@pibbl/core 0.0.1

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Files changed (1069) hide show
  1. package/LICENSE.txt +19 -0
  2. package/README.md +76 -0
  3. package/THIRD_PARTY_NOTICES.txt +205 -0
  4. package/dist/features/particles/index.d.ts +7 -0
  5. package/dist/features/particles/index.js +26 -0
  6. package/dist/features/particles/index.js.map +7 -0
  7. package/dist/features/particles/index.mjs +1 -0
  8. package/dist/features/particles/lib/canvas/birth-ledger.d.ts +69 -0
  9. package/dist/features/particles/lib/canvas/birth-ledger.js +752 -0
  10. package/dist/features/particles/lib/canvas/birth-ledger.js.map +7 -0
  11. package/dist/features/particles/lib/canvas/component.d.ts +14 -0
  12. package/dist/features/particles/lib/canvas/component.js +249 -0
  13. package/dist/features/particles/lib/canvas/component.js.map +7 -0
  14. package/dist/features/particles/lib/canvas/executor.d.ts +31 -0
  15. package/dist/features/particles/lib/canvas/executor.js +537 -0
  16. package/dist/features/particles/lib/canvas/executor.js.map +7 -0
  17. package/dist/features/particles/lib/canvas/primitive.d.ts +14 -0
  18. package/dist/features/particles/lib/canvas/primitive.js +50 -0
  19. package/dist/features/particles/lib/canvas/primitive.js.map +7 -0
  20. package/dist/features/particles/lib/canvas/raster-cache.d.ts +13 -0
  21. package/dist/features/particles/lib/canvas/raster-cache.js +106 -0
  22. package/dist/features/particles/lib/canvas/raster-cache.js.map +7 -0
  23. package/dist/features/particles/lib/color.d.ts +7 -0
  24. package/dist/features/particles/lib/color.js +159 -0
  25. package/dist/features/particles/lib/color.js.map +7 -0
  26. package/dist/features/particles/lib/compiler.d.ts +134 -0
  27. package/dist/features/particles/lib/compiler.js +443 -0
  28. package/dist/features/particles/lib/compiler.js.map +7 -0
  29. package/dist/features/particles/lib/curve.d.ts +19 -0
  30. package/dist/features/particles/lib/curve.js +129 -0
  31. package/dist/features/particles/lib/curve.js.map +7 -0
  32. package/dist/features/particles/lib/definition-records.d.ts +58 -0
  33. package/dist/features/particles/lib/definition-records.js +500 -0
  34. package/dist/features/particles/lib/definition-records.js.map +7 -0
  35. package/dist/features/particles/lib/definition.d.ts +18 -0
  36. package/dist/features/particles/lib/definition.js +602 -0
  37. package/dist/features/particles/lib/definition.js.map +7 -0
  38. package/dist/features/particles/lib/emission.d.ts +54 -0
  39. package/dist/features/particles/lib/emission.js +184 -0
  40. package/dist/features/particles/lib/emission.js.map +7 -0
  41. package/dist/features/particles/lib/flow/field.d.ts +81 -0
  42. package/dist/features/particles/lib/flow/field.js +585 -0
  43. package/dist/features/particles/lib/flow/field.js.map +7 -0
  44. package/dist/features/particles/lib/flow/hook.d.ts +158 -0
  45. package/dist/features/particles/lib/flow/hook.js +215 -0
  46. package/dist/features/particles/lib/flow/hook.js.map +7 -0
  47. package/dist/features/particles/lib/flow/population.d.ts +25 -0
  48. package/dist/features/particles/lib/flow/population.js +104 -0
  49. package/dist/features/particles/lib/flow/population.js.map +7 -0
  50. package/dist/features/particles/lib/particle.d.ts +113 -0
  51. package/dist/features/particles/lib/particle.js +192 -0
  52. package/dist/features/particles/lib/particle.js.map +7 -0
  53. package/dist/features/particles/lib/random.d.ts +16 -0
  54. package/dist/features/particles/lib/random.js +61 -0
  55. package/dist/features/particles/lib/random.js.map +7 -0
