@flighthq/physics3d 0.4.0-edge.1908.751021c

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Files changed (180) hide show
  1. package/dist/broadphase.d.ts +4 -0
  2. package/dist/broadphase.d.ts.map +1 -0
  3. package/dist/broadphase.js +158 -0
  4. package/dist/broadphase.js.map +1 -0
  5. package/dist/colliderCollision.d.ts +5 -0
  6. package/dist/colliderCollision.d.ts.map +1 -0
  7. package/dist/colliderCollision.js +55 -0
  8. package/dist/colliderCollision.js.map +1 -0
  9. package/dist/colliderTransform.d.ts +5 -0
  10. package/dist/colliderTransform.d.ts.map +1 -0
  11. package/dist/colliderTransform.js +424 -0
  12. package/dist/colliderTransform.js.map +1 -0
  13. package/dist/contactIntake.d.ts +5 -0
  14. package/dist/contactIntake.d.ts.map +1 -0
  15. package/dist/contactIntake.js +237 -0
  16. package/dist/contactIntake.js.map +1 -0
  17. package/dist/contacts.d.ts +4 -0
  18. package/dist/contacts.d.ts.map +1 -0
  19. package/dist/contacts.js +64 -0
  20. package/dist/contacts.js.map +1 -0
  21. package/dist/continuous.d.ts +5 -0
  22. package/dist/continuous.d.ts.map +1 -0
  23. package/dist/continuous.js +829 -0
  24. package/dist/continuous.js.map +1 -0
  25. package/dist/contract.d.ts +28 -0
  26. package/dist/contract.d.ts.map +1 -0
  27. package/dist/contract.js +28 -0
  28. package/dist/contract.js.map +1 -0
  29. package/dist/debugGeometry.d.ts +4 -0
  30. package/dist/debugGeometry.d.ts.map +1 -0
  31. package/dist/debugGeometry.js +333 -0
  32. package/dist/debugGeometry.js.map +1 -0
  33. package/dist/enablePhysics3DGuards.d.ts +4 -0
  34. package/dist/enablePhysics3DGuards.d.ts.map +1 -0
  35. package/dist/enablePhysics3DGuards.js +155 -0
  36. package/dist/enablePhysics3DGuards.js.map +1 -0
  37. package/dist/explainPhysics3DCollision.d.ts +3 -0
  38. package/dist/explainPhysics3DCollision.d.ts.map +1 -0
  39. package/dist/explainPhysics3DCollision.js +30 -0
  40. package/dist/explainPhysics3DCollision.js.map +1 -0
  41. package/dist/explainPhysics3DJoints.d.ts +3 -0
  42. package/dist/explainPhysics3DJoints.d.ts.map +1 -0
  43. package/dist/explainPhysics3DJoints.js +32 -0
  44. package/dist/explainPhysics3DJoints.js.map +1 -0
  45. package/dist/explainPhysics3DStep.d.ts +3 -0
  46. package/dist/explainPhysics3DStep.d.ts.map +1 -0
  47. package/dist/explainPhysics3DStep.js +51 -0
  48. package/dist/explainPhysics3DStep.js.map +1 -0
  49. package/dist/index.d.ts +22 -0
  50. package/dist/index.d.ts.map +1 -0
  51. package/dist/index.js +22 -0
  52. package/dist/index.js.map +1 -0
  53. package/dist/integrate.d.ts +6 -0
  54. package/dist/integrate.d.ts.map +1 -0
  55. package/dist/integrate.js +184 -0
  56. package/dist/integrate.js.map +1 -0
  57. package/dist/islands.d.ts +6 -0
  58. package/dist/islands.d.ts.map +1 -0
  59. package/dist/islands.js +333 -0
  60. package/dist/islands.js.map +1 -0
  61. package/dist/jointBreakage.d.ts +5 -0
  62. package/dist/jointBreakage.d.ts.map +1 -0
  63. package/dist/jointBreakage.js +44 -0
  64. package/dist/jointBreakage.js.map +1 -0
  65. package/dist/jointCollisionSuppression.d.ts +4 -0
  66. package/dist/jointCollisionSuppression.d.ts.map +1 -0
  67. package/dist/jointCollisionSuppression.js +40 -0
  68. package/dist/jointCollisionSuppression.js.map +1 -0
  69. package/dist/jointFactories.d.ts +9 -0
  70. package/dist/jointFactories.d.ts.map +1 -0
  71. package/dist/jointFactories.js +159 -0
  72. package/dist/jointFactories.js.map +1 -0
  73. package/dist/jointMath.d.ts +17 -0
