@gg-web-engine/matter 0.0.71 → 0.0.73
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.
- package/dist/components/matter-character-controller.component.d.ts +191 -0
- package/dist/components/matter-character-controller.component.js +498 -0
- package/dist/components/matter-rigid-body.component.d.ts +17 -2
- package/dist/components/matter-rigid-body.component.js +27 -2
- package/dist/components/matter-trigger.component.d.ts +46 -4
- package/dist/components/matter-trigger.component.js +74 -4
- package/dist/components/matter-world.component.d.ts +32 -5
- package/dist/components/matter-world.component.js +119 -5
- package/dist/index.d.ts +1 -0
- package/dist/index.js +1 -0
- package/dist/matter-factory.d.ts +8 -1
- package/dist/matter-factory.js +116 -11
- package/dist/types.d.ts +2 -0
- package/package.json +5 -4
- package/test/components/matter-character-controller.component.spec.ts +298 -0
- package/test/components/matter-rigid-body-collision.spec.ts +27 -13
- package/test/components/matter-rigid-body.component.spec.ts +58 -0
- package/test/components/matter-trigger.component.spec.ts +41 -13
- package/test/components/matter-world.component.spec.ts +44 -9
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import { BitMask, DebugBody2DSettings, Pnt2, warnOnce, } from '@gg-web-engine/core';
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import { Bodies, Body, Composite, Detector, Query, Vector } from 'matter-js';
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import { MatterRigidBodyComponent } from './matter-rigid-body.component';
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import { MatterTriggerComponent } from './matter-trigger.component';
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const DEFAULT_OPTIONS = {
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offset: 0.01,
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maxStepHeight: 0.3,
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minStepWidth: 0.2,
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maxSlopeClimbAngleRad: (50 * Math.PI) / 180,
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snapToGroundDistance: 0.3,
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up: Pnt2.nY,
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interactWithCollisionGroups: 'all',
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pushMass: 80,
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};
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/**
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* A capsule-shaped kinematic character controller implemented as a direct discrete-query
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* sweep-and-slide mover, driven entirely by this class's own `move()` - the 2D counterpart of a
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* from-scratch native-engine character mover (see `gg-engine-physics-adapter`'s own section on this
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* general pattern).
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*
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* **Why this isn't built on `createRigidBody`/a `kinematic_pos` body**: matter-js has no native
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* kinematic body concept at all (see `MatterFactory.transformOptions`'s doc) - a `kinematic_pos`/
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* `kinematic_vel` request there falls back to a plain `isStatic: true` body, which never moves and
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* never pushes/wakes anything. This component instead constructs its own `Matter.Body` directly (a
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* capsule via `Bodies.rectangle` with a `chamfer`, matching `MatterFactory.createRigidBody`'s own
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* `CAPSULE` case), marks it `isStatic: true` so matter's own `Engine.update` never touches it, and
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* **never adds it to `Composite`/`engine.world` at all** - there is no need to, since every query this
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* class issues (`Matter.Query.collides`) is run directly against this body and an explicit list of
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* other bodies, not through matter's own broadphase/`Engine.update` pipeline. This also means
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* matter-js's own per-engine `collisionFilter`-aware broadphase (`Detector.canCollide`) never runs for
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* this body either - `collectObstacles()` below replicates that exact category/mask check by hand
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* before ever calling `Query.collides`, since that function tests raw geometry with no collision-group
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* awareness of its own.
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*
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* **Why movement is substep-marched rather than a single discrete overlap test at the final
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* position**: matter-js has no continuous collision detection at all (see `MatterFactory
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* .transformOptions`'s own `ccd` note) and `Matter.Query.collides`/`Collision.collides` are purely
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* discrete overlap tests at whatever transform a body currently has - matter-js exposes no
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* swept/time-of-impact query to call instead. A
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* single test-then-clamp at the fully-displaced candidate position would tunnel clean through any
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* obstacle thinner than the requested displacement (a large single-tick `move()` call, or a thin wall,
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* would simply never register contact at all). `marchMove` compensates by subdividing the requested
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* delta into substeps no longer than `min(radius, 0.1)` and re-querying after each one, stopping at the
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* first substep that would overlap something - a standard workaround for discrete-only collision
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* detection, and the direct 2D analog of what a sweep primitive gives other backends for free.
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*
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* **Collision normal convention**: `Matter.Collision`'s own `collision.bodyA`/`collision.bodyB` (and
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* `parentA`/`parentB`) are reassigned by ascending `Body.id`, not by the order two bodies were passed
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* into `Collision.collides`/`Query.collides` - and the final `collision.normal` is oriented so that
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* `dot(normal, bodyB.position - bodyA.position) <= 0` always holds (verified empirically against
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* `Collision.js`'s own flip check; its inline comment claims the opposite, "facing away from bodyA",
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* which does not match the code - see `gg-engine-physics-adapter-matter`'s own note on this same
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* gotcha for the engine-wide `collisionStart`/`collisionEnd` event wiring). Concretely this means the
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* final normal always points *towards* `collision.bodyA`/`parentA`, away from `bodyB`/`parentB`,
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* regardless of which side of the original `Query.collides(body, bodies)` call each one came from -
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* `normalTowardCharacter` below re-derives a consistent "points away from the obstacle, towards this
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* character" direction from that by comparing `parentA`/`parentB` against this character's own native
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* body, not by assuming a fixed argument order.
