@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 +1,1207 @@
1
+ import type {
2
+ BodyDesc,
3
+ BodyType,
4
+ CharacterControllerDesc,
5
+ CharacterControllerHandle,
6
+ CharacterMoveResult,
7
+ ColliderDesc,
8
+ ColliderShape,
9
+ ContactManifold,
10
+ Entity,
11
+ IntersectionPair,
12
+ IslandInfo,
13
+ JointDesc,
14
+ PhysicsBackend,
15
+ PhysicsBody,
16
+ PhysicsRealmConfig,
17
+ RaycastResult,
18
+ ShapeCastResult,
19
+ } from "@downdraft/engine";
20
+ import { loadPhysicsLib, type PhysicsLib } from "./rapier-backend";
21
+
22
+ interface RealmState {
23
+ id: number;
24
+ config: PhysicsRealmConfig;
25
+ bodies: Map<number, BodyState>;
26
+ nextBodyId: number;
27
+ contacts: ContactManifold[];
28
+ intersections: IntersectionPair[];
29
+ nextControllerId: number;
30
+ nextJointId: number;
31
+ /** Scratch buffers for the batched awake-body readback path in step(). */
32
+ readbackIds: Uint32Array;
33
+ readbackStates: Float32Array;
34
+ }
35
+
36
+ interface BodyState {
37
+ body: PhysicsBody;
38
+ desc: BodyDesc;
39
+ colliders: Map<number, ColliderDesc>;
40
+ position: [number, number, number];
41
+ rotation: [number, number, number, number];
42
+ linearVelocity: [number, number, number];
43
+ angularVelocity: [number, number, number];
44
+ sleeping: boolean;
45
+ }
46
+
47
+ export class RapierPhysicsBackend implements PhysicsBackend {
48
+ readonly name: string = "rapier";
49
+ readonly version: string = "0.2.0";
50
+
51
+ private lib: PhysicsLib | null = null;
52
+ private readonly libFactory?: () => Promise<PhysicsLib>;
53
+ private realms: Map<number, RealmState> = new Map();
54
+ private realmIds: number[] = [];
55
+ private nextRealmId = 1;
56
+ private nextColliderId = 1;
57
+ private destroyed = false;
58
+
59
+ /**
60
+ * Step options — set by UniversalPhysicsAPI from PhysicsModuleConfig.
61
+ * Games that don't read contacts/intersections set extractContacts=false
62
+ * to skip the expensive WASM↔JS callback traversal in step().
63
+ * Games that read transforms via the Raw API set readBackTransformsOnStep=false
64
+ * to skip redundant high-level transform readback.
65
+ */
66
+ extractContacts = true;
67
+ readBackTransformsOnStep = true;
68
+
69
+ /**
70
+ * @param libFactory — override the PhysicsLib source. Defaults to the WASM
71
+ * Rapier bundle; the native runtime passes `loadFfiPhysicsLib` from
72
+ * `./ffi-lib` to drive the Rust cdylib instead.
73
+ */
74
+ constructor(libFactory?: () => Promise<PhysicsLib>) {
75
+ this.libFactory = libFactory;
76
+ }
77
+
78
+ async init(): Promise<void> {
79
+ if (this.lib) return;
80
+ this.lib = await (this.libFactory ? this.libFactory() : loadPhysicsLib());
81
+ }
82
+
83
+ private ensureLib(): PhysicsLib {
84
+ if (!this.lib) {
85
+ throw new Error("RapierPhysicsBackend not initialized. Call init() first.");
86
+ }
87
+ return this.lib;
88
+ }
89
+
90
+ createRealm(config: PhysicsRealmConfig): number {
91
+ const id = config.id ?? this.nextRealmId++;
92
+ const realm: RealmState = {
93
+ id,
94
+ config,
95
+ bodies: new Map(),
96
+ nextBodyId: 1,
97
+ contacts: [],
98
+ intersections: [],
99
+ nextControllerId: 1,
100
+ nextJointId: 1,
101
+ readbackIds: new Uint32Array(0),
102
+ readbackStates: new Float32Array(0),
103
+ };
104
+ this.realms.set(id, realm);
105
+ this.realmIds.push(id);
106
+
107
+ if (this.lib) {
108
+ this.lib.createRealm(id, config.gravity);
109
+ }
110
+ return id;
111
+ }
112
+
113
+ destroyRealm(realmId: number): void {
114
+ const realm = this.realms.get(realmId);
115
+ if (!realm) return;
116
+ if (this.lib) {
117
+ this.lib.destroyRealm(realmId);
118
+ }
119
+ realm.bodies.clear();
120
+ this.realms.delete(realmId);
121
+ this.realmIds = this.realmIds.filter((id) => id !== realmId);
122
+ }
123
+
124
+ getRealmIds(): number[] {
125
+ return [...this.realmIds];
126
+ }
127
+
128
+ createBody(realmId: number, desc: BodyDesc, entity: Entity): PhysicsBody {
129
+ const realm = this.realms.get(realmId);
130
+ if (!realm) throw new Error(`Realm ${realmId} not found`);
131
+
132
+ const bodyId = realm.nextBodyId++;
133
+ const body: PhysicsBody = { id: bodyId, realmId, entity };
134
+
135
+ const state: BodyState = {
136
+ body,
137
+ desc,
138
+ colliders: new Map(),
139
+ position: [...desc.position] as [number, number, number],
140
+ rotation: [...desc.rotation] as [number, number, number, number],
141
+ linearVelocity: [...(desc.linearVelocity ?? [0, 0, 0])] as [number, number, number],
142
+ angularVelocity: [...(desc.angularVelocity ?? [0, 0, 0])] as [number, number, number],
143
+ sleeping: desc.sleeping ?? false,
144
+ };
145
+
146
+ realm.bodies.set(bodyId, state);
147
+
148
+ if (this.lib) {
149
+ this.lib.createBody(realmId, bodyId, desc, entity);
150
+ }
151
+
152
+ return body;
153
+ }
154
+
155
+ destroyBody(body: PhysicsBody): void {
156
+ const realm = this.realms.get(body.realmId);
157
+ if (!realm) return;
158
+ if (this.lib) {
159
+ this.lib.destroyBody(body.realmId, body.id);
160
+ }
161
+ realm.bodies.delete(body.id);
162
+ }
163
+
164
+ setBodyType(body: PhysicsBody, type: BodyType): void {
165
+ const state = this.getBodyState(body);
166
+ if (!state) return;
167
+ state.desc.type = type;
168
+ if (this.lib) {
169
+ this.lib.setBodyType(body.realmId, body.id, type);
170
+ }
171
+ }
172
+
173
+ addCollider(body: PhysicsBody, desc: ColliderDesc): number {
174
+ const state = this.getBodyState(body);
175
+ if (!state) return -1;
176
+ // Collider ids are allocated from a backend-global counter — the
177
+ // realm-scoped lib APIs (colliderMaps, FFI collider_map) key by
178
+ // colliderId alone, so per-body counters would collide across bodies
179
+ // and silently swap/remove the wrong collider.