  56. package/dist/features/particles/lib/sample.d.ts +32 -0
  57. package/dist/features/particles/lib/sample.js +397 -0
  58. package/dist/features/particles/lib/sample.js.map +7 -0
  59. package/dist/features/particles/lib/signal-inputs.d.ts +6 -0
  60. package/dist/features/particles/lib/signal-inputs.js +41 -0
  61. package/dist/features/particles/lib/signal-inputs.js.map +7 -0
  62. package/dist/features/particles/lib/system/binding.d.ts +59 -0
  63. package/dist/features/particles/lib/system/binding.js +122 -0
  64. package/dist/features/particles/lib/system/binding.js.map +7 -0
  65. package/dist/features/particles/lib/system/controller.d.ts +58 -0
  66. package/dist/features/particles/lib/system/controller.js +1446 -0
  67. package/dist/features/particles/lib/system/controller.js.map +7 -0
  68. package/dist/features/particles/lib/system/hook.d.ts +13 -0
  69. package/dist/features/particles/lib/system/hook.js +52 -0
  70. package/dist/features/particles/lib/system/hook.js.map +7 -0
  71. package/dist/features/particles/lib/system/ownership.d.ts +26 -0
  72. package/dist/features/particles/lib/system/ownership.js +128 -0
  73. package/dist/features/particles/lib/system/ownership.js.map +7 -0
  74. package/dist/features/particles/lib/types.d.ts +983 -0
  75. package/dist/features/physics/2d-geometry.d.ts +216 -0
  76. package/dist/features/physics/2d-geometry.js +59 -0
  77. package/dist/features/physics/2d-geometry.js.map +7 -0
  78. package/dist/features/physics/2d-geometry.mjs +1 -0
  79. package/dist/features/physics/2d-testing.d.ts +80 -0
  80. package/dist/features/physics/2d-testing.js +141 -0
  81. package/dist/features/physics/2d-testing.js.map +7 -0
  82. package/dist/features/physics/2d-testing.mjs +1 -0
  83. package/dist/features/physics/2d.d.ts +165 -0
  84. package/dist/features/physics/2d.js +119 -0
  85. package/dist/features/physics/2d.js.map +7 -0
  86. package/dist/features/physics/2d.mjs +1 -0
  87. package/dist/features/physics/lib/2d/canvas/components.d.ts +46 -0
  88. package/dist/features/physics/lib/2d/canvas/components.js +212 -0
  89. package/dist/features/physics/lib/2d/canvas/components.js.map +7 -0
  90. package/dist/features/physics/lib/2d/canvas/custom.d.ts +24 -0
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  93. package/dist/features/physics/lib/2d/canvas/debug.d.ts +23 -0
  94. package/dist/features/physics/lib/2d/canvas/debug.js +53 -0
  95. package/dist/features/physics/lib/2d/canvas/debug.js.map +7 -0
  96. package/dist/features/physics/lib/2d/canvas/inference.d.ts +9 -0
  97. package/dist/features/physics/lib/2d/canvas/inference.js +704 -0
  98. package/dist/features/physics/lib/2d/canvas/inference.js.map +7 -0
  99. package/dist/features/physics/lib/2d/canvas/presentation.d.ts +11 -0
  100. package/dist/features/physics/lib/2d/canvas/presentation.js +169 -0
  101. package/dist/features/physics/lib/2d/canvas/presentation.js.map +7 -0
  102. package/dist/features/physics/lib/2d/collision/analytic.d.ts +15 -0
  103. package/dist/features/physics/lib/2d/collision/analytic.js +151 -0
  104. package/dist/features/physics/lib/2d/collision/analytic.js.map +7 -0
  105. package/dist/features/physics/lib/2d/collision/casts.d.ts +37 -0
  106. package/dist/features/physics/lib/2d/collision/casts.js +631 -0
  107. package/dist/features/physics/lib/2d/collision/casts.js.map +7 -0
  108. package/dist/features/physics/lib/2d/collision/epa.d.ts +21 -0
  109. package/dist/features/physics/lib/2d/collision/epa.js +102 -0
  110. package/dist/features/physics/lib/2d/collision/epa.js.map +7 -0
