@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 +1,1052 @@
1
+ import type * as Rapier from "@dimforge/rapier3d-compat";
2
+ import type { BodyDesc, BodyType, CharacterCollisionInfo, CharacterControllerDesc, CharacterControllerHandle, CharacterMoveResult, ColliderDesc, ColliderShape, ContactManifold, Entity, IntersectionPair, IslandInfo, JointDesc, RaycastResult, ShapeCastResult } from "@downdraft/engine";
3
+ import { createLogger } from "@downdraft/engine";
4
+
5
+ const log = createLogger();
6
+
7
+ export interface PhysicsLib {
8
+ createRealm(id: number, gravity: [number, number, number]): void;
9
+ destroyRealm(id: number): void;
10
+ createBody(realmId: number, bodyId: number, desc: BodyDesc, entity: Entity): void;
11
+ destroyBody(realmId: number, bodyId: number): void;
12
+ setBodyType(realmId: number, bodyId: number, type: BodyType): void;
13
+ addCollider(realmId: number, bodyId: number, colliderId: number, desc: ColliderDesc): void;
14
+ removeCollider(realmId: number, bodyId: number, colliderId: number): void;
15
+ setColliderPosition?(realmId: number, colliderId: number, pos: [number, number, number]): void;
16
+ getColliderPosition?(realmId: number, colliderId: number): [number, number, number];
17
+ applyForce(realmId: number, bodyId: number, force: [number, number, number]): void;
18
+ applyImpulse(realmId: number, bodyId: number, impulse: [number, number, number]): void;
19
+ applyTorque(realmId: number, bodyId: number, torque: [number, number, number]): void;
20
+ applyTorqueImpulse(realmId: number, bodyId: number, impulse: [number, number, number]): void;
21
+ applyImpulseAtPoint(realmId: number, bodyId: number, impulse: [number, number, number], point: [number, number, number]): void;
22
+ setLinearVelocity(realmId: number, bodyId: number, vel: [number, number, number]): void;
23
+ setAngularVelocity(realmId: number, bodyId: number, vel: [number, number, number]): void;
24
+ setPosition(realmId: number, bodyId: number, pos: [number, number, number]): void;
25
+ setRotation(realmId: number, bodyId: number, rot: [number, number, number, number]): void;
26
+ wakeUp(realmId: number, bodyId: number): void;
27
+ // Raw fast paths (optional — implemented by the WASM Rapier backend)
28
+ setTranslationRaw?(realmId: number, bodyId: number, x: number, y: number, z: number, wakeUp: boolean): void;
29
+ setRotationRaw?(realmId: number, bodyId: number, x: number, y: number, z: number, w: number, wakeUp: boolean): void;
30
+ getTranslationRaw?(realmId: number, bodyId: number, out: [number, number, number]): void;
31
+ getRotationRaw?(realmId: number, bodyId: number, out: [number, number, number, number]): void;
32
+ getLinearVelocityRaw?(realmId: number, bodyId: number, out: [number, number, number]): void;
33
+ setLinearVelocityRaw?(realmId: number, bodyId: number, x: number, y: number, z: number, wakeUp: boolean): void;
34
+ setAngularVelocityRaw?(realmId: number, bodyId: number, x: number, y: number, z: number, wakeUp: boolean): void;
35
+ isSleepingRaw?(realmId: number, bodyId: number): boolean;
36
+ /**
37
+ * Bulk readback of AWAKE bodies: enumerates the island manager's active set
38
+ * in one WASM→JS pass, then reads each body's transform via the raw scalar
39
+ * API. Writes idsOut[i] = bodyId and out[i*10 .. +9] =
40
+ * [pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w, linvel.x, linvel.y, linvel.z].
41
+ * Returns the number of bodies written (≤ maxCount). Sleeping bodies are
42
+ * excluded — they cannot move, so callers keep their last-synced values.
43
+ */
44
+ readAwakeBodyStates?(realmId: number, idsOut: Uint32Array, out: Float32Array, maxCount: number): number;
45
+ /**
46
+ * Fused step + awake-body readback (native FFI fast path — one call per
47
+ * tick). Same output layout as readAwakeBodyStates; dt follows step()
48
+ * semantics (dt <= 0 uses the stored integration dt).
49
+ */
50
+ stepAndReadAwake?(realmId: number, dt: number, idsOut: Uint32Array, out: Float32Array, maxCount: number): number;
51
+ swapColliderShapeRaw?(realmId: number, colliderId: number, vertices: Float32Array, indices: Uint32Array): boolean;
52
+ testConvexHull?(vertices: Float32Array): boolean;
53
+ /** Returns the Rapier ShapeType enum value of the live collider (0=Ball,1=Cuboid,9=ConvexPolyhedron,...). -1 if not found. */
54
+ getColliderShapeType?(realmId: number, colliderId: number): number;
55
+ /** Returns the number of live Rapier colliders currently attached to the body. */
56
+ getColliderCount?(realmId: number, bodyId: number): number;
57
+ reserveMemory?(bytes: number): void;
58
+ setIntegrationDt?(realmId: number, dt: number): void;
59
+ step(realmId: number, dt: number): void;
60
+ getContacts(realmId: number): ContactManifold[];
61
+ getIntersections(realmId: number): IntersectionPair[];
62
+ getBodyTransform(realmId: number, bodyId: number): { position: [number, number, number]; rotation: [number, number, number, number] } | null;
63
+ raycast(
64
+ realmId: number,
65
+ origin: [number, number, number],
66
+ direction: [number, number, number],
67
+ maxDistance: number,
68
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
69
+ ): RaycastResult | null;
70
+ raycastMulti(
71
+ realmId: number,
72
+ origin: [number, number, number],
73
+ direction: [number, number, number],
74
+ maxDistance: number,
75
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
76
+ ): RaycastResult[];
77
+ shapeCast(
78
+ realmId: number,
79
+ shape: ColliderShape,
80
+ origin: [number, number, number],
81
+ rotation: [number, number, number, number],
82
+ direction: [number, number, number],
83
+ maxDistance: number,
84
+ filter?: { collisionGroups?: number; excludeEntity?: Entity },
85
+ ): ShapeCastResult | null;
86
+ createCharacterController(
87
+ realmId: number,
88
+ desc: CharacterControllerDesc,
89
+ handle: CharacterControllerHandle,
90
+ ): void;
91
+ destroyCharacterController(realmId: number, controllerId: number): void;
92
+ characterMove(
93
+ realmId: number,
94
+ controllerId: number,
95
+ desiredMovement: [number, number, number],
96
+ dt: number,
97
+ ): CharacterMoveResult;
98
+ setCharacterColliderPosition?(realmId: number, controllerId: number, pos: [number, number, number]): void;
99
+ createJoint(
100
+ realmId: number,
101
+ parentBodyId: number,
102
+ childBodyId: number,
103
+ jointId: number,
104
+ desc: JointDesc,
105
+ ): void;
106
+ destroyJoint(realmId: number, jointId: number): void;
107
+ setSolverIterations(realmId: number, iterations: number): void;
108
+ setSleepThresholds(realmId: number, linearThreshold: number, angularThreshold: number): void;
109
+ setMinIslandSize?(realmId: number, size: number): void;
110
+ setCCDEnabled(realmId: number, bodyId: number, enabled: boolean): void;
111
+ getIslands(realmId: number): IslandInfo[];
112
+ serializeRealm(realmId: number): Uint8Array;
113
+ deserializeRealm(realmId: number, data: Uint8Array): void;
114
+ destroy(): void;
115
+ }
116
+
117
+ let cachedLib: PhysicsLib | null = null;
118
+ let loadingPromise: Promise<PhysicsLib> | null = null;
119
+
120
+ export function loadPhysicsLib(): Promise<PhysicsLib> {
121
+ if (cachedLib) return Promise.resolve(cachedLib);
122
+ // Coalesce concurrent calls onto the same in-flight load; but do NOT
123
+ // permanently prevent retries after a failure — a panic + re-init cycle
124
+ // (common during dev / first tick) must be able to load the WASM lib on
125
+ // the second attempt.
