@perplexdotgg/bounce 1.0.0

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Files changed (140) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +30 -0
  3. package/package.json +32 -0
  4. package/src/builders/ConvexHullBuilder.ts +437 -0
  5. package/src/builders/ConvexHullBuilder2d.ts +344 -0
  6. package/src/builders/ConvexHullBuilder3d.ts +1689 -0
  7. package/src/builders/HeightMapBuilder.ts +414 -0
  8. package/src/builders/TriangleMeshBuilder.ts +92 -0
  9. package/src/collision/CastShapesModule.ts +184 -0
  10. package/src/collision/CollideShapesModule.ts +152 -0
  11. package/src/collision/HeightMapCaster.ts +38 -0
  12. package/src/collision/HeightMapCollider.ts +33 -0
  13. package/src/collision/TriangleCaster.ts +249 -0
  14. package/src/collision/TriangleCollider.ts +308 -0
  15. package/src/collision/TriangleCollider2.ts +379 -0
  16. package/src/collision/activeEdge.ts +146 -0
  17. package/src/collision/cast/cast.ts +139 -0
  18. package/src/collision/cast/castCompoundVsCompound.ts +59 -0
  19. package/src/collision/cast/castCompoundVsConvex.ts +116 -0
  20. package/src/collision/cast/castConvexVsCompound.ts +123 -0
  21. package/src/collision/cast/castConvexVsConvex.ts +213 -0
  22. package/src/collision/cast/castConvexVsHeightMap.ts +73 -0
  23. package/src/collision/cast/castConvexVsTriangleMesh.ts +56 -0
  24. package/src/collision/cast/castRayVsCompound.ts +44 -0
  25. package/src/collision/cast/castRayVsConvex.ts +45 -0
  26. package/src/collision/cast/castRayVsHeightMap.ts +58 -0
  27. package/src/collision/cast/castRayVsTriangleMesh.ts +58 -0
  28. package/src/collision/closestPoints/closestPoints.ts +23 -0
  29. package/src/collision/closestPoints/computeBarycentricCoordinates2d.ts +32 -0
  30. package/src/collision/closestPoints/computeBarycentricCoordinates3d.ts +81 -0
  31. package/src/collision/closestPoints/computeClosestPointOnLine.ts +30 -0
  32. package/src/collision/closestPoints/computeClosestPointOnTetrahedron.ts +96 -0
  33. package/src/collision/closestPoints/computeClosestPointOnTriangle.ts +195 -0
  34. package/src/collision/closestPoints/isOriginOutsideOfPlane.ts +25 -0
  35. package/src/collision/closestPoints/isOriginOutsideOfTrianglePlanes.ts +72 -0
  36. package/src/collision/collide/collide.ts +146 -0
  37. package/src/collision/collide/collideCompoundVsCompound.ts +60 -0
  38. package/src/collision/collide/collideCompoundVsConvex.ts +59 -0
  39. package/src/collision/collide/collideCompoundVsHeightMap.ts +73 -0
  40. package/src/collision/collide/collideCompoundVsTriangleMesh.ts +56 -0
  41. package/src/collision/collide/collideConvexVsCompound.ts +57 -0
  42. package/src/collision/collide/collideConvexVsConvex.ts +225 -0
  43. package/src/collision/collide/collideConvexVsConvexImp.ts +236 -0
  44. package/src/collision/collide/collideConvexVsHeightMap.ts +53 -0
  45. package/src/collision/collide/collideConvexVsTriangleMesh.ts +58 -0
  46. package/src/collision/collide/collideHeightMapVsCompound.ts +69 -0
  47. package/src/collision/collide/collideHeightMapVsConvex.ts +53 -0
  48. package/src/collision/collide/collideSphereVsSphere.ts +81 -0
  49. package/src/collision/collide/collideTriangleMeshVsCompound.ts +58 -0
  50. package/src/collision/collide/collideTriangleMeshVsConvex.ts +58 -0
  51. package/src/collision/epa/EpaConvexHullBuilder.ts +397 -0
  52. package/src/collision/epa/StaticArray.ts +154 -0
  53. package/src/collision/epa/TriangleFactory.ts +32 -0
  54. package/src/collision/epa/arrays.ts +99 -0
  55. package/src/collision/epa/binaryHeap.ts +82 -0
  56. package/src/collision/epa/structs.ts +227 -0
  57. package/src/collision/gjk/GjkModule.ts +864 -0
  58. package/src/collision/gjk/PenetrationDepthModule.ts +493 -0
  59. package/src/collision/gjk/SupportPoints.ts +50 -0
  60. package/src/collision/imp/MinkowskiDifference.ts +36 -0
  61. package/src/collision/imp/computeExploredDistanceLowerUpperBound.ts +40 -0