180
+ const id = this.nextColliderId++;
181
+ state.colliders.set(id, desc);
182
+ if (this.lib) {
183
+ this.lib.addCollider(body.realmId, body.id, id, desc);
184
+ }
185
+ return id;
186
+ }
187
+
188
+ removeCollider(body: PhysicsBody, colliderId: number): void {
189
+ const state = this.getBodyState(body);
190
+ if (!state) return;
191
+ state.colliders.delete(colliderId);
192
+ if (this.lib) {
193
+ this.lib.removeCollider(body.realmId, body.id, colliderId);
194
+ }
195
+ }
196
+
197
+ testConvexHull(vertices: Float32Array): boolean {
198
+ if (!this.lib?.testConvexHull) return false;
199
+ return this.lib.testConvexHull(vertices);
200
+ }
201
+
202
+ getColliderShapeType(body: PhysicsBody, colliderId: number): number {
203
+ if (!this.lib?.getColliderShapeType) return -1;
204
+ return this.lib.getColliderShapeType(body.realmId, colliderId);
205
+ }
206
+
207
+ getColliderCount(body: PhysicsBody): number {
208
+ if (!this.lib?.getColliderCount) return -1;
209
+ return this.lib.getColliderCount(body.realmId, body.id);
210
+ }
211
+
212
+ setColliderPosition(realmId: number, colliderId: number, pos: [number, number, number]): void {
213
+ if (this.lib && this.lib.setColliderPosition) {
214
+ this.lib.setColliderPosition(realmId, colliderId, pos);
215
+ }
216
+ }
217
+
218
+ getColliderPosition(realmId: number, colliderId: number): [number, number, number] {
219
+ if (this.lib && this.lib.getColliderPosition) {
220
+ return this.lib.getColliderPosition(realmId, colliderId);
221
+ }
222
+ return [0, 0, 0];
223
+ }
224
+
225
+ applyForce(body: PhysicsBody, force: [number, number, number]): void {
226
+ const state = this.getBodyState(body);
227
+ if (!state || state.desc.type !== "dynamic") return;
228
+ if (this.lib) {
229
+ this.lib.applyForce(body.realmId, body.id, force);
230
+ }
231
+ }
232
+
233
+ applyImpulse(body: PhysicsBody, impulse: [number, number, number]): void {
234
+ const state = this.getBodyState(body);
235
+ if (!state || state.desc.type !== "dynamic") return;
236
+ state.linearVelocity[0] += impulse[0] / (state.desc.mass ?? 1);
237
+ state.linearVelocity[1] += impulse[1] / (state.desc.mass ?? 1);
238
+ state.linearVelocity[2] += impulse[2] / (state.desc.mass ?? 1);
239
+ if (this.lib) {
240
+ this.lib.applyImpulse(body.realmId, body.id, impulse);
241
+ }
242
+ }
243
+
244
+ applyTorque(body: PhysicsBody, torque: [number, number, number]): void {
245
+ const state = this.getBodyState(body);
246
+ if (!state || state.desc.type !== "dynamic") return;
247
+ if (this.lib) {
248
+ this.lib.applyTorque(body.realmId, body.id, torque);
249
+ }
250
+ }
251
+
252
+ applyTorqueImpulse(body: PhysicsBody, impulse: [number, number, number]): void {
253
+ const state = this.getBodyState(body);
254
+ if (!state || state.desc.type !== "dynamic") return;
255
+ state.angularVelocity[0] += impulse[0];
256
+ state.angularVelocity[1] += impulse[1];
257
+ state.angularVelocity[2] += impulse[2];
258
+ if (this.lib) {
259
+ this.lib.applyTorqueImpulse(body.realmId, body.id, impulse);
260
+ }
261
+ }
262
+
263
+ applyImpulseAtPoint(
264
+ body: PhysicsBody,
265
+ impulse: [number, number, number],
266
+ point: [number, number, number],
267
+ ): void {
268
+ const state = this.getBodyState(body);
269
+ if (!state || state.desc.type !== "dynamic") return;
270
+ state.linearVelocity[0] += impulse[0] / (state.desc.mass ?? 1);
271
+ state.linearVelocity[1] += impulse[1] / (state.desc.mass ?? 1);
272
+ state.linearVelocity[2] += impulse[2] / (state.desc.mass ?? 1);
273
+ if (this.lib) {
274
+ this.lib.applyImpulseAtPoint(body.realmId, body.id, impulse, point);
275
+ }
276
+ }
277
+
278
+ setLinearVelocity(body: PhysicsBody, vel: [number, number, number]): void {
279
+ const state = this.getBodyState(body);
280
+ if (!state) return;
281
+ state.linearVelocity = [...vel] as [number, number, number];
282
+ if (this.lib) {
283
+ this.lib.setLinearVelocity(body.realmId, body.id, vel);
284
+ }
285
+ }
286
+
287
+ getLinearVelocity(body: PhysicsBody): [number, number, number] {
288
+ const state = this.getBodyState(body);
289
+ return state ? [...state.linearVelocity] as [number, number, number] : [0, 0, 0];
290
+ }
291
+
292
+ setAngularVelocity(body: PhysicsBody, vel: [number, number, number]): void {
293
+ const state = this.getBodyState(body);
294
+ if (!state) return;
295
+ state.angularVelocity = [...vel] as [number, number, number];
296
+ if (this.lib) {
297
+ this.lib.setAngularVelocity(body.realmId, body.id, vel);
298
+ }
299
+ }
300
+
301
+ getAngularVelocity(body: PhysicsBody): [number, number, number] {
302
+ const state = this.getBodyState(body);
303
+ return state ? [...state.angularVelocity] as [number, number, number] : [0, 0, 0];
304
+ }
305
+
306
+ setPosition(body: PhysicsBody, pos: [number, number, number]): void {
307
+ const state = this.getBodyState(body);
308
+ if (!state) return;
309
+ state.position = [...pos] as [number, number, number];
310
+ if (this.lib) {
311
+ this.lib.setPosition(body.realmId, body.id, pos);
312
+ }
313
+ }
314
+
315
+ getPosition(body: PhysicsBody): [number, number, number] {
316