126
+ if (loadingPromise) return loadingPromise;
127
+
128
+ const p = doLoadPhysicsLib();
129
+ loadingPromise = p;
130
+ // Clear the loading promise once settled so a failed load can be retried
131
+ // on the next call (cachedLib is set on success, so successful loads
132
+ // short-circuit at the top).
133
+ p.then(() => { if (loadingPromise === p) loadingPromise = null; })
134
+ .catch(() => { if (loadingPromise === p) loadingPromise = null; });
135
+ return p;
136
+ }
137
+
138
+ async function doLoadPhysicsLib(): Promise<PhysicsLib> {
139
+ try {
140
+ const rapier = await import("@dimforge/rapier3d-compat");
141
+
142
+ // Suppress the spurious "deprecated parameters" warning from Rapier's
143
+ // __wbg_init — it fires because rapier.init() passes an ArrayBuffer
144
+ // directly, and the init function's deprecation check treats any
145
+ // non-plain-object argument as "deprecated" (an upstream Rapier bug).
146
+ // oxlint-disable-next-line no-console -- intentional interception, not logging
147
+ const origWarn = console.warn;
148
+ // oxlint-disable-next-line no-console -- intentional interception, not logging
149
+ console.warn = (...args: any[]) => {
150
+ if (typeof args[0] === "string" && args[0].includes("deprecated parameters for the initialization function")) return;
151
+ origWarn.apply(console, args as any);
152
+ };
153
+ try {
154
+ await rapier.init();
155
+ } finally {
156
+ // oxlint-disable-next-line no-console -- restore the intercepted binding
157
+ console.warn = origWarn;
158
+ }
159
+
160
+ const realms = new Map<number, Rapier.World>();
161
+ const bodyMaps = new Map<number, Map<number, Rapier.RigidBody>>();
162
+ const colliderMaps = new Map<number, Map<number, Rapier.Collider>>();
163
+ const controllerMaps = new Map<number, Map<number, { controller: Rapier.KinematicCharacterController; body: Rapier.RigidBody | null; collider: Rapier.Collider | null; entity: Entity }>>();
164
+ const jointMaps = new Map<number, Map<number, Rapier.ImpulseJoint>>();
165
+ // Reverse map: Rapier rigid-body handle -> Entity, for collision reporting.
166
+ // Populated in createBody, cleared in destroyBody/destroyRealm.
167
+ const entityByBodyHandle = new Map<number, Map<number, Entity>>();
168
+ // Reverse map: Rapier rigid-body handle -> game bodyId, for the bulk
169
+ // awake-body readback (forEachActiveRigidBodyHandle yields raw handles).
170
+ const bodyIdByHandle = new Map<number, Map<number, number>>();
171
+ // Scratch for the awake-handle enumeration (grown on demand). Rapier
172
+ // handles are u64s passed through JS as f64 bit patterns (e.g. handle 1
173
+ // reads as 5e-324) — MUST be Float64Array, a Uint32Array truncates to 0.
174
+ let awakeHandleScratch = new Float64Array(1024);
175
+
176
+ function makeColliderDesc(desc: ColliderDesc): Rapier.ColliderDesc {
177
+ const shape = desc.shape;
178
+ let cd: Rapier.ColliderDesc;
179
+ if (shape.type === "box") {
180
+ cd = rapier.ColliderDesc.cuboid(shape.halfExtents[0], shape.halfExtents[1], shape.halfExtents[2]);
181
+ } else if (shape.type === "sphere") {
182
+ cd = rapier.ColliderDesc.ball(shape.radius);
183
+ } else if (shape.type === "capsule") {
184
+ cd = rapier.ColliderDesc.capsule(shape.halfHeight, shape.radius);
185
+ } else if (shape.type === "convex") {
186
+ const verts = new Float32Array(shape.vertices);
187
+ cd = rapier.ColliderDesc.convexHull(verts) ?? rapier.ColliderDesc.ball(0.5);
188
+ } else if (shape.type === "mesh") {
189
+ const verts = new Float32Array(shape.vertices);
190
+ const indices = new Uint32Array(shape.indices);
191
+ cd = rapier.ColliderDesc.trimesh(verts, indices);
192
+ } else if (shape.type === "heightfield") {
193
+ // Rapier 0.19.3's WASM heightfield panics with "unreachable" in
194
+ // rawshape_heightfield for any input. Convert to trimesh as a fallback.