  62. package/src/collision/imp/finalizeImpResult.ts +69 -0
  63. package/src/collision/imp/findContactImp.ts +196 -0
  64. package/src/collision/imp/imp.ts +28 -0
  65. package/src/collision/imp/incrementalMinimumDistanceExploreDirection.ts +207 -0
  66. package/src/collision/mpr/findPortal.ts +152 -0
  67. package/src/collision/mpr/mpr.ts +29 -0
  68. package/src/collision/mpr/updatePortal.ts +52 -0
  69. package/src/constraints/BaseConstraint.ts +50 -0
  70. package/src/constraints/ConstraintOptions.ts +22 -0
  71. package/src/constraints/ConstraintSolver.ts +119 -0
  72. package/src/constraints/DistanceConstraint.ts +229 -0
  73. package/src/constraints/FixedConstraint.ts +203 -0
  74. package/src/constraints/HingeConstraint.ts +460 -0
  75. package/src/constraints/PointConstraint.ts +108 -0
  76. package/src/constraints/components/AngleComponent.ts +226 -0
  77. package/src/constraints/components/AxisComponent.ts +263 -0
  78. package/src/constraints/components/HingeComponent.ts +215 -0
  79. package/src/constraints/components/Motor.ts +36 -0
  80. package/src/constraints/components/PointConstraintComponent.ts +179 -0
  81. package/src/constraints/components/RotationEulerComponent.ts +139 -0
  82. package/src/constraints/components/Spring.ts +30 -0
  83. package/src/constraints/components/SpringComponent.ts +71 -0
  84. package/src/constraints/types.ts +6 -0
  85. package/src/helpers.ts +147 -0
  86. package/src/index.ts +50 -0
  87. package/src/math/BasicTransform.ts +19 -0
  88. package/src/math/NumberValue.ts +13 -0
  89. package/src/math/isometry.ts +64 -0
  90. package/src/math/mat3.ts +529 -0
  91. package/src/math/mat4.ts +588 -0
  92. package/src/math/quat.ts +193 -0
  93. package/src/math/scalar.ts +81 -0
  94. package/src/math/tensor.ts +17 -0
  95. package/src/math/vec3.ts +589 -0
  96. package/src/math/vec4.ts +10 -0
  97. package/src/physics/Body.ts +581 -0
  98. package/src/physics/CollisionFilter.ts +52 -0
  99. package/src/physics/SleepModule.ts +163 -0
  100. package/src/physics/broadphase/BodyPairsModule.ts +363 -0
  101. package/src/physics/broadphase/BvhModule.ts +237 -0
  102. package/src/physics/broadphase/BvhTree.ts +803 -0
  103. package/src/physics/broadphase/ConstraintPairsModule.ts +385 -0
  104. package/src/physics/broadphase/TriangleMeshBvhTree.ts +379 -0
  105. package/src/physics/manifold/ContactManifold.ts +227 -0
  106. package/src/physics/manifold/ContactManifoldModule.ts +623 -0
  107. package/src/physics/manifold/Face.ts +119 -0
  108. package/src/physics/manifold/ManifoldCache.ts +116 -0
  109. package/src/physics/manifold/clipping/clipPolyVsEdge.ts +131 -0
  110. package/src/physics/manifold/clipping/clipPolyVsPlane.ts +73 -0
  111. package/src/physics/manifold/clipping/clipPolyVsPoly.ts +72 -0
  112. package/src/physics/narrowphase/CollideBodiesModule.ts +755 -0
  113. package/src/physics/solver/ContactConstraintModule.ts +659 -0
  114. package/src/physics/solver/ManifoldConstraint.ts +420 -0
  115. package/src/physics/solver/estimateCollisionResponse.ts +146 -0
  116. package/src/shape/Aabb.ts +400 -0
  117. package/src/shape/Box.ts +231 -0
  118. package/src/shape/Capsule.ts +332 -0
  119. package/src/shape/CompoundShape.ts +288 -0
  120. package/src/shape/Convex.ts +130 -0
  121. package/src/shape/ConvexHull.ts +423 -0
  122. package/src/shape/Cylinder.ts +313 -0
  123. package/src/shape/HeightMap.ts +511 -0
  124. package/src/shape/Line.ts +14 -0
  125. package/src/shape/Plane.ts +116 -0
  126. package/src/shape/Ray.ts +81 -0
  127. package/src/shape/Segment.ts +25 -0
  128. package/src/shape/Shape.ts +77 -0
  129. package/src/shape/Sphere.ts +181 -0
  130. package/src/shape/TransformedShape.ts +51 -0
  131. package/src/shape/Triangle.ts +122 -0
  132. package/src/shape/TriangleMesh.ts +186 -0
  133. package/src/types.ts +1 -0
  134. package/src/world.ts +1335 -0
  135. package/tests/BodyPairsModule.test.ts +71 -0