  74. package/dist/jointMath.d.ts.map +1 -0
  75. package/dist/jointMath.js +361 -0
  76. package/dist/jointMath.js.map +1 -0
  77. package/dist/jointReaction.d.ts +8 -0
  78. package/dist/jointReaction.d.ts.map +1 -0
  79. package/dist/jointReaction.js +65 -0
  80. package/dist/jointReaction.js.map +1 -0
  81. package/dist/jointRegistry.d.ts +8 -0
  82. package/dist/jointRegistry.d.ts.map +1 -0
  83. package/dist/jointRegistry.js +144 -0
  84. package/dist/jointRegistry.js.map +1 -0
  85. package/dist/jointRows.d.ts +33 -0
  86. package/dist/jointRows.d.ts.map +1 -0
  87. package/dist/jointRows.js +352 -0
  88. package/dist/jointRows.js.map +1 -0
  89. package/dist/joints.d.ts +16 -0
  90. package/dist/joints.d.ts.map +1 -0
  91. package/dist/joints.js +1060 -0
  92. package/dist/joints.js.map +1 -0
  93. package/dist/massProperties.d.ts +13 -0
  94. package/dist/massProperties.d.ts.map +1 -0
  95. package/dist/massProperties.js +462 -0
  96. package/dist/massProperties.js.map +1 -0
  97. package/dist/material.d.ts +3 -0
  98. package/dist/material.d.ts.map +1 -0
  99. package/dist/material.js +13 -0
  100. package/dist/material.js.map +1 -0
  101. package/dist/nodeSync.d.ts +3 -0
  102. package/dist/nodeSync.d.ts.map +1 -0
  103. package/dist/nodeSync.js +16 -0
  104. package/dist/nodeSync.js.map +1 -0
  105. package/dist/ownership.d.ts +8 -0
  106. package/dist/ownership.d.ts.map +1 -0
  107. package/dist/ownership.js +26 -0
  108. package/dist/ownership.js.map +1 -0
  109. package/dist/physics3DBroadphasePublication.d.ts +5 -0
  110. package/dist/physics3DBroadphasePublication.d.ts.map +1 -0
  111. package/dist/physics3DBroadphasePublication.js +49 -0
  112. package/dist/physics3DBroadphasePublication.js.map +1 -0
  113. package/dist/physics3DSpatialIndexingGuards.d.ts +4 -0
  114. package/dist/physics3DSpatialIndexingGuards.d.ts.map +1 -0
  115. package/dist/physics3DSpatialIndexingGuards.js +11 -0
  116. package/dist/physics3DSpatialIndexingGuards.js.map +1 -0
  117. package/dist/registerBuiltInPhysics3DJointSolvers.d.ts +3 -0
  118. package/dist/registerBuiltInPhysics3DJointSolvers.d.ts.map +1 -0
  119. package/dist/registerBuiltInPhysics3DJointSolvers.js +15 -0
  120. package/dist/registerBuiltInPhysics3DJointSolvers.js.map +1 -0
  121. package/dist/solver.d.ts +8 -0
  122. package/dist/solver.d.ts.map +1 -0
  123. package/dist/solver.js +460 -0
  124. package/dist/solver.js.map +1 -0
  125. package/dist/step.d.ts +5 -0
  126. package/dist/step.d.ts.map +1 -0
  127. package/dist/step.js +302 -0
  128. package/dist/step.js.map +1 -0
  129. package/dist/stepValidation.d.ts +13 -0
  130. package/dist/stepValidation.d.ts.map +1 -0
  131. package/dist/stepValidation.js +284 -0
  132. package/dist/stepValidation.js.map +1 -0
  133. package/dist/symmetricTensor.d.ts +11 -0
  134. package/dist/symmetricTensor.d.ts.map +1 -0
  135. package/dist/symmetricTensor.js +150 -0
  136. package/dist/symmetricTensor.js.map +1 -0
  137. package/dist/world.d.ts +27 -0
  138. package/dist/world.d.ts.map +1 -0
  139. package/dist/world.js +762 -0
  140. package/dist/world.js.map +1 -0
  141. package/dist/worldQueries.d.ts +11 -0
  142. package/dist/worldQueries.d.ts.map +1 -0
  143. package/dist/worldQueries.js +409 -0
  144. package/dist/worldQueries.js.map +1 -0
  145. package/package.json +55 -0
  146. package/src/broadphase.test.ts +265 -0
  147. package/src/colliderCollision.test.ts +57 -0
  148. package/src/colliderTransform.test.ts +221 -0
