@jgengine/core 0.5.0 → 0.7.0
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/CHANGELOG.md +191 -2
- package/dist/ai/crowd.d.ts +36 -0
- package/dist/ai/crowd.js +213 -0
- package/dist/ai/jobBoard.d.ts +49 -0
- package/dist/ai/jobBoard.js +155 -0
- package/dist/ai/spawnDirector.d.ts +56 -0
- package/dist/ai/spawnDirector.js +150 -0
- package/dist/ai/threat.d.ts +25 -0
- package/dist/ai/threat.js +67 -0
- package/dist/audio/audioFalloff.d.ts +38 -0
- package/dist/audio/audioFalloff.js +32 -0
- package/dist/board/laneBoard.d.ts +63 -0
- package/dist/board/laneBoard.js +114 -0
- package/dist/board/timelineBoard.d.ts +36 -0
- package/dist/board/timelineBoard.js +70 -0
- package/dist/cards/cardPile.d.ts +63 -0
- package/dist/cards/cardPile.js +166 -0
- package/dist/cards/modifierPipeline.d.ts +33 -0
- package/dist/cards/modifierPipeline.js +48 -0
- package/dist/combat/abilityKit.d.ts +42 -0
- package/dist/combat/abilityKit.js +129 -0
- package/dist/combat/animationState.d.ts +47 -0
- package/dist/combat/animationState.js +101 -0
- package/dist/combat/attackTags.d.ts +14 -0
- package/dist/combat/attackTags.js +26 -0
- package/dist/combat/breakMeters.d.ts +32 -0
- package/dist/combat/breakMeters.js +51 -0
- package/dist/combat/comboString.d.ts +35 -0
- package/dist/combat/comboString.js +59 -0
- package/dist/combat/death.d.ts +8 -0
- package/dist/combat/death.js +5 -2
- package/dist/combat/defensiveWindow.d.ts +34 -0
- package/dist/combat/defensiveWindow.js +66 -0
- package/dist/combat/downed.d.ts +35 -0
- package/dist/combat/downed.js +104 -0
- package/dist/combat/effects.d.ts +11 -0
- package/dist/combat/effects.js +22 -13
- package/dist/combat/hitReaction.d.ts +23 -0
- package/dist/combat/hitReaction.js +20 -0
- package/dist/combat/resistance.d.ts +13 -0
- package/dist/combat/resistance.js +46 -0
- package/dist/combat/telegraph.d.ts +27 -0
- package/dist/combat/telegraph.js +37 -0
- package/dist/crafting/crop.d.ts +59 -0
- package/dist/crafting/crop.js +181 -0
- package/dist/crafting/production.d.ts +64 -0
- package/dist/crafting/production.js +130 -0
- package/dist/crafting/recipe.d.ts +62 -0
- package/dist/crafting/recipe.js +101 -0
- package/dist/economy/sharedWallet.d.ts +28 -0
- package/dist/economy/sharedWallet.js +62 -0
- package/dist/economy/techTree.d.ts +40 -0
- package/dist/economy/techTree.js +66 -0
- package/dist/game/cosmetics.d.ts +25 -0
- package/dist/game/cosmetics.js +51 -0
- package/dist/game/defineGame.d.ts +5 -0
- package/dist/game/events.d.ts +62 -0
- package/dist/game/lootFilter.d.ts +33 -0
- package/dist/game/lootFilter.js +48 -0
- package/dist/game/ping.d.ts +67 -0
- package/dist/game/ping.js +86 -0
- package/dist/game/playableGame.d.ts +291 -5
- package/dist/game/race.d.ts +95 -0
- package/dist/game/race.js +216 -0
- package/dist/game/runDraft.d.ts +34 -0
- package/dist/game/runDraft.js +97 -0
- package/dist/game/social.d.ts +27 -0
- package/dist/game/social.js +16 -0
- package/dist/game/worldItem.d.ts +92 -0
- package/dist/game/worldItem.js +132 -0
- package/dist/input/axisInput.d.ts +43 -0
- package/dist/input/axisInput.js +70 -0
- package/dist/input/pointer.d.ts +24 -0
- package/dist/input/pointer.js +17 -0
- package/dist/interaction/contextMenu.d.ts +30 -0
- package/dist/interaction/contextMenu.js +22 -0
- package/dist/interaction/qte.d.ts +20 -0
- package/dist/interaction/qte.js +24 -0
- package/dist/interaction/skillCheck.d.ts +20 -0
- package/dist/interaction/skillCheck.js +26 -0
- package/dist/inventory/shapedGrid.d.ts +56 -0
- package/dist/inventory/shapedGrid.js +176 -0
- package/dist/inventory/storageTier.d.ts +52 -0
- package/dist/inventory/storageTier.js +77 -0
- package/dist/item/affix.d.ts +54 -0
- package/dist/item/affix.js +133 -0
- package/dist/item/durability.d.ts +51 -0
- package/dist/item/durability.js +78 -0
- package/dist/item/modularItem.d.ts +46 -0
- package/dist/item/modularItem.js +75 -0
- package/dist/meta/changelog.d.ts +1 -1
- package/dist/meta/changelog.js +53 -1
- package/dist/movement/dash.d.ts +37 -0
- package/dist/movement/dash.js +65 -0
- package/dist/multiplayer/combatSnapshot.d.ts +45 -0
- package/dist/multiplayer/combatSnapshot.js +89 -0
- package/dist/multiplayer/lagCompensation.d.ts +43 -0
- package/dist/multiplayer/lagCompensation.js +154 -0
- package/dist/multiplayer/matchmaking.d.ts +33 -0
- package/dist/multiplayer/matchmaking.js +60 -0
- package/dist/multiplayer/simultaneousCommit.d.ts +34 -0
- package/dist/multiplayer/simultaneousCommit.js +53 -0
- package/dist/nav/navGrid.d.ts +46 -0
- package/dist/nav/navGrid.js +248 -0
- package/dist/nav/pathFollow.d.ts +29 -0
- package/dist/nav/pathFollow.js +67 -0
- package/dist/physics/buoyancy.d.ts +49 -0
- package/dist/physics/buoyancy.js +112 -0
- package/dist/physics/carryable.d.ts +46 -0
- package/dist/physics/carryable.js +110 -0
- package/dist/physics/damageZones.d.ts +56 -0
- package/dist/physics/damageZones.js +107 -0
- package/dist/physics/forceVolume.d.ts +48 -0
- package/dist/physics/forceVolume.js +119 -0
- package/dist/physics/physicsWorld.d.ts +219 -0
- package/dist/physics/physicsWorld.js +749 -0
- package/dist/physics/ragdoll.d.ts +49 -0
- package/dist/physics/ragdoll.js +103 -0
- package/dist/physics/spatialGrid.d.ts +41 -0
- package/dist/physics/spatialGrid.js +138 -0
- package/dist/physics/structure.d.ts +83 -0
- package/dist/physics/structure.js +0 -0
- package/dist/physics/traversal.d.ts +75 -0
- package/dist/physics/traversal.js +138 -0
- package/dist/physics/vehicleBody.d.ts +93 -0
- package/dist/physics/vehicleBody.js +234 -0
- package/dist/runtime/gameContext.d.ts +66 -2
- package/dist/runtime/gameContext.js +157 -4
- package/dist/runtime/hostPersistence.d.ts +18 -0
- package/dist/runtime/hostPersistence.js +4 -0
- package/dist/runtime/persistenceScope.d.ts +32 -0
- package/dist/runtime/persistenceScope.js +64 -0
- package/dist/scene/assetCatalog.d.ts +13 -0
- package/dist/scene/autoTarget.d.ts +15 -0
- package/dist/scene/autoTarget.js +54 -0
- package/dist/scene/behaviors.d.ts +13 -1
- package/dist/scene/behaviors.js +3 -0
- package/dist/scene/captureCheck.d.ts +7 -0
- package/dist/scene/captureCheck.js +11 -0
- package/dist/scene/entityStore.d.ts +7 -1
- package/dist/scene/entityStore.js +15 -1
- package/dist/scene/form.d.ts +40 -0
- package/dist/scene/form.js +56 -0
- package/dist/scene/mount.d.ts +62 -0
- package/dist/scene/mount.js +107 -0
- package/dist/scene/possession.d.ts +30 -0
- package/dist/scene/possession.js +51 -0
- package/dist/scene/roster.d.ts +25 -0
- package/dist/scene/roster.js +57 -0
- package/dist/scene/selection.d.ts +30 -0
- package/dist/scene/selection.js +38 -0
- package/dist/scene/stationClaim.d.ts +43 -0
- package/dist/scene/stationClaim.js +109 -0
- package/dist/sensor/frustumSensor.d.ts +60 -0
- package/dist/sensor/frustumSensor.js +104 -0
- package/dist/sensor/hiddenStateProbe.d.ts +31 -0
- package/dist/sensor/hiddenStateProbe.js +40 -0
- package/dist/sensor/recordingBuffer.d.ts +29 -0
- package/dist/sensor/recordingBuffer.js +61 -0
- package/dist/sensor/revealQuery.d.ts +22 -0
- package/dist/sensor/revealQuery.js +36 -0
- package/dist/session/contestedChannel.d.ts +36 -0
- package/dist/session/contestedChannel.js +100 -0
- package/dist/session/extraction.d.ts +54 -0
- package/dist/session/extraction.js +108 -0
- package/dist/session/ring.d.ts +36 -0
- package/dist/session/ring.js +88 -0
- package/dist/session/roundState.d.ts +55 -0