  136. package/tests/BvhTree.test.ts +406 -0
  137. package/tests/test.md +642 -0
  138. package/tests/vec3.test.ts +12 -0
  139. package/tsconfig.json +20 -0
  140. package/vite.config.js +40 -0
@@ -0,0 +1,50 @@
1
+ import {
2
+ BooleanType,
3
+ LazyReferenceType,
4
+ NumberType,
5
+ PropertyDefinitionMap,
6
+ PropertyDefinitionReference,
7
+ } from "monomorph";
8
+ // unless we use require for these files, this file (BaseConstraint.ts) will be included after it is needed in the final build
9
+ import type { Body } from "../physics/Body";
10
+ import type { ConstraintPairNode } from "../physics/broadphase/ConstraintPairsModule";
11
+
12
+ export const enum ReferenceFrame {
13
+ local,
14
+ world,
15
+ }
16
+
17
+ export const enum ConstraintType {
18
+ pointConstraint,
19
+ fixedConstraint,
20
+ distanceConstraint,
21
+ hingeConstraint,
22
+ }
23
+
24
+ export const baseConstraintProps = {
25
+ // unless we use require here, this file will be imported after it is needed
26
+ bodyA: LazyReferenceType((() => require('../physics/Body').Body) as () => never) as PropertyDefinitionReference<Body | null, true>,
27
+ bodyB: LazyReferenceType((() => require('../physics/Body').Body) as () => never) as PropertyDefinitionReference<Body | null, true>,
28
+ constraintPairNode: LazyReferenceType((() => require('../physics/broadphase/ConstraintPairsModule').ConstraintPairNode) as () => never) as PropertyDefinitionReference<
29
+ ConstraintPairNode | null,
30
+ true
31
+ >,
32
+ referenceFrame: NumberType(0),
33
+ isEnabled: BooleanType(true),
34
+ } as const satisfies PropertyDefinitionMap;
35
+
36
+ export interface ConstraintInterface {
37
+ type: ConstraintType;
38
+ bodyA: Body | null;
39
+ bodyB: Body | null;
40
+ constraintPairNode: ConstraintPairNode | null;
41
+ referenceFrame: ReferenceFrame;
42
+ isEnabled: boolean;
43
+
44
+ deactivate(): void;
45
+ initVelocityConstraint(deltaTimeSeconds: number): void;
46
+ warmStart(deltaTimeSeconds: number, warmStartImpulseRatio: number): void;
47
+ solveVelocityConstraint(deltaTimeSeconds: number): void;
48
+ solvePositionConstraint(deltaTimeSeconds: number): void;
49
+ setComponentData(): void;
50
+ }
@@ -0,0 +1,22 @@
1
+ import { createClass, NumberType, PropertyDefinitionMap } from "monomorph";
2
+
3
+ const constraintOptionsProps = {
4
+ /**
5
+ * Value used to scale the amount of position error to correct per solve iteration. Expected to be in the interval [0, 1]
6
+ */
7
+ positionBaumgarte: NumberType(0.8),
8
+
9
+ /**
10
+ * Value used to scale the amount of velocity error to correct per solve iteration. Expected to be in the interval [0, 1]
11
+ */
12
+ velocityBaumgarte: NumberType(1.0),
13
+
14
+ /**
15
+ * Value used to scale the strength of the constraint. recommend to tune in the interval of [0, 1], with 0 being no correction, 1 being full correction
16
+ */
17
+ strength: NumberType(1.0),
18
+ } as const satisfies PropertyDefinitionMap;
19
+
20
+ export class ConstraintOptions extends createClass<ConstraintOptions, typeof constraintOptionsProps>(
21
+ constraintOptionsProps
22
+ ) {}
@@ -0,0 +1,119 @@
1
+ import { InputType } from "monomorph";
2
+ import type { World } from "../world";
3
+ import { ConstraintInterface } from "./BaseConstraint";
4
+ import { DistanceConstraint } from "./DistanceConstraint";
5
+ import { FixedConstraint } from "./FixedConstraint";
6
+ import { HingeConstraint } from "./HingeConstraint";
7
+ import { PointConstraint } from "./PointConstraint";
8
+ import { ConstraintPairsModule } from "../physics/broadphase/ConstraintPairsModule";
9
+ import type { Constraint } from "./types";
10
+
11
+ export class ConstraintSolver {
12
+ // removeConstraintConnectedToBody: typeof ConstraintSolver.prototype._removeConstraintConnectedToBody;
13
+
14
+ world: World;
15
+ constraintPairs: ConstraintPairsModule;
16
+
17
+ fixedConstraints: typeof FixedConstraint.Pool;
18