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*
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* **Ground overlap for `Trigger2dEntity`**: since this character's phantom body is deliberately never
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* added to matter's own `Composite`, matter's native `collisionStart`/`collisionEnd` engine events
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* (what `MatterTriggerComponent`'s own enter/exit detection is normally driven by) can never fire for
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* it - there is no pair for the engine to ever notice. `MatterTriggerComponent.checkOverlaps()`
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* (already called once per tick by `Trigger2dEntity`, previously a no-op for matter-js since ordinary
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* rigid-body overlaps are handled by those native events instead) now *additionally* polls every
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* `MatterCharacterControllerComponent` currently in the world via `Query.collides` each time it's
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* called, entirely independently of the native event path - this was the natural fit given
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* `checkOverlaps()` already existed as a per-tick hook with nothing else needing it for matter-js,
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* rather than inventing a second, differently-shaped mechanism.
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*
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* **Colliding with other character controllers**: `collectObstacles()` below includes every other
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* `MatterCharacterControllerComponent` currently in the world (found via `this.world.children`, not
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* `Composite.allBodies`, for the same reason as the previous paragraph) alongside ordinary bodies -
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* two characters block each other's movement the same way any other obstacle does.
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*
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* **Divergence from the interface's own options**: `minStepWidth` is accepted but not honored - see
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* `applyStepAssist`'s own doc for why.
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*/
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export class MatterCharacterControllerComponent {
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get up() {
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return this._up;
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}
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set up(value) {
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this._up = Pnt2.norm(value);
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}
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get isGrounded() {
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return this._isGrounded;
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}
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get groundNormal() {
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return this._groundNormal;
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}
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get position() {
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return Pnt2.clone(this.nativeBody.position);
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}
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set position(value) {
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Body.setPosition(this.nativeBody, Vector.create(value.x, value.y));
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}
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get rotation() {
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return this.nativeBody.angle;
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}
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set rotation(value) {
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Body.setAngle(this.nativeBody, value);
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}
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get ownCollisionGroups() {
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return BitMask.unpack(this._ownCGsMask, 16);
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}
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set ownCollisionGroups(value) {
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this._ownCGsMask = value === 'all' ? BitMask.full(16) : BitMask.pack(value, 16);
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this.updateCollisionFilter();
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}
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get interactWithCollisionGroups() {
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return BitMask.unpack(this._interactWithCGsMask, 16);
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}
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set interactWithCollisionGroups(value) {
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this._interactWithCGsMask = value === 'all' ? BitMask.full(16) : BitMask.pack(value, 16);
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this.updateCollisionFilter();
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}
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updateCollisionFilter() {
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this.nativeBody.collisionFilter = Object.assign(Object.assign({}, this.nativeBody.collisionFilter), { category: this._ownCGsMask, mask: this._interactWithCGsMask });
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}
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constructor(world, options, transform) {
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var _a, _b;
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this.world = world;
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this.entity = null;
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this.name = '';
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this._isGrounded = false;
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this._groundNormal = null;
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/** See `ICharacterController2dComponent.ignoredBodies`'s doc. Consulted fresh by `collectObstacles`
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* every `move()` call. */
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this.ignoredBodies = new Set();
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this._added = false;
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this._ownCGsMask = BitMask.full(16);
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this._interactWithCGsMask = BitMask.full(16);
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this.options = Object.assign(Object.assign(Object.assign({}, DEFAULT_OPTIONS), { ownCollisionGroups: [world.mainCollisionGroup] }), options);
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this.radius = options.radius;
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this.centersDistance = options.centersDistance;
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this._up = Pnt2.norm(this.options.up);
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this.nativeBody = Bodies.rectangle(0, 0, options.radius * 2, options.centersDistance + options.radius * 2, {
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isStatic: true,
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chamfer: { radius: options.radius },
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});
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Body.setPosition(this.nativeBody, Vector.create(((_a = transform === null || transform === void 0 ? void 0 : transform.position) === null || _a === void 0 ? void 0 : _a.x) || 0, ((_b = transform === null || transform === void 0 ? void 0 : transform.position) === null || _b === void 0 ? void 0 : _b.y) || 0));
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Body.setAngle(this.nativeBody, (transform === null || transform === void 0 ? void 0 : transform.rotation) || 0);
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this.debugBodySettings = new DebugBody2DSettings(
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// A kinematic character never truly "sleeps" the way a dynamic rigid body does - it's either
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// being actively driven every tick or idle at rest; report it as always-awake.