- package/dist/session/roundState.js +129 -0
- package/dist/stats/accumulatorMeter.d.ts +31 -0
- package/dist/stats/accumulatorMeter.js +81 -0
- package/dist/stats/eventMeter.d.ts +34 -0
- package/dist/stats/eventMeter.js +76 -0
- package/dist/stats/rollCheck.d.ts +15 -0
- package/dist/stats/rollCheck.js +15 -0
- package/dist/survival/decayMeter.d.ts +59 -0
- package/dist/survival/decayMeter.js +95 -0
- package/dist/survival/moodle.d.ts +48 -0
- package/dist/survival/moodle.js +91 -0
- package/dist/survival/regionHealth.d.ts +72 -0
- package/dist/survival/regionHealth.js +129 -0
- package/dist/tactics/predictiveQuery.d.ts +34 -0
- package/dist/tactics/predictiveQuery.js +44 -0
- package/dist/tactics/snapshot.d.ts +18 -0
- package/dist/tactics/snapshot.js +65 -0
- package/dist/tactics/surface.d.ts +52 -0
- package/dist/tactics/surface.js +135 -0
- package/dist/tactics/tacticalGrid.d.ts +57 -0
- package/dist/tactics/tacticalGrid.js +244 -0
- package/dist/time/beatClock.d.ts +40 -0
- package/dist/time/beatClock.js +73 -0
- package/dist/time/simClock.d.ts +62 -0
- package/dist/time/simClock.js +132 -0
- package/dist/turn/commit.d.ts +27 -0
- package/dist/turn/commit.js +72 -0
- package/dist/turn/turnLoop.d.ts +58 -0
- package/dist/turn/turnLoop.js +216 -0
- package/dist/world/buildPermissions.d.ts +47 -0
- package/dist/world/buildPermissions.js +134 -0
- package/dist/world/buildingIndex.d.ts +16 -0
- package/dist/world/buildingIndex.js +63 -0
- package/dist/world/buildings.d.ts +98 -0
- package/dist/world/buildings.js +320 -0
- package/dist/world/carve.d.ts +105 -0
- package/dist/world/carve.js +175 -0
- package/dist/world/connectors.d.ts +40 -0
- package/dist/world/connectors.js +67 -0
- package/dist/world/envField.d.ts +71 -0
- package/dist/world/envField.js +96 -0
- package/dist/world/features.d.ts +105 -1
- package/dist/world/features.js +95 -0
- package/dist/world/fog.d.ts +40 -0
- package/dist/world/fog.js +137 -0
- package/dist/world/markers.d.ts +52 -0
- package/dist/world/markers.js +96 -0
- package/dist/world/minimap.d.ts +42 -0
- package/dist/world/minimap.js +72 -0
- package/dist/world/placedStructureStore.d.ts +39 -0
- package/dist/world/placedStructureStore.js +95 -0
- package/dist/world/placementController.d.ts +48 -0
- package/dist/world/placementController.js +97 -0
- package/dist/world/realm.d.ts +61 -0
- package/dist/world/realm.js +66 -0
- package/dist/world/regions.d.ts +66 -0
- package/dist/world/regions.js +158 -0
- package/dist/world/scatter.d.ts +24 -0
- package/dist/world/scatter.js +126 -0
- package/dist/world/scatterItems.d.ts +38 -0
- package/dist/world/scatterItems.js +85 -0
- package/dist/world/support.d.ts +27 -0
- package/dist/world/support.js +75 -0
- package/dist/world/terraform.d.ts +54 -0
- package/dist/world/terraform.js +186 -0
- package/dist/world/terrain.d.ts +54 -0
- package/dist/world/terrain.js +181 -0
- package/dist/world/walls.d.ts +61 -0
- package/dist/world/walls.js +221 -0
- package/dist/world/water.d.ts +27 -0
- package/dist/world/water.js +125 -0
- package/dist/world/weather.d.ts +92 -0
- package/dist/world/weather.js +169 -0
- package/dist/world/wind.d.ts +17 -0
- package/dist/world/wind.js +40 -0
- package/package.json +1 -1
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const FLAG_SLEEPING = 1;
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const FLAG_STATIC = 2;
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/** Grid cell containing a point, clamped into the grid. Pure — exported for tests. */
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export function cellCoord(value, min, cellSize, cells) {
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const raw = Math.floor((value - min) / cellSize);
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return raw < 0 ? 0 : raw >= cells ? cells - 1 : raw;
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}
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/** Linear cell index from clamped 3D coords. Pure — exported for tests. */
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export function cellIndex(cx, cy, cz, nx, ny) {
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return (cz * ny + cy) * nx + cx;
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}
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export class PhysicsWorld {
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capacity;
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bounds;
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gravity;
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cellSize;
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fixedDt;
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maxSubsteps;
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restitution;
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restitutionThreshold;
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friction;
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linearDamping;
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solverIterations;
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correctionFactor;
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slop;
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sleepMove2;
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sleepSteps;
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wakeThreshold;
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jointCapacity;
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jointCorrection;
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posX;
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posY;
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posZ;
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velX;
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velY;
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velZ;
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halfX;
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halfY;
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halfZ;
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invMass;
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flags;
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/** 1 for a body that took part in a contact this frame; reset each `step()`. Render tint reads this. */
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contact;
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sleepTimer;
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prevX;
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prevY;
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prevZ;
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nx;
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ny;
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nz;
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numCells;
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cellStart;
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cursor;
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sorted;
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bodyCell;
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// Awake-body index: the hot loops (integrate, solver outer, bounds, sleep) walk only these,
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// so per-substep work outside the grid rebuild scales with the awake count, not the total.