+ pointConstraints: typeof PointConstraint.Pool;
19
+ distanceConstraints: typeof DistanceConstraint.Pool;
20
+ hingeConstraints: typeof HingeConstraint.Pool;
21
+
22
+ constructor(world: World, constraintPairs: ConstraintPairsModule) {
23
+ // this.removeConstraintConnectedToBody = this._removeConstraintConnectedToBody.bind(this);
24
+ this.world = world;
25
+ this.constraintPairs = constraintPairs;
26
+ this.fixedConstraints = new FixedConstraint.Pool();
27
+ this.pointConstraints = new PointConstraint.Pool();
28
+ this.distanceConstraints = new DistanceConstraint.Pool();
29
+ this.hingeConstraints = new HingeConstraint.Pool();
30
+ }
31
+
32
+ createFixedConstraint(params: InputType<FixedConstraint>) {
33
+ const constraint = /*@__PURE__*/ FixedConstraint.create(params, this.fixedConstraints);
34
+ this.constraintPairs.createPair(constraint);
35
+ constraint.bodyA?.wakeUp();
36
+ constraint.bodyB?.wakeUp();
37
+ return constraint;
38
+ }
39
+
40
+ createPointConstraint(params: InputType<PointConstraint>) {
41
+ const constraint = /*@__PURE__*/ PointConstraint.create(params, this.pointConstraints);
42
+ this.constraintPairs.createPair(constraint);
43
+ constraint.bodyA?.wakeUp();
44
+ constraint.bodyB?.wakeUp();
45
+ return constraint;
46
+ }
47
+
48
+ createDistanceConstraint(params: InputType<DistanceConstraint>) {
49
+ const constraint = /*@__PURE__*/ DistanceConstraint.create(params, this.distanceConstraints);
50
+ this.constraintPairs.createPair(constraint);
51
+ constraint.bodyA?.wakeUp();
52
+ constraint.bodyB?.wakeUp();
53
+ return constraint;
54
+ }
55
+
56
+ createHingeConstraint(params: InputType<HingeConstraint>) {
57
+ const constraint = /*@__PURE__*/ HingeConstraint.create(params, this.hingeConstraints);
58
+ this.constraintPairs.createPair(constraint);
59
+ constraint.bodyA?.wakeUp();
60
+ constraint.bodyB?.wakeUp();
61
+ return constraint;
62
+ }
63
+
64
+ destroyConstraint(constraint: Constraint) {
65
+ this.constraintPairs.destroyPair(constraint);
66
+ constraint.destroy();
67
+ }
68
+
69
+ *constraints(): IterableIterator<ConstraintInterface> {
70
+ yield* this.fixedConstraints;
71
+ yield* this.pointConstraints;
72
+ yield* this.distanceConstraints;
73
+ yield* this.hingeConstraints;
74
+ }
75
+
76
+ initVelocityConstraints(deltaTimeSeconds: number) {
77
+ // iterate over all constraint allocations
78
+ for (const constraint of this.constraints()) {
79
+ if (this.world.sleepModule.isBodyPairAwake(constraint.bodyA!, constraint.bodyB!)) {
80
+ constraint.initVelocityConstraint(deltaTimeSeconds);
81
+ }
82
+ }
83
+ }
84
+
85
+ // TODO: should we reset warm start when waking?
86
+ warmStartConstraints(deltaTimeSeconds: number, warmStartImpulseRatio: number) {
87
+ // iterate over all constraint allocations
88
+ for (const constraint of this.constraints()) {
89
+ if (this.world.sleepModule.isBodyPairAwake(constraint.bodyA!, constraint.bodyB!)) {
90
+ constraint.warmStart(deltaTimeSeconds, warmStartImpulseRatio);
91
+ }
92
+ }
93
+ }
94
+
95
+ solveVelocityConstraintsStep(deltaTimeSeconds: number) {
96
+ // iterate over all constraint allocations
97
+ for (const constraint of this.constraints()) {
98
+ if (this.world.sleepModule.isBodyPairAwake(constraint.bodyA!, constraint.bodyB!)) {
99
+ constraint.solveVelocityConstraint(deltaTimeSeconds);
100
+ }
101
+ }
102
+ }
103
+
104
+ solvePositionConstraintsStep(deltaTimeSeconds: number): void {
105
+ // iterate over all constraint allocations
106
+ for (const constraint of this.constraints()) {
107
+ if (this.world.sleepModule.isBodyPairAwake(constraint.bodyA!, constraint.bodyB!)) {
108
+ constraint.solvePositionConstraint(deltaTimeSeconds);
109
+ }
110
+ }
111
+ }
112
+
113
+ solvePositionConstraints(deltaTimeSeconds: number): void {
114
+ // iterate as many times as there are solver position iterations, TODO: how to handle custom iterations per constraint or at least constraint type or allocation?