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{ type: 'RIGID_DYNAMIC', sleeping: () => false }, { shape: 'CAPSULE', radius: this.radius, centersDistance: this.centersDistance });
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this.ownCollisionGroups = this.options.ownCollisionGroups;
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this.interactWithCollisionGroups = this.options.interactWithCollisionGroups;
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}
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/**
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* Every other body currently in the world this character's own queries must consider - excludes
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* sensors (triggers never physically block anything, see `ITrigger2dComponent`), everything in
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* `ignoredBodies` (consulted fresh here, every call), and anything this character's own collision
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* groups wouldn't interact with anyway (`Query.collides`/`Collision.collides` test raw geometry
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* only and know nothing about `collisionFilter`, unlike matter's own `Detector` - so `canCollideWith`
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* calls `Detector.canCollide` directly against this character's own `nativeBody.collisionFilter`,
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* which the `ownCollisionGroups`/`interactWithCollisionGroups` setters keep in sync).
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*
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* Also includes every *other* `MatterCharacterControllerComponent` currently in the world, via its
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* own phantom `nativeBody` - without this, two character controllers could freely overlap and pass
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* straight through each other, since neither one's phantom body is ever added to
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* `Composite`/`engine.world` (see this class's own doc) and so neither is ever a candidate for the
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* other's queries through `Composite.allBodies` alone.
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*/
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collectObstacles() {
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const matterWorld = this.world.matterWorld;
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if (!matterWorld) {
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return [];
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}
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const ignoredNative = new Set();
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for (const body of this.ignoredBodies) {
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ignoredNative.add(body.nativeBody);
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}
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const worldBodies = Composite.allBodies(matterWorld).filter(b => !b.isSensor && !ignoredNative.has(b) && this.canCollideWith(b));
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const otherCharacters = this.world.children
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.filter((c) => c instanceof MatterCharacterControllerComponent && c !== this)
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.map(c => c.nativeBody)
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.filter(b => !ignoredNative.has(b) && this.canCollideWith(b));
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return worldBodies.concat(otherCharacters);
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}
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canCollideWith(other) {
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return Detector.canCollide(this.nativeBody.collisionFilter, other.collisionFilter);
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}
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/** See this class's own doc for the sign convention this re-derives (`parentA`/`parentB`, not
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* calling-argument order). Returns a normal pointing away from the obstacle, towards this
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* character. */
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normalTowardCharacter(collision) {
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const normal = Pnt2.clone(collision.normal);
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return collision.parentA === this.nativeBody ? normal : Pnt2.neg(normal);
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}
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otherParent(collision) {
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return collision.parentA === this.nativeBody ? collision.parentB : collision.parentA;
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}
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isWalkable(normal, up) {
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return Pnt2.angle(normal, up) <= this.options.maxSlopeClimbAngleRad;
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}
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/**
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* Pushes this character's phantom body out of any obstacle it currently overlaps at `pos`, via
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* `Query.collides`, iterating a few times since resolving one contact can reveal/deepen another -
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* a discrete query like this one can start a tick already embedded (e.g. from a previous tick's
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* rounding/clamping). Must run before any marching this tick.
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*/
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recoverFromPenetration(pos, obstacles) {
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let corrected = pos;
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for (let i = 0; i < 4; i++) {
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Body.setPosition(this.nativeBody, corrected);
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const collisions = Query.collides(this.nativeBody, obstacles);
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let worstDepth = 0;
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let worstNormal = null;
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for (const collision of collisions) {
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if (collision.depth > worstDepth) {
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worstDepth = collision.depth;
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worstNormal = this.normalTowardCharacter(collision);
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}
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}
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if (!worstNormal) {
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break;
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}
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corrected = Pnt2.add(corrected, Pnt2.scalarMult(worstNormal, worstDepth));
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}
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return corrected;
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}
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/**
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* Marches this character's phantom body from `start` towards `start + delta` in small substeps
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* (see this class's own doc for why substepping is needed at all, in place of a true sweep), moving
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* the native body via `Body.setPosition` after every accepted substep, and stopping at the first
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* substep whose query finds an obstacle with a meaningful component opposing the direction of
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* travel. `overlappingBodies` in the result always reflects the query at wherever this call
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* finished (the fully-displaced position if never blocked, or the last-accepted position if it
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* was) - used by `move()` to find dynamic bodies to push.
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*/
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marchMove(start, delta, obstacles) {
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const totalLen = Pnt2.len(delta);
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if (totalLen <= 1e-9) {
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Body.setPosition(this.nativeBody, start);
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return { pos: start, blocked: false, normal: null, overlappingBodies: [] };
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}
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const dir = Pnt2.scalarMult(delta, 1 / totalLen);
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const maxSubstep = Math.max(Math.min(this.radius, 0.1), 1e-3);
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const steps = Math.min(1024, Math.max(1, Math.ceil(totalLen / maxSubstep)));
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const stepLen = totalLen / steps;
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const stepVec = Pnt2.scalarMult(dir, stepLen);
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let pos = start;
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for (let i = 0; i < steps; i++) {
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const candidate = Pnt2.add(pos, stepVec);
|
|
247
|
+
Body.setPosition(this.nativeBody, candidate);
|
|
248
|
+
const collisions = Query.collides(this.nativeBody, obstacles);
|
|
249
|
+
let blockingNormal = null;
|
|
250
|
+
let blockingDepth = 0;
|
|
251
|
+
let blockingOpposition = 1e-4;
|
|
252
|
+
const overlappingBodies = [];
|
|
253
|
+
for (const collision of collisions) {
|
|
254
|
+
overlappingBodies.push(this.otherParent(collision));
|
|
255
|
+
const normal = this.normalTowardCharacter(collision);
|
|
256
|
+
const opposition = -Pnt2.dot(normal, dir);
|
|
257
|
+
if (opposition > blockingOpposition) {
|
|
258
|
+
blockingOpposition = opposition;
|
|
259
|
+
blockingNormal = normal;
|
|
260
|
+
blockingDepth = collision.depth;
|
|
261
|
+
}
|
|
262
|
+
}
|
|
263
|
+
if (blockingNormal) {
|
|
264
|
+
// Rather than simply reverting the whole (up to `maxSubstep`-long) substep - which would
|
|
265
|
+
// only ever be as precise as the substep length itself, up to ~0.1 units short of the real
|
|
266
|
+
// surface - push the phantom body back out of `candidate` along the blocking contact's own
|
|
267
|
+
// normal by its exact overlap depth (the same technique `recoverFromPenetration` uses),
|
|
268
|
+
// landing it right at the true contact surface regardless of substep granularity.