  149. package/src/contactIntake.test.ts +370 -0
  150. package/src/contacts.test.ts +64 -0
  151. package/src/continuous.test.ts +679 -0
  152. package/src/debugGeometry.test.ts +288 -0
  153. package/src/enablePhysics3DGuards.test.ts +206 -0
  154. package/src/explainPhysics3DCollision.test.ts +78 -0
  155. package/src/explainPhysics3DJoints.test.ts +101 -0
  156. package/src/explainPhysics3DStep.test.ts +142 -0
  157. package/src/integrate.test.ts +279 -0
  158. package/src/islands.test.ts +384 -0
  159. package/src/jointBreakage.test.ts +143 -0
  160. package/src/jointCollisionSuppression.test.ts +94 -0
  161. package/src/jointFactories.test.ts +244 -0
  162. package/src/jointMath.test.ts +646 -0
  163. package/src/jointReaction.test.ts +241 -0
  164. package/src/jointRegistry.test.ts +229 -0
  165. package/src/jointRows.test.ts +548 -0
  166. package/src/joints.test.ts +1066 -0
  167. package/src/massProperties.test.ts +611 -0
  168. package/src/material.test.ts +40 -0
  169. package/src/nodeSync.test.ts +50 -0
  170. package/src/ownership.test.ts +61 -0
  171. package/src/physics3DBroadphasePublication.test.ts +63 -0
  172. package/src/physics3DSpatialIndexingGuards.test.ts +43 -0
  173. package/src/registerBuiltInPhysics3DJointSolvers.test.ts +51 -0
  174. package/src/solver.test.ts +567 -0
  175. package/src/step.test.ts +490 -0
  176. package/src/stepValidation.test.ts +346 -0
  177. package/src/stress.test.ts +526 -0
  178. package/src/symmetricTensor.test.ts +166 -0
  179. package/src/world.test.ts +1127 -0
  180. package/src/worldQueries.test.ts +565 -0
@@ -0,0 +1,424 @@
1
+ import { writeCollisionHeightfieldBounds3D, writeCollisionTriangleMeshBounds3D } from '@flighthq/collision/contract';
2
+ // Allocates the world-space shape a collider needs for `local`, choosing the kind the transform can
3
+ // actually express. Every field is filled at creation so the shape is never read half-initialised, and
4
+ // convex-hull storage is sized once here so the per-step transform can write in place.
5
+ export function createPhysics3DColliderWorldShape(local) {
6
+ switch (local.kind) {
7
+ case 'sphere':
8
+ return { kind: 'sphere', x: local.x, y: local.y, z: local.z, radius: local.radius };
9
+ case 'aabb':
10
+ case 'box':
11
+ return {
12
+ kind: 'box',
13
+ x: 0,
14
+ y: 0,
15
+ z: 0,
16
+ halfX: 0,
17
+ halfY: 0,
18
+ halfZ: 0,
19
+ rotationX: 0,
20
+ rotationY: 0,
21
+ rotationZ: 0,
22
+ rotationW: 1,
23
+ };
24
+ case 'capsule':
25
+ return {
26
+ kind: 'capsule',
27
+ x0: local.x0,
28
+ y0: local.y0,
29
+ z0: local.z0,
30
+ x1: local.x1,
31
+ y1: local.y1,
32
+ z1: local.z1,
33
+ radius: local.radius,
34
+ };
35
+ case 'cylinder':
36
+ return {
37
+ kind: 'cylinder',
38
+ x0: local.x0,
39
+ y0: local.y0,
40
+ z0: local.z0,
41
+ x1: local.x1,
42
+ y1: local.y1,
43
+ z1: local.z1,
44
+ radius: local.radius,
45
+ };
46
+ case 'cone':
47
+ return {
48
+ kind: 'cone',
49
+ apexX: local.apexX,
50
+ apexY: local.apexY,
51
+ apexZ: local.apexZ,
52
+ baseX: local.baseX,
53
+ baseY: local.baseY,
54
+ baseZ: local.baseZ,
55
+ radius: local.radius,
56
+ };
57
+ case 'convex':
58
+ return { kind: 'convex', points: local.points.slice() };
59
+ case 'triangle-mesh':
60
+ return {
61
+ kind: 'triangle-mesh',
62
+ points: local.points,
63
+ indices: local.indices,
64
+ version: local.version,
65
+ x: local.x,
66
+ y: local.y,
67
+ z: local.z,
68
+ rotationX: local.rotationX,
69
+ rotationY: local.rotationY,
70
+ rotationZ: local.rotationZ,
