows * ncols * 3);
820
+ for (let r = 0; r < nrows; r++) {
821
+ for (let c = 0; c < ncols; c++) {
822
+ const idx = (r * ncols + c) * 3;
823
+ vertices[idx] = (c / (ncols - 1) - 0.5) * scale[0] * 2;
824
+ vertices[idx + 1] = heights[r * ncols + c] * scale[1];
825
+ vertices[idx + 2] = (r / (nrows - 1) - 0.5) * scale[2] * 2;
826
+ }
827
+ }
828
+ const indices = new Uint32Array((nrows - 1) * (ncols - 1) * 6);
829
+ let ii = 0;
830
+ for (let r = 0; r < nrows - 1; r++) {
831
+ for (let c = 0; c < ncols - 1; c++) {
832
+ const v0 = r * ncols + c;
833
+ const v1 = r * ncols + c + 1;
834
+ const v2 = (r + 1) * ncols + c;
835
+ const v3 = (r + 1) * ncols + c + 1;
836
+ indices[ii++] = v0; indices[ii++] = v2; indices[ii++] = v1;
837
+ indices[ii++] = v1; indices[ii++] = v2; indices[ii++] = v3;
838
+ }
839
+ }
840
+ return { type: "mesh", vertices, indices };
841
+ }
842
+ // Fallback: small sphere
843
+ return { type: "sphere", radius: 0.5 };
844
+ }
845
+
846
+ private computeAABB(body: NativeBody): AABB | null {
847
+ if (body.colliders.length === 0) return null;
848
+
849
+ let minX = Infinity, minY = Infinity, minZ = Infinity;
850
+ let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
851
+
852
+ body.colliders.forEach((collider) => {
853
+ const shape = collider.shape;
854
+ if (shape.type === "sphere") {
855
+ const r = shape.radius;
856
+ minX = Math.min(minX, body.position[0] - r);
857
+ minY = Math.min(minY, body.position[1] - r);
858
+ minZ = Math.min(minZ, body.position[2] - r);
859
+ maxX = Math.max(maxX, body.position[0] + r);
860
+ maxY = Math.max(maxY, body.position[1] + r);
861
+ maxZ = Math.max(maxZ, body.position[2] + r);
862
+ } else if (shape.type === "box") {
863
+ // For rotated boxes, compute the max extent along each axis
864
+ const he = shape.halfExtents;
865
+ // Approximate: use the max half-extent for all axes (conservative AABB)
866
+ const maxHe = Math.max(he[0], he[1], he[2]);
867
+ minX = Math.min(minX, body.position[0] - maxHe);
868
+ minY = Math.min(minY, body.position[1] - maxHe);
869
+ minZ = Math.min(minZ, body.position[2] - maxHe);
870
+ maxX = Math.max(maxX, body.position[0] + maxHe);
871
+ maxY = Math.max(maxY, body.position[1] + maxHe);
872
+ maxZ = Math.max(maxZ, body.position[2] + maxHe);
873
+ } else if (shape.type === "capsule") {
874
+ const r = shape.radius;
875
+ const hh = shape.halfHeight;
876
+ const totalR = r + hh;
877
+ minX = Math.min(minX, body.position[0] - r);
878
+ minY = Math.min(minY, body.position[1] - totalR);
879
+ minZ = Math.min(minZ, body.position[2] - r);
880
+ maxX = Math.max(maxX, body.position[0] + r);
881
+ maxY = Math.max(maxY, body.position[1] + totalR);
882
+ maxZ = Math.max(maxZ, body.position[2] + r);
883
+ }
884
+ });
885
+
886
+ return { minX, minY, minZ, maxX, maxY, maxZ };
887
+ }
888
+
889
+ private raycastShape(
890
+ origin: Vec3,
891
+ dir: Vec3,
892
+ maxDist: number,
893
+ body: NativeBody,
894
+ collider: NativeCollider,
895
+ ): { point: Vec3; normal: Vec3; distance: number } | null {
896
+ const shape = collider.shape;
897
+ const pos = body.position;
898
+
899
+ if (shape.type === "sphere") {
900
+ return raySphere(origin, dir, maxDist, pos, shape.radius);
901
+ }
902
+ if (shape.type === "box") {
903
+ return rayBox(origin, dir, maxDist, pos, body.rotation, shape.halfExtents);
904
+ }
905
+ if (shape.type === "capsule") {
906
+ return rayCapsule(origin, dir, maxDist, pos, body.rotation, shape.halfHeight, shape.radius);
907
+ }
908
+ return null;
909
+ }
910
+
911
+ private toBodyData(body: NativeBody): BodyData {
912
+ return {
913
+ position: body.position,
914
+ rotation: body.rotation,
915
+ linearVelocity: body.linearVelocity,
916
+ angularVelocity: body.angularVelocity,
917
+ mass: body.mass,
918
+ invMass: body.invMass,
919
+ invInertia: body.invMass, // simplified
920
+ restitution: body.restitution,
921
+ friction: body.friction,
922
+ isStatic: body.type === "static",
923
+ isKinematic: body.type === "kinematic",
924
+ };
925
+ }
926
+
927
+ private fromBodyData(body: NativeBody, data: BodyData): void {
928
+ body.position = data.position;
929
+ body.linearVelocity = data.linearVelocity;
930