  111. package/dist/features/physics/lib/2d/collision/gjk.d.ts +28 -0
  112. package/dist/features/physics/lib/2d/collision/gjk.js +233 -0
  113. package/dist/features/physics/lib/2d/collision/gjk.js.map +7 -0
  114. package/dist/features/physics/lib/2d/collision/manifold.d.ts +35 -0
  115. package/dist/features/physics/lib/2d/collision/manifold.js +238 -0
  116. package/dist/features/physics/lib/2d/collision/manifold.js.map +7 -0
  117. package/dist/features/physics/lib/2d/collision/pairs.d.ts +10 -0
  118. package/dist/features/physics/lib/2d/collision/pairs.js +285 -0
  119. package/dist/features/physics/lib/2d/collision/pairs.js.map +7 -0
  120. package/dist/features/physics/lib/2d/collision/support.d.ts +20 -0
  121. package/dist/features/physics/lib/2d/collision/support.js +155 -0
  122. package/dist/features/physics/lib/2d/collision/support.js.map +7 -0
  123. package/dist/features/physics/lib/2d/inspection-types.d.ts +159 -0
  124. package/dist/features/physics/lib/2d/math.d.ts +27 -0
  125. package/dist/features/physics/lib/2d/math.js +314 -0
  126. package/dist/features/physics/lib/2d/math.js.map +7 -0
  127. package/dist/features/physics/lib/2d/numeric-policy.d.ts +24 -0
  128. package/dist/features/physics/lib/2d/numeric-policy.js +51 -0
  129. package/dist/features/physics/lib/2d/numeric-policy.js.map +7 -0
  130. package/dist/features/physics/lib/2d/runtime/body-handle.d.ts +148 -0
  131. package/dist/features/physics/lib/2d/runtime/body-handle.js +305 -0
  132. package/dist/features/physics/lib/2d/runtime/body-handle.js.map +7 -0
  133. package/dist/features/physics/lib/2d/runtime/context.d.ts +9 -0
  134. package/dist/features/physics/lib/2d/runtime/context.js +57 -0
  135. package/dist/features/physics/lib/2d/runtime/context.js.map +7 -0
  136. package/dist/features/physics/lib/2d/runtime/controller.d.ts +106 -0
  137. package/dist/features/physics/lib/2d/runtime/controller.js +1317 -0
  138. package/dist/features/physics/lib/2d/runtime/controller.js.map +7 -0
  139. package/dist/features/physics/lib/2d/runtime/descriptors.d.ts +153 -0
  140. package/dist/features/physics/lib/2d/runtime/descriptors.js +526 -0
  141. package/dist/features/physics/lib/2d/runtime/descriptors.js.map +7 -0
  142. package/dist/features/physics/lib/2d/runtime/events.d.ts +56 -0
  143. package/dist/features/physics/lib/2d/runtime/events.js +153 -0
  144. package/dist/features/physics/lib/2d/runtime/events.js.map +7 -0
  145. package/dist/features/physics/lib/2d/runtime/obstacles.d.ts +22 -0
  146. package/dist/features/physics/lib/2d/runtime/obstacles.js +192 -0
  147. package/dist/features/physics/lib/2d/runtime/obstacles.js.map +7 -0
  148. package/dist/features/physics/lib/2d/runtime/ownership.d.ts +41 -0
  149. package/dist/features/physics/lib/2d/runtime/ownership.js +46 -0
  150. package/dist/features/physics/lib/2d/runtime/ownership.js.map +7 -0
  151. package/dist/features/physics/lib/2d/runtime/trace.d.ts +32 -0
  152. package/dist/features/physics/lib/2d/runtime/trace.js +22 -0
  153. package/dist/features/physics/lib/2d/runtime/trace.js.map +7 -0
  154. package/dist/features/physics/lib/2d/runtime/world-component.d.ts +18 -0
  155. package/dist/features/physics/lib/2d/runtime/world-component.js +41 -0
  156. package/dist/features/physics/lib/2d/runtime/world-component.js.map +7 -0
  157. package/dist/features/physics/lib/2d/runtime/world-props.d.ts +16 -0
  158. package/dist/features/physics/lib/2d/shape-records.d.ts +60 -0
  159. package/dist/features/physics/lib/2d/shape-records.js +26 -0
  160. package/dist/features/physics/lib/2d/shape-records.js.map +7 -0