115
+ for (let i = 0; i < this.world.options.solvePositionIterations; i++) {
116
+ this.solvePositionConstraintsStep(deltaTimeSeconds);
117
+ }
118
+ }
119
+ }
@@ -0,0 +1,229 @@
1
+ import { createClass, MonomorphType, NumberType, PropertyDefinitionMap } from "monomorph";
2
+ import { baseConstraintProps, ConstraintInterface, ConstraintType, ReferenceFrame } from "./BaseConstraint";
3
+ import { Vec3 } from "../math/vec3";
4
+ import { Spring } from "./components/Spring";
5
+ import { AxisComponent } from "./components/AxisComponent";
6
+ import type { World } from "../world";
7
+ import { Mat4 } from "../math/mat4";
8
+
9
+ const transformLocalToWorld = /*@__PURE__*/ Mat4.create();
10
+ const worldToLocalTransformA = /*@__PURE__*/ Mat4.create();
11
+ const worldToLocalTransformB = /*@__PURE__*/ Mat4.create();
12
+ const localToWorldTransformA = /*@__PURE__*/ Mat4.create();
13
+ const localToWorldTransformB = /*@__PURE__*/ Mat4.create();
14
+ const armA = /*@__PURE__*/ Vec3.create();
15
+ const armB = /*@__PURE__*/ Vec3.create();
16
+ const vectorAB = /*@__PURE__*/ Vec3.create();
17
+
18
+ const distanceConstraintProps = {
19
+ ...baseConstraintProps,
20
+ positionA: MonomorphType(Vec3, { x: 0, y: 0, z: 0 }),
21
+ positionB: MonomorphType(Vec3, { x: 0, y: 0, z: 0 }),
22
+ minDistance: NumberType(-1),
23
+ maxDistance: NumberType(-1),
24
+ spring: MonomorphType(Spring),
25
+ axisComponent: MonomorphType(AxisComponent),
26
+ localPositionA: MonomorphType(Vec3, undefined, true),
27
+ localPositionB: MonomorphType(Vec3, undefined, true),
28
+ worldPositionA: MonomorphType(Vec3, undefined, true),
29
+ worldPositionB: MonomorphType(Vec3, undefined, true),
30
+ worldNormal: MonomorphType(Vec3, undefined, true),
31
+ minLambda: NumberType(0, true),
32
+ maxLambda: NumberType(0, true),
33
+ } as const satisfies PropertyDefinitionMap;
34
+
35
+ export class DistanceConstraint
36
+ extends createClass<DistanceConstraint, typeof distanceConstraintProps>(distanceConstraintProps)
37
+ implements ConstraintInterface
38
+ {
39
+ type: ConstraintType.distanceConstraint = ConstraintType.distanceConstraint;
40
+ declare world: World;
41
+
42
+ deactivate(): void {
43
+ this.axisComponent.deactivate();
44
+ }
45
+
46
+ getLocalPoints(outA: Vec3, outB: Vec3): void {
47
+ outA.copy(this.localPositionA);
48
+ outB.copy(this.localPositionB);
49
+ }
50
+
51
+ getWorldPoints(outA: Vec3, outB: Vec3): void {
52
+ transformLocalToWorld.fromRotationTranslation(this.bodyA!.orientation, this.bodyA!.position);
53
+ outA.transformVectorFromMat4(this.localPositionA, transformLocalToWorld);
54
+
55
+ transformLocalToWorld.fromRotationTranslation(this.bodyB!.orientation, this.bodyB!.position);
56
+ outB.transformVectorFromMat4(this.localPositionB, transformLocalToWorld);
57
+ }
58
+
59
+ computeLocalPositions(): void {
60
+ if (this.referenceFrame === ReferenceFrame.local) {
61
+ this.localPositionA.copy(this.positionA);
62
+ this.localPositionB.copy(this.positionB);
63
+ } else {
64
+ worldToLocalTransformA.fromInverseRotationAndTranslation(
65
+ this.bodyA!.orientation,
66
+ this.bodyA!.computedCenterOfMassPosition
67
+ );
68
+ worldToLocalTransformB.fromInverseRotationAndTranslation(
69
+ this.bodyB!.orientation,
70
+ this.bodyB!.computedCenterOfMassPosition
71
+ );
72
+ this.localPositionA.transformVectorFromMat4(this.positionA, worldToLocalTransformA);
73
+ this.localPositionB.transformVectorFromMat4(this.positionB, worldToLocalTransformB);
74
+ }
75
+ }
76
+
77
+ computeWorldPositions(): void {
78
+ if (this.referenceFrame === ReferenceFrame.local) {
79
+ localToWorldTransformA.fromRotationTranslation(this.bodyA!.orientation, this.bodyA!.computedCenterOfMassPosition);
80
+ localToWorldTransformB.fromRotationTranslation(this.bodyB!.orientation, this.bodyB!.computedCenterOfMassPosition);
81
+ this.worldPositionA.transformVectorFromMat4(this.positionA, localToWorldTransformA);
82
+ this.worldPositionB.transformVectorFromMat4(this.positionB, localToWorldTransformB);
83
+ } else {
84
+ this.worldPositionA.copy(this.positionA);
85
+ this.worldPositionB.copy(this.positionB);
86
+ }
87
+ }
88
+
89
+ computeDistanceLimits(): void {
90
+ const distance = this.worldPositionA.distance(this.worldPositionB);
91
+ let minDistance: number;
92
+ let maxDistance: number;
93
+
94
+ if (this.minDistance < 0 && this.maxDistance < 0) {
95
+ minDistance = distance;
96
+ maxDistance = distance;
97
+ } else {
98
+ minDistance = this.minDistance < 0 ? Math.min(distance, this.maxDistance) : this.minDistance;
99
+ maxDistance = this.maxDistance < 0 ? Math.max(distance, this.minDistance) : this.maxDistance;
100
+ }
101
+
102
+ // #v-ifdef DEV
103
+ // assert that minDistance is less than or equal to maxDistance
104
+ if (minDistance > maxDistance) {
105
+ throw new Error(
106
+ "DistanceConstraint.computeDistanceLimits: minDistance must be less than or equal to maxDistance"
107
+ );
108
+ }
109
+ // #v-endif
110
+
111
+ this.minDistance = minDistance;
112
+ this.maxDistance = maxDistance;
113
+ }
114
+
115
+ warmStart(deltaTimeSeconds: number, warmStartImpulseRatio: number): void {
116
+ this.setComponentData();
117
+ this.axisComponent.warmStart(this.worldNormal, warmStartImpulseRatio);
118
+ }
119
+
120
+ initVelocityConstraint(deltaTimeSeconds: number): void {
121
+ this.setComponentData();
122
+
123
+ // update world positions
124
+ this.computeWorldPositions();
125
+
126
+ // update world normal
127
+
128
+ vectorAB.subtractVectors(this.worldPositionB, this.worldPositionA);
129
+ const distanceAB = vectorAB.length();
130
+ if (distanceAB > 0) {
131
+ this.worldNormal.copy(vectorAB).scale(1 / distanceAB);
132
+ } else {
133
+ // TODO: should we assert here?