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awakeList;
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awakeSlot;
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awakeCount = 0;
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jSpring;
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jActive;
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jBodyA;
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jBodyB;
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jAnchorAX;
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jAnchorAY;
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jAnchorAZ;
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jAnchorBX;
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jAnchorBY;
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jAnchorBZ;
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jRest;
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jStiffness;
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jDamping;
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jMaxImpulse;
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jFree;
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jFreeCount = 0;
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jointHigh = 0;
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jointActiveCount = 0;
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collisionListener = null;
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collisionMinSpeed = 0;
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collisionEvent = {
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a: 0,
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b: 0,
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nx: 0,
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ny: 0,
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nz: 0,
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approachSpeed: 0,
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impulse: 0,
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};
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bodyCount = 0;
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accumulator = 0;
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stats = {
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count: 0,
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awake: 0,
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sleeping: 0,
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contacts: 0,
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pairs: 0,
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substeps: 0,
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stepMs: 0,
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};
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constructor(config) {
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this.capacity = config.capacity;
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this.bounds = { min: config.bounds.min, max: config.bounds.max };
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this.gravity = config.gravity ?? -20;
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this.cellSize = config.cellSize ?? 1;
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this.fixedDt = config.fixedDt ?? 1 / 60;
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this.maxSubsteps = config.maxSubsteps ?? 4;
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this.restitution = config.restitution ?? 0.2;
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this.restitutionThreshold = config.restitutionThreshold ?? 1;
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this.friction = config.friction ?? 0.4;
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this.linearDamping = config.linearDamping ?? 0.2;
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this.solverIterations = Math.max(1, config.solverIterations ?? 4);
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this.correctionFactor = config.correctionFactor ?? 0.2;
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this.slop = config.slop ?? 0.005;
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const sleepV = config.sleepLinearVelocity ?? 0.08;
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const sleepMoveEps = sleepV * this.fixedDt;
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this.sleepMove2 = sleepMoveEps * sleepMoveEps;
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this.sleepSteps = config.sleepThresholdSteps ?? 30;
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this.wakeThreshold = config.wakeThreshold ?? 0.5;
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this.jointCapacity = Math.max(0, config.jointCapacity ?? 256);
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this.jointCorrection = config.jointCorrection ?? 0.5;
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const cap = config.capacity;
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this.posX = new Float32Array(cap);
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this.posY = new Float32Array(cap);
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this.posZ = new Float32Array(cap);
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this.velX = new Float32Array(cap);
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this.velY = new Float32Array(cap);
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this.velZ = new Float32Array(cap);
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this.halfX = new Float32Array(cap);
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this.halfY = new Float32Array(cap);
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this.halfZ = new Float32Array(cap);
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this.invMass = new Float32Array(cap);
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this.flags = new Uint8Array(cap);
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this.contact = new Uint8Array(cap);
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this.sleepTimer = new Uint16Array(cap);
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this.prevX = new Float32Array(cap);
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this.prevY = new Float32Array(cap);
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this.prevZ = new Float32Array(cap);
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const span = (i) => Math.max(config.bounds.max[i] - config.bounds.min[i], this.cellSize);
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this.nx = Math.max(1, Math.ceil(span(0) / this.cellSize));
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this.ny = Math.max(1, Math.ceil(span(1) / this.cellSize));
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this.nz = Math.max(1, Math.ceil(span(2) / this.cellSize));
|
|
143
|
+
this.numCells = this.nx * this.ny * this.nz;
|
|
144
|
+
this.cellStart = new Int32Array(this.numCells + 1);
|
|
145
|
+
this.cursor = new Int32Array(this.numCells);
|
|
146
|
+
this.sorted = new Int32Array(cap);
|
|
147
|
+
this.bodyCell = new Int32Array(cap);
|
|
148
|
+
this.awakeList = new Int32Array(cap);
|
|
149
|
+
this.awakeSlot = new Int32Array(cap).fill(-1);
|
|
150
|
+
const jc = this.jointCapacity;
|
|
151
|
+
this.jSpring = new Uint8Array(jc);
|
|
152
|
+
this.jActive = new Uint8Array(jc);
|
|
153
|
+
this.jBodyA = new Int32Array(jc);
|
|
154
|
+
this.jBodyB = new Int32Array(jc);
|
|
155
|
+
this.jAnchorAX = new Float32Array(jc);
|
|
156
|
+
this.jAnchorAY = new Float32Array(jc);
|
|
157
|
+
this.jAnchorAZ = new Float32Array(jc);
|
|
158
|
+
this.jAnchorBX = new Float32Array(jc);
|
|
159
|
+
this.jAnchorBY = new Float32Array(jc);
|
|
160
|
+
this.jAnchorBZ = new Float32Array(jc);
|
|
161
|
+
this.jRest = new Float32Array(jc);
|
|
162
|
+
this.jStiffness = new Float32Array(jc);
|
|
163
|
+
this.jDamping = new Float32Array(jc);
|
|
164
|
+
this.jMaxImpulse = new Float32Array(jc);
|
|
165
|
+
this.jFree = new Int32Array(jc);
|
|
166
|
+
}
|
|
167
|
+
addAwake(i) {
|
|
168
|
+
if (this.awakeSlot[i] >= 0)
|
|
169
|
+
return;
|
|
170
|
+
this.awakeSlot[i] = this.awakeCount;
|
|
171
|
+
this.awakeList[this.awakeCount] = i;
|
|
172
|
+
this.awakeCount += 1;
|
|
173
|
+
}
|
|
174
|
+
removeAwake(i) {
|
|
175
|
+
const slot = this.awakeSlot[i];
|
|
176
|
+
if (slot < 0)
|
|
177
|
+
return;
|
|
178
|
+
this.awakeCount -= 1;
|
|
179
|
+
const last = this.awakeList[this.awakeCount];
|
|
180
|
+
this.awakeList[slot] = last;
|
|
181
|
+
this.awakeSlot[last] = slot;
|
|
182
|
+
this.awakeSlot[i] = -1;
|
|
183
|
+
}
|
|
184
|
+
get count() {
|
|
185
|
+
return this.bodyCount;
|
|
186
|
+
}
|
|
187
|
+
get cells() {
|
|
188
|
+
return { nx: this.nx, ny: this.ny, nz: this.nz, total: this.numCells };
|
|
189
|
+
}
|
|
190
|
+
get jointCount() {
|
|
191
|
+
return this.jointActiveCount;
|
|
192
|
+
}
|
|
193
|
+
/**
|
|
194
|
+
* Deliver every impacting contact (approach speed ≥ `minApproachSpeed`) to `listener` during
|
|
195
|
+
* `step`. The event object is reused — read/copy it, never retain. Pass `null` to detach. This is
|
|
196
|
+
* the seam crash-damage and destruction read; contacts otherwise stay inside the sim.