+ const state = this.getBodyState(body);
317
+ return state ? [...state.position] as [number, number, number] : [0, 0, 0];
318
+ }
319
+
320
+ setRotation(body: PhysicsBody, rot: [number, number, number, number]): void {
321
+ const state = this.getBodyState(body);
322
+ if (!state) return;
323
+ state.rotation = [...rot] as [number, number, number, number];
324
+ if (this.lib) {
325
+ this.lib.setRotation(body.realmId, body.id, rot);
326
+ }
327
+ }
328
+
329
+ getRotation(body: PhysicsBody): [number, number, number, number] {
330
+ const state = this.getBodyState(body);
331
+ return state ? [...state.rotation] as [number, number, number, number] : [0, 0, 0, 1];
332
+ }
333
+
334
+ wakeUp(body: PhysicsBody): void {
335
+ const state = this.getBodyState(body);
336
+ if (!state) return;
337
+ state.sleeping = false;
338
+ if (this.lib) {
339
+ this.lib.wakeUp(body.realmId, body.id);
340
+ }
341
+ }
342
+
343
+ isSleeping(body: PhysicsBody): boolean {
344
+ const state = this.getBodyState(body);
345
+ return state ? state.sleeping : false;
346
+ }
347
+
348
+ // --- Raw fast paths ---
349
+
350
+ setTranslationRaw(body: PhysicsBody, x: number, y: number, z: number, wakeUp: boolean): void {
351
+ const state = this.getBodyState(body);
352
+ if (state) {
353
+ state.position[0] = x; state.position[1] = y; state.position[2] = z;
354
+ }
355
+ if (this.lib && this.lib.setTranslationRaw) {
356
+ this.lib.setTranslationRaw(body.realmId, body.id, x, y, z, wakeUp);
357
+ } else if (this.lib) {
358
+ this.lib.setPosition(body.realmId, body.id, [x, y, z]);
359
+ }
360
+ }
361
+
362
+ setRotationRaw(body: PhysicsBody, x: number, y: number, z: number, w: number, wakeUp: boolean): void {
363
+ const state = this.getBodyState(body);
364
+ if (state) {
365
+ state.rotation[0] = x; state.rotation[1] = y; state.rotation[2] = z; state.rotation[3] = w;
366
+ }
367
+ if (this.lib && this.lib.setRotationRaw) {
368
+ this.lib.setRotationRaw(body.realmId, body.id, x, y, z, w, wakeUp);
369
+ } else if (this.lib) {
370
+ this.lib.setRotation(body.realmId, body.id, [x, y, z, w]);
371
+ }
372
+ }
373
+
374
+ getTranslationRaw(body: PhysicsBody, out: [number, number, number]): void {
375
+ if (this.lib && this.lib.getTranslationRaw) {
376
+ this.lib.getTranslationRaw(body.realmId, body.id, out);
377
+ } else {
378
+ const state = this.getBodyState(body);
379
+ if (state) { out[0] = state.position[0]; out[1] = state.position[1]; out[2] = state.position[2]; }
380
+ else { out[0] = 0; out[1] = 0; out[2] = 0; }
381
+ }
382
+ }
383
+
384
+ getRotationRaw(body: PhysicsBody, out: [number, number, number, number]): void {
385
+ if (this.lib && this.lib.getRotationRaw) {
386
+ this.lib.getRotationRaw(body.realmId, body.id, out);
387
+ } else {
388
+ const state = this.getBodyState(body);
389
+ if (state) { out[0] = state.rotation[0]; out[1] = state.rotation[1]; out[2] = state.rotation[2]; out[3] = state.rotation[3]; }
390
+ else { out[0] = 0; out[1] = 0; out[2] = 0; out[3] = 1; }
391
+ }
392
+ }
393
+
394
+ getLinearVelocityRaw(body: PhysicsBody, out: [number, number, number]): void {
395
+ if (this.lib && this.lib.getLinearVelocityRaw) {
396
+ this.lib.getLinearVelocityRaw(body.realmId, body.id, out);
397
+ } else {
398
+ const state = this.getBodyState(body);
399
+ if (state) { out[0] = state.linearVelocity[0]; out[1] = state.linearVelocity[1]; out[2] = state.linearVelocity[2]; }
400
+ else { out[0] = 0; out[1] = 0; out[2] = 0; }
401
+ }
402
+ }
403
+
404
+ setLinearVelocityRaw(body: PhysicsBody, x: number, y: number, z: number, wakeUp: boolean): void {
405
+ const state = this.getBodyState(body);
406
+ if (state) {
407
+ state.linearVelocity[0] = x; state.linearVelocity[1] = y; state.linearVelocity[2] = z;
408
+ }
409
+ if (this.lib && this.lib.setLinearVelocityRaw) {
410
+ this.lib.setLinearVelocityRaw(body.realmId, body.id, x, y, z, wakeUp);
411
+ } else if (this.lib) {
412
+ this.lib.setLinearVelocity(body.realmId, body.id, [x, y, z]);
413
+ }
414
+ }
415
+
416
+ setAngularVelocityRaw(body: PhysicsBody, x: number, y: number, z: number, wakeUp: boolean): void {
417
+ const state = this.getBodyState(body);
418
+ if (state) {
419
+ state.angularVelocity[0] = x; state.angularVelocity[1] = y; state.angularVelocity[2] = z;
420
+ }
421
+ if (this.lib && this.lib.setAngularVelocityRaw) {
422
+ this.lib.setAngularVelocityRaw(body.realmId, body.id, x, y, z, wakeUp);
423
+ } else if (this.lib) {
424
+ this.lib.setAngularVelocity(body.realmId, body.id, [x, y, z]);
425
+ }
426
+ }
427
+
428
+ isSleepingRaw(body: PhysicsBody): boolean {
429
+ if (this.lib && this.lib.isSleepingRaw) {
430
+ return this.lib.isSleepingRaw(body.realmId, body.id);
431
+ }
432
+ const state = this.getBodyState(body);
433
+ return state ? state.sleeping : false;
434
+ }
435
+
436
+ readAwakeBodyStates(realmId: number, idsOut: Uint32Array, out: Float32Array, maxCount: number): number {
437
+ if (this.lib?.readAwakeBodyStates) {
438
+ return this.lib.readAwakeBodyStates(realmId, idsOut, out, maxCount);
439
+ }
440
+ const realm = this.realms.get(realmId);
441
+ if (!realm) return 0;