134
+ }
135
+
136
+ // update moment arms
137
+
138
+ armA.subtractVectors(this.worldPositionB, this.bodyA!.computedCenterOfMassPosition);
139
+ armB.subtractVectors(this.worldPositionB, this.bodyB!.computedCenterOfMassPosition);
140
+
141
+ let error: number | undefined = undefined;
142
+
143
+ // case: no distance difference, push out or pull in
144
+ if (this.minDistance === this.maxDistance) {
145
+ error = distanceAB - this.minDistance;
146
+ this.minLambda = -Infinity;
147
+ this.maxLambda = +Infinity;
148
+ }
149
+ // case: below min distance, push out
150
+ else if (distanceAB <= this.minDistance) {
151
+ error = distanceAB - this.minDistance;
152
+ this.minLambda = 0;
153
+ this.maxLambda = +Infinity;
154
+ }
155
+ // case: above max distance, pull in
156
+ else if (distanceAB >= this.maxDistance) {
157
+ error = distanceAB - this.maxDistance;
158
+ this.minLambda = -Infinity;
159
+ this.maxLambda = 0;
160
+ }
161
+ // case: between min and max distance, no action
162
+ else {
163
+ this.axisComponent.deactivate();
164
+ }
165
+
166
+ if (error !== undefined) {
167
+ this.axisComponent.setup(deltaTimeSeconds, armA, armB, this.worldNormal, 0, error, this.spring);
168
+ }
169
+ }
170
+
171
+ solveVelocityConstraint(deltaTimeSeconds: number): void {
172
+ this.setComponentData();
173
+ if (!this.axisComponent.isActive()) {
174
+ return;
175
+ }
176
+ this.axisComponent.solveVelocity(this.worldNormal, this.minLambda, this.maxLambda);
177
+ }
178
+
179
+ solvePositionConstraint(deltaTimeSeconds: number): void {
180
+ this.setComponentData();
181
+ // only solve if no spring effect
182
+ if (this.spring.frequency > 0) {
183
+ return;
184
+ }
185
+
186
+ this.computeWorldPositions();
187
+
188
+ vectorAB.subtractVectors(this.worldPositionB, this.worldPositionA);
189
+
190
+ const distance = vectorAB.dot(this.worldNormal);
191
+
192
+ let positionError = 0;
193
+ if (distance < this.minDistance) {
194
+ positionError = distance - this.minDistance;
195
+ } else if (distance > this.maxDistance) {
196
+ positionError = distance - this.maxDistance;
197
+ }
198
+
199
+ if (positionError === 0) {
200
+ return;
201
+ }
202
+
203
+ this.initVelocityConstraint(deltaTimeSeconds);
204
+ this.axisComponent.solvePosition(this.worldNormal, positionError);
205
+ }
206
+
207
+ setComponentData(): void {
208
+ // @ts-ignore
209
+ this.world = this.bodyA!.world;
210
+ // @ts-ignore
211
+ this.axisComponent.world = this.bodyA!.world;
212
+ this.axisComponent.bodyA = this.bodyA!;
213
+ this.axisComponent.bodyB = this.bodyB!;
214
+ }
215
+ }
216
+
217
+ const oldCreate = DistanceConstraint.create;
218
+ DistanceConstraint.create = function () {
219
+ const constraint = oldCreate.apply(this, arguments as any);
220
+ constraint.setComponentData();
221
+ constraint.computeLocalPositions();
222
+ constraint.computeWorldPositions();
223
+ constraint.computeDistanceLimits();
224
+ constraint.worldNormal.fromArray([0, 1, 0]);
225
+ constraint.deactivate();
226
+ constraint.world.sleepModule.wakeBodyUp(constraint.bodyA!);
227
+ constraint.world.sleepModule.wakeBodyUp(constraint.bodyB!);
228
+ return constraint;
229
+ };
@@ -0,0 +1,203 @@
1
+ import { createClass, MonomorphType, PropertyDefinitionMap } from "monomorph";
2
+ import { baseConstraintProps, ConstraintInterface, ConstraintType, ReferenceFrame } from "./BaseConstraint";
3
+ import { Vec3 } from "../math/vec3";
4
+ import { Quat } from "../math/quat";
5
+ import { PointConstraintComponent } from "./components/PointConstraintComponent";
6
+ import { RotationEulerComponent } from "./components/RotationEulerComponent";
7
+ import type { World } from "../world";
8
+ import { Mat4 } from "../math/mat4";
9
+ import { Mat3 } from "../math/mat3";
10
+
11
+ const transformLocalToWorld = /*@__PURE__*/ Mat4.create();
12
+ const constraintRotationA = /*@__PURE__*/ Mat3.create();
13