|
|
269
|
+
// `this.options.offset` on top of that is the small skin gap `CharacterController2dOptions
|
|
270
|
+
// .offset`'s own doc describes ("keep the underlying sweep test numerically stable") - without
|
|
271
|
+
// it, this would land at *exactly* zero-gap contact, which is one bad floating-point rounding
|
|
272
|
+
// away from a spurious re-penetration on the very next tick's query.
|
|
273
|
+
const corrected = Pnt2.add(candidate, Pnt2.scalarMult(blockingNormal, blockingDepth + this.options.offset));
|
|
274
|
+
Body.setPosition(this.nativeBody, corrected);
|
|
275
|
+
return { pos: corrected, blocked: true, normal: blockingNormal, overlappingBodies };
|
|
276
|
+
}
|
|
277
|
+
pos = candidate;
|
|
278
|
+
}
|
|
279
|
+
return { pos, blocked: false, normal: null, overlappingBodies: [] };
|
|
280
|
+
}
|
|
281
|
+
/** Like `marchMove`, but always leaves the native body at `start` before returning - for a
|
|
282
|
+
* speculative query (step-up assist, ground snap/landing checks) that must not commit any movement
|
|
283
|
+
* unless the caller explicitly applies the returned position itself. */
|
|
284
|
+
probe(start, delta, obstacles) {
|
|
285
|
+
const result = this.marchMove(start, delta, obstacles);
|
|
286
|
+
Body.setPosition(this.nativeBody, start);
|
|
287
|
+
return result;
|
|
288
|
+
}
|
|
289
|
+
/**
|
|
290
|
+
* If the horizontal leg was blocked, tries lifting the phantom body up by up to `maxStepHeight`,
|
|
291
|
+
* retrying the same horizontal move at that height, and probing back down - only accepting the step
|
|
292
|
+
* if it both clears more horizontal distance than the unraised attempt *and* actually lands on
|
|
293
|
+
* walkable ground, not just a curved/vertical surface that happens to allow more clearance a hair
|
|
294
|
+
* higher up (see the general `gg-engine-physics-adapter` skill's own caution on this exact
|
|
295
|
+
* failure mode).
|
|
296
|
+
*
|
|
297
|
+
* **`minStepWidth` is not honored** - a step is accepted purely on `maxStepHeight`/walkability,
|
|
298
|
+
* with no separate check for how much free space sits on top of the ledge. An attempt at that
|
|
299
|
+
* check (probing forward from the landing spot by `minStepWidth` and requiring the ledge to still
|
|
300
|
+
* be walkable there) was tried and reverted: this mover's own step-up sequence routinely *accepts*
|
|
301
|
+
* a landing spot that is itself only a marginal, partial advance still snug against the same
|
|
302
|
+
* obstacle corner that blocked the original horizontal move (`marchMove`'s substep-and-slide
|
|
303
|
+
* approach, see this class's own doc, naturally creeps forward across several ticks rather than
|
|
304
|
+
* clearing a corner in one) - a width probe from a landing spot like that immediately re-hits the
|
|
305
|
+
* same corner and rejects the step outright, which stalls the character completely instead of
|
|
306
|
+
* letting it creep across a perfectly normal ledge over the next few ticks. `minStepWidth` is
|
|
307
|
+
* still accepted into this class's own options (see `CharacterController2dOptions.minStepWidth`'s
|
|
308
|
+
* own doc: "not every backend can honor this exactly").