  161. package/dist/features/physics/lib/2d/shapes.d.ts +191 -0
  162. package/dist/features/physics/lib/2d/shapes.js +543 -0
  163. package/dist/features/physics/lib/2d/shapes.js.map +7 -0
  164. package/dist/features/physics/lib/2d/types.d.ts +713 -0
  165. package/dist/features/physics/lib/2d/types.js +1 -0
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  167. package/dist/features/physics/lib/2d/world/broad-phase.d.ts +77 -0
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  170. package/dist/features/physics/lib/2d/world/ccd.d.ts +19 -0
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  173. package/dist/features/physics/lib/2d/world/contact-cache.d.ts +81 -0
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  176. package/dist/features/physics/lib/2d/world/integrator.d.ts +11 -0
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  187. package/dist/features/physics/lib/2d/world/solver.d.ts +58 -0
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  190. package/dist/features/physics/lib/2d/world/storage.d.ts +96 -0
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  196. package/dist/features/physics/lib/shared/signal-inputs.d.ts +5 -0
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@@ -0,0 +1,7 @@
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+ {
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+ "version": 3,
3
+ "sources": ["../../../../../../src/features/physics/lib/2d/world/solver.ts"],
4
+ "sourcesContent": ["import {\n CONTACT_SLOP,\n DEFAULT_POSITION_ITERATIONS,\n DEFAULT_VELOCITY_ITERATIONS,\n DEGREES_TO_RADIANS,\n MAX_POSITION_CORRECTION,\n RESTITUTION_VELOCITY_THRESHOLD,\n SLEEP_ANGULAR_SPEED_DEGREES,\n SLEEP_DURATION_SECONDS,\n SLEEP_LINEAR_SPEED,\n} from \"../numeric-policy.js\";\nimport type { ContactCache2D } from \"./contact-cache.js\";\nimport { BODY_TYPE_DYNAMIC_2D, BODY_TYPE_KINEMATIC_2D } from \"./integrator.js\";\nimport type { BodyStore2D } from \"./storage.js\";\n\nconst POINTS_PER_CONTACT = 2;\nconst NO_INDEX = -1;\n\nexport const BODY_SLEEP_DISABLED_2D = 1 << 3;\nexport const BODY_SLEEPING_2D = 1 << 4;\n\nexport interface SleepingCandidateOptions2D {\n readonly enabled: boolean;\n readonly recordTransition?: (bodyIndex: number, sleeping: boolean) => void;\n}\n\nexport class SequentialImpulseSolver2D {\n constraintCount = 0;\n islandCount = 0;\n islandBodyCount = 0;\n velocityIterationsPerformed = 0;\n positionIterationsPerformed = 0;\n solvedIslandCount = 0;\n advanceEligible = true;\n\n islandBodyIndices: Int32Array;\n islandContactIndices: Int32Array;\n islandBodyOffsets: Int32Array;\n islandContactOffsets: Int32Array;\n pointNormalMasses: Float64Array;\n pointTangentMasses: Float64Array;\n\n private sortedBodyIndices: Int32Array;\n private bodyToDynamic: Int32Array;\n private dynamicParents: Int32Array;\n private dynamicIslandIndices: Int32Array;\n private islandBodyCounts: Int32Array;\n private islandContactCounts: Int32Array;\n private islandBodyWrites: Int32Array;\n private islandContactWrites: Int32Array;\n private islandAwake: Uint8Array;\n private constraintContactIndices: Int32Array;\n private pointFirstLocalX: Float64Array;\n private pointFirstLocalY: Float64Array;\n private pointSecondLocalX: Float64Array;\n private pointSecondLocalY: Float64Array;\n private pointVelocityBias: Float64Array;\n\n constructor(initialBodyCapacity = 4, initialContactCapacity = 4) {\n const bodyCapacity = normalizedCapacity(initialBodyCapacity);\n const contactCapacity = normalizedCapacity(initialContactCapacity);\n this.islandBodyIndices = new Int32Array(bodyCapacity);\n this.islandContactIndices = new