+ const constraintRotationB = /*@__PURE__*/ Mat3.create();
14
+ const constraintQuaternionA = /*@__PURE__*/ Quat.create();
15
+ const constraintQuaternionB = /*@__PURE__*/ Quat.create();
16
+
17
+ const anchor = /*@__PURE__*/ Vec3.create();
18
+ const transformWorldToLocalA = /*@__PURE__*/ Mat4.create();
19
+ const transformWorldToLocalB = /*@__PURE__*/ Mat4.create();
20
+ const inverseRotationB = /*@__PURE__*/ Quat.create();
21
+
22
+ const fixedConstraintProps = {
23
+ ...baseConstraintProps,
24
+ positionA: MonomorphType(Vec3, { x: 0, y: 0, z: 0 }),
25
+ positionB: MonomorphType(Vec3, { x: 0, y: 0, z: 0 }),
26
+ axisXA: MonomorphType(Vec3, { x: 1, y: 0, z: 0 }),
27
+ axisXB: MonomorphType(Vec3, { x: 1, y: 0, z: 0 }),
28
+ axisYA: MonomorphType(Vec3, { x: 0, y: 1, z: 0 }),
29
+ axisYB: MonomorphType(Vec3, { x: 0, y: 1, z: 0 }),
30
+ localPositionA: MonomorphType(Vec3, undefined, true),
31
+ localPositionB: MonomorphType(Vec3, undefined, true),
32
+ localAxisXA: MonomorphType(Vec3, undefined, true),
33
+ localAxisXB: MonomorphType(Vec3, undefined, true),
34
+ localAxisYA: MonomorphType(Vec3, undefined, true),
35
+ localAxisYB: MonomorphType(Vec3, undefined, true),
36
+ localAxisZA: MonomorphType(Vec3, undefined, true),
37
+ localAxisZB: MonomorphType(Vec3, undefined, true),
38
+ inverseInitialRotationAToB: MonomorphType(Quat, undefined, true),
39
+ translationComponent: MonomorphType(PointConstraintComponent),
40
+ rotationComponent: MonomorphType(RotationEulerComponent),
41
+ } as const satisfies PropertyDefinitionMap;
42
+
43
+ export class FixedConstraint
44
+ extends createClass<FixedConstraint, typeof fixedConstraintProps>(fixedConstraintProps)
45
+ implements ConstraintInterface
46
+ {
47
+ type: ConstraintType.fixedConstraint = ConstraintType.fixedConstraint;
48
+ declare world: World;
49
+
50
+ deactivate(): void {
51
+ this.translationComponent.deactivate();
52
+ this.rotationComponent.deactivate();
53
+ }
54
+
55
+ getLocalPoints(outA: Vec3, outB: Vec3): void {
56
+ outA.copy(this.localPositionA);
57
+ outB.copy(this.localPositionB);
58
+ }
59
+
60
+ getWorldPoints(outA: Vec3, outB: Vec3): void {
61
+ transformLocalToWorld.fromRotationTranslation(this.bodyA!.orientation, this.bodyA!.computedCenterOfMassPosition);
62
+ outA.transformVectorFromMat4(this.localPositionA, transformLocalToWorld);
63
+
64
+ transformLocalToWorld.fromRotationTranslation(this.bodyB!.orientation, this.bodyB!.computedCenterOfMassPosition);
65
+ outB.transformVectorFromMat4(this.localPositionB, transformLocalToWorld);
66
+ }
67
+
68
+ getInverseInitialRotationAToB(out: Quat): void {
69
+ this.localAxisXA.copy(this.axisXA);
70
+ this.localAxisXB.copy(this.axisXB);
71
+ this.localAxisYA.copy(this.axisYA);
72
+ this.localAxisYB.copy(this.axisYB);
73
+
74
+ if (this.localAxisXA.exactEquals(this.localAxisXB) && this.localAxisYA.exactEquals(this.localAxisYB)) {
75
+ this.inverseInitialRotationAToB.identity();
76
+ } else {
77
+ // normalize the local axes
78
+ this.localAxisXA.normalize();
79
+ this.localAxisXB.normalize();
80
+ this.localAxisYA.normalize();
81
+ this.localAxisYB.normalize();
82
+
83
+ this.localAxisZA.crossVectors(this.localAxisXA, this.localAxisYA);
84
+ this.localAxisZA.normalize();
85
+ constraintRotationA.setColumns(this.localAxisXA, this.localAxisYA, this.localAxisZA);
86
+ constraintQuaternionA.fromMat3(constraintRotationA);
87
+
88
+ this.localAxisZB.crossVectors(this.localAxisXB, this.localAxisYB);
89
+ this.localAxisZB.normalize();
90
+ constraintRotationB.setColumns(this.localAxisXB, this.localAxisYB, this.localAxisZB);
91
+ constraintQuaternionB.fromMat3(constraintRotationB);
92
+
93
+ constraintQuaternionA.conjugateQuat(constraintQuaternionA);
94
+ out.multiplyQuats(constraintQuaternionB, constraintQuaternionA);
95
+ }
96
+ }
97
+
98
+ computeLocalPositions(): void {
99
+ if (this.referenceFrame === ReferenceFrame.local) {