|
|
309
|
+
*/
|
|
310
|
+
applyStepAssist(start, initial, horizontal, up, obstacles) {
|
|
311
|
+
if (!initial.blocked || this.options.maxStepHeight <= 0) {
|
|
312
|
+
Body.setPosition(this.nativeBody, initial.pos);
|
|
313
|
+
return initial.pos;
|
|
314
|
+
}
|
|
315
|
+
const maxStep = this.options.maxStepHeight;
|
|
316
|
+
const upProbe = this.probe(start, Pnt2.scalarMult(up, maxStep), obstacles);
|
|
317
|
+
const raisedAmount = Pnt2.dot(Pnt2.sub(upProbe.pos, start), up);
|
|
318
|
+
if (raisedAmount <= 1e-6) {
|
|
319
|
+
Body.setPosition(this.nativeBody, initial.pos);
|
|
320
|
+
return initial.pos;
|
|
321
|
+
}
|
|
322
|
+
const retryProbe = this.probe(upProbe.pos, horizontal, obstacles);
|
|
323
|
+
const originalTravel = Pnt2.len(Pnt2.sub(initial.pos, start));
|
|
324
|
+
const retryTravel = Pnt2.len(Pnt2.sub(retryProbe.pos, upProbe.pos));
|
|
325
|
+
if (retryTravel <= originalTravel + 1e-6) {
|
|
326
|
+
Body.setPosition(this.nativeBody, initial.pos);
|
|
327
|
+
return initial.pos;
|
|
328
|
+
}
|
|
329
|
+
const landingProbe = this.probe(retryProbe.pos, Pnt2.scalarMult(up, -raisedAmount), obstacles);
|
|
330
|
+
if (landingProbe.blocked && landingProbe.normal && this.isWalkable(landingProbe.normal, up)) {
|
|
331
|
+
Body.setPosition(this.nativeBody, landingProbe.pos);
|
|
332
|
+
return landingProbe.pos;
|
|
333
|
+
}
|
|
334
|
+
Body.setPosition(this.nativeBody, initial.pos);
|
|
335
|
+
return initial.pos;
|
|
336
|
+
}
|
|
337
|
+
/**
|
|
338
|
+
* Shoves a dynamic body the horizontal leg bumped into this tick - see
|
|
339
|
+
* `CharacterController2dOptions.pushMass`'s doc for the formula (an inelastic collision against a
|
|
340
|
+
* virtual mass moving at the character's own speed), applied here through
|
|
341
|
+
* `MatterRigidBodyComponent.linearVelocity`'s existing getter/setter (which already carries the
|
|
342
|
+
* conversion between matter-js's internal per-step velocity units and this engine's public m/s
|
|
343
|
+
* units - see `MATTER_VELOCITY_SCALE`'s own doc) rather than touching `Body.velocity` directly.
|
|
344
|
+
*/
|
|
345
|
+
pushDynamicBodies(bodies, direction, horizLen, dt) {
|
|
346
|
+
const pushMass = this.options.pushMass;
|
|
347
|
+
if (pushMass <= 0 || bodies.length === 0) {
|
|
348
|
+
return;
|
|
349
|
+
}
|
|
350
|
+
if (!dt || dt <= 1e-9) {
|
|
351
|
+
warnOnce('[MatterCharacterControllerComponent] move() was called without `dt` while `pushMass` > 0 - ' +
|
|
352
|
+
'skipping this dynamic-body push rather than approximating character speed from raw ' +
|
|
353
|
+
'per-tick displacement (which would understate push force by roughly 1/dt). Pass the real ' +
|
|
354
|
+
'tick delta (seconds) as the third argument to move() to enable pushing dynamic bodies.');
|
|
355
|
+
return;
|
|
356
|
+
}
|
|
357
|
+
const characterSpeed = horizLen / dt;
|
|
358
|
+
const seen = new Set();
|
|
359
|
+
for (const nativeBody of bodies) {
|
|
360
|
+
if (seen.has(nativeBody.id)) {
|
|
361
|
+
continue;
|
|
362
|
+
}
|
|
363
|
+
seen.add(nativeBody.id);
|
|
364
|
+
const comp = this.world.handleIdEntityMap.get(nativeBody.id);
|
|
365
|
+
if (!(comp instanceof MatterRigidBodyComponent) || comp instanceof MatterTriggerComponent) {
|
|
366
|
+
continue;
|
|
367
|
+
}
|
|
368
|
+
const bodyMass = comp.nativeBody.mass;
|
|
369
|
+
if (!isFinite(bodyMass) || bodyMass <= 0) {
|
|
370
|
+
continue;
|
|
371
|
+
}
|
|
372
|
+
const pushSpeed = characterSpeed * (pushMass / (pushMass + bodyMass));
|
|
373
|
+
const v = comp.linearVelocity;
|
|
374
|
+
const currentAlong = Pnt2.dot(v, direction);
|
|
375
|
+
if (pushSpeed <= currentAlong) {
|
|
376
|
+
continue;
|
|
377
|
+
}
|
|
378
|
+
const deltaSpeed = pushSpeed - currentAlong;
|
|
379
|
+
comp.linearVelocity = Pnt2.add(v, Pnt2.scalarMult(direction, deltaSpeed));
|
|
380
|
+
}
|
|
381
|
+
}
|
|
382
|
+
/**
|
|
383
|
+
* Resolves `desiredTranslation` fully synchronously (see the interface's own doc) via
|
|
384
|
+
* `recoverFromPenetration` + two axis-separated `marchMove` legs (horizontal, then vertical) +
|
|
385
|
+
* a ground-snap probe - see this class's own doc for the overall approach and why each piece is
|
|
386
|
+
* needed.