|
|
197
|
+
*/
|
|
198
|
+
onCollision(listener, minApproachSpeed = 0) {
|
|
199
|
+
this.collisionListener = listener;
|
|
200
|
+
this.collisionMinSpeed = minApproachSpeed;
|
|
201
|
+
}
|
|
202
|
+
hingeJoint(options) {
|
|
203
|
+
return this.addJoint(options, false, 0);
|
|
204
|
+
}
|
|
205
|
+
fixedJoint(options) {
|
|
206
|
+
return this.addJoint(options, false, 0);
|
|
207
|
+
}
|
|
208
|
+
distanceJoint(options) {
|
|
209
|
+
return this.addJoint(options, false, null);
|
|
210
|
+
}
|
|
211
|
+
springJoint(options) {
|
|
212
|
+
return this.addJoint(options, true, null);
|
|
213
|
+
}
|
|
214
|
+
addJoint(options, spring, restOverride) {
|
|
215
|
+
let id;
|
|
216
|
+
if (this.jFreeCount > 0) {
|
|
217
|
+
id = this.jFree[--this.jFreeCount];
|
|
218
|
+
}
|
|
219
|
+
else {
|
|
220
|
+
if (this.jointHigh >= this.jointCapacity)
|
|
221
|
+
throw new Error("PhysicsWorld: joint capacity exceeded");
|
|
222
|
+
id = this.jointHigh++;
|
|
223
|
+
}
|
|
224
|
+
const bodyB = options.bodyB ?? -1;
|
|
225
|
+
const aA = options.anchorA;
|
|
226
|
+
const aB = options.anchorB;
|
|
227
|
+
this.jBodyA[id] = options.bodyA;
|
|
228
|
+
this.jBodyB[id] = bodyB;
|
|
229
|
+
this.jAnchorAX[id] = aA?.[0] ?? 0;
|
|
230
|
+
this.jAnchorAY[id] = aA?.[1] ?? 0;
|
|
231
|
+
this.jAnchorAZ[id] = aA?.[2] ?? 0;
|
|
232
|
+
this.jAnchorBX[id] = aB?.[0] ?? 0;
|
|
233
|
+
this.jAnchorBY[id] = aB?.[1] ?? 0;
|
|
234
|
+
this.jAnchorBZ[id] = aB?.[2] ?? 0;
|
|
235
|
+
this.jSpring[id] = spring ? 1 : 0;
|
|
236
|
+
this.jStiffness[id] = options.stiffness ?? 40;
|
|
237
|
+
this.jDamping[id] = options.damping ?? 6;
|
|
238
|
+
this.jMaxImpulse[id] = options.maxImpulse ?? Number.POSITIVE_INFINITY;
|
|
239
|
+
this.jRest[id] = restOverride ?? options.restLength ?? this.jointDistance(id);
|
|
240
|
+
this.jActive[id] = 1;
|
|
241
|
+
this.jointActiveCount += 1;
|
|
242
|
+
return id;
|
|
243
|
+
}
|
|
244
|
+
removeJoint(id) {
|
|
245
|
+
if (this.jActive[id] !== 1)
|
|
246
|
+
return;
|
|
247
|
+
this.jActive[id] = 0;
|
|
248
|
+
this.jFree[this.jFreeCount++] = id;
|
|
249
|
+
this.jointActiveCount -= 1;
|
|
250
|
+
}
|
|
251
|
+
/** Move a joint's world anchor point (only meaningful when `bodyB` is a world anchor). */
|
|
252
|
+
setJointAnchor(id, x, y, z) {
|
|
253
|
+
this.jAnchorBX[id] = x;
|
|
254
|
+
this.jAnchorBY[id] = y;
|
|
255
|
+
this.jAnchorBZ[id] = z;
|
|
256
|
+
}
|
|
257
|
+
setJointRest(id, restLength) {
|
|
258
|
+
this.jRest[id] = restLength;
|
|
259
|
+
}
|
|
260
|
+
jointDistance(id) {
|
|
261
|
+
const bA = this.jBodyA[id];
|
|
262
|
+
const bB = this.jBodyB[id];
|
|
263
|
+
const ax = (bA >= 0 ? this.posX[bA] : 0) + this.jAnchorAX[id];
|
|
264
|
+
const ay = (bA >= 0 ? this.posY[bA] : 0) + this.jAnchorAY[id];
|
|
265
|
+
const az = (bA >= 0 ? this.posZ[bA] : 0) + this.jAnchorAZ[id];
|
|
266
|
+
const bx = bB >= 0 ? this.posX[bB] + this.jAnchorBX[id] : this.jAnchorBX[id];
|
|
267
|
+
const by = bB >= 0 ? this.posY[bB] + this.jAnchorBY[id] : this.jAnchorBY[id];
|
|
268
|
+
const bz = bB >= 0 ? this.posZ[bB] + this.jAnchorBZ[id] : this.jAnchorBZ[id];
|
|
269
|
+
const dx = bx - ax;
|
|
270
|
+
const dy = by - ay;
|
|
271
|
+
const dz = bz - az;
|
|
272
|
+
return Math.sqrt(dx * dx + dy * dy + dz * dz);
|
|
273
|
+
}
|
|
274
|
+
/** Write [ax,ay,az,bx,by,bz] world endpoints per active joint into `out`; returns the joint count. */
|
|
275
|
+
readJointSegments(out) {
|
|
276
|
+
let n = 0;
|
|
277
|
+
for (let id = 0; id < this.jointHigh; id += 1) {
|
|
278
|
+
if (this.jActive[id] !== 1)
|
|
279
|
+
continue;
|
|
280
|
+
const bA = this.jBodyA[id];
|
|
281
|
+
const bB = this.jBodyB[id];
|
|
282
|
+
const o = n * 6;
|
|
283
|
+
out[o] = (bA >= 0 ? this.posX[bA] : 0) + this.jAnchorAX[id];
|
|
284
|
+
out[o + 1] = (bA >= 0 ? this.posY[bA] : 0) + this.jAnchorAY[id];
|
|
285
|
+
out[o + 2] = (bA >= 0 ? this.posZ[bA] : 0) + this.jAnchorAZ[id];
|
|
286
|
+
out[o + 3] = bB >= 0 ? this.posX[bB] + this.jAnchorBX[id] : this.jAnchorBX[id];
|
|
287
|
+
out[o + 4] = bB >= 0 ? this.posY[bB] + this.jAnchorBY[id] : this.jAnchorBY[id];