195
+ // When Rapier is upgraded to a version that fixes this, switch to:
196
+ // rapier.ColliderDesc.heightfield(nrows, ncols, heights, scale, 0)
197
+ const { nrows, ncols, heights, scale } = shape;
198
+ const verts = new Float32Array(nrows * ncols * 3);
199
+ for (let r = 0; r < nrows; r++) {
200
+ for (let c = 0; c < ncols; c++) {
201
+ const idx = (r * ncols + c) * 3;
202
+ verts[idx] = (c / (ncols - 1) - 0.5) * scale[0] * 2;
203
+ verts[idx + 1] = heights[r * ncols + c] * scale[1];
204
+ verts[idx + 2] = (r / (nrows - 1) - 0.5) * scale[2] * 2;
205
+ }
206
+ }
207
+ const indices = new Uint32Array((nrows - 1) * (ncols - 1) * 6);
208
+ let ii = 0;
209
+ for (let r = 0; r < nrows - 1; r++) {
210
+ for (let c = 0; c < ncols - 1; c++) {
211
+ const v0 = r * ncols + c;
212
+ const v1 = r * ncols + c + 1;
213
+ const v2 = (r + 1) * ncols + c;
214
+ const v3 = (r + 1) * ncols + c + 1;
215
+ indices[ii++] = v0; indices[ii++] = v2; indices[ii++] = v1;
216
+ indices[ii++] = v1; indices[ii++] = v2; indices[ii++] = v3;
217
+ }
218
+ }
219
+ cd = rapier.ColliderDesc.trimesh(verts, indices);
220
+ } else {
221
+ cd = rapier.ColliderDesc.ball(0.5);
222
+ }
223
+ if (desc.friction !== undefined) cd.setFriction(desc.friction);
224
+ if (desc.restitution !== undefined) cd.setRestitution(desc.restitution);
225
+ if (desc.density !== undefined) cd.setDensity(desc.density);
226
+ if (desc.sensor) cd.setSensor(true);
227
+ if (desc.collisionGroups !== undefined) cd.setCollisionGroups(desc.collisionGroups);
228
+ if (desc.solverGroups !== undefined) cd.setSolverGroups(desc.solverGroups);
229
+ if (desc.translation) cd.setTranslation(desc.translation[0], desc.translation[1], desc.translation[2]);
230
+ if (desc.rotation) cd.setRotation({ x: desc.rotation[0], y: desc.rotation[1], z: desc.rotation[2], w: desc.rotation[3] });
231
+ return cd;
232
+ }
233
+
234
+ const lib: PhysicsLib = {
235
+ createRealm(id, gravity) {
236
+ const world = new rapier.World({ x: gravity[0], y: gravity[1], z: gravity[2] });
237
+ realms.set(id, world);
238
+ bodyMaps.set(id, new Map());
239
+ colliderMaps.set(id, new Map());
240
+ controllerMaps.set(id, new Map());
241
+ jointMaps.set(id, new Map());
242
+ entityByBodyHandle.set(id, new Map());
243
+ bodyIdByHandle.set(id, new Map());
244
+ },
245
+ destroyRealm(id) {
246
+ realms.delete(id);
247
+ bodyMaps.delete(id);
248
+ colliderMaps.delete(id);
249
+ controllerMaps.delete(id);
250
+ jointMaps.delete(id);
251
+ entityByBodyHandle.delete(id);
252
+ bodyIdByHandle.delete(id);
253
+ },
254
+ createBody(realmId, bodyId, desc, entity) {
255
+ const world = realms.get(realmId);
256
+ if (!world) return;
257
+
258
+ let rbDesc: Rapier.RigidBodyDesc;
259
+ if (desc.type === "static") {
260
+ rbDesc = rapier.RigidBodyDesc.fixed();
261
+ } else if (desc.type === "kinematic") {
262
+ rbDesc = rapier.RigidBodyDesc.kinematicPositionBased();
263
+ } else {
264
+ rbDesc = rapier.RigidBodyDesc.dynamic();
265
+ }
266
+
267
+ rbDesc.setTranslation(desc.position[0], desc.position[1], desc.position[2]);
268
+ rbDesc.setRotation({
269
+ x: desc.rotation[0],
270
+ y: desc.rotation[1],
271
+ z: desc.rotation[2],
272
+ w: desc.rotation[3],
273
+ });
274
+
275
+ if (desc.mass) rbDesc.setAdditionalMass(desc.mass);
276
+ if (desc.linearDamping) rbDesc.setLinearDamping(desc.linearDamping);
277
+ if (desc.angularDamping) rbDesc.setAngularDamping(desc.angularDamping);
278
+ if (desc.ccdEnabled) rbDesc.setCcdEnabled(true);
279
+ if (desc.canSleep === false) rbDesc.setCanSleep(false);
280
+ if (desc.gravityScale !== undefined) rbDesc.setGravityScale(desc.gravityScale);
281
+ if (desc.lockedAxes?.rotation) {
282
+ const [rx, ry, rz] = desc.lockedAxes.rotation;
283
+ if (rx && ry && rz) {
284
+ rbDesc.lockRotations();
285
+ } else {
286
+ rbDesc.enabledRotations(!rx, !ry, !rz);
287
+ }
288
+ }
289
+ if (desc.lockedAxes?.translation) {
290
+ const [tx, ty, tz] = desc.lockedAxes.translation;
291
+ rbDesc.enabledTranslations(!tx, !ty, !tz);
292
+ }
293
+
294
+ const body = world.createRigidBody(rbDesc);
295
+ bodyMaps.get(realmId)?.set(bodyId, body);
296
+ entityByBodyHandle.get(realmId)?.set(body.handle, entity);
297
+ bodyIdByHandle.get(realmId)?.set(body.handle, bodyId);
298
+ },
299
+ destroyBody(realmId, bodyId) {
300
+ const world = realms.get(realmId);
301
+ const map = bodyMaps.get(realmId);
302
+ if (!world || !map) return;
303
+ const body = map.get(bodyId);
304
+ if (body) {
305
+ entityByBodyHandle.get(realmId)?.delete(body.handle);
306
+ bodyIdByHandle.get(realmId)?.delete(body.handle);
307
+ world.removeRigidBody(body);
308
+ map.delete(bodyId);
309
+ }
310
+ },
311
+ setBodyType(realmId, bodyId, type) {
312
+ const map = bodyMaps.get(realmId);
313
+ const body = map?.get(bodyId);
314
+ if (!body) return;
315
+ if (type === "static") body.setBodyType(rapier.RigidBodyType.Fixed, true);
316
+ else if (type === "kinematic") body.setBodyType(rapier.RigidBodyType.KinematicPositionBased, true);
317
+ else body.setBodyType(rapier.RigidBodyType.Dynamic, true);
318
+ },
319
+ addCollider(realmId, bodyId, colliderId, desc) {
320
+ const world = realms.get(realmId);
321
+ const body = bodyMaps.get(realmId)?.get(bodyId);
322
+ if (!world || !body) return;
323
+ const cd = makeColliderDesc(desc);
324
+ const collider = world.createCollider(cd, body);
325
+ colliderMaps.get(realmId)?.set(colliderId, collider);
326
+ // cd.shape is a SharedShape (no .free() method); world.createCollider
327
+ // internally calls shape.intoRaw() and frees the resulting RawColliderShape.
328
+ // This no-op try/catch is kept as a safety net for future shape types.