100
+ this.localPositionA.copy(this.positionA);
101
+ this.localPositionB.copy(this.positionB);
102
+ } else {
103
+ const inverseMassA = this.bodyA!.inverseMass;
104
+ const inverseMassB = this.bodyB!.inverseMass;
105
+ const totalInverseMass = inverseMassA + inverseMassB;
106
+
107
+ // case: at least one body is dynamic
108
+ if (totalInverseMass !== 0) {
109
+ anchor.scaleVector(this.bodyA!.computedCenterOfMassPosition, inverseMassA);
110
+ anchor.addScaledToVector(anchor, this.bodyB!.computedCenterOfMassPosition, inverseMassB);
111
+ anchor.scaleVector(anchor, 1 / totalInverseMass);
112
+ }
113
+ // case: both bodies are static
114
+ else {
115
+ anchor.copy(this.bodyA!.computedCenterOfMassPosition);
116
+ }
117
+
118
+ // store local positions
119
+
120
+ transformWorldToLocalA.fromInverseRotationAndTranslation(
121
+ this.bodyA!.orientation,
122
+ this.bodyA!.computedCenterOfMassPosition
123
+ );
124
+ transformWorldToLocalB.fromInverseRotationAndTranslation(
125
+ this.bodyB!.orientation,
126
+ this.bodyB!.computedCenterOfMassPosition
127
+ );
128
+
129
+ this.localPositionA.transformVectorFromMat4(anchor, transformWorldToLocalA);
130
+ this.localPositionB.transformVectorFromMat4(anchor, transformWorldToLocalB);
131
+
132
+ // correct the inverse initial rotation from body A to body B
133
+
134
+ inverseRotationB.conjugateQuat(this.bodyB!.orientation);
135
+
136
+ this.inverseInitialRotationAToB.multiplyQuats(inverseRotationB, this.inverseInitialRotationAToB);
137
+ this.inverseInitialRotationAToB.multiplyQuats(this.inverseInitialRotationAToB, this.bodyA!.orientation);
138
+ }
139
+ }
140
+
141
+ initVelocityConstraint(deltaTimeSeconds: number): void {
142
+ if (!this.isEnabled) {
143
+ return;
144
+ }
145
+ this.setComponentData();
146
+ this.translationComponent.setup(this.localPositionA, this.localPositionB);
147
+ this.rotationComponent.setup();
148
+ }
149
+
150
+ warmStart(deltaTimeSeconds: number, warmStartImpulseRatio: number): void {
151
+ if (!this.isEnabled) {
152
+ return;
153
+ }
154
+ this.setComponentData();
155
+ this.translationComponent.warmStart(warmStartImpulseRatio);
156
+ this.rotationComponent.warmStart(warmStartImpulseRatio);
157
+ }
158
+
159
+ solveVelocityConstraint(deltaTimeSeconds: number): void {
160
+ if (!this.isEnabled) {
161
+ return;
162
+ }
163
+ this.setComponentData();
164
+ this.translationComponent.solveVelocity();
165
+ this.rotationComponent.solveVelocity();
166
+ }
167
+
168
+ solvePositionConstraint(deltaTimeSeconds: number): void {
169
+ if (!this.isEnabled) {
170
+ return;
171
+ }
172
+ this.setComponentData();
173
+ this.translationComponent.setup(this.localPositionA, this.localPositionB);
174
+ this.translationComponent.solvePosition();
175
+ this.rotationComponent.setup();
176
+ this.rotationComponent.solvePosition(this.inverseInitialRotationAToB);
177
+ }
178
+
179
+ setComponentData(): void {
180
+ // @ts-ignore
181
+ this.world = this.bodyA!.world;
182
+ // @ts-ignore
183
+ this.translationComponent.world = this.bodyA!.world;
184
+ // @ts-ignore
185
+ this.rotationComponent.world = this.bodyA!.world;
186
+ this.translationComponent.bodyA = this.bodyA!;
187
+ this.translationComponent.bodyB = this.bodyB!;
188
+ this.rotationComponent.bodyA = this.bodyA!;
189
+ this.rotationComponent.bodyB = this.bodyB!;
190
+ }
191
+ }
192
+
193
+ const oldCreate = FixedConstraint.create;
194
+ FixedConstraint.create = function () {
195
+ const constraint = oldCreate.apply(this, arguments as any);
196
+ constraint.setComponentData();
197
+ constraint.getInverseInitialRotationAToB(constraint.inverseInitialRotationAToB);
198
+ constraint.computeLocalPositions();
199
+ constraint.deactivate();
200
+ constraint.world.sleepModule.wakeBodyUp(constraint.bodyA!);
201
+ constraint.world.sleepModule.wakeBodyUp(constraint.bodyB!);
202
+ return constraint;
203
+ };