|
|
288
|
+
out[o + 5] = bB >= 0 ? this.posZ[bB] + this.jAnchorBZ[id] : this.jAnchorBZ[id];
|
|
289
|
+
n += 1;
|
|
290
|
+
}
|
|
291
|
+
return n;
|
|
292
|
+
}
|
|
293
|
+
addBody(options) {
|
|
294
|
+
if (this.bodyCount >= this.capacity)
|
|
295
|
+
throw new Error("PhysicsWorld: capacity exceeded");
|
|
296
|
+
const i = this.bodyCount++;
|
|
297
|
+
this.posX[i] = options.position[0];
|
|
298
|
+
this.posY[i] = options.position[1];
|
|
299
|
+
this.posZ[i] = options.position[2];
|
|
300
|
+
const v = options.velocity;
|
|
301
|
+
this.velX[i] = v?.[0] ?? 0;
|
|
302
|
+
this.velY[i] = v?.[1] ?? 0;
|
|
303
|
+
this.velZ[i] = v?.[2] ?? 0;
|
|
304
|
+
this.halfX[i] = options.halfExtents[0];
|
|
305
|
+
this.halfY[i] = options.halfExtents[1];
|
|
306
|
+
this.halfZ[i] = options.halfExtents[2];
|
|
307
|
+
const isStatic = options.static === true;
|
|
308
|
+
const mass = options.mass ?? 1;
|
|
309
|
+
this.invMass[i] = isStatic || mass <= 0 ? 0 : 1 / mass;
|
|
310
|
+
let f = 0;
|
|
311
|
+
if (isStatic)
|
|
312
|
+
f |= FLAG_STATIC | FLAG_SLEEPING;
|
|
313
|
+
else if (options.asleep === true)
|
|
314
|
+
f |= FLAG_SLEEPING;
|
|
315
|
+
this.flags[i] = f;
|
|
316
|
+
this.sleepTimer[i] = 0;
|
|
317
|
+
this.awakeSlot[i] = -1;
|
|
318
|
+
this.bodyCell[i] = this.cellOf(i);
|
|
319
|
+
if ((f & FLAG_SLEEPING) === 0)
|
|
320
|
+
this.addAwake(i);
|
|
321
|
+
return i;
|
|
322
|
+
}
|
|
323
|
+
isSleeping(i) {
|
|
324
|
+
return (this.flags[i] & FLAG_SLEEPING) !== 0;
|
|
325
|
+
}
|
|
326
|
+
wake(i) {
|
|
327
|
+
if ((this.flags[i] & FLAG_STATIC) !== 0)
|
|
328
|
+
return;
|
|
329
|
+
this.flags[i] &= ~FLAG_SLEEPING;
|
|
330
|
+
this.sleepTimer[i] = 0;
|
|
331
|
+
this.prevX[i] = this.posX[i];
|
|
332
|
+
this.prevY[i] = this.posY[i];
|
|
333
|
+
this.prevZ[i] = this.posZ[i];
|
|
334
|
+
this.addAwake(i);
|
|
335
|
+
}
|
|
336
|
+
wakeAll() {
|
|
337
|
+
for (let i = 0; i < this.bodyCount; i += 1) {
|
|
338
|
+
if ((this.flags[i] & FLAG_STATIC) === 0) {
|
|
339
|
+
this.flags[i] &= ~FLAG_SLEEPING;
|
|
340
|
+
this.sleepTimer[i] = 0;
|
|
341
|
+
this.addAwake(i);
|
|
342
|
+
}
|
|
343
|
+
}
|
|
344
|
+
}
|
|
345
|
+
clear() {
|
|
346
|
+
this.bodyCount = 0;
|
|
347
|
+
this.accumulator = 0;
|
|
348
|
+
this.awakeCount = 0;
|
|
349
|
+
this.jointHigh = 0;
|
|
350
|
+
this.jFreeCount = 0;
|
|
351
|
+
this.jointActiveCount = 0;
|
|
352
|
+
}
|
|
353
|
+
/** Advance by a real frame delta; runs whole fixed substeps and carries the remainder. */
|
|
354
|
+
step(frameDt) {
|
|
355
|
+
const start = performanceNow();
|
|
356
|
+
this.accumulator += frameDt;
|
|
357
|
+
const cap = this.maxSubsteps * this.fixedDt;
|
|
358
|
+
if (this.accumulator > cap)
|
|
359
|
+
this.accumulator = cap;
|
|
360
|
+
let substeps = 0;
|
|
361
|
+
this.stats.contacts = 0;
|
|
362
|
+
this.stats.pairs = 0;
|
|
363
|
+
this.contact.fill(0, 0, this.bodyCount);
|
|
364
|
+
while (this.accumulator >= this.fixedDt) {
|
|
365
|
+
this.substep(this.fixedDt);
|
|
366
|
+
this.accumulator -= this.fixedDt;
|
|
367
|
+
substeps += 1;
|
|
368
|
+
}
|
|
369
|
+
this.stats.count = this.bodyCount;
|
|
370
|
+
this.stats.awake = this.awakeCount;
|
|
371
|
+
this.stats.sleeping = this.bodyCount - this.awakeCount;
|
|
372
|
+
this.stats.substeps = substeps;
|
|
373
|
+
this.stats.stepMs = performanceNow() - start;
|
|
374
|
+
return this.stats;
|
|
375
|
+
}
|
|
376
|
+
getStats() {
|
|
377
|
+
return this.stats;
|
|
378
|
+
}
|
|
379
|
+
substep(dt) {
|
|
380
|
+
const gdt = this.gravity * dt;
|
|
381
|
+
const damp = this.linearDamping > 0 ? Math.max(0, 1 - this.linearDamping * dt) : 1;
|
|
382
|
+
const awakeBefore = this.awakeCount;
|
|
383
|
+
for (let a = 0; a < awakeBefore; a += 1) {
|
|
384
|
+
const i = this.awakeList[a];
|
|
385
|
+
this.prevX[i] = this.posX[i];
|
|
386
|
+
this.prevY[i] = this.posY[i];
|
|
387
|
+
this.prevZ[i] = this.posZ[i];
|
|
388
|
+
this.velY[i] += gdt;
|
|
389
|
+
if (damp !== 1) {
|
|
390
|
+
this.velX[i] *= damp;
|
|
391
|
+
this.velY[i] *= damp;
|
|
392
|
+
this.velZ[i] *= damp;