Int32Array(contactCapacity);\n this.islandBodyOffsets = new Int32Array(bodyCapacity + 1);\n this.islandContactOffsets = new Int32Array(bodyCapacity + 1);\n this.pointNormalMasses = new Float64Array(\n contactCapacity * POINTS_PER_CONTACT,\n );\n this.pointTangentMasses = new Float64Array(\n contactCapacity * POINTS_PER_CONTACT,\n );\n this.sortedBodyIndices = new Int32Array(bodyCapacity);\n this.bodyToDynamic = filledInt32(bodyCapacity, NO_INDEX);\n this.dynamicParents = new Int32Array(bodyCapacity);\n this.dynamicIslandIndices = new Int32Array(bodyCapacity);\n this.islandBodyCounts = new Int32Array(bodyCapacity);\n this.islandContactCounts = new Int32Array(bodyCapacity);\n this.islandBodyWrites = new Int32Array(bodyCapacity);\n this.islandContactWrites = new Int32Array(bodyCapacity);\n this.islandAwake = new Uint8Array(bodyCapacity);\n this.constraintContactIndices = new Int32Array(contactCapacity);\n this.pointFirstLocalX = new Float64Array(\n contactCapacity * POINTS_PER_CONTACT,\n );\n this.pointFirstLocalY = new Float64Array(\n contactCapacity * POINTS_PER_CONTACT,\n );\n this.pointSecondLocalX = new Float64Array(\n contactCapacity * POINTS_PER_CONTACT,\n );\n this.pointSecondLocalY = new Float64Array(\n contactCapacity * POINTS_PER_CONTACT,\n );\n this.pointVelocityBias = new Float64Array(\n contactCapacity * POINTS_PER_CONTACT,\n );\n }\n\n solveCandidate(\n bodies: BodyStore2D,\n bodyIndices: Int32Array,\n bodyCount: number,\n contacts: ContactCache2D,\n velocityIterations = DEFAULT_VELOCITY_ITERATIONS,\n positionIterations = DEFAULT_POSITION_ITERATIONS,\n warmStart = true,\n restitutionThreshold = RESTITUTION_VELOCITY_THRESHOLD,\n ): void {\n this.ensureBodyCapacity(Math.max(bodies.capacity, bodyCount));\n this.ensureContactCapacity(contacts.contactCount);\n this.buildIslands(bodies, bodyIndices, bodyCount, contacts);\n this.markAwakeIslands(bodies);\n this.prepareConstraints(bodies, contacts, restitutionThreshold);\n if (warmStart) this.warmStart(bodies, contacts);\n for (let iteration = 0; iteration < velocityIterations; iteration += 1) {\n this.solveVelocityConstraints(bodies, contacts);\n }\n for (let iteration = 0; iteration < positionIterations; iteration += 1) {\n this.solvePositionConstraints(bodies, contacts);\n }\n this.velocityIterationsPerformed =\n this.solvedIslandCount === 0 ? 0 : velocityIterations;\n this.positionIterationsPerformed =\n this.solvedIslandCount === 0 ? 0 : positionIterations;\n }\n\n updateSleepingCandidate(\n bodies: BodyStore2D,\n contacts: ContactCache2D,\n dt: number,\n options: SleepingCandidateOptions2D,\n ): boolean {\n if (!Number.isFinite(dt) || dt < 0) {\n throw new RangeError(\"sleep dt must be finite and nonnegative.\");\n }\n if (!options.enabled) {\n for (let island = 0; island < this.islandCount; island += 1) {\n this.wakeIsland(bodies, island, options.recordTransition);\n }\n this.advanceEligible = true;\n return false;\n }\n\n let sleepingIslands = 0;\n for (let island = 0; island < this.islandCount; island += 1) {\n let belowThresholds = true;\n let sleepDisabled = false;\n let hasSleeping = false;\n let hasAwake = false;\n let minimumTime = Number.POSITIVE_INFINITY;\n for (\n let offset = this.islandBodyOffsets[island]!;\n offset < this.islandBodyOffsets[island + 1]!;\n offset += 1\n ) {\n const body = this.islandBodyIndices[offset]!;\n const flags = bodies.flags[body]!;\n sleepDisabled ||= (flags & BODY_SLEEP_DISABLED_2D) !== 0;\n hasSleeping ||= (flags & BODY_SLEEPING_2D) !