71
+ rotationW: local.rotationW,
72
+ };
73
+ case 'heightfield':
74
+ return {
75
+ kind: 'heightfield',
76
+ columns: local.columns,
77
+ rows: local.rows,
78
+ heights: local.heights,
79
+ cellSizeX: local.cellSizeX,
80
+ cellSizeZ: local.cellSizeZ,
81
+ version: local.version,
82
+ x: local.x,
83
+ y: local.y,
84
+ z: local.z,
85
+ rotationX: local.rotationX,
86
+ rotationY: local.rotationY,
87
+ rotationZ: local.rotationZ,
88
+ rotationW: local.rotationW,
89
+ };
90
+ default:
91
+ return { kind: 'sphere', x: 0, y: 0, z: 0, radius: 0 };
92
+ }
93
+ }
94
+ // Rewrites `collider.world` from its local shape and the body's current pose. Called once per collider
95
+ // per step, before the narrow phase — never per contact test, because a body with four colliders against
96
+ // a hundred broadphase candidates would otherwise transform the same shape a hundred times to produce
97
+ // the same answer.
98
+ //
99
+ // The world shape is preallocated at collider creation and mutated in place, so a step allocates
100
+ // nothing. Hull points are the only variable-length part, and the world array is sized once from the
101
+ // local one; `invalidatePhysics3DCollider` replaces that storage after an authored shape changes.
102
+ export function updatePhysics3DColliderWorldShape(collider, body) {
103
+ const local = collider.local;
104
+ const world = collider.world;
105
+ const qX = body.orientationX;
106
+ const qY = body.orientationY;
107
+ const qZ = body.orientationZ;
108
+ const qW = body.orientationW;
109
+ if (local.kind === 'sphere' && world.kind === 'sphere') {
110
+ rotatePhysics3DPoint(qX, qY, qZ, qW, local.x, local.y, local.z, scratchPoint);
111
+ world.x = body.x + scratchPoint[0];
112
+ world.y = body.y + scratchPoint[1];
113
+ world.z = body.z + scratchPoint[2];
114
+ world.radius = local.radius;
115
+ return;
116
+ }
117
+ // An axis-aligned box promotes to an ORIENTED box in world space: rotate it and it is no longer
118
+ // axis-aligned, and silently keeping the `aabb` kind would grow the box to its bounding extent the
119
+ // first time the body turned.
120
+ if (local.kind === 'aabb' && world.kind === 'box') {
121
+ const centerX = (local.minX + local.maxX) / 2;
122
+ const centerY = (local.minY + local.maxY) / 2;
123
+ const centerZ = (local.minZ + local.maxZ) / 2;
124
+ rotatePhysics3DPoint(qX, qY, qZ, qW, centerX, centerY, centerZ, scratchPoint);
125
+ world.x = body.x + scratchPoint[0];
126
+ world.y = body.y + scratchPoint[1];
127
+ world.z = body.z + scratchPoint[2];
128
+ world.halfX = (local.maxX - local.minX) / 2;
129
+ world.halfY = (local.maxY - local.minY) / 2;
130
+ world.halfZ = (local.maxZ - local.minZ) / 2;
131
+ world.rotationX = qX;
132
+ world.rotationY = qY;
133
+ world.rotationZ = qZ;
134
+ world.rotationW = qW;
135
+ return;
136
+ }
137
+ if (local.kind === 'box' && world.kind === 'box') {
138
+ rotatePhysics3DPoint(qX, qY, qZ, qW, local.x, local.y, local.z, scratchPoint);
139
+ world.x = body.x + scratchPoint[0];
140
+ world.y = body.y + scratchPoint[1];
141
+ world.z = body.z + scratchPoint[2];
142
+ world.halfX = local.halfX;
143
+ world.halfY = local.halfY;
144
+ world.halfZ = local.halfZ;
145
+ // Quaternion composition, body THEN local — the order a local rotation is applied first and the
146
+ // body's on top of it. Reversing the operands is the classic silent error: it produces a valid unit
147
+ // quaternion describing the wrong orientation, so nothing is non-finite and nothing throws.