|
|
387
|
+
*/
|
|
388
|
+
move(desiredTranslation, dt) {
|
|
389
|
+
if (!this._added) {
|
|
390
|
+
return;
|
|
391
|
+
}
|
|
392
|
+
const up = this._up;
|
|
393
|
+
const obstacles = this.collectObstacles();
|
|
394
|
+
let pos = this.recoverFromPenetration(this.position, obstacles);
|
|
395
|
+
const vertical = Pnt2.scalarMult(up, Pnt2.dot(desiredTranslation, up));
|
|
396
|
+
const horizontal = Pnt2.sub(desiredTranslation, vertical);
|
|
397
|
+
const horizLen = Pnt2.len(horizontal);
|
|
398
|
+
let pushBodies = [];
|
|
399
|
+
if (horizLen > 1e-9) {
|
|
400
|
+
const initial = this.marchMove(pos, horizontal, obstacles);
|
|
401
|
+
pushBodies = initial.overlappingBodies;
|
|
402
|
+
pos = this.applyStepAssist(pos, initial, horizontal, up, obstacles);
|
|
403
|
+
}
|
|
404
|
+
else {
|
|
405
|
+
Body.setPosition(this.nativeBody, pos);
|
|
406
|
+
}
|
|
407
|
+
// Moving strictly upward (a jump/rising through the air) must never be pulled back down by the
|
|
408
|
+
// ground-snap fallback below - it exists to hug the ground while falling/standing still, not to
|
|
409
|
+
// cancel out a deliberate upward move (this tick's own small rise is well within
|
|
410
|
+
// `snapToGroundDistance` of the floor the character just left, otherwise every jump's takeoff
|
|
411
|
+
// would be undone the very next tick - see the general `gg-engine-physics-adapter` skill's own
|
|
412
|
+
// section on this pitfall).
|
|
413
|
+
const movingUp = Pnt2.dot(vertical, up) > 1e-9;
|
|
414
|
+
let grounded = false;
|
|
415
|
+
let groundNormal = null;
|
|
416
|
+
const vertLen = Pnt2.len(vertical);
|
|
417
|
+
if (vertLen > 1e-9) {
|
|
418
|
+
const vStart = pos;
|
|
419
|
+
const vResult = this.marchMove(pos, vertical, obstacles);
|
|
420
|
+
pos = vResult.pos;
|
|
421
|
+
if (vResult.blocked && vResult.normal) {
|
|
422
|
+
if (!movingUp && this.isWalkable(vResult.normal, up)) {
|
|
423
|
+
grounded = true;
|
|
424
|
+
groundNormal = vResult.normal;
|
|
425
|
+
}
|
|
426
|
+
else {
|
|
427
|
+
// Blocked by something that isn't walkable ground underfoot (a ceiling while ascending, or
|
|
428
|
+
// a too-steep slope pressed straight into) - slide the remaining vertical distance along
|
|
429
|
+
// the hit surface's tangent instead of leaving the character stuck jittering at the same
|
|
430
|
+
// blocked point every tick.
|
|
431
|
+
const travelledAlongUp = Pnt2.dot(Pnt2.sub(pos, vStart), up);
|
|
432
|
+
const remainingAlongUp = Pnt2.dot(vertical, up) - travelledAlongUp;
|
|
433
|
+
if (Math.abs(remainingAlongUp) > 1e-9) {
|
|
434
|
+
const remaining = Pnt2.scalarMult(up, remainingAlongUp);
|
|
435
|
+
const n = vResult.normal;
|
|
436
|
+
const tangentRemaining = Pnt2.sub(remaining, Pnt2.scalarMult(n, Pnt2.dot(remaining, n)));
|
|
437
|
+
if (Pnt2.len(tangentRemaining) > 1e-9) {
|
|
438
|
+
const slideResult = this.marchMove(pos, tangentRemaining, obstacles);
|
|
439
|
+
pos = slideResult.pos;
|
|
440
|
+
}
|
|
441
|
+
}
|
|
442
|
+
}
|
|
443
|
+
}
|
|
444
|
+
}
|
|
445
|
+
else {
|
|
446
|
+
Body.setPosition(this.nativeBody, pos);
|
|
447
|
+
}
|
|
448
|
+
if (!grounded && !movingUp && this.options.snapToGroundDistance > 0) {
|
|
449
|
+
const probeResult = this.probe(pos, Pnt2.scalarMult(up, -this.options.snapToGroundDistance), obstacles);
|
|
450
|
+
if (probeResult.blocked && probeResult.normal && this.isWalkable(probeResult.normal, up)) {
|
|
451
|
+
pos = probeResult.pos;
|
|
452
|
+
grounded = true;
|
|
453
|
+
groundNormal = probeResult.normal;
|
|
454
|
+
}
|
|
455
|
+
}
|
|
456
|
+
Body.setPosition(this.nativeBody, pos);
|
|
457
|
+
this._isGrounded = grounded;
|
|
458
|
+
this._groundNormal = groundNormal;
|
|
459
|
+
if (horizLen > 1e-9) {
|
|
460
|
+
this.pushDynamicBodies(pushBodies, Pnt2.scalarMult(horizontal, 1 / horizLen), horizLen, dt);
|
|
461
|
+
}
|
|
462
|
+
}
|
|
463
|
+
clone() {
|
|
464
|
+
// Reads the CURRENT position/rotation, and the current `up`/`ownCollisionGroups`/
|
|
465
|
+
// `interactWithCollisionGroups` - not whatever `this.options` was frozen to at construction
|
|
466
|
+
// time. All five go stale the instant this component is added to a world and starts being
|
|
467
|
+
// driven directly by `move()`/their own live setters (`this.options` itself is never touched
|
|
468
|
+
// again after the constructor runs).