== 0;\n hasAwake ||= (flags & BODY_SLEEPING_2D) === 0;\n minimumTime = Math.min(minimumTime, bodies.sleepTime[body]!);\n belowThresholds &&=\n Math.hypot(\n bodies.linearVelocityX[body]!,\n bodies.linearVelocityY[body]!,\n ) < SLEEP_LINEAR_SPEED &&\n Math.abs(bodies.angularVelocity[body]!) <\n SLEEP_ANGULAR_SPEED_DEGREES * DEGREES_TO_RADIANS;\n }\n const wakeFromContact =\n (hasSleeping && hasAwake) ||\n this.touchesMovingKinematic(bodies, contacts, island);\n if (sleepDisabled || wakeFromContact || !belowThresholds) {\n this.wakeIsland(bodies, island, options.recordTransition);\n continue;\n }\n if (hasSleeping) {\n sleepingIslands += 1;\n continue;\n }\n const elapsed = minimumTime + dt;\n if (elapsed + Number.EPSILON < SLEEP_DURATION_SECONDS) {\n this.setIslandSleepTime(bodies, island, elapsed);\n continue;\n }\n this.sleepIsland(bodies, island, options.recordTransition);\n sleepingIslands += 1;\n }\n const allSleeping =\n this.islandCount > 0 && sleepingIslands === this.islandCount;\n this.advanceEligible = !allSleeping;\n return allSleeping;\n }\n\n wakeIslandContainingCandidate(\n bodies: BodyStore2D,\n bodyIndex: number,\n recordTransition?: (bodyIndex: number, sleeping: boolean) => void,\n ): boolean {\n const dynamic = this.dynamicIndex(bodyIndex);\n if (dynamic === NO_INDEX) return false;\n const island = this.dynamicIslandIndices[dynamic]!;\n const changed = this.wakeIsland(bodies, island, recordTransition);\n this.advanceEligible = this.islandCount > 0;\n return changed;\n }\n\n private buildIslands(\n bodies: BodyStore2D,\n bodyIndices: Int32Array,\n bodyCount: number,\n contacts: ContactCache2D,\n ): void {\n let dynamicCount = 0;\n this.bodyToDynamic.fill(NO_INDEX);\n for (let source = 0; source < bodyCount; source += 1) {\n const body = bodyIndices[source]!;\n if (!isDynamic(bodies, body)) continue;\n let insertion = dynamicCount;\n while (insertion > 0 && this.sortedBodyIndices[insertion - 1]! > body) {\n this.sortedBodyIndices[insertion] =\n this.sortedBodyIndices[insertion - 1]!;\n insertion -= 1;\n }\n this.sortedBodyIndices[insertion] = body;\n dynamicCount += 1;\n }\n for (let dynamic = 0; dynamic < dynamicCount; dynamic += 1) {\n this.bodyToDynamic[this.sortedBodyIndices[dynamic]!] = dynamic;\n this.dynamicParents[dynamic] = dynamic;\n }\n\n this.constraintCount = 0;\n for (let contact = 0; contact < contacts.contactCount; contact += 1) {\n if (\n contacts.sensorFlags[contact] !== 0 ||\n contacts.pointCounts[contact] === 0\n )\n continue;\n const firstDynamic = this.dynamicIndex(\n contacts.firstBodyIndices[contact]!,\n );\n const secondDynamic = this.dynamicIndex(\n contacts.secondBodyIndices[contact]!,\n );\n if (firstDynamic === NO_INDEX && secondDynamic === NO_INDEX) continue;\n this.constraintContactIndices[this.constraintCount] = contact;\n this.constraintCount += 1;\n if (firstDynamic !== NO_INDEX && secondDynamic !== NO_INDEX) {\n this.unionDynamic(firstDynamic, secondDynamic);\n }\n }\n\n this.islandCount = 0;\n this.islandBodyCounts.fill(0);\n this.islandContactCounts.fill(0);\n for (let dynamic = 0; dynamic < dynamicCount; dynamic += 1) {\n const root = this.findRoot(dynamic);\n if (root === dynamic) {\n this.dynamicIslandIndices[root] = this.islandCount;\n this.islandCount += 1;\n }\n }\n for (let dynamic = 0; dynamic < dynamicCount; dynamic += 1) {\n const island = this.dynamicIslandIndices[this.findRoot(dynamic)]!;\n this.dynamicIslandIndices[dynamic] = island;\n this.islandBodyCounts[island] += 1;\n }\n for (\n let constraint = 0;\n constraint < this.constraintCount;\n constraint += 1\n ) {\n const contact = this.constraintContactIndices[constraint]!;\n const firstDynamic = this.dynamicIndex(\n contacts.firstBodyIndices[contact]!,\n );\n const secondDynamic = this.dynamicIndex(\n contacts.secondBodyIndices[contact]!,\n );\n const dynamic = firstDynamic !