148
+ world.rotationX = qW * local.rotationX + qX * local.rotationW + qY * local.rotationZ - qZ * local.rotationY;
149
+ world.rotationY = qW * local.rotationY - qX * local.rotationZ + qY * local.rotationW + qZ * local.rotationX;
150
+ world.rotationZ = qW * local.rotationZ + qX * local.rotationY - qY * local.rotationX + qZ * local.rotationW;
151
+ world.rotationW = qW * local.rotationW - qX * local.rotationX - qY * local.rotationY - qZ * local.rotationZ;
152
+ return;
153
+ }
154
+ if (local.kind === 'capsule' && world.kind === 'capsule') {
155
+ rotatePhysics3DPoint(qX, qY, qZ, qW, local.x0, local.y0, local.z0, scratchPoint);
156
+ world.x0 = body.x + scratchPoint[0];
157
+ world.y0 = body.y + scratchPoint[1];
158
+ world.z0 = body.z + scratchPoint[2];
159
+ rotatePhysics3DPoint(qX, qY, qZ, qW, local.x1, local.y1, local.z1, scratchPoint);
160
+ world.x1 = body.x + scratchPoint[0];
161
+ world.y1 = body.y + scratchPoint[1];
162
+ world.z1 = body.z + scratchPoint[2];
163
+ world.radius = local.radius;
164
+ return;
165
+ }
166
+ if (local.kind === 'cylinder' && world.kind === 'cylinder') {
167
+ rotatePhysics3DPoint(qX, qY, qZ, qW, local.x0, local.y0, local.z0, scratchPoint);
168
+ world.x0 = body.x + scratchPoint[0];
169
+ world.y0 = body.y + scratchPoint[1];
170
+ world.z0 = body.z + scratchPoint[2];
171
+ rotatePhysics3DPoint(qX, qY, qZ, qW, local.x1, local.y1, local.z1, scratchPoint);
172
+ world.x1 = body.x + scratchPoint[0];
173
+ world.y1 = body.y + scratchPoint[1];
174
+ world.z1 = body.z + scratchPoint[2];
175
+ world.radius = local.radius;
176
+ return;
177
+ }
178
+ if (local.kind === 'cone' && world.kind === 'cone') {
179
+ rotatePhysics3DPoint(qX, qY, qZ, qW, local.apexX, local.apexY, local.apexZ, scratchPoint);
180
+ world.apexX = body.x + scratchPoint[0];
181
+ world.apexY = body.y + scratchPoint[1];
182
+ world.apexZ = body.z + scratchPoint[2];
183
+ rotatePhysics3DPoint(qX, qY, qZ, qW, local.baseX, local.baseY, local.baseZ, scratchPoint);
184
+ world.baseX = body.x + scratchPoint[0];
185
+ world.baseY = body.y + scratchPoint[1];
186
+ world.baseZ = body.z + scratchPoint[2];
187
+ world.radius = local.radius;
188
+ return;
189
+ }
190
+ if (local.kind === 'convex' && world.kind === 'convex') {
191
+ const source = local.points;
192
+ const target = world.points;
193
+ for (let i = 0; i + 2 < source.length; i += 3) {
194
+ rotatePhysics3DPoint(qX, qY, qZ, qW, source[i], source[i + 1], source[i + 2], scratchPoint);
195
+ target[i] = body.x + scratchPoint[0];
196
+ target[i + 1] = body.y + scratchPoint[1];
197
+ target[i + 2] = body.z + scratchPoint[2];
198
+ }
199
+ return;
200
+ }
201
+ if (local.kind === 'triangle-mesh' && world.kind === 'triangle-mesh') {
202
+ updatePhysics3DStaticSurfacePose(local, world, body);
203
+ world.points = local.points;
204
+ world.indices = local.indices;
205
+ world.version = local.version;
206
+ return;
207
+ }
208
+ if (local.kind === 'heightfield' && world.kind === 'heightfield') {
209
+ updatePhysics3DStaticSurfacePose(local, world, body);
210
+ world.columns = local.columns;
211
+ world.rows = local.rows;
212
+ world.heights = local.heights;
213
+ world.cellSizeX = local.cellSizeX;
214
+ world.cellSizeZ = local.cellSizeZ;
215
+ world.version = local.version;
216
+ }
217
+ }
218
+ // Writes `collider.world`'s axis-aligned bounds into `out` — the broadphase's view of the collider.