|
|
393
|
+
}
|
|
394
|
+
this.posX[i] += this.velX[i] * dt;
|
|
395
|
+
this.posY[i] += this.velY[i] * dt;
|
|
396
|
+
this.posZ[i] += this.velZ[i] * dt;
|
|
397
|
+
this.constrainBounds(i);
|
|
398
|
+
}
|
|
399
|
+
this.buildGrid();
|
|
400
|
+
const iterations = this.solverIterations;
|
|
401
|
+
for (let it = 0; it < iterations; it += 1) {
|
|
402
|
+
this.solve(it === 0, it === iterations - 1);
|
|
403
|
+
if (this.jointActiveCount > 0)
|
|
404
|
+
this.solveJoints(dt);
|
|
405
|
+
}
|
|
406
|
+
for (let a = 0; a < this.awakeCount; a += 1)
|
|
407
|
+
this.constrainBounds(this.awakeList[a]);
|
|
408
|
+
this.updateSleep();
|
|
409
|
+
}
|
|
410
|
+
constrainBounds(i) {
|
|
411
|
+
const min = this.bounds.min;
|
|
412
|
+
const max = this.bounds.max;
|
|
413
|
+
const e = this.restitution;
|
|
414
|
+
const rt = this.restitutionThreshold;
|
|
415
|
+
const loX = min[0] + this.halfX[i];
|
|
416
|
+
const hiX = max[0] - this.halfX[i];
|
|
417
|
+
const loY = min[1] + this.halfY[i];
|
|
418
|
+
const hiY = max[1] - this.halfY[i];
|
|
419
|
+
const loZ = min[2] + this.halfZ[i];
|
|
420
|
+
const hiZ = max[2] - this.halfZ[i];
|
|
421
|
+
if (this.posX[i] < loX) {
|
|
422
|
+
this.posX[i] = loX;
|
|
423
|
+
if (this.velX[i] < 0)
|
|
424
|
+
this.velX[i] = -this.velX[i] < rt ? 0 : this.velX[i] * -e;
|
|
425
|
+
}
|
|
426
|
+
else if (this.posX[i] > hiX) {
|
|
427
|
+
this.posX[i] = hiX;
|
|
428
|
+
if (this.velX[i] > 0)
|
|
429
|
+
this.velX[i] = this.velX[i] < rt ? 0 : -this.velX[i] * e;
|
|
430
|
+
}
|
|
431
|
+
if (this.posZ[i] < loZ) {
|
|
432
|
+
this.posZ[i] = loZ;
|
|
433
|
+
if (this.velZ[i] < 0)
|
|
434
|
+
this.velZ[i] = -this.velZ[i] < rt ? 0 : this.velZ[i] * -e;
|
|
435
|
+
}
|
|
436
|
+
else if (this.posZ[i] > hiZ) {
|
|
437
|
+
this.posZ[i] = hiZ;
|
|
438
|
+
if (this.velZ[i] > 0)
|
|
439
|
+
this.velZ[i] = this.velZ[i] < rt ? 0 : -this.velZ[i] * e;
|
|
440
|
+
}
|
|
441
|
+
if (this.posY[i] < loY) {
|
|
442
|
+
this.posY[i] = loY;
|
|
443
|
+
if (this.velY[i] < 0)
|
|
444
|
+
this.velY[i] = -this.velY[i] < rt ? 0 : this.velY[i] * -e;
|
|
445
|
+
const tf = 1 - this.friction;
|
|
446
|
+
this.velX[i] *= tf;
|
|
447
|
+
this.velZ[i] *= tf;
|
|
448
|
+
}
|
|
449
|
+
else if (this.posY[i] > hiY) {
|
|
450
|
+
this.posY[i] = hiY;
|
|
451
|
+
if (this.velY[i] > 0)
|
|
452
|
+
this.velY[i] = this.velY[i] < rt ? 0 : -this.velY[i] * e;
|
|
453
|
+
}
|
|
454
|
+
}
|
|
455
|
+
buildGrid() {
|
|
456
|
+
const n = this.bodyCount;
|
|
457
|
+
const start = this.cellStart;
|
|
458
|
+
start.fill(0);
|
|
459
|
+
// Sleeping bodies never move, so their cell index is cached from addBody / their last awake
|
|
460
|
+
// substep — only awake bodies pay the cell recomputation each substep.
|
|
461
|
+
const awakeCount = this.awakeCount;
|
|
462
|
+
for (let a = 0; a < awakeCount; a += 1) {
|
|
463
|
+
const i = this.awakeList[a];
|
|
464
|
+
this.bodyCell[i] = this.cellOf(i);
|
|
465
|
+
}
|
|
466
|
+
for (let i = 0; i < n; i += 1)
|
|
467
|
+
start[this.bodyCell[i] + 1] += 1;
|
|
468
|
+
for (let c = 0; c < this.numCells; c += 1) {
|
|
469
|
+
start[c + 1] += start[c];
|
|
470
|
+
this.cursor[c] = start[c];
|
|
471
|
+
}
|
|
472
|
+
for (let i = 0; i < n; i += 1) {
|
|
473
|
+
const c = this.bodyCell[i];
|
|
474
|
+
this.sorted[this.cursor[c]++] = i;
|
|
475
|
+
}
|
|
476
|
+
}
|
|
477
|
+
cellOf(i) {
|
|
478
|
+
const cx = cellCoord(this.posX[i], this.bounds.min[0], this.cellSize, this.nx);
|
|
479
|
+
const cy = cellCoord(this.posY[i], this.bounds.min[1], this.cellSize, this.ny);
|
|
480
|
+
const cz = cellCoord(this.posZ[i], this.bounds.min[2], this.cellSize, this.nz);
|
|
481
|
+
return cellIndex(cx, cy, cz, this.nx, this.ny);
|
|
482
|
+
}
|
|
483
|
+
solve(restitutionPass, countPass) {
|
|
484
|
+
const nx = this.nx;
|
|
485
|
+
const ny = this.ny;
|
|
486
|
+
const nz = this.nz;
|
|
487
|
+
const nxny = nx * ny;
|
|
488
|
+
// A contact may wake a sleeping body mid-pass, appending it to the awake list; re-read the
|
|
489
|
+
// count each iteration so it is solved this substep too.