442
+ let n = 0;
443
+ for (const [bodyId, b] of realm.bodies.entries()) {
444
+ if (n >= maxCount) break;
445
+ if (b.sleeping || b.desc.type !== "dynamic") continue;
446
+ const o = n * 10;
447
+ out[o] = b.position[0]; out[o + 1] = b.position[1]; out[o + 2] = b.position[2];
448
+ out[o + 3] = b.rotation[0]; out[o + 4] = b.rotation[1]; out[o + 5] = b.rotation[2]; out[o + 6] = b.rotation[3];
449
+ out[o + 7] = b.linearVelocity[0]; out[o + 8] = b.linearVelocity[1]; out[o + 9] = b.linearVelocity[2];
450
+ idsOut[n] = bodyId;
451
+ n++;
452
+ }
453
+ return n;
454
+ }
455
+
456
+ swapColliderShapeRaw(realmId: number, colliderId: number, vertices: Float32Array, indices: Uint32Array): boolean {
457
+ if (this.lib && this.lib.swapColliderShapeRaw) {
458
+ return this.lib.swapColliderShapeRaw(realmId, colliderId, vertices, indices);
459
+ }
460
+ return false;
461
+ }
462
+
463
+ reserveMemory(bytes: number): void {
464
+ if (this.lib && this.lib.reserveMemory) {
465
+ this.lib.reserveMemory(bytes);
466
+ }
467
+ }
468
+
469
+ setIntegrationDt(realmId: number, dt: number): void {
470
+ if (this.lib && this.lib.setIntegrationDt) {
471
+ this.lib.setIntegrationDt(realmId, dt);
472
+ }
473
+ }
474
+
475
+ setSleepThresholds(realmId: number, linearThreshold: number, angularThreshold: number): void {
476
+ if (this.lib) {
477
+ this.lib.setSleepThresholds(realmId, linearThreshold, angularThreshold);
478
+ }
479
+ }
480
+
481
+ setSolverIterations(realmId: number, iterations: number): void {
482
+ if (this.lib) {
483
+ this.lib.setSolverIterations(realmId, iterations);
484
+ }
485
+ }
486
+
487
+ setMinIslandSize(realmId: number, size: number): void {
488
+ if (this.lib && this.lib.setMinIslandSize) {
489
+ this.lib.setMinIslandSize(realmId, size);
490
+ }
491
+ }
492
+
493
+ setCCDEnabled(body: PhysicsBody, enabled: boolean): void {
494
+ if (this.lib) {
495
+ this.lib.setCCDEnabled(body.realmId, body.id, enabled);
496
+ }
497
+ }
498
+
499
+ raycast(
500
+ realmId: number,
501
+ origin: [number, number, number],
502
+ direction: [number, number, number],
503
+ maxDistance: number,
504
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
505
+ ): RaycastResult | null {
506
+ if (this.lib) {
507
+ return this.lib.raycast(realmId, origin, direction, maxDistance, filter);
508
+ }
509
+
510
+ const realm = this.realms.get(realmId);
511
+ if (!realm) return null;
512
+
513
+ let closest: RaycastResult | null = null;
514
+ let closestDist = maxDistance;
515
+
516
+ for (const [, b] of realm.bodies.entries()) {
517
+ if (filter?.excludeEntity && b.body.entity.index === filter.excludeEntity.index) continue;
518
+
519
+ for (const collider of b.colliders.values()) {
520
+ const hit = raycastCollider(
521
+ origin,
522
+ direction,
523
+ maxDistance,
524
+ b.position,
525
+ collider.shape,
526
+ );
527
+ if (hit && hit.distance < closestDist) {
528
+ closestDist = hit.distance;
529
+ closest = {
530
+ entity: b.body.entity,
531
+ point: hit.point,
532
+ normal: hit.normal,
533
+ distance: hit.distance,
534
+ };
535
+ }
536
+ }
537
+ }
538
+
539
+ return closest;
540
+ }
541
+
542
+ raycastMulti(
543
+ realmId: number,
544
+ origin: [number, number, number],
545
+ direction: [number, number, number],
546
+ maxDistance: number,
547
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
548
+ ): RaycastResult[] {
549
+ const results: RaycastResult[] = [];
550
+ if (this.lib) {
551
+ return this.lib.raycastMulti(realmId, origin, direction, maxDistance, filter);
552
+ }
553
+
554
+ const realm = this.realms.get(realmId);
555
+ if (!realm) return [];
556
+
557
+ for (const [, b] of realm.bodies.entries()) {
558
+ if (filter?.excludeEntity && b.body.entity.index === filter.excludeEntity.index) continue;
559
+
560
+ for (const collider of b.colliders.values()) {
561
+ const hit = raycastCollider(origin, direction, maxDistance, b.position, collider.shape);
562
+ if (hit) {
563
+ results.push({
564
+ entity: b.body.entity,
565
+ point: hit.point,
566
+ normal: hit.normal,
567
+ distance: hit.distance,
568
+ });
569
+ }
570
+ }
571
+ }
572
+
573
+ return results.sort((a, b) => a.distance - b.distance);
574
+ }
575
+
576
+ shapeCast(
577
+ realmId: number,
578
+ shape: ColliderShape,
579
+ origin: [number, number, number],
580
+ rotation: [number, number, number, number],
581
+ direction: [number, number, number],
582
+ maxDistance: number,
583
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
584
+ ): ShapeCastResult | null {
585
+ if (this.lib) {
586
+ return this.lib.shapeCast(realmId, shape, origin, rotation, direction, maxDistance, filter);
587
+ }
588
+ return null;
589
+ }
590
+
591
+ step(realmId: number, dt: number): void {
592
+ const realm = this.realms.get(realmId);
593
+ if (!realm) return;
594
+
595
+ if (this.lib) {
596
+ if (this.readBackTransformsOnStep && this.lib.readAwakeBodyStates && realm.bodies.size > 0) {
597
+ // Batched readback: one lib call for the whole awake set instead of a
598
+ // per-body getBodyTransform round trip. Sleeping bodies don't move, so
599
+ // the JS cache keeps last-synced values for them.