219
+ // Bounds are computed from the WORLD shape rather than by transforming local bounds, because rotating
220
+ // an extent and rotating a shape's bounds are different boxes: the second is the bound of the first and
221
+ // grows without limit as the body spins.
222
+ export function writePhysics3DColliderBounds(collider, out) {
223
+ const shape = collider.world;
224
+ switch (shape.kind) {
225
+ case 'sphere':
226
+ out.minX = shape.x - shape.radius;
227
+ out.minY = shape.y - shape.radius;
228
+ out.minZ = shape.z - shape.radius;
229
+ out.maxX = shape.x + shape.radius;
230
+ out.maxY = shape.y + shape.radius;
231
+ out.maxZ = shape.z + shape.radius;
232
+ return;
233
+ case 'aabb':
234
+ out.minX = shape.minX;
235
+ out.minY = shape.minY;
236
+ out.minZ = shape.minZ;
237
+ out.maxX = shape.maxX;
238
+ out.maxY = shape.maxY;
239
+ out.maxZ = shape.maxZ;
240
+ return;
241
+ case 'box': {
242
+ // The support of a rotated box along each world axis: the absolute row of its rotation matrix
243
+ // dotted with the half extents. Taking absolute values is what makes this the extent of the
244
+ // rotated box rather than of one particular corner.
245
+ const x = shape.rotationX;
246
+ const y = shape.rotationY;
247
+ const z = shape.rotationZ;
248
+ const w = shape.rotationW;
249
+ const m00 = Math.abs(1 - 2 * (y * y + z * z));
250
+ const m01 = Math.abs(2 * (x * y - w * z));
251
+ const m02 = Math.abs(2 * (x * z + w * y));
252
+ const m10 = Math.abs(2 * (x * y + w * z));
253
+ const m11 = Math.abs(1 - 2 * (x * x + z * z));
254
+ const m12 = Math.abs(2 * (y * z - w * x));
255
+ const m20 = Math.abs(2 * (x * z - w * y));
256
+ const m21 = Math.abs(2 * (y * z + w * x));
257
+ const m22 = Math.abs(1 - 2 * (x * x + y * y));
258
+ const extentX = m00 * shape.halfX + m01 * shape.halfY + m02 * shape.halfZ;
259
+ const extentY = m10 * shape.halfX + m11 * shape.halfY + m12 * shape.halfZ;
260
+ const extentZ = m20 * shape.halfX + m21 * shape.halfY + m22 * shape.halfZ;
261
+ out.minX = shape.x - extentX;
262
+ out.minY = shape.y - extentY;
263
+ out.minZ = shape.z - extentZ;
264
+ out.maxX = shape.x + extentX;
265
+ out.maxY = shape.y + extentY;
266
+ out.maxZ = shape.z + extentZ;
267
+ return;
268
+ }
269
+ case 'capsule':
270
+ out.minX = Math.min(shape.x0, shape.x1) - shape.radius;
271
+ out.minY = Math.min(shape.y0, shape.y1) - shape.radius;
272
+ out.minZ = Math.min(shape.z0, shape.z1) - shape.radius;
273
+ out.maxX = Math.max(shape.x0, shape.x1) + shape.radius;
274
+ out.maxY = Math.max(shape.y0, shape.y1) + shape.radius;
275
+ out.maxZ = Math.max(shape.z0, shape.z1) + shape.radius;
276
+ return;
277
+ case 'cylinder': {
278
+ // A cylinder's cap is a DISC, not a sphere, so its extent along each axis is `radius` reduced by
279
+ // how much the axis lies along the cylinder's own. Padding by the full radius the way the capsule
280
+ // above does is valid but loose — an axis-aligned cylinder would claim a bounding box a full
281
+ // radius too tall, and every extra unit is broadphase pairs the narrow phase then has to reject.