== NO_INDEX ? firstDynamic : secondDynamic;\n const island = this.dynamicIslandIndices[dynamic]!;\n this.islandContactCounts[island] += 1;\n }\n\n this.islandBodyOffsets[0] = 0;\n this.islandContactOffsets[0] = 0;\n for (let island = 0; island < this.islandCount; island += 1) {\n this.islandBodyOffsets[island + 1] =\n this.islandBodyOffsets[island]! + this.islandBodyCounts[island]!;\n this.islandContactOffsets[island + 1] =\n this.islandContactOffsets[island]! + this.islandContactCounts[island]!;\n this.islandBodyWrites[island] = this.islandBodyOffsets[island]!;\n this.islandContactWrites[island] = this.islandContactOffsets[island]!;\n }\n for (let dynamic = 0; dynamic < dynamicCount; dynamic += 1) {\n const island = this.dynamicIslandIndices[dynamic]!;\n const target = this.islandBodyWrites[island]!;\n this.islandBodyIndices[target] = this.sortedBodyIndices[dynamic]!;\n this.islandBodyWrites[island] = target + 1;\n }\n for (\n let constraint = 0;\n constraint < this.constraintCount;\n constraint += 1\n ) {\n const contact = this.constraintContactIndices[constraint]!;\n const firstDynamic = this.dynamicIndex(\n contacts.firstBodyIndices[contact]!,\n );\n const secondDynamic = this.dynamicIndex(\n contacts.secondBodyIndices[contact]!,\n );\n const dynamic = firstDynamic !== NO_INDEX ? firstDynamic : secondDynamic;\n const island = this.dynamicIslandIndices[dynamic]!;\n const target = this.islandContactWrites[island]!;\n this.islandContactIndices[target] = contact;\n this.islandContactWrites[island] = target + 1;\n }\n this.islandBodyCount = dynamicCount;\n }\n\n private markAwakeIslands(bodies: BodyStore2D): void {\n this.solvedIslandCount = 0;\n for (let island = 0; island < this.islandCount; island += 1) {\n let awake = false;\n for (\n let offset = this.islandBodyOffsets[island]!;\n offset < this.islandBodyOffsets[island + 1]!;\n offset += 1\n ) {\n if (\n (bodies.flags[this.islandBodyIndices[offset]!]! &\n BODY_SLEEPING_2D) ===\n 0\n ) {\n awake = true;\n break;\n }\n }\n this.islandAwake[island] = awake ? 1 : 0;\n if (awake) this.solvedIslandCount += 1;\n }\n }\n\n private touchesMovingKinematic(\n bodies: BodyStore2D,\n contacts: ContactCache2D,\n island: number,\n ): boolean {\n for (\n let offset = this.islandContactOffsets[island]!;\n offset < this.islandContactOffsets[island + 1]!;\n offset += 1\n ) {\n const contact = this.islandContactIndices[offset]!;\n const first = contacts.firstBodyIndices[contact]!;\n const second = contacts.secondBodyIndices[contact]!;\n if (\n isMovingKinematic(bodies, first) ||\n isMovingKinematic(bodies, second)\n ) {\n return true;\n }\n }\n return false;\n }\n\n private setIslandSleepTime(\n bodies: BodyStore2D,\n island: number,\n sleepTime: number,\n ): void {\n for (\n let offset = this.islandBodyOffsets[island]!;\n offset < this.islandBodyOffsets[island + 1]!;\n offset += 1\n ) {\n bodies.sleepTime[this.islandBodyIndices[offset]!] = sleepTime;\n }\n }\n\n private sleepIsland(\n bodies: BodyStore2D,\n island: number,\n recordTransition?: (bodyIndex: number, sleeping: boolean) => void,\n ): void {\n for (\n let offset = this.islandBodyOffsets[island]!;\n offset < this.islandBodyOffsets[island + 1]!;\n offset += 1\n ) {\n const body = this.islandBodyIndices[offset]!;\n bodies.flags[body] |= BODY_SLEEPING_2D;\n bodies.sleepTime[body] = SLEEP_DURATION_SECONDS;\n bodies.linearVelocityX[body] = 0;\n bodies.linearVelocityY[body] = 0;\n bodies.angularVelocity[body] = 0;\n recordTransition?.