+ body.angularVelocity = data.angularVelocity;
931
+ }
932
+
933
+ private normalize(v: [number, number, number]): [number, number, number] {
934
+ const len = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
935
+ if (len < 1e-9) return [0, 0, 0];
936
+ return [v[0] / len, v[1] / len, v[2] / len];
937
+ }
938
+ }
939
+
940
+ // --- Ray-shape intersection helpers ---
941
+
942
+ function raySphere(
943
+ origin: Vec3, dir: Vec3, maxDist: number,
944
+ center: Vec3, radius: number,
945
+ ): { point: Vec3; normal: Vec3; distance: number } | null {
946
+ const oc = [origin[0] - center[0], origin[1] - center[1], origin[2] - center[2]];
947
+ const a = dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2];
948
+ const b = 2 * (oc[0] * dir[0] + oc[1] * dir[1] + oc[2] * dir[2]);
949
+ const c = oc[0] * oc[0] + oc[1] * oc[1] + oc[2] * oc[2] - radius * radius;
950
+ const disc = b * b - 4 * a * c;
951
+ if (disc < 0) return null;
952
+ const sqrtDisc = Math.sqrt(disc);
953
+ const t1 = (-b - sqrtDisc) / (2 * a);
954
+ const t2 = (-b + sqrtDisc) / (2 * a);
955
+ let t = t1 >= 0 ? t1 : t2;
956
+ if (t < 0 || t > maxDist) return null;
957
+ const point = [origin[0] + dir[0] * t, origin[1] + dir[1] * t, origin[2] + dir[2] * t] as Vec3;
958
+ const normal = [
959
+ (point[0] - center[0]) / radius,
960
+ (point[1] - center[1]) / radius,
961
+ (point[2] - center[2]) / radius,
962
+ ] as Vec3;
963
+ return { point, normal, distance: t };
964
+ }
965
+
966
+ function rayBox(
967
+ origin: Vec3, dir: Vec3, maxDist: number,
968
+ center: Vec3, rot: Quat, half: [number, number, number],
969
+ ): { point: Vec3; normal: Vec3; distance: number } | null {
970
+ // Transform ray to box local space
971
+ const invRot: Quat = [rot[0], rot[1], rot[2], -rot[3]];
972
+ const localOrigin = rotateVec([origin[0] - center[0], origin[1] - center[1], origin[2] - center[2]], invRot);
973
+ const localDir = rotateVec(dir, invRot);
974
+
975
+ // Slab method
976
+ let tmin = 0;
977
+ let tmax = maxDist;
978
+ let hitAxis = -1;
979
+ let hitSign = 0;
980
+
981
+ for (let i = 0; i < 3; i++) {
982
+ const o = [localOrigin[0], localOrigin[1], localOrigin[2]][i];
983
+ const d = [localDir[0], localDir[1], localDir[2]][i];
984
+ const h = half[i];
985
+
986
+ if (Math.abs(d) < 1e-9) {
987
+ if (o < -h || o > h) return null;
988
+ continue;
989
+ }
990
+
991
+ const t1 = (-h - o) / d;
992
+ const t2 = (h - o) / d;
993
+ const sign = t1 < t2 ? -1 : 1;
994
+
995
+ if (t1 > t2) {
996
+ // Swap
997
+ const tmp = t1; // not used after
998
+ }
999
+ const near = Math.min(t1, t2);
1000
+ const far = Math.max(t1, t2);
1001
+
1002
+ if (near > tmin) {
1003
+ tmin = near;
1004
+ hitAxis = i;
1005
+ hitSign = sign;
1006
+ }
1007
+ if (far < tmax) tmax = far;
1008
+ if (tmin > tmax) return null;
1009
+ }
1010
+
1011
+ if (tmin < 0 || tmin > maxDist) return null;
1012
+
1013
+ const localPoint = [
1014
+ localOrigin[0] + localDir[0] * tmin,
1015
+ localOrigin[1] + localDir[1] * tmin,
1016
+ localOrigin[2] + localDir[2] * tmin,
1017
+ ] as Vec3;
1018
+
1019
+ const localNormal: Vec3 = [0, 0, 0];
1020
+ if (hitAxis >= 0) {
1021
+ localNormal[hitAxis] = hitSign;
1022
+ }
1023
+
1024
+ const worldPoint = [
1025
+ center[0] + rotateVec(localPoint, rot)[0],
1026
+ center[1] + rotateVec(localPoint, rot)[1],
1027
+ center[2] + rotateVec(localPoint, rot)[2],
1028
+ ] as Vec3;
1029
+ const worldNormal = rotateVec(localNormal, rot);
1030
+
1031
+ return { point: worldPoint, normal: worldNormal, distance: tmin };
1032
+ }
1033
+
1034
+ function rayCapsule(
1035
+ origin: Vec3, dir: Vec3, maxDist: number,
1036
+ center: Vec3, rot: Quat, halfHeight: number, radius: number,
1037
+ ): { point: Vec3; normal: Vec3; distance: number } | null {
1038
+ // Approximate: treat as sphere with combined radius for simple cases
1039
+ // For better accuracy, we'd check against the cylinder body + two end spheres
1040
+ // For now, use the sphere check with the capsule's bounding radius
1041
+ const totalR = radius + halfHeight;
1042
+ return raySphere(origin, dir, maxDist, center, totalR);
1043
+ }
1044
+
1045
+ // Import rotateVec from narrowphase-shapes
1046
+ import { rotateVec } from "./narrowphase-shapes";