282
+ writeDiscExtent(shape.x1 - shape.x0, shape.y1 - shape.y0, shape.z1 - shape.z0, shape.radius, scratchExtent);
283
+ out.minX = Math.min(shape.x0, shape.x1) - scratchExtent[0];
284
+ out.minY = Math.min(shape.y0, shape.y1) - scratchExtent[1];
285
+ out.minZ = Math.min(shape.z0, shape.z1) - scratchExtent[2];
286
+ out.maxX = Math.max(shape.x0, shape.x1) + scratchExtent[0];
287
+ out.maxY = Math.max(shape.y0, shape.y1) + scratchExtent[1];
288
+ out.maxZ = Math.max(shape.z0, shape.z1) + scratchExtent[2];
289
+ return;
290
+ }
291
+ case 'cone': {
292
+ // The union of a point and a disc: the apex contributes no extent at all, so padding it the way
293
+ // the base is padded would describe a cylinder rather than a cone.
294
+ writeDiscExtent(shape.baseX - shape.apexX, shape.baseY - shape.apexY, shape.baseZ - shape.apexZ, shape.radius, scratchExtent);
295
+ out.minX = Math.min(shape.apexX, shape.baseX - scratchExtent[0]);
296
+ out.minY = Math.min(shape.apexY, shape.baseY - scratchExtent[1]);
297
+ out.minZ = Math.min(shape.apexZ, shape.baseZ - scratchExtent[2]);
298
+ out.maxX = Math.max(shape.apexX, shape.baseX + scratchExtent[0]);
299
+ out.maxY = Math.max(shape.apexY, shape.baseY + scratchExtent[1]);
300
+ out.maxZ = Math.max(shape.apexZ, shape.baseZ + scratchExtent[2]);
301
+ return;
302
+ }
303
+ case 'convex': {
304
+ const points = shape.points;
305
+ if (points.length < 3) {
306
+ out.minX = 0;
307
+ out.minY = 0;
308
+ out.minZ = 0;
309
+ out.maxX = 0;
310
+ out.maxY = 0;
311
+ out.maxZ = 0;
312
+ return;
313
+ }
314
+ let minX = points[0];
315
+ let minY = points[1];
316
+ let minZ = points[2];
317
+ let maxX = minX;
318
+ let maxY = minY;
319
+ let maxZ = minZ;
320
+ for (let i = 3; i + 2 < points.length; i += 3) {
321
+ const x = points[i];
322
+ const y = points[i + 1];
323
+ const z = points[i + 2];
324
+ if (x < minX)
325
+ minX = x;
326
+ else if (x > maxX)
327
+ maxX = x;
328
+ if (y < minY)
329
+ minY = y;
330
+ else if (y > maxY)
331
+ maxY = y;
332
+ if (z < minZ)
333
+ minZ = z;
334
+ else if (z > maxZ)
335
+ maxZ = z;
336
+ }
337
+ out.minX = minX;
338
+ out.minY = minY;
339
+ out.minZ = minZ;
340
+ out.maxX = maxX;
341
+ out.maxY = maxY;
342
+ out.maxZ = maxZ;
343
+ return;
344
+ }
345
+ case 'triangle-mesh':
346
+ writeCollisionTriangleMeshBounds3D(shape, out);
347
+ return;
348
+ case 'heightfield':
349
+ writeCollisionHeightfieldBounds3D(shape, out);
350
+ return;
351
+ default:
352
+ out.minX = 0;
353
+ out.minY = 0;
354
+ out.minZ = 0;
355
+ out.maxX = 0;
356
+ out.maxY = 0;
357
+ out.maxZ = 0;
358
+ }
359
+ }
360
+ function updatePhysics3DStaticSurfacePose(local, world, body) {
361
+ rotatePhysics3DPoint(body.orientationX, body.orientationY, body.orientationZ, body.orientationW, local.x, local.y, local.z, scratchPoint);
362
+ world.x = body.x + scratchPoint[0];
363
+ world.y = body.y + scratchPoint[1];
364
+ world.z = body.z + scratchPoint[2];
365
+ world.rotationX =
366
+ body.orientationW * local.rotationX +
367
+ body.orientationX * local.rotationW +
368
+ body.orientationY * local.rotationZ -
369
+ body.orientationZ * local.rotationY;
370
+ world.rotationY =
371
+ body.orientationW * local.rotationY -
372
+ body.orientationX * local.rotationZ +
373
+ body.orientationY * local.rotationW +
374
+ body.orientationZ * local.rotationX;
375
+ world.rotationZ =
376
+ body.orientationW * local.rotationZ +
377
+ body.orientationX * local.rotationY -
378
+ body.orientationY * local.rotationX +
379
+ body.orientationZ * local.rotationW;
380
+ world.rotationW =
381
+ body.orientationW * local.rotationW -
382
+ body.orientationX * local.rotationX -
383
+ body.orientationY * local.rotationY -
384
+ body.orientationZ * local.rotationZ;
385
+ }
386
+ // Rotates (`x`,`y`,`z`) by the unit quaternion, writing three components into `out`. The two-cross-product
387
+ // form rather than a matrix build: this runs per point of every hull of every collider every step, and
388
+ // materialising nine matrix entries to use them once is the more expensive of the two.