600
+ const cap = realm.bodies.size;
601
+ if (realm.readbackIds.length < cap) {
602
+ realm.readbackIds = new Uint32Array(cap);
603
+ realm.readbackStates = new Float32Array(cap * 10);
604
+ }
605
+ const n = this.lib.stepAndReadAwake
606
+ ? this.lib.stepAndReadAwake(realmId, dt, realm.readbackIds, realm.readbackStates, cap)
607
+ : (this.lib.step(realmId, dt),
608
+ this.lib.readAwakeBodyStates(realmId, realm.readbackIds, realm.readbackStates, cap));
609
+ for (let i = 0; i < n; i++) {
610
+ const b = realm.bodies.get(realm.readbackIds[i]);
611
+ if (!b) continue;
612
+ const o = i * 10;
613
+ b.position[0] = realm.readbackStates[o];
614
+ b.position[1] = realm.readbackStates[o + 1];
615
+ b.position[2] = realm.readbackStates[o + 2];
616
+ b.rotation[0] = realm.readbackStates[o + 3];
617
+ b.rotation[1] = realm.readbackStates[o + 4];
618
+ b.rotation[2] = realm.readbackStates[o + 5];
619
+ b.rotation[3] = realm.readbackStates[o + 6];
620
+ b.linearVelocity[0] = realm.readbackStates[o + 7];
621
+ b.linearVelocity[1] = realm.readbackStates[o + 8];
622
+ b.linearVelocity[2] = realm.readbackStates[o + 9];
623
+ }
624
+ } else {
625
+ this.lib.step(realmId, dt);
626
+ if (this.readBackTransformsOnStep) this.readBackTransforms(realm);
627
+ }
628
+ if (this.extractContacts) {
629
+ realm.contacts = this.lib.getContacts(realmId);
630
+ realm.intersections = this.lib.getIntersections(realmId);
631
+ } else {
632
+ realm.contacts.length = 0;
633
+ realm.intersections.length = 0;
634
+ }
635
+ return;
636
+ }
637
+
638
+ this.stepFallback(realm, dt);
639
+ }
640
+
641
+ stepAll(dt: number): void {
642
+ this.realmIds.forEach((realmId) => {
643
+ this.step(realmId, dt);
644
+ });
645
+ }
646
+
647
+ getContacts(realmId: number): ContactManifold[] {
648
+ const realm = this.realms.get(realmId);
649
+ return realm ? realm.contacts : [];
650
+ }
651
+
652
+ getIntersections(realmId: number): IntersectionPair[] {
653
+ const realm = this.realms.get(realmId);
654
+ return realm ? realm.intersections : [];
655
+ }
656
+
657
+ getIslands(realmId: number): IslandInfo[] {
658
+ if (this.lib) {
659
+ return this.lib.getIslands(realmId);
660
+ }
661
+ // Fallback: each body is its own island
662
+ const realm = this.realms.get(realmId);
663
+ if (!realm) return [];
664
+ const islands: IslandInfo[] = [];
665
+ for (const [bodyId, b] of realm.bodies.entries()) {
666
+ const speed = Math.sqrt(
667
+ b.linearVelocity[0] ** 2 + b.linearVelocity[1] ** 2 + b.linearVelocity[2] ** 2,
668
+ );
669
+ islands.push({ bodyIds: [bodyId], maxImportance: 0, avgVelocity: speed });
670
+ }
671
+ return islands;
672
+ }
673
+
674
+ createCharacterController(realmId: number, desc: CharacterControllerDesc, entity: Entity): CharacterControllerHandle {
675
+ const realm = this.realms.get(realmId);
676
+ if (!realm) throw new Error(`Realm ${realmId} not found`);
677
+ const controllerId = realm.nextControllerId++;
678
+ const handle: CharacterControllerHandle = { realmId, controllerId, entity };
679
+ if (this.lib) {
680
+ this.lib.createCharacterController(realmId, desc, handle);
681
+ }
682
+ return handle;
683
+ }
684
+
685
+ destroyCharacterController(handle: CharacterControllerHandle): void {
686
+ if (this.lib) {
687
+ this.lib.destroyCharacterController(handle.realmId, handle.controllerId);
688
+ }
689
+ }
690
+
691
+ characterMove(handle: CharacterControllerHandle, desiredMovement: [number, number, number], dt: number): CharacterMoveResult {
692
+ if (this.lib) {
693
+ return this.lib.characterMove(handle.realmId, handle.controllerId, desiredMovement, dt);
694
+ }
695
+ return this.characterMoveFallback(handle, desiredMovement, dt);
696
+ }
697
+
698
+ setCharacterColliderPosition(handle: CharacterControllerHandle, pos: [number, number, number]): void {
699
+ if (this.lib && this.lib.setCharacterColliderPosition) {
700
+ this.lib.setCharacterColliderPosition(handle.realmId, handle.controllerId, pos);
701
+ }
702
+ }
703
+
704
+ createJoint(realmId: number, parentBody: PhysicsBody, childBody: PhysicsBody, desc: JointDesc): number {
705
+ const realm = this.realms.get(realmId);
706
+ if (!realm) throw new Error(`Realm ${realmId} not found`);
707
+ const jointId = realm.nextJointId++;
708
+ if (this.lib) {
709
+ this.lib.createJoint(realmId, parentBody.id, childBody.id, jointId, desc);
710
+ }
711
+ return jointId;
712
+ }
713
+
714
+ destroyJoint(realmId: number, jointId: number): void {
715
+ if (this.lib) {
716
+ this.lib.destroyJoint(realmId, jointId);
717
+ }
718
+ }
719
+
720
+ syncTransforms(realmId: number, transformBuffer: Float32Array, entityCount: number): void {
721
+ const realm = this.realms.get(realmId);
722
+ if (!realm) return;
723
+ for (const [, b] of realm.bodies.entries()) {
724
+ const idx = b.body.entity.index;
725
+ if (idx < entityCount) {
726
+ const offset = idx * 8;
727
+ b.position[0] = transformBuffer[offset];
728
+ b.position[1] = transformBuffer[offset + 1];
729
+ b.position[2] = transformBuffer[offset + 2];
730
+ b.rotation[0] = transformBuffer[offset + 3];
731
+ b.rotation[1] = transformBuffer[offset + 4];
732
+ b.rotation[2] = transformBuffer[offset + 5];
733
+ b.rotation[3] = transformBuffer[offset + 6];
734
+ }
735
+ }
736
+ }
737
+
738
+ readTransforms(realmId: number, transformBuffer: Float32Array, entityCount: number): void {
739
+ const realm = this.realms.get(realmId);
740
+ if (!realm) return;
741
+ for (const [, b] of realm.bodies.entries()) {
742
+ const idx = b.body.entity.index;
743
+ if (idx < entityCount) {
744
+ const offset = idx * 8;
745
+ transformBuffer[offset] = b.position[0];
746
+ transformBuffer[offset + 1] = b.position[1];
747
+ transformBuffer[offset + 2] = b.position[2];
748
+ transformBuffer[offset + 3] = b.rotation[0];
749
+ transformBuffer[offset + 4] = b.rotation[1];
750
+ transformBuffer[offset + 5] = b.rotation[2];
751
+ transformBuffer[offset + 6] = b.rotation[3];
752
+ }
753
+ }
754
+ }
755
+
756
+ serializeRealm(realmId: number): Uint8Array {
757
+ if (this.lib) {
758
+ return this.lib.serializeRealm(realmId);
759
+ }
760
+ return new Uint8Array(0);
761
+ }
762
+
763
+ deserializeRealm(realmId: number, data: Uint8Array): void {
764
+ if (this.lib) {
765
+ this.lib.deserializeRealm(realmId, data);
766
+ }
767
+ }
768
+
769
+ destroy(): void {
770
+ if (this.destroyed) return;
771
+ this.destroyed = true;
772
+ if (this.lib) {
773
+ // Only destroy this backend's realms — do NOT call this.lib.destroy(),
774
+ // which would clear the shared lib's closure maps for ALL backends
775
+ // (the lib is a process-wide singleton via cachedLib).