329
+ try { (cd as any).shape?.free?.(); } catch {}
330
+ },
331
+ removeCollider(realmId, bodyId, colliderId) {
332
+ const world = realms.get(realmId);
333
+ const collider = colliderMaps.get(realmId)?.get(colliderId);
334
+ if (!world || !collider) return;
335
+ world.removeCollider(collider, false);
336
+ colliderMaps.get(realmId)?.delete(colliderId);
337
+ },
338
+ setColliderPosition(realmId, colliderId, pos) {
339
+ const collider = colliderMaps.get(realmId)?.get(colliderId);
340
+ if (collider) collider.setTranslation({ x: pos[0], y: pos[1], z: pos[2] });
341
+ },
342
+ getColliderPosition(realmId, colliderId) {
343
+ const collider = colliderMaps.get(realmId)?.get(colliderId);
344
+ if (!collider) return [0, 0, 0];
345
+ const t = collider.translation();
346
+ const result = [t.x, t.y, t.z] as [number, number, number];
347
+ // Free the RawVector to prevent WASM borrow aliasing
348
+ try { (t as any).free?.(); } catch {}
349
+ return result;
350
+ },
351
+ applyForce(realmId, bodyId, force) {
352
+ const body = bodyMaps.get(realmId)?.get(bodyId);
353
+ if (body) body.addForce({ x: force[0], y: force[1], z: force[2] }, true);
354
+ },
355
+ applyImpulse(realmId, bodyId, impulse) {
356
+ const body = bodyMaps.get(realmId)?.get(bodyId);
357
+ if (body) body.applyImpulse({ x: impulse[0], y: impulse[1], z: impulse[2] }, true);
358
+ },
359
+ applyTorque(realmId, bodyId, torque) {
360
+ const body = bodyMaps.get(realmId)?.get(bodyId);
361
+ if (body) body.addTorque({ x: torque[0], y: torque[1], z: torque[2] }, true);
362
+ },
363
+ applyTorqueImpulse(realmId, bodyId, impulse) {
364
+ const body = bodyMaps.get(realmId)?.get(bodyId);
365
+ if (body) body.applyTorqueImpulse({ x: impulse[0], y: impulse[1], z: impulse[2] }, true);
366
+ },
367
+ applyImpulseAtPoint(realmId, bodyId, impulse, point) {
368
+ const body = bodyMaps.get(realmId)?.get(bodyId);
369
+ if (body) body.applyImpulseAtPoint(
370
+ { x: impulse[0], y: impulse[1], z: impulse[2] },
371
+ { x: point[0], y: point[1], z: point[2] },
372
+ true,
373
+ );
374
+ },
375
+ setLinearVelocity(realmId, bodyId, vel) {
376
+ const body = bodyMaps.get(realmId)?.get(bodyId);
377
+ if (body) body.setLinvel({ x: vel[0], y: vel[1], z: vel[2] }, true);
378
+ },
379
+ setAngularVelocity(realmId, bodyId, vel) {
380
+ const body = bodyMaps.get(realmId)?.get(bodyId);
381
+ if (body) body.setAngvel({ x: vel[0], y: vel[1], z: vel[2] }, true);
382
+ },
383
+ setPosition(realmId, bodyId, pos) {
384
+ const body = bodyMaps.get(realmId)?.get(bodyId);
385
+ if (body) body.setTranslation({ x: pos[0], y: pos[1], z: pos[2] }, true);
386
+ },
387
+ setRotation(realmId, bodyId, rot) {
388
+ const body = bodyMaps.get(realmId)?.get(bodyId);
389
+ if (body) body.setRotation({ x: rot[0], y: rot[1], z: rot[2], w: rot[3] }, true);
390
+ },
391
+ wakeUp(realmId, bodyId) {
392
+ const body = bodyMaps.get(realmId)?.get(bodyId);
393
+ if (body) body.wakeUp();
394
+ },
395
+ step(realmId, dt) {
396
+ const world = realms.get(realmId);
397
+ if (world) world.step();
398
+ },
399
+ getContacts(realmId) {
400
+ const world = realms.get(realmId);
401
+ if (!world) return [];
402
+ const entityMap = entityByBodyHandle.get(realmId);
403
+ if (!entityMap) return [];
404
+
405
+ const contacts: ContactManifold[] = [];
406
+ const seen = new Set<string>(); // dedup pairs (c1,c2) and (c2,c1)
407
+
408
+ // Enumerate only colliders owned by ACTIVE bodies. Contacts between
409
+ // sleeping bodies are static and produce no new impulses — matching
410
+ // Rapier's own EventQueue semantics, which only reports activity for
411
+ // bodies in active islands. Enumerating every collider in the world
412
+ // (forEachCollider + contactPairsWith per collider + parent() per
413
+ // pair) costs ~15ms per call on a ~1.8k-collider resting scene even
414
+ // when everything is asleep.
415
+ world.islands.raw.forEachActiveRigidBodyHandle((handle: number) => {
416
+ const rb = world.getRigidBody(handle);
417
+ if (!rb) return;
418
+ const numColliders = rb.numColliders();
419
+ for (let i = 0; i < numColliders; i++) {
420
+ const c1 = rb.collider(i);
421
+ if (c1.isSensor()) continue; // sensors don't produce contact manifolds
422
+ world.contactPairsWith(c1, (c2) => {
423
+ if (c2.isSensor()) return;
424
+ const key = c1.handle < c2.handle
425
+ ? `${c1.handle}:${c2.handle}`
426
+ : `${c2.handle}:${c1.handle}`;
427
+ if (seen.has(key)) return;
428
+ seen.add(key);
429
+
430
+ const bodyA = c1.parent();
431
+ const bodyB = c2.parent();
432
+ if (!bodyA || !bodyB) return;
433
+ const entityA = entityMap.get(bodyA.handle);
434
+ const entityB = entityMap.get(bodyB.handle);
435
+ if (!entityA || !entityB) return;
436
+
437
+ world.contactPair(c1, c2, (manifold, flipped) => {
438
+ const normal = manifold.normal();
439
+ const numContacts = manifold.numContacts();
440
+ const points: Array<[number, number, number]> = [];
441
+ for (let i = 0; i < numContacts; i++) {
442
+ const pt = manifold.localContactPoint1(i);
443
+ if (pt) {
444
+ points.push([pt.x, pt.y, pt.z]);
445
+ try { (pt as any).free?.(); } catch {}
446
+ }
447
+ }
448
+ // Contact distance — use first contact's distance as penetration depth
449
+ let penetration = 0;
450
+ if (numContacts > 0) {
451
+ penetration = Math.max(0, -manifold.contactDist(0));
452
+ }
453
+ const nx = flipped ? -normal.x : normal.x;
454
+ const ny = flipped ? -normal.y : normal.y;
455
+ const nz = flipped ? -normal.z : normal.z;
456
+ try { (normal as any).free?.(); } catch {}
457
+ try { (manifold as any).free?.(); } catch {}
458
+
459
+ contacts.push({
460
+ entityA,
461
+ entityB,
462
+ normal: [nx, ny, nz],
463
+ points,
464
+ penetrationDepth: penetration,
465
+ });
466
+ });
467
+ });
468
+ }
469
+ });
470
+
471
+ return contacts;
472
+ },
473
+ getIntersections(realmId) {
474
+ const world = realms.get(realmId);
475
+ if (!world) return [];
476
+ const entityMap = entityByBodyHandle.get(realmId);
477
+ if (!entityMap) return [];
478
+
479
+ const intersections: IntersectionPair[] = [];
480
+ const seen = new Set<string>();
481
+
482
+ // Active-body-only enumeration — same rationale as getContacts.