|
|
490
|
+
for (let a = 0; a < this.awakeCount; a += 1) {
|
|
491
|
+
const i = this.awakeList[a];
|
|
492
|
+
const c = this.bodyCell[i];
|
|
493
|
+
const cz = (c / nxny) | 0;
|
|
494
|
+
const cy = ((c - cz * nxny) / nx) | 0;
|
|
495
|
+
const cx = c - cz * nxny - cy * nx;
|
|
496
|
+
const z0 = cz > 0 ? cz - 1 : cz;
|
|
497
|
+
const z1 = cz < nz - 1 ? cz + 1 : cz;
|
|
498
|
+
const y0 = cy > 0 ? cy - 1 : cy;
|
|
499
|
+
const y1 = cy < ny - 1 ? cy + 1 : cy;
|
|
500
|
+
const x0 = cx > 0 ? cx - 1 : cx;
|
|
501
|
+
const x1 = cx < nx - 1 ? cx + 1 : cx;
|
|
502
|
+
for (let z = z0; z <= z1; z += 1) {
|
|
503
|
+
for (let y = y0; y <= y1; y += 1) {
|
|
504
|
+
const rowBase = (z * ny + y) * nx;
|
|
505
|
+
for (let x = x0; x <= x1; x += 1) {
|
|
506
|
+
const cell = rowBase + x;
|
|
507
|
+
const end = this.cellStart[cell + 1];
|
|
508
|
+
for (let s = this.cellStart[cell]; s < end; s += 1) {
|
|
509
|
+
const j = this.sorted[s];
|
|
510
|
+
if (j === i)
|
|
511
|
+
continue;
|
|
512
|
+
const jSleeping = (this.flags[j] & FLAG_SLEEPING) !== 0;
|
|
513
|
+
if (!jSleeping && j < i)
|
|
514
|
+
continue;
|
|
515
|
+
this.resolve(i, j, restitutionPass, countPass);
|
|
516
|
+
}
|
|
517
|
+
}
|
|
518
|
+
}
|
|
519
|
+
}
|
|
520
|
+
}
|
|
521
|
+
}
|
|
522
|
+
resolve(i, j, restitutionPass, countPass) {
|
|
523
|
+
const dx = this.posX[j] - this.posX[i];
|
|
524
|
+
const px = this.halfX[i] + this.halfX[j] - Math.abs(dx);
|
|
525
|
+
if (px <= 0)
|
|
526
|
+
return;
|
|
527
|
+
const dy = this.posY[j] - this.posY[i];
|
|
528
|
+
const py = this.halfY[i] + this.halfY[j] - Math.abs(dy);
|
|
529
|
+
if (py <= 0)
|
|
530
|
+
return;
|
|
531
|
+
const dz = this.posZ[j] - this.posZ[i];
|
|
532
|
+
const pz = this.halfZ[i] + this.halfZ[j] - Math.abs(dz);
|
|
533
|
+
if (pz <= 0)
|
|
534
|
+
return;
|
|
535
|
+
if (countPass) {
|
|
536
|
+
this.stats.pairs += 1;
|
|
537
|
+
this.stats.contacts += 1;
|
|
538
|
+
this.contact[i] = 1;
|
|
539
|
+
this.contact[j] = 1;
|
|
540
|
+
}
|
|
541
|
+
let nX = 0;
|
|
542
|
+
let nY = 0;
|
|
543
|
+
let nZ = 0;
|
|
544
|
+
let pen;
|
|
545
|
+
if (px <= py && px <= pz) {
|
|
546
|
+
nX = dx < 0 ? -1 : 1;
|
|
547
|
+
pen = px;
|
|
548
|
+
}
|
|
549
|
+
else if (py <= pz) {
|
|
550
|
+
nY = dy < 0 ? -1 : 1;
|
|
551
|
+
pen = py;
|
|
552
|
+
}
|
|
553
|
+
else {
|
|
554
|
+
nZ = dz < 0 ? -1 : 1;
|
|
555
|
+
pen = pz;
|
|
556
|
+
}
|
|
557
|
+
const rvx = this.velX[j] - this.velX[i];
|
|
558
|
+
const rvy = this.velY[j] - this.velY[i];
|
|
559
|
+
const rvz = this.velZ[j] - this.velZ[i];
|
|
560
|
+
const rvn = rvx * nX + rvy * nY + rvz * nZ;
|
|
561
|
+
const imI = this.invMass[i];
|
|
562
|
+
let imJ = this.invMass[j];
|
|
563
|
+
// A sleeping neighbor only wakes on a genuine impact; a resting contact treats it as a
|
|
564
|
+
// static collider (imJ = 0) so a settled body can rest on the bed without stirring it awake.
|
|
565
|
+
if ((this.flags[j] & FLAG_SLEEPING) !== 0) {
|
|
566
|
+
if (-rvn > this.wakeThreshold)
|
|
567
|
+
this.wake(j);
|
|
568
|
+
else
|
|
569
|
+
imJ = 0;
|
|
570
|
+
}
|
|
571
|
+
const imSum = imI + imJ;
|
|
572
|
+
if (imSum === 0)
|
|
573
|
+
return;
|
|
574
|
+
if (rvn < 0) {
|
|
575
|
+
const e = restitutionPass && -rvn > this.restitutionThreshold ? this.restitution : 0;
|
|
576
|
+
const jn = (-(1 + e) * rvn) / imSum;
|
|
577
|
+
if (restitutionPass && this.collisionListener !== null && -rvn >= this.collisionMinSpeed) {
|
|
578
|
+
const ev = this.collisionEvent;
|
|
579
|
+
ev.a = i;
|
|
580
|
+
ev.b = j;
|
|
581
|
+
ev.nx = nX;
|
|
582
|
+
ev.ny = nY;
|
|
583
|
+
ev.nz = nZ;
|
|
584
|
+
ev.approachSpeed = -rvn;
|
|
585
|
+
ev.impulse = jn;
|
|
586
|
+
this.collisionListener(ev);
|
|
587
|
+
}
|
|
588
|
+
this.velX[i] -= jn * imI * nX;
|
|
589
|
+
this.velY[i] -= jn * imI * nY;
|
|
590
|
+
this.velZ[i] -= jn * imI * nZ;
|
|
591
|
+
this.velX[j] += jn * imJ * nX;
|
|
592
|
+
this.velY[j] += jn * imJ * nY;
|
|
593
|
+
this.velZ[j] += jn * imJ * nZ;
|
|
594
|
+
let tx = rvx - rvn * nX;
|
|
595
|
+
let ty = rvy - rvn * nY;
|
|
596
|
+
let tz = rvz - rvn * nZ;
|
|
597
|
+
const tlen = Math.sqrt(tx * tx + ty * ty + tz * tz);
|
|
598
|
+
if (tlen > 1e-6) {
|
|
599
|
+
tx /= tlen;
|
|
600
|
+
ty /= tlen;
|
|
601
|
+
tz /= tlen;
|
|
602
|
+
let jt = -(rvx * tx + rvy * ty + rvz * tz) / imSum;
|
|
603
|
+
const maxF = this.friction * jn;
|
|
604
|
+
if (jt > maxF)
|
|
605
|
+
jt = maxF;
|
|
606
|
+
else if (jt < -maxF)
|
|
607
|
+
jt = -maxF;
|
|
608
|
+
this.velX[i] -= jt * imI * tx;
|
|
609
|
+
this.velY[i] -= jt * imI * ty;
|
|
610
|
+
this.velZ[i] -= jt * imI * tz;
|
|
611
|
+
this.velX[j] += jt * imJ * tx;
|
|
612
|
+
this.velY[j] += jt * imJ * ty;
|
|
613
|
+
this.velZ[j] += jt * imJ * tz;
|
|
614
|
+
}
|
|
615
|
+
}
|
|
616
|
+
const corr = (Math.max(pen - this.slop, 0) / imSum) * this.correctionFactor;
|
|
617
|
+
this.posX[i] -= corr * imI * nX;
|
|
618
|
+
this.posY[i] -= corr * imI * nY;
|
|
619
|
+
this.posZ[i] -= corr * imI * nZ;
|
|
620
|
+
this.posX[j] += corr * imJ * nX;