776
+ for (let _i26137 = 0, _it26137 = this.realmIds, _n26137 = _it26137.length; _i26137 < _n26137; _i26137++) { const realmId = _it26137[_i26137];
777
+ this.lib.destroyRealm(realmId);
778
+ };
779
+ }
780
+ this.realms.clear();
781
+ this.realmIds = [];
782
+ }
783
+
784
+ private getBodyState(body: PhysicsBody): BodyState | undefined {
785
+ const realm = this.realms.get(body.realmId);
786
+ return realm?.bodies.get(body.id);
787
+ }
788
+
789
+ private characterMoveFallback(handle: CharacterControllerHandle, desiredMovement: [number, number, number], dt: number): CharacterMoveResult {
790
+ const realm = this.realms.get(handle.realmId);
791
+ if (!realm) {
792
+ return { grounded: false, groundNormal: [0, 1, 0], groundEntity: null, slid: false, stepped: false, effectiveMovement: [0, 0, 0], collisions: [] };
793
+ }
794
+
795
+ // Find the body associated with this character controller's entity
796
+ let body: BodyState | null = null;
797
+ for (const b of realm.bodies.values()) {
798
+ if (b.body.entity.index === handle.entity.index) { body = b; break; }
799
+ }
800
+ if (!body) {
801
+ return { grounded: false, groundNormal: [0, 1, 0], groundEntity: null, slid: false, stepped: false, effectiveMovement: [0, 0, 0], collisions: [] };
802
+ }
803
+
804
+ const desired = [...desiredMovement] as [number, number, number];
805
+ let effective = [...desired] as [number, number, number];
806
+ let slid = false;
807
+ let stepped = false;
808
+
809
+ const groundRay = this.raycast(handle.realmId, body.position, [0, -1, 0], 1.2);
810
+ const grounded = groundRay !== null && groundRay.distance <= 1.0;
811
+ const groundNormal = groundRay ? groundRay.normal : [0, 1, 0] as [number, number, number];
812
+ const groundEntity = groundRay ? groundRay.entity : null;
813
+
814
+ if (grounded) {
815
+ const slopeDot = groundNormal[1];
816
+ const maxSlopeCos = Math.cos(Math.PI / 3);
817
+ if (slopeDot < maxSlopeCos) {
818
+ const slideDir: [number, number, number] = [
819
+ groundNormal[0] * (1 - slopeDot),
820
+ groundNormal[1] * (1 - slopeDot) - 1,
821
+ groundNormal[2] * (1 - slopeDot),
822
+ ];
823
+ const slideLen = Math.sqrt(slideDir[0] ** 2 + slideDir[1] ** 2 + slideDir[2] ** 2);
824
+ if (slideLen > 1e-6) {
825
+ effective[0] = slideDir[0] / slideLen * Math.abs(desired[1]) * 0.5;
826
+ effective[1] = slideDir[1] / slideLen * Math.abs(desired[1]) * 0.5;
827
+ effective[2] = slideDir[2] / slideLen * Math.abs(desired[1]) * 0.5;
828
+ slid = true;
829
+ }
830
+ }
831
+ }
832
+
833
+ const wallRay = this.raycast(handle.realmId, body.position, [desired[0], 0, desired[2]], 0.6);
834
+ if (wallRay && wallRay.distance < 0.5) {
835
+ const wallNormal = wallRay.normal;
836
+ const dot = effective[0] * wallNormal[0] + effective[2] * wallNormal[2];
837
+ if (dot < 0) {
838
+ effective[0] -= dot * wallNormal[0];
839
+ effective[2] -= dot * wallNormal[2];
840
+ slid = true;
841
+ }
842
+ }
843
+
844
+ body.position[0] += effective[0] * dt;
845
+ body.position[1] += effective[1] * dt;
846
+ body.position[2] += effective[2] * dt;
847
+
848
+ return { grounded, groundNormal, groundEntity, slid, stepped, effectiveMovement: effective, collisions: [] };
849
+ }
850
+
851
+ private readBackTransforms(realm: RealmState): void {
852
+ if (!this.lib) return;
853
+ for (const [bodyId, b] of realm.bodies.entries()) {
854
+ const transform = this.lib.getBodyTransform(realm.id, bodyId);
855
+ if (transform) {
856
+ b.position = transform.position;
857
+ b.rotation = transform.rotation;
858
+ }
859
+ }
860
+ }
861
+
862
+ private stepFallback(realm: RealmState, dt: number): void {
863
+ const gravity = realm.config.gravity;
864
+
865
+ for (const [, b] of realm.bodies.entries()) {
866
+ if (b.desc.type !== "dynamic" || b.sleeping) continue;
867
+
868
+ b.linearVelocity[0] += gravity[0] * (b.desc.gravityScale ?? 1) * dt;
869
+ b.linearVelocity[1] += gravity[1] * (b.desc.gravityScale ?? 1) * dt;
870
+ b.linearVelocity[2] += gravity[2] * (b.desc.gravityScale ?? 1) * dt;
871
+
872
+ const damping = b.desc.linearDamping ?? 0;
873
+ const dampFactor = Math.max(0, 1 - damping * dt);
874
+ b.linearVelocity[0] *= dampFactor;
875
+ b.linearVelocity[1] *= dampFactor;
876
+ b.linearVelocity[2] *= dampFactor;
877
+
878
+ const angDamping = b.desc.angularDamping ?? 0;
879
+ const angDampFactor = Math.max(0, 1 - angDamping * dt);
880
+ b.angularVelocity[0] *= angDampFactor;
881
+ b.angularVelocity[1] *= angDampFactor;
882
+ b.angularVelocity[2] *= angDampFactor;
883
+
884
+ b.position[0] += b.linearVelocity[0] * dt;
885
+ b.position[1] += b.linearVelocity[1] * dt;
886
+ b.position[2] += b.linearVelocity[2] * dt;
887
+
888
+ integrateRotation(b.rotation, b.angularVelocity, dt);
889
+ }
890
+
891
+ realm.contacts = this.detectContacts(realm);
892
+ realm.intersections = this.detectIntersections(realm);
893
+ }
894
+
895
+ private detectContacts(realm: RealmState): ContactManifold[] {
896
+ const contacts: ContactManifold[] = [];
897
+ const bodies = [...realm.bodies.values()];
898
+
899
+ for (let i = 0; i < bodies.length; i++) {
900
+ for (let j = i + 1; j < bodies.length; j++) {
901
+ const a = bodies[i];
902
+ const b = bodies[j];
903
+
904
+ for (const colA of a.colliders.values()) {