483
+ world.islands.raw.forEachActiveRigidBodyHandle((handle: number) => {
484
+ const rb = world.getRigidBody(handle);
485
+ if (!rb) return;
486
+ const numColliders = rb.numColliders();
487
+ for (let i = 0; i < numColliders; i++) {
488
+ const c1 = rb.collider(i);
489
+ world.intersectionPairsWith(c1, (c2) => {
490
+ const key = c1.handle < c2.handle
491
+ ? `${c1.handle}:${c2.handle}`
492
+ : `${c2.handle}:${c1.handle}`;
493
+ if (seen.has(key)) return;
494
+ seen.add(key);
495
+
496
+ const bodyA = c1.parent();
497
+ const bodyB = c2.parent();
498
+ if (!bodyA || !bodyB) return;
499
+ const entityA = entityMap.get(bodyA.handle);
500
+ const entityB = entityMap.get(bodyB.handle);
501
+ if (!entityA || !entityB) return;
502
+
503
+ intersections.push({ entityA, entityB });
504
+ });
505
+ }
506
+ });
507
+
508
+ return intersections;
509
+ },
510
+ getBodyTransform(realmId, bodyId) {
511
+ const body = bodyMaps.get(realmId)?.get(bodyId);
512
+ if (!body) return null;
513
+ const pos = body.translation();
514
+ const rot = body.rotation();
515
+ const result = {
516
+ position: [pos.x, pos.y, pos.z] as [number, number, number],
517
+ rotation: [rot.x, rot.y, rot.z, rot.w] as [number, number, number, number],
518
+ };
519
+ // Free RawVector/RawRotation to prevent WASM borrow aliasing
520
+ try { (pos as any).free?.(); } catch {}
521
+ try { (rot as any).free?.(); } catch {}
522
+ return result;
523
+ },
524
+ raycast(realmId, origin, direction, maxDistance, filter) {
525
+ const world = realms.get(realmId);
526
+ if (!world) return null;
527
+ const ray = new rapier.Ray(
528
+ { x: origin[0], y: origin[1], z: origin[2] },
529
+ { x: direction[0], y: direction[1], z: direction[2] },
530
+ );
531
+ const hit = world.castRay(ray, maxDistance, true, undefined, undefined, undefined, undefined);
532
+ if (!hit || !hit.collider) return null;
533
+ const collider = hit.collider;
534
+ const body = collider.parent();
535
+ if (!body) return null;
536
+ const entity = (body as any).__entity as Entity | undefined;
537
+ const point = ray.pointAt(hit.timeOfImpact);
538
+ const result = {
539
+ entity: entity ?? { index: 0, generation: 0 },
540
+ point: [point.x, point.y, point.z] as [number, number, number],
541
+ normal: [0, 1, 0] as [number, number, number],
542
+ distance: hit.timeOfImpact,
543
+ };
544
+ try { (point as any).free?.(); } catch {}
545
+ return result;
546
+ },
547
+ raycastMulti(realmId, origin, direction, maxDistance, filter) {
548
+ const world = realms.get(realmId);
549
+ if (!world) return [];
550
+ const ray = new rapier.Ray(
551
+ { x: origin[0], y: origin[1], z: origin[2] },
552
+ { x: direction[0], y: direction[1], z: direction[2] },
553
+ );
554
+ const hit = world.castRayAndGetNormal(ray, maxDistance, true);
555
+ if (!hit) return [];
556
+ const body = hit.collider.parent();
557
+ if (!body) return [];
558
+ const entity = (body as any).__entity as Entity | undefined;
559
+ const point = ray.pointAt(hit.timeOfImpact);
560
+ const result = [{
561
+ entity: entity ?? { index: 0, generation: 0 },
562
+ point: [point.x, point.y, point.z] as [number, number, number],
563
+ normal: [hit.normal?.x ?? 0, hit.normal?.y ?? 1, hit.normal?.z ?? 0] as [number, number, number],
564
+ distance: hit.timeOfImpact,
565
+ }];
566
+ try { (point as any).free?.(); } catch {}
567
+ return result;
568
+ },
569
+ shapeCast(realmId, shape, origin, rotation, direction, maxDistance, filter) {
570
+ const world = realms.get(realmId);
571
+ if (!world) return null;
572
+ let rapierShape: Rapier.Shape;
573
+ if (shape.type === "sphere") {
574
+ rapierShape = new rapier.Ball(shape.radius);
575
+ } else if (shape.type === "box") {
576
+ rapierShape = new rapier.Cuboid(shape.halfExtents[0], shape.halfExtents[1], shape.halfExtents[2]);
577
+ } else if (shape.type === "capsule") {
578
+ rapierShape = new rapier.Capsule(shape.halfHeight, shape.radius);
579
+ } else {
580
+ rapierShape = new rapier.Ball(0.5);
581
+ }
582
+ const rot = { x: rotation[0], y: rotation[1], z: rotation[2], w: rotation[3] };
583
+ const pos = { x: origin[0], y: origin[1], z: origin[2] };
584
+ const dir = { x: direction[0], y: direction[1], z: direction[2] };
585
+ const hit = world.castShape(pos, rot, { x: 0, y: 0, z: 0 }, rapierShape, maxDistance, maxDistance, true);
586
+ if (!hit || !hit.collider) return null;
587
+ const body = hit.collider.parent();
588
+ if (!body) return null;
589
+ const entity = (body as any).__entity as Entity | undefined;
590
+ const toi = hit.time_of_impact;
591
+ return {
592
+ entity: entity ?? { index: 0, generation: 0 },
593
+ point: [pos.x + dir.x * toi, pos.y + dir.y * toi, pos.z + dir.z * toi],
594
+ normal: [0, 1, 0],
595
+ distance: toi,
596
+ hitFraction: toi,
597
+ };
598
+ },
599
+ createCharacterController(realmId, desc, handle) {
600
+ const world = realms.get(realmId);
601
+ if (!world) return;
602
+ // Rapier's controller offset is the artificial gap (padding) between the
603
+ // character's collider and its environment — a small value (e.g. 0.01),
604
+ // NOT the capsule half-height. Adding halfHeight here inflated the
605
+ // collision shape by ~0.5m, freezing the player against nearby colliders
606
+ // (e.g. the ship deck the moment they disembarked).