|
|
469
|
+
return new MatterCharacterControllerComponent(this.world, Object.assign(Object.assign({}, this.options), { up: this.up, ownCollisionGroups: this.ownCollisionGroups, interactWithCollisionGroups: this.interactWithCollisionGroups }), {
|
|
470
|
+
position: this.position,
|
|
471
|
+
rotation: this.rotation,
|
|
472
|
+
});
|
|
473
|
+
}
|
|
474
|
+
addToWorld(world) {
|
|
475
|
+
if (world.physicsWorld != this.world) {
|
|
476
|
+
throw new Error('Matter bodies cannot be shared between different worlds');
|
|
477
|
+
}
|
|
478
|
+
this._added = true;
|
|
479
|
+
this.world.added$.next(this);
|
|
480
|
+
}
|
|
481
|
+
removeFromWorld(world, dispose = false) {
|
|
482
|
+
if (world.physicsWorld != this.world) {
|
|
483
|
+
throw new Error('Matter bodies cannot be shared between different worlds');
|
|
484
|
+
}
|
|
485
|
+
this._added = false;
|
|
486
|
+
this.world.removed$.next(this);
|
|
487
|
+
if (dispose) {
|
|
488
|
+
this.dispose();
|
|
489
|
+
}
|
|
490
|
+
}
|
|
491
|
+
// Like `MatterRigidBodyComponent.dispose()`, this phantom body is a plain, GC-managed JS object
|
|
492
|
+
// that was never added to `Composite`/`engine.world` at all - there is no native handle to free and
|
|
493
|
+
// no RxJS subject of its own to complete (unlike a rigid body/trigger, this interface exposes no
|
|
494
|
+
// collision-event stream).
|
|
495
|
+
dispose() {
|
|
496
|
+
// nothing to free
|
|
497
|
+
}
|
|
498
|
+
}
|
|
@@ -1,10 +1,12 @@
|
|
|
1
|
-
import { CollisionEvent, CollisionGroup, DebugBody2DSettings, Entity2d, IRigidBody2dComponent, Point2, Shape2DDescriptor } from '@gg-web-engine/core';
|
|
1
|
+
import { BodyOptions, BodyType, CollisionEvent, CollisionGroup, DebugBody2DSettings, Entity2d, IRigidBody2dComponent, Point2, Shape2DDescriptor } from '@gg-web-engine/core';
|
|
2
2
|
import { Body } from 'matter-js';
|
|
3
3
|
import { Observable, Subject } from 'rxjs';
|
|
4
4
|
import { MatterGgWorld, MatterPhysicsTypeDocRepo } from '../types';
|
|
5
5
|
export declare class MatterRigidBodyComponent implements IRigidBody2dComponent<MatterPhysicsTypeDocRepo> {
|
|
6
6
|
nativeBody: Body;
|
|
7
7
|
readonly shape: Shape2DDescriptor;
|
|
8
|
+
readonly bodyType: BodyType;
|
|
9
|
+
readonly ccd: boolean;
|
|
8
10
|
get position(): Point2;
|
|
9
11
|
set position(value: Point2);
|
|
10
12
|
get rotation(): number;
|
|
@@ -16,6 +18,19 @@ export declare class MatterRigidBodyComponent implements IRigidBody2dComponent<M
|
|
|
16
18
|
name: string;
|
|
17
19
|
entity: Entity2d | null;
|
|
18
20
|
readonly debugBodySettings: DebugBody2DSettings;
|
|
21
|
+
/**
|
|
22
|
+
* See `IRigidBodyComponent.bodyOptions`'s own doc. `mass`/`friction`/`restitution` are read live
|
|
23
|
+
* off the native matter-js body (a plain JS object - `.mass`/`.friction`/`.restitution` are
|
|
24
|
+
* ordinary fields, resolved to matter-js's own defaults by `Body.create` for whichever of them
|
|
25
|
+
* weren't explicitly given, so this reflects the body's *actual* resolved values, not just
|
|
26
|
+
* whatever was requested). `bodyType`/`ccd` are stored as originally requested rather than
|
|
27
|
+
* derived from the native body: matter-js has no kinematic body concept at all (a requested
|
|
28
|
+
* `kinematic_pos`/`kinematic_vel` degrades to a plain `isStatic` body - see `MatterFactory
|
|
29
|
+
* .transformOptions`'s own doc) and no CCD, so neither is recoverable from - or even meaningfully
|
|
30
|
+
* "live" on - the native body itself; echoing the request instead keeps a level JSON reloaded
|
|
31
|
+
* under a different, kinematic/CCD-capable adapter faithful to what was actually asked for.