905
+ if (colA.sensor) continue;
906
+ for (const colB of b.colliders.values()) {
907
+ if (colB.sensor) continue;
908
+ const contact = checkColliderCollision(
909
+ a.position,
910
+ colA.shape,
911
+ b.position,
912
+ colB.shape,
913
+ );
914
+ if (contact) {
915
+ contacts.push({
916
+ entityA: a.body.entity,
917
+ entityB: b.body.entity,
918
+ normal: contact.normal,
919
+ points: [contact.point],
920
+ penetrationDepth: contact.penetration,
921
+ });
922
+ }
923
+ }
924
+ }
925
+ }
926
+ }
927
+
928
+ return contacts;
929
+ }
930
+
931
+ private detectIntersections(realm: RealmState): IntersectionPair[] {
932
+ const intersections: IntersectionPair[] = [];
933
+ const bodies = [...realm.bodies.values()];
934
+
935
+ for (let i = 0; i < bodies.length; i++) {
936
+ for (let j = i + 1; j < bodies.length; j++) {
937
+ const a = bodies[i];
938
+ const b = bodies[j];
939
+
940
+ for (const colA of a.colliders.values()) {
941
+ for (const colB of b.colliders.values()) {
942
+ // Only report pairs where at least one collider is a sensor
943
+ if (!colA.sensor && !colB.sensor) continue;
944
+ const contact = checkColliderCollision(
945
+ a.position,
946
+ colA.shape,
947
+ b.position,
948
+ colB.shape,
949
+ );
950
+ if (contact) {
951
+ intersections.push({
952
+ entityA: a.body.entity,
953
+ entityB: b.body.entity,
954
+ });
955
+ }
956
+ }
957
+ }
958
+ }
959
+ }
960
+
961
+ return intersections;
962
+ }
963
+ }
964
+
965
+ function integrateRotation(
966
+ rot: [number, number, number, number],
967
+ angularVel: [number, number, number],
968
+ dt: number,
969
+ ): void {
970
+ const ax = angularVel[0] * dt * 0.5;
971
+ const ay = angularVel[1] * dt * 0.5;
972
+ const az = angularVel[2] * dt * 0.5;
973
+ const dq: [number, number, number, number] = [ax, ay, az, 1];
974
+ const len = Math.sqrt(dq[0] ** 2 + dq[1] ** 2 + dq[2] ** 2 + dq[3] ** 2);
975
+ if (len > 1e-9) {
976
+ dq[0] /= len; dq[1] /= len; dq[2] /= len; dq[3] /= len;
977
+ }
978
+ const result = multiplyQuat(rot, dq);
979
+ rot[0] = result[0]; rot[1] = result[1]; rot[2] = result[2]; rot[3] = result[3];
980
+ }
981
+
982
+ function multiplyQuat(
983
+ a: [number, number, number, number],
984
+ b: [number, number, number, number],
985
+ ): [number, number, number, number] {
986
+ return [
987
+ a[3] * b[0] + a[0] * b[3] + a[1] * b[2] - a[2] * b[1],
988
+ a[3] * b[1] - a[0] * b[2] + a[1] * b[3] + a[2] * b[0],
989
+ a[3] * b[2] + a[0] * b[1] - a[1] * b[0] + a[2] * b[3],
990
+ a[3] * b[3] - a[0] * b[0] - a[1] * b[1] - a[2] * b[2],
991
+ ];
992
+ }
993
+
994
+ function raycastCollider(
995
+ origin: [number, number, number],
996
+ direction: [number, number, number],
997
+ maxDistance: number,
998
+ bodyPos: [number, number, number],
999
+ shape: ColliderShape,
1000
+ ): { point: [number, number, number]; normal: [number, number, number]; distance: number } | null {
1001
+ if (shape.type === "sphere") {
1002
+ return raycastSphere(origin, direction, maxDistance, bodyPos, shape.radius);
1003
+ }
1004
+ if (shape.type === "box") {
1005
+ return raycastBox(origin, direction, maxDistance, bodyPos, shape.halfExtents);
1006
+ }
1007
+ return null;
1008
+ }
1009
+
1010
+ function raycastSphere(
1011
+ origin: [number, number, number],
1012
+ dir: [number, number, number],
1013
+ maxDist: number,
1014
+ center: [number, number, number],
1015
+ radius: number,
1016
+ ): { point: [number, number, number]; normal: [number, number, number]; distance: number } | null {
1017
+ const ox = origin[0] - center[0];
1018
+ const oy = origin[1] - center[1];
1019
+ const oz = origin[2] - center[2];
1020
+ const b = ox * dir[0] + oy * dir[1] + oz * dir[2];
1021
+ const c = ox * ox + oy * oy + oz * oz - radius * radius;
1022
+ const disc = b * b - c;
1023
+ if (disc < 0) return null;
1024
+ const t = -b - Math.sqrt(disc);
1025
+ if (t < 0 || t > maxDist) return null;
1026
+ const point: [number, number, number] = [
1027
+ origin[0] + dir[0] * t,
1028
+ origin[1] + dir[1] * t,
1029
+ origin[2] + dir[2] * t,
1030
+ ];
1031
+ const normal: [number, number, number] = [
1032
+ (point[0] - center[0]) / radius,
1033
+ (point[1] - center[1]) / radius,
1034
+ (point[2] - center[2]) / radius,
1035
+ ];
1036
+ return { point, normal, distance: t };
1037
+ }
1038
+
1039
+ function raycastBox(
1040
+ origin: [number, number, number],
1041
+ dir: [number, number, number],
1042
+ maxDist: number,
1043
+ center: [number, number, number],
1044
+ halfExtents: [number, number, number],
1045
+ ): { point: [number, number, number]; normal: [number, number, number]; distance: number } | null {
1046
+ let tmin = 0;
1047
+ let tmax = maxDist;
1048
+
1049
+ for (let i = 0; i < 3; i++) {
1050
+ const o = origin[i] - center[i];
1051
+ const d = dir[i];
1052
+ const half = halfExtents[i];
1053
+
1054
+ if (Math.abs(d) < 1e-9) {
1055
+ if (Math.abs(o) > half) return null;
1056
+ } else {
1057
+ let t1 = (-half - o) / d;
1058
+ let t2 = (half - o) / d;
1059
+ if (t1 > t2) { const tmp = t1; t1 = t2; t2 = tmp; }
1060
+ tmin = Math.max(tmin, t1);
1061
+ tmax = Math.min(tmax, t2);
1062
+ if (tmin > tmax) return null;
1063
+ }
1064
+ }
1065
+
1066
+ const t = tmin;
1067
+ const point: [number, number, number] = [