607
+ const controller = world.createCharacterController(desc.offset[1]);
608
+ controller.setSlideEnabled(desc.slide);
609
+ if (desc.autostep.enabled) {
610
+ controller.enableAutostep(desc.autostep.maxHeight, desc.autostep.minWidth, true);
611
+ } else {
612
+ controller.disableAutostep();
613
+ }
614
+ controller.setMaxSlopeClimbAngle(desc.maxSlope);
615
+ controller.setMinSlopeSlideAngle(desc.minSlopeSlide);
616
+ controller.setApplyImpulsesToDynamicBodies(desc.applyImpulsesToDynamicBodies);
617
+ if (desc.snapToGround > 0) {
618
+ controller.enableSnapToGround(desc.snapToGround);
619
+ } else {
620
+ controller.disableSnapToGround();
621
+ }
622
+
623
+ const controllerId = handle.controllerId;
624
+
625
+ if (desc.parentless) {
626
+ // Create a parentless capsule collider (no rigid body)
627
+ const capsuleCd = rapier.ColliderDesc.capsule(desc.halfHeight, desc.radius);
628
+ capsuleCd.setTranslation(
629
+ desc.parentless.position[0],
630
+ desc.parentless.position[1],
631
+ desc.parentless.position[2],
632
+ );
633
+ if (desc.parentless.collisionGroups !== undefined) {
634
+ capsuleCd.setCollisionGroups(desc.parentless.collisionGroups);
635
+ } else if (desc.collisionGroups !== undefined) {
636
+ capsuleCd.setCollisionGroups(desc.collisionGroups);
637
+ }
638
+ const collider = world.createCollider(capsuleCd);
639
+ // Free the RawColliderShape (createCollider clones the SharedShape)
640
+ try { (capsuleCd as any).shape?.free?.(); } catch {}
641
+ controllerMaps.get(realmId)?.set(controllerId, { controller, body: null, collider, entity: handle.entity });
642
+ } else {
643
+ const bodyMap = bodyMaps.get(realmId);
644
+ const body = bodyMap?.get(handle.entity.index);
645
+ if (!body) return;
646
+ controllerMaps.get(realmId)?.set(controllerId, { controller, body, collider: null, entity: handle.entity });
647
+ }
648
+ },
649
+ destroyCharacterController(realmId, controllerId) {
650
+ const world = realms.get(realmId);
651
+ const entry = controllerMaps.get(realmId)?.get(controllerId);
652
+ if (!world || !entry) return;
653
+ if (entry.collider) {
654
+ try { world.removeCollider(entry.collider, true); } catch {}
655
+ }
656
+ world.removeCharacterController(entry.controller);
657
+ controllerMaps.get(realmId)?.delete(controllerId);
658
+ },
659
+ setCharacterColliderPosition(realmId, controllerId, pos) {
660
+ const entry = controllerMaps.get(realmId)?.get(controllerId);
661
+ if (entry && entry.collider) {
662
+ entry.collider.setTranslation({ x: pos[0], y: pos[1], z: pos[2] });
663
+ }
664
+ },
665
+ characterMove(realmId, controllerId, desiredMovement, dt) {
666
+ const world = realms.get(realmId);
667
+ const entry = controllerMaps.get(realmId)?.get(controllerId);
668
+ if (!world || !entry) {
669
+ return {
670
+ grounded: false,
671
+ groundNormal: [0, 1, 0],
672
+ groundEntity: null,
673
+ slid: false,
674
+ stepped: false,
675
+ effectiveMovement: [0, 0, 0], collisions: [],
676
+ };
677
+ }
678
+ const { controller, body, collider: parentlessCollider, entity } = entry;
679
+ const desiredDelta = { x: desiredMovement[0], y: desiredMovement[1], z: desiredMovement[2] };
680
+ const collider = parentlessCollider ?? (body ? body.collider(0) : null);
681
+ if (!collider) {
682
+ return {
683
+ grounded: false,
684
+ groundNormal: [0, 1, 0],
685
+ groundEntity: null,
686
+ slid: false,
687
+ stepped: false,
688
+ effectiveMovement: [0, 0, 0],
689
+ collisions: [],
690
+ };
691
+ }
692
+ controller.computeColliderMovement(collider, desiredDelta);
693
+
694
+ const grounded = controller.computedGrounded();
695
+ const effective = controller.computedMovement();
696
+ const slid = false;
697
+ const stepped = false;
698
+
699
+ // Harvest collision details for debug/logging. Resolve each hit
700
+ // collider's parent rigid body back to its Entity via the reverse
701
+ // handle map populated in createBody.
702
+ const collisions: CharacterCollisionInfo[] = [];
703
+ let groundEntity: Entity | null = null;
704
+ const handleMap = entityByBodyHandle.get(realmId);
705
+ const numCollisions = controller.numComputedCollisions();
706
+ for (let i = 0; i < numCollisions; i++) {
707
+ const collision = controller.computedCollision(i);
708
+ if (!collision) continue;
709
+ const hitCollider = collision.collider;
710
+ if (!hitCollider) continue;
711
+ const parentRb = hitCollider.parent();
712
+ let hitEntity: Entity | null = null;
713
+ if (parentRb) {
714
+ hitEntity = handleMap?.get(parentRb.handle) ?? null;
715
+ }
716
+ collisions.push({ entity: hitEntity });
717
+ // First resolved entity becomes the ground entity when grounded
718
+ if (grounded && !groundEntity && hitEntity) {
719
+ groundEntity = hitEntity;
720
+ }
721
+ }
722
+
723
+ const result = {
724
+ grounded,
725
+ groundNormal: [0, 1, 0] as [number, number, number],
726
+ groundEntity,
727
+ slid,
728
+ stepped,
729
+ effectiveMovement: [effective.x, effective.y, effective.z] as [number, number, number],
730
+ collisions,
731
+ };
732
+ // Free the RawVector from computedMovement to prevent WASM borrow aliasing
733
+ try { (effective as any).free?.(); } catch {}
734
+ return result;
735
+ },
736
+ createJoint(realmId, parentBodyId, childBodyId, jointId, desc) {
737
+ const world = realms.get(realmId);
738
+ const parentBody = bodyMaps.get(realmId)?.get(parentBodyId);
739
+ const childBody = bodyMaps.get(realmId)?.get(childBodyId);
740
+ if (!world || !parentBody || !childBody) return;
741
+
742
+ let jointData: Rapier.JointData;
743
+ const anchorA = { x: desc.anchorA[0], y: desc.anchorA[1], z: desc.anchorA[2] };
744
+ const anchorB = { x: desc.anchorB[0], y: desc.anchorB[1], z: desc.anchorB[2] };
745
+
746
+ if (desc.type === "cone-twist") {
747
+ const axis = desc.axis ?? [0, 1, 0];
748
+ jointData = rapier.JointData.spherical(anchorA, anchorB);
749
+ } else if (desc.type === "fixed") {
750
+ jointData = rapier.JointData.fixed(anchorA, { x: 0, y: 0, z: 0, w: 1 }, anchorB, { x: 0, y: 0, z: 0, w: 1 });
751
+ } else if (desc.type === "revolute") {
752
+ const axis = desc.axis ?? [0, 1, 0];
753
+ jointData = rapier.JointData.revolute(anchorA, anchorB, { x: axis[0], y: axis[1], z: axis[2] });
754
+ } else {
755
+ const axis = desc.axis ?? [0, 1, 0];
756
+ const limits = desc.limits ?? { min: 0, max: 1 };
757
+ jointData = rapier.JointData.prismatic(anchorA, anchorB, { x: axis[0], y: axis[1], z: axis[2] });
758
+ }
759
+
760
+ const joint = world.createImpulseJoint(jointData, parentBody, childBody, true);
761
+ jointMaps.get(realmId)?.set(jointId, joint);
762
+ },
763
+ destroyJoint(realmId, jointId) {
764
+ const world = realms.get(realmId);
765
+ const joint = jointMaps.get(realmId)?.get(jointId);
766
+ if (!world || !joint) return;
767
+ world.removeImpulseJoint(joint, true);
768
+ jointMaps.get(realmId)?.delete(jointId);
769
+ },
770
+ setSolverIterations(realmId, iterations) {
771
+ const world = realms.get(realmId);
772
+ if (world) world.integrationParameters.numSolverIterations = iterations;
773
+ },
774
+ setMinIslandSize(realmId, size) {
775
+ const world = realms.get(realmId);
776
+ if (world) world.integrationParameters.minIslandSize = size;
777
+ },
778
+ setSleepThresholds(realmId, linearThreshold, angularThreshold) {
779
+ const world = realms.get(realmId);
780
+ if (!world) return;
781
+ // Rapier 0.19.x doesn't expose normalizedLinearThreshold/normalizedAngularThreshold.