389
+ function rotatePhysics3DPoint(qX, qY, qZ, qW, x, y, z, out) {
390
+ const tX = 2 * (qY * z - qZ * y);
391
+ const tY = 2 * (qZ * x - qX * z);
392
+ const tZ = 2 * (qX * y - qY * x);
393
+ out[0] = x + qW * tX + qY * tZ - qZ * tY;
394
+ out[1] = y + qW * tY + qZ * tX - qX * tZ;
395
+ out[2] = z + qW * tZ + qX * tY - qY * tX;
396
+ }
397
+ // The per-axis half-extent of a disc of `radius` whose plane normal is `axis`, written as `[x, y, z]`.
398
+ //
399
+ // A disc reaches its full radius along an axis only when that axis lies IN its plane; along its own
400
+ // normal it reaches nothing. `sqrt(1 - component^2)` is exactly that falloff, with `component` the
401
+ // direction cosine between the world axis and the disc's normal. A degenerate (zero) axis has no plane,
402
+ // so the full radius is returned on every axis — the conservative answer, matching what validation
403
+ // would have rejected anyway.
404
+ function writeDiscExtent(axisX, axisY, axisZ, radius, out) {
405
+ const lengthSquared = axisX * axisX + axisY * axisY + axisZ * axisZ;
406
+ if (lengthSquared <= 0) {
407
+ out[0] = radius;
408
+ out[1] = radius;
409
+ out[2] = radius;
410
+ return;
411
+ }
412
+ const inverse = 1 / Math.sqrt(lengthSquared);
413
+ const nx = axisX * inverse;
414
+ const ny = axisY * inverse;
415
+ const nz = axisZ * inverse;
416
+ // Clamped at zero because 1 - n^2 can land a few ulps below it when the axis is exactly cardinal, and
417
+ // Math.sqrt of a negative would put NaN into a broadphase bound.
418
+ out[0] = radius * Math.sqrt(Math.max(0, 1 - nx * nx));
419
+ out[1] = radius * Math.sqrt(Math.max(0, 1 - ny * ny));
420
+ out[2] = radius * Math.sqrt(Math.max(0, 1 - nz * nz));
421
+ }
422
+ const scratchExtent = [0, 0, 0];
423
+ const scratchPoint = [0, 0, 0];
424
+ //# sourceMappingURL=colliderTransform.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,5 @@
1
+ import type { Physics3DContactIntakeGuard, Physics3DWorld } from '@flighthq/types/contract';
2
+ export declare function buildPhysics3DContacts(world: Physics3DWorld): void;
3
+ export declare function refreshPhysics3DContacts(world: Physics3DWorld): void;
4
+ export declare function setPhysics3DContactIntakeGuard(guard: Physics3DContactIntakeGuard | null): void;
5
+ //# sourceMappingURL=contactIntake.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"contactIntake.d.ts","sourceRoot":"","sources":["../src/contactIntake.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAGV,2BAA2B,EAE3B,cAAc,EAEf,MAAM,0BAA0B,CAAC;AAuBlC,wBAAgB,sBAAsB,CAAC,KAAK,EAAE,cAAc,GAAG,IAAI,CAElE;AAMD,wBAAgB,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,IAAI,CAEpE;AAmBD,wBAAgB,8BAA8B,CAAC,KAAK,EAAE,2BAA2B,GAAG,IAAI,GAAG,IAAI,CAE9F"}