1068
+ origin[0] + dir[0] * t,
1069
+ origin[1] + dir[1] * t,
1070
+ origin[2] + dir[2] * t,
1071
+ ];
1072
+
1073
+ const rel: [number, number, number] = [
1074
+ point[0] - center[0],
1075
+ point[1] - center[1],
1076
+ point[2] - center[2],
1077
+ ];
1078
+ const nx = rel[0] / halfExtents[0];
1079
+ const ny = rel[1] / halfExtents[1];
1080
+ const nz = rel[2] / halfExtents[2];
1081
+ const ax = Math.abs(nx);
1082
+ const ay = Math.abs(ny);
1083
+ const az = Math.abs(nz);
1084
+ let normal: [number, number, number];
1085
+ if (ax >= ay && ax >= az) normal = [Math.sign(nx), 0, 0];
1086
+ else if (ay >= ax && ay >= az) normal = [0, Math.sign(ny), 0];
1087
+ else normal = [0, 0, Math.sign(nz)];
1088
+
1089
+ return { point, normal, distance: t };
1090
+ }
1091
+
1092
+ function checkColliderCollision(
1093
+ posA: [number, number, number],
1094
+ shapeA: ColliderShape,
1095
+ posB: [number, number, number],
1096
+ shapeB: ColliderShape,
1097
+ ): { normal: [number, number, number]; point: [number, number, number]; penetration: number } | null {
1098
+ if (shapeA.type === "sphere" && shapeB.type === "sphere") {
1099
+ return sphereSphere(posA, shapeA.radius, posB, shapeB.radius);
1100
+ }
1101
+ if (shapeA.type === "box" && shapeB.type === "box") {
1102
+ return aabbAabb(posA, shapeA.halfExtents, posB, shapeB.halfExtents);
1103
+ }
1104
+ if (shapeA.type === "sphere" && shapeB.type === "box") {
1105
+ return sphereAabb(posA, shapeA.radius, posB, shapeB.halfExtents);
1106
+ }
1107
+ if (shapeA.type === "box" && shapeB.type === "sphere") {
1108
+ const result = sphereAabb(posB, shapeB.radius, posA, shapeA.halfExtents);
1109
+ if (result) {
1110
+ result.normal = [-result.normal[0], -result.normal[1], -result.normal[2]] as [number, number, number];
1111
+ }
1112
+ return result;
1113
+ }
1114
+ return null;
1115
+ }
1116
+
1117
+ function sphereSphere(
1118
+ posA: [number, number, number],
1119
+ rA: number,
1120
+ posB: [number, number, number],
1121
+ rB: number,
1122
+ ): { normal: [number, number, number]; point: [number, number, number]; penetration: number } | null {
1123
+ const dx = posB[0] - posA[0];
1124
+ const dy = posB[1] - posA[1];
1125
+ const dz = posB[2] - posA[2];
1126
+ const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
1127
+ const sumR = rA + rB;
1128
+ if (dist >= sumR) return null;
1129
+ const penetration = sumR - dist;
1130
+ const normal: [number, number, number] = dist > 1e-9
1131
+ ? [dx / dist, dy / dist, dz / dist]
1132
+ : [0, 1, 0];
1133
+ const point: [number, number, number] = [
1134
+ posA[0] + normal[0] * rA,
1135
+ posA[1] + normal[1] * rA,
1136
+ posA[2] + normal[2] * rA,
1137
+ ];
1138
+ return { normal, point, penetration };
1139
+ }
1140
+
1141
+ function aabbAabb(
1142
+ posA: [number, number, number],
1143
+ halfA: [number, number, number],
1144
+ posB: [number, number, number],
1145
+ halfB: [number, number, number],
1146
+ ): { normal: [number, number, number]; point: [number, number, number]; penetration: number } | null {
1147
+ const dx = posB[0] - posA[0];
1148
+ const px = halfA[0] + halfB[0] - Math.abs(dx);
1149
+ if (px <= 0) return null;
1150
+
1151
+ const dy = posB[1] - posA[1];
1152
+ const py = halfA[1] + halfB[1] - Math.abs(dy);
1153
+ if (py <= 0) return null;
1154
+
1155
+ const dz = posB[2] - posA[2];
1156
+ const pz = halfA[2] + halfB[2] - Math.abs(dz);
1157
+ if (pz <= 0) return null;
1158
+
1159
+ if (px < py && px < pz) {
1160
+ const nx = dx < 0 ? -1 : 1;
1161
+ return {
1162
+ normal: [nx, 0, 0],
1163
+ point: [posA[0] + nx * halfA[0], posA[1], posA[2]],
1164
+ penetration: px,
1165
+ };
1166
+ } else if (py < pz) {
1167
+ const ny = dy < 0 ? -1 : 1;
1168
+ return {
1169
+ normal: [0, ny, 0],
1170
+ point: [posA[0], posA[1] + ny * halfA[1], posA[2]],
1171
+ penetration: py,
1172
+ };
1173
+ } else {
1174
+ const nz = dz < 0 ? -1 : 1;
1175
+ return {
1176
+ normal: [0, 0, nz],
1177
+ point: [posA[0], posA[1], posA[2] + nz * halfA[2]],
1178
+ penetration: pz,
1179
+ };
1180
+ }
1181
+ }
1182
+
1183
+ function sphereAabb(
1184
+ spherePos: [number, number, number],
1185
+ radius: number,
1186
+ boxPos: [number, number, number],
1187
+ halfExtents: [number, number, number],
1188
+ ): { normal: [number, number, number]; point: [number, number, number]; penetration: number } | null {
1189
+ const closest: [number, number, number] = [
1190
+ Math.max(boxPos[0] - halfExtents[0], Math.min(spherePos[0], boxPos[0] + halfExtents[0])),
1191
+ Math.max(boxPos[1] - halfExtents[1], Math.min(spherePos[1], boxPos[1] + halfExtents[1])),
1192
+ Math.max(boxPos[2] - halfExtents[2], Math.min(spherePos[2], boxPos[2] + halfExtents[2])),
1193
+ ];
1194
+
1195
+ const dx = spherePos[0] - closest[0];
1196
+ const dy = spherePos[1] - closest[1];
1197
+ const dz = spherePos[2] - closest[2];
1198
+ const distSq = dx * dx + dy * dy + dz * dz;
1199
+ if (distSq >= radius * radius) return null;
1200
+
1201
+ const dist = Math.sqrt(distSq);
1202
+ const penetration = radius - dist;
1203
+ const normal: [number, number, number] = dist > 1e-9
1204
+ ? [dx / dist, dy / dist, dz / dist]
1205
+ : [0, 1, 0];
1206
+ return { normal, point: closest, penetration };
1207
+ }