782
+ // Sleep is automatic based on internal velocity thresholds + the canSleep flag.
783
+ // We set the available integration parameters that affect settling behavior.
784
+ try {
785
+ const ip = world.integrationParameters;
786
+ // These don't exist in 0.19.3 but may in future versions — try first.
787
+ (ip as any).normalizedLinearThreshold = linearThreshold;
788
+ (ip as any).normalizedAngularThreshold = angularThreshold;
789
+ } catch {
790
+ // Silently skip — sleep is controlled by canSleep + damping in 0.19.x
791
+ }
792
+ },
793
+ setCCDEnabled(realmId, bodyId, enabled) {
794
+ const body = bodyMaps.get(realmId)?.get(bodyId);
795
+ if (body) body.enableCcd(enabled);
796
+ },
797
+ getIslands(realmId) {
798
+ const world = realms.get(realmId);
799
+ const map = bodyMaps.get(realmId);
800
+ if (!world || !map) return [];
801
+ // Rapier 0.19.x doesn't expose a direct island API from JS.
802
+ // Group bodies by their island: use the body's island number if available,
803
+ // otherwise each body is its own island. Sleeping bodies form one island.
804
+ const islands = new Map<number, number[]>();
805
+ for (const [bodyId, body] of map.entries()) {
806
+ let islandId: number;
807
+ try {
808
+ islandId = (body as any).island ?? bodyId;
809
+ } catch {
810
+ islandId = bodyId;
811
+ }
812
+ let arr = islands.get(islandId);
813
+ if (!arr) { arr = []; islands.set(islandId, arr); }
814
+ arr.push(bodyId);
815
+ }
816
+ const result: IslandInfo[] = [];
817
+ for (const bodyIds of islands.values()) {
818
+ let totalSpeed = 0;
819
+ bodyIds.forEach((bid) => {
820
+ const b = map.get(bid);
821
+ if (b) {
822
+ const lv = b.linvel();
823
+ totalSpeed += Math.sqrt(lv.x * lv.x + lv.y * lv.y + lv.z * lv.z);
824
+ }
825
+ });
826
+ result.push({
827
+ bodyIds,
828
+ maxImportance: 0,
829
+ avgVelocity: bodyIds.length > 0 ? totalSpeed / bodyIds.length : 0,
830
+ });
831
+ }
832
+ return result;
833
+ },
834
+ serializeRealm(realmId) {
835
+ const world = realms.get(realmId);
836
+ if (!world) return new Uint8Array(0);
837
+ try {
838
+ return world.takeSnapshot();
839
+ } catch {
840
+ return new Uint8Array(0);
841
+ }
842
+ },
843
+ deserializeRealm(realmId, data) {
844
+ // Rapier 0.19.x: create a world from snapshot. The world must be re-created.
845
+ try {
846
+ const world = rapier.World.restoreSnapshot(data);
847
+ realms.set(realmId, world);
848
+ } catch {
849
+ // Snapshot restore may fail on incompatible versions — skip silently
850
+ }
851
+ },
852
+
853
+ // --- Raw fast paths (scalar methods, zero JS object alloc) ---
854
+ // NOTE: bodyId here is the game's PhysicsBody.id, NOT the Rapier handle.
855
+ // We must look up the Rapier RigidBody from bodyMaps to get body.handle.
856
+
857
+ setTranslationRaw(realmId, bodyId, x, y, z, wakeUp) {
858
+ const body = bodyMaps.get(realmId)?.get(bodyId);
859
+ if (!body) return;
860
+ const rawBodies = realms.get(realmId)?.bodies.raw;
861
+ if (rawBodies) {
862
+ rawBodies.rbSetTranslation(body.handle, x, y, z, wakeUp);
863
+ } else {
864
+ body.setTranslation({ x, y, z }, wakeUp);
865
+ }
866
+ },
867
+ setRotationRaw(realmId, bodyId, x, y, z, w, wakeUp) {
868
+ const body = bodyMaps.get(realmId)?.get(bodyId);
869
+ if (!body) return;
870
+ const rawBodies = realms.get(realmId)?.bodies.raw;
871
+ if (rawBodies) {
872
+ rawBodies.rbSetRotation(body.handle, x, y, z, w, wakeUp);
873
+ } else {
874
+ body.setRotation({ x, y, z, w }, wakeUp);
875
+ }
876
+ },
877
+ getTranslationRaw(realmId, bodyId, out) {
878
+ const body = bodyMaps.get(realmId)?.get(bodyId);
879
+ if (!body) { out[0] = 0; out[1] = 0; out[2] = 0; return; }
880
+ const rawBodies = realms.get(realmId)?.bodies.raw;
881
+ if (rawBodies) {
882
+ const v = rawBodies.rbTranslation(body.handle);
883
+ out[0] = v.x; out[1] = v.y; out[2] = v.z;
884
+ v.free();
885
+ } else {
886
+ const t = body.translation();
887
+ out[0] = t.x; out[1] = t.y; out[2] = t.z;
888
+ try { (t as any).free?.(); } catch {}
889
+ }
890
+ },
891
+ getRotationRaw(realmId, bodyId, out) {
892
+ const body = bodyMaps.get(realmId)?.get(bodyId);
893
+ if (!body) { out[0] = 0; out[1] = 0; out[2] = 0; out[3] = 1; return; }
894
+ const rawBodies = realms.get(realmId)?.bodies.raw;
895
+ if (rawBodies) {
896
+ const r = rawBodies.rbRotation(body.handle);
897
+ out[0] = r.x; out[1] = r.y; out[2] = r.z; out[3] = r.w;
898
+ r.free();
899
+ } else {
900
+ const r = body.rotation();
901
+ out[0] = r.x; out[1] = r.y; out[2] = r.z; out[3] = r.w;
902
+ try { (r as any).free?.(); } catch {}
903
+ }
904
+ },
905
+ getLinearVelocityRaw(realmId, bodyId, out) {
906
+ const body = bodyMaps.get(realmId)?.get(bodyId);
907
+ if (!body) { out[0] = 0; out[1] = 0; out[2] = 0; return; }
908
+ const rawBodies = realms.get(realmId)?.bodies.raw;
909
+ if (rawBodies) {
910
+ const v = rawBodies.rbLinvel(body.handle);
911
+ out[0] = v.x; out[1] = v.y; out[2] = v.z;
912
+ v.free();
913
+ } else {
914
+ const v = body.linvel();
915
+ out[0] = v.x; out[1] = v.y; out[2] = v.z;