|
|
621
|
+
this.posY[j] += corr * imJ * nY;
|
|
622
|
+
this.posZ[j] += corr * imJ * nZ;
|
|
623
|
+
}
|
|
624
|
+
solveJoints(dt) {
|
|
625
|
+
const beta = this.jointCorrection;
|
|
626
|
+
const slop = this.slop;
|
|
627
|
+
for (let id = 0; id < this.jointHigh; id += 1) {
|
|
628
|
+
if (this.jActive[id] !== 1)
|
|
629
|
+
continue;
|
|
630
|
+
const bA = this.jBodyA[id];
|
|
631
|
+
const bB = this.jBodyB[id];
|
|
632
|
+
const ax = (bA >= 0 ? this.posX[bA] : 0) + this.jAnchorAX[id];
|
|
633
|
+
const ay = (bA >= 0 ? this.posY[bA] : 0) + this.jAnchorAY[id];
|
|
634
|
+
const az = (bA >= 0 ? this.posZ[bA] : 0) + this.jAnchorAZ[id];
|
|
635
|
+
const bx = bB >= 0 ? this.posX[bB] + this.jAnchorBX[id] : this.jAnchorBX[id];
|
|
636
|
+
const by = bB >= 0 ? this.posY[bB] + this.jAnchorBY[id] : this.jAnchorBY[id];
|
|
637
|
+
const bz = bB >= 0 ? this.posZ[bB] + this.jAnchorBZ[id] : this.jAnchorBZ[id];
|
|
638
|
+
const dx = bx - ax;
|
|
639
|
+
const dy = by - ay;
|
|
640
|
+
const dz = bz - az;
|
|
641
|
+
const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
|
|
642
|
+
if (dist < 1e-9)
|
|
643
|
+
continue;
|
|
644
|
+
const nX = dx / dist;
|
|
645
|
+
const nY = dy / dist;
|
|
646
|
+
const nZ = dz / dist;
|
|
647
|
+
const c = dist - this.jRest[id];
|
|
648
|
+
const imA = bA >= 0 ? this.invMass[bA] : 0;
|
|
649
|
+
const imB = bB >= 0 ? this.invMass[bB] : 0;
|
|
650
|
+
const imSum = imA + imB;
|
|
651
|
+
if (imSum === 0)
|
|
652
|
+
continue;
|
|
653
|
+
const vax = bA >= 0 ? this.velX[bA] : 0;
|
|
654
|
+
const vay = bA >= 0 ? this.velY[bA] : 0;
|
|
655
|
+
const vaz = bA >= 0 ? this.velZ[bA] : 0;
|
|
656
|
+
const vbx = bB >= 0 ? this.velX[bB] : 0;
|
|
657
|
+
const vby = bB >= 0 ? this.velY[bB] : 0;
|
|
658
|
+
const vbz = bB >= 0 ? this.velZ[bB] : 0;
|
|
659
|
+
const rvn = (vbx - vax) * nX + (vby - vay) * nY + (vbz - vaz) * nZ;
|
|
660
|
+
if (this.jSpring[id] === 1) {
|
|
661
|
+
if (Math.abs(c) > slop) {
|
|
662
|
+
if (bA >= 0)
|
|
663
|
+
this.wake(bA);
|
|
664
|
+
if (bB >= 0)
|
|
665
|
+
this.wake(bB);
|
|
666
|
+
}
|
|
667
|
+
let jn = (-(this.jStiffness[id] * c + this.jDamping[id] * rvn) * dt) / imSum;
|
|
668
|
+
const maxJ = this.jMaxImpulse[id];
|
|
669
|
+
if (jn > maxJ)
|
|
670
|
+
jn = maxJ;
|
|
671
|
+
else if (jn < -maxJ)
|
|
672
|
+
jn = -maxJ;
|
|
673
|
+
if (bA >= 0) {
|
|
674
|
+
this.velX[bA] -= jn * imA * nX;
|
|
675
|
+
this.velY[bA] -= jn * imA * nY;
|
|
676
|
+
this.velZ[bA] -= jn * imA * nZ;
|
|
677
|
+
}
|
|
678
|
+
if (bB >= 0) {
|
|
679
|
+
this.velX[bB] += jn * imB * nX;
|
|
680
|
+
this.velY[bB] += jn * imB * nY;
|
|
681
|
+
this.velZ[bB] += jn * imB * nZ;
|
|
682
|
+
}
|
|
683
|
+
continue;
|
|
684
|
+
}
|
|
685
|
+
if (Math.abs(c) > slop) {
|
|
686
|
+
if (bA >= 0)
|
|
687
|
+
this.wake(bA);
|
|
688
|
+
if (bB >= 0)
|
|
689
|
+
this.wake(bB);
|
|
690
|
+
}
|
|
691
|
+
const jn = -rvn / imSum;
|
|
692
|
+
if (bA >= 0) {
|
|
693
|
+
this.velX[bA] -= jn * imA * nX;
|
|
694
|
+
this.velY[bA] -= jn * imA * nY;
|
|
695
|
+
this.velZ[bA] -= jn * imA * nZ;
|
|
696
|
+
}
|
|
697
|
+
if (bB >= 0) {
|
|
698
|
+
this.velX[bB] += jn * imB * nX;
|
|
699
|
+
this.velY[bB] += jn * imB * nY;
|
|
700
|
+
this.velZ[bB] += jn * imB * nZ;
|
|
701
|
+
}
|
|
702
|
+
const corr = (c * beta) / imSum;
|
|
703
|
+
if (bA >= 0) {
|
|
704
|
+
this.posX[bA] += corr * imA * nX;
|
|
705
|
+
this.posY[bA] += corr * imA * nY;
|
|
706
|
+
this.posZ[bA] += corr * imA * nZ;
|
|
707
|
+
}
|
|
708
|
+
if (bB >= 0) {
|
|
709
|
+
this.posX[bB] -= corr * imB * nX;
|
|
710
|
+
this.posY[bB] -= corr * imB * nY;
|
|
711
|
+
this.posZ[bB] -= corr * imB * nZ;
|
|
712
|
+
}
|
|
713
|
+
}
|
|
714
|
+
}
|
|
715
|
+
updateSleep() {
|
|
716
|
+
// A body sleeps when it has actually stopped moving — measured by displacement over
|
|
717
|
+
// the substep, not instantaneous velocity, which can stay "stuck" nonzero on a body
|
|
718
|
+
// pinned between contacts even while its position is at rest.
|
|
719
|
+
const moveEps2 = this.sleepMove2;
|
|
720
|
+
let a = 0;
|
|
721
|
+
while (a < this.awakeCount) {
|
|
722
|
+
const i = this.awakeList[a];
|
|
723
|
+
const dx = this.posX[i] - this.prevX[i];
|
|
724
|
+
const dy = this.posY[i] - this.prevY[i];
|
|
725
|
+
const dz = this.posZ[i] - this.prevZ[i];
|
|
726
|
+
if (dx * dx + dy * dy + dz * dz <= moveEps2) {
|
|
727
|
+
const t = this.sleepTimer[i] + 1;
|
|
728
|
+
if (t >= this.sleepSteps) {
|
|
729
|
+
this.flags[i] |= FLAG_SLEEPING;
|
|
730
|
+
this.velX[i] = 0;
|
|
731
|
+
this.velY[i] = 0;
|
|
732
|
+
this.velZ[i] = 0;
|
|
733
|
+
this.sleepTimer[i] = 0;
|
|
734
|
+
this.removeAwake(i);
|
|
735
|
+
continue;
|
|
736
|
+
}
|
|
737
|
+
this.sleepTimer[i] = t;
|
|
738
|
+
}
|
|
739
|
+
else {
|
|
740
|
+
this.sleepTimer[i] = 0;
|
|
741
|
+
}
|
|
742
|
+
a += 1;
|
|
743
|
+
}
|
|
744
|
+
}
|
|
745
|
+
}
|
|
746
|
+
function performanceNow() {
|
|
747
|
+
const perf = globalThis.performance;
|
|
748
|
+
return perf !== undefined ? perf.now() : 0;
|
|
749
|
+
}
|