|
|
32
|
+
*/
|
|
33
|
+
get bodyOptions(): Readonly<BodyOptions>;
|
|
19
34
|
protected _interactWithCGsMask: number;
|
|
20
35
|
protected _ownCGsMask: number;
|
|
21
36
|
get onCollisionStart(): Observable<CollisionEvent<Point2, MatterRigidBodyComponent>>;
|
|
@@ -28,7 +43,7 @@ export declare class MatterRigidBodyComponent implements IRigidBody2dComponent<M
|
|
|
28
43
|
* `notifyCollisionStart`/`notifyCollisionEnd`, called by `MatterWorldComponent`'s single
|
|
29
44
|
* world-wide `collisionStart`/`collisionEnd` listener - not touched directly by anything else. */
|
|
30
45
|
protected readonly currentContacts: Set<MatterRigidBodyComponent>;
|
|
31
|
-
constructor(nativeBody: Body, shape: Shape2DDescriptor);
|
|
46
|
+
constructor(nativeBody: Body, shape: Shape2DDescriptor, bodyType?: BodyType, ccd?: boolean);
|
|
32
47
|
/** @internal called by `MatterWorldComponent`'s global `collisionStart` listener - not part of
|
|
33
48
|
* this component's public API surface. */
|
|
34
49
|
notifyCollisionStart(collisionEvent: CollisionEvent<Point2, MatterRigidBodyComponent>): void;
|
|
@@ -28,15 +28,40 @@ export class MatterRigidBodyComponent {
|
|
|
28
28
|
set angularVelocity(value) {
|
|
29
29
|
Body.setAngularVelocity(this.nativeBody, value);
|
|
30
30
|
}
|
|
31
|
+
/**
|
|
32
|
+
* See `IRigidBodyComponent.bodyOptions`'s own doc. `mass`/`friction`/`restitution` are read live
|
|
33
|
+
* off the native matter-js body (a plain JS object - `.mass`/`.friction`/`.restitution` are
|
|
34
|
+
* ordinary fields, resolved to matter-js's own defaults by `Body.create` for whichever of them
|
|
35
|
+
* weren't explicitly given, so this reflects the body's *actual* resolved values, not just
|
|
36
|
+
* whatever was requested). `bodyType`/`ccd` are stored as originally requested rather than
|
|
37
|
+
* derived from the native body: matter-js has no kinematic body concept at all (a requested
|
|
38
|
+
* `kinematic_pos`/`kinematic_vel` degrades to a plain `isStatic` body - see `MatterFactory
|
|
39
|
+
* .transformOptions`'s own doc) and no CCD, so neither is recoverable from - or even meaningfully
|
|
40
|
+
* "live" on - the native body itself; echoing the request instead keeps a level JSON reloaded
|
|
41
|
+
* under a different, kinematic/CCD-capable adapter faithful to what was actually asked for.
|
|
42
|
+
*/
|
|
43
|
+
get bodyOptions() {
|
|
44
|
+
return {
|
|
45
|
+
bodyType: this.bodyType,
|
|
46
|
+
mass: this.nativeBody.mass,
|
|
47
|
+
friction: this.nativeBody.friction,
|
|
48
|
+
restitution: this.nativeBody.restitution,
|
|
49
|
+
ccd: this.ccd,
|
|
50
|
+
ownCollisionGroups: this.ownCollisionGroups,
|
|
51
|
+
interactWithCollisionGroups: this.interactWithCollisionGroups,
|
|
52
|
+
};
|
|
53
|
+
}
|
|
31
54
|
get onCollisionStart() {
|
|
32
55
|
return this.onCollisionStart$.asObservable();
|
|
33
56
|
}
|
|
34
57
|
get onCollisionEnd() {
|
|
35
58
|
return this.onCollisionEnd$.asObservable();
|
|
36
59
|
}
|
|
37
|
-
constructor(nativeBody, shape) {
|
|
60
|
+
constructor(nativeBody, shape, bodyType = 'dynamic', ccd = false) {
|
|
38
61
|
this.nativeBody = nativeBody;
|
|
39
62
|
this.shape = shape;
|
|
63
|
+
this.bodyType = bodyType;
|
|
64
|
+
this.ccd = ccd;
|
|
40
65
|
this.name = '';
|
|
41
66
|
this.entity = null;
|
|
42
67
|
// matter-js has no native kinematic body - a body requested as `kinematic_pos`/`kinematic_vel`
|
|
@@ -110,7 +135,7 @@ export class MatterRigidBodyComponent {
|
|
|
110
135
|
}
|
|
111
136
|
clone() {
|
|
112
137
|
const clonedBody = Body.create(Object.assign(Object.assign({}, this.nativeBody), { collisionFilter: Object.assign({}, this.nativeBody.collisionFilter) }));
|
|
113
|
-
const component = new MatterRigidBodyComponent(clonedBody, this.shape);
|
|
138
|
+
const component = new MatterRigidBodyComponent(clonedBody, this.shape, this.bodyType, this.ccd);
|
|
114
139
|
component.ownCollisionGroups = this.ownCollisionGroups;
|
|
115
140
|
component.interactWithCollisionGroups = this.interactWithCollisionGroups;
|
|
116
141
|
return component;
|