916
+ try { (v as any).free?.(); } catch {}
917
+ }
918
+ },
919
+ setLinearVelocityRaw(realmId, bodyId, x, y, z, wakeUp) {
920
+ const body = bodyMaps.get(realmId)?.get(bodyId);
921
+ if (body) body.setLinvel({ x, y, z }, wakeUp);
922
+ },
923
+ setAngularVelocityRaw(realmId, bodyId, x, y, z, wakeUp) {
924
+ const body = bodyMaps.get(realmId)?.get(bodyId);
925
+ if (body) body.setAngvel({ x, y, z }, wakeUp);
926
+ },
927
+ isSleepingRaw(realmId, bodyId) {
928
+ const body = bodyMaps.get(realmId)?.get(bodyId);
929
+ if (!body) return false;
930
+ const rawBodies = realms.get(realmId)?.bodies.raw;
931
+ if (rawBodies) {
932
+ return rawBodies.rbIsSleeping(body.handle);
933
+ }
934
+ return body.isSleeping();
935
+ },
936
+ readAwakeBodyStates(realmId, idsOut, out, maxCount) {
937
+ const world = realms.get(realmId);
938
+ const handleMap = bodyIdByHandle.get(realmId);
939
+ const rawBodies = world?.bodies.raw;
940
+ if (!world || !handleMap || !rawBodies) return 0;
941
+
942
+ // Phase 1: enumerate awake handles in ONE wasm call. The JS callback
943
+ // only stores integers — no reentrant wasm calls inside the iteration.
944
+ let count = 0;
945
+ world.islands.raw.forEachActiveRigidBodyHandle((handle: number) => {
946
+ if (count < awakeHandleScratch.length) {
947
+ awakeHandleScratch[count] = handle;
948
+ }
949
+ count++;
950
+ });
951
+ if (count > awakeHandleScratch.length) {
952
+ awakeHandleScratch = new Float64Array(count * 2);
953
+ count = 0;
954
+ world.islands.raw.forEachActiveRigidBodyHandle((handle: number) => {
955
+ awakeHandleScratch[count++] = handle;
956
+ });
957
+ }
958
+
959
+ // Phase 2: raw scalar reads per awake body. Each rb* call allocates a
960
+ // RawVector/RawRotation in the wasm heap — free() it immediately.
961
+ let written = 0;
962
+ for (let i = 0; i < count && written < maxCount; i++) {
963
+ const handle = awakeHandleScratch[i];
964
+ const bodyId = handleMap.get(handle);
965
+ if (bodyId === undefined) continue;
966
+ const o = written * 10;
967
+ const v = rawBodies.rbTranslation(handle);
968
+ out[o] = v.x; out[o + 1] = v.y; out[o + 2] = v.z;
969
+ v.free();
970
+ const r = rawBodies.rbRotation(handle);
971
+ out[o + 3] = r.x; out[o + 4] = r.y; out[o + 5] = r.z; out[o + 6] = r.w;
972
+ r.free();
973
+ const l = rawBodies.rbLinvel(handle);
974
+ out[o + 7] = l.x; out[o + 8] = l.y; out[o + 9] = l.z;
975
+ l.free();
976
+ idsOut[written] = bodyId;
977
+ written++;
978
+ }
979
+ return written;
980
+ },
981
+ swapColliderShapeRaw(realmId, colliderId, vertices, indices) {
982
+ const world = realms.get(realmId);
983
+ const rawColliders = world?.colliders.raw;
984
+ if (!world || !rawColliders) return false;
985
+ // colliderId is the game's sequential id — look up the Rapier collider
986
+ // to get its handle. Passing colliderId directly to coSetShape causes
987
+ // out-of-bounds WASM access (corrupts internal state, aliasing panic).
988
+ const collider = colliderMaps.get(realmId)?.get(colliderId);
989
+ if (!collider) return false;
990
+ try {
991
+ const cd = rapier.ColliderDesc.trimesh(vertices, indices);
992
+ // cd.shape is a SharedShape (Eg); coSetShape expects a RawShape (OA).
993
+ // Call intoRaw() to get the RawColliderShape, then free it after.
994
+ const rawShape = (cd as any).shape.intoRaw();
995
+ rawColliders.coSetShape(collider.handle, rawShape);
996
+ rawShape.free();
997
+ return true;
998
+ } catch {
999
+ return false;
1000
+ }
1001
+ },
1002
+ reserveMemory(bytes) {
1003
+ try { (rapier as any).reserveMemory(bytes); } catch {}
1004
+ },
1005
+ testConvexHull(vertices) {
1006
+ try {
1007
+ return rapier.ColliderDesc.convexHull(vertices) != null;
1008
+ } catch {
1009
+ return false;
1010
+ }
1011
+ },
1012
+ getColliderShapeType(realmId, colliderId) {
1013
+ const collider = colliderMaps.get(realmId)?.get(colliderId);
1014
+ if (!collider) return -1;
1015
+ return collider.shapeType();
1016
+ },
1017
+ getColliderCount(realmId, bodyId) {
1018
+ const body = bodyMaps.get(realmId)?.get(bodyId);
1019
+ if (!body) return -1;
1020
+ let count = 0;
1021
+ const map = colliderMaps.get(realmId);
1022
+ if (map) {
1023
+ for (const collider of map.values()) {
1024
+ if (collider.parent() === body) count++;
1025
+ }
1026
+ }
1027
+ return count;
1028
+ },
1029
+ setIntegrationDt(realmId, dt) {
1030
+ const world = realms.get(realmId);
1031
+ if (world) world.integrationParameters.dt = dt;
1032
+ },
1033
+
1034
+ destroy() {
1035
+ realms.clear();
1036
+ bodyMaps.clear();
1037
+ colliderMaps.clear();
1038
+ controllerMaps.clear();
1039
+ jointMaps.clear();
1040
+ entityByBodyHandle.clear();
1041
+ bodyIdByHandle.clear();
1042
+ },
1043
+ };
1044
+
1045
+ cachedLib = lib;
1046
+ return lib;
1047
+ } catch (err) {
1048
+ const msg = err instanceof Error ? err.message : String(err);
1049
+ log.error("physics-rapier", `Failed to load WASM Rapier: ${msg}`);
1050
+ throw new Error(`Rapier WASM initialization failed: ${msg}`);
1051
+ }
1052
+ }