(body, true);\n }\n }\n\n private wakeIsland(\n bodies: BodyStore2D,\n island: number,\n recordTransition?: (bodyIndex: number, sleeping: boolean) => void,\n ): boolean {\n let changed = false;\n for (\n let offset = this.islandBodyOffsets[island]!;\n offset < this.islandBodyOffsets[island + 1]!;\n offset += 1\n ) {\n const body = this.islandBodyIndices[offset]!;\n const wasSleeping = (bodies.flags[body]! & BODY_SLEEPING_2D) !== 0;\n bodies.flags[body] &= ~BODY_SLEEPING_2D;\n bodies.sleepTime[body] = 0;\n if (wasSleeping) {\n changed = true;\n recordTransition?.(body, false);\n }\n }\n return changed;\n }\n\n private prepareConstraints(\n bodies: BodyStore2D,\n contacts: ContactCache2D,\n restitutionThreshold: number,\n ): void {\n for (\n let constraint = 0;\n constraint < this.constraintCount;\n constraint += 1\n ) {\n const contact = this.constraintContactIndices[constraint]!;\n const firstBody = contacts.firstBodyIndices[contact]!;\n const secondBody = contacts.secondBodyIndices[contact]!;\n const normalX = contacts.normalX[contact]!;\n const normalY = contacts.normalY[contact]!;\n const tangentX = -normalY;\n const tangentY = normalX;\n const firstInverseMass = bodies.inverseMass[firstBody]!;\n const secondInverseMass = bodies.inverseMass[secondBody]!;\n const firstInverseInertia = bodies.inverseInertia[firstBody]!;\n const secondInverseInertia = bodies.inverseInertia[secondBody]!;\n const firstCosine = Math.cos(bodies.rotationRadians[firstBody]!);\n const firstSine = Math.sin(bodies.rotationRadians[firstBody]!);\n const secondCosine = Math.cos(bodies.rotationRadians[secondBody]!);\n const secondSine = Math.sin(bodies.rotationRadians[secondBody]!);\n const base = contact * POINTS_PER_CONTACT;\n for (let point = 0; point < contacts.pointCounts[contact]!; point += 1) {\n const index = base + point;\n const firstWorldX =\n contacts.pointFirstX[index]! - bodies.positionX[firstBody]!;\n const firstWorldY =\n contacts.pointFirstY[index]! - bodies.positionY[firstBody]!;\n const secondWorldX =\n contacts.pointSecondX[index]! - bodies.positionX[secondBody]!;\n const secondWorldY =\n contacts.pointSecondY[index]! - bodies.positionY[secondBody]!;\n this.pointFirstLocalX[index] =\n firstCosine * firstWorldX + firstSine * firstWorldY;\n this.pointFirstLocalY[index] =\n -firstSine * firstWorldX + firstCosine * firstWorldY;\n this.pointSecondLocalX[index] =\n secondCosine * secondWorldX + secondSine * secondWorldY;\n this.pointSecondLocalY[index] =\n -secondSine * secondWorldX + secondCosine * secondWorldY;\n const firstNormalCross = cross(\n firstWorldX,\n firstWorldY,\n normalX,\n normalY,\n );\n const secondNormalCross = cross(\n secondWorldX,\n secondWorldY,\n normalX,\n normalY,\n );\n const normalDenominator =\n firstInverseMass +\n secondInverseMass +\n firstInverseInertia * firstNormalCross * firstNormalCross +\n secondInverseInertia * secondNormalCross * secondNormalCross;\n this.pointNormalMasses[index] =\n normalDenominator > 0 ? 1 / normalDenominator : 0;\n const firstTangentCross = cross(\n firstWorldX,\n firstWorldY,\n tangentX,\n tangentY,\n );\n const secondTangentCross = cross(\n secondWorldX,\n secondWorldY,\n tangentX,\n tangentY,\n );\n const tangentDenominator =\n firstInverseMass +\n secondInverseMass +\n firstInverseInertia * firstTangentCross * firstTangentCross +\n secondInverseInertia * secondTangentCross * secondTangentCross;\n this.pointTangentMasses[index] =\n tangentDenominator > 0 ? 1 / tangentDenominator : 0;\n const normalVelocity = relativeVelocityAlong(\n bodies,\n firstBody,\n secondBody,\n firstWorldX,\n firstWorldY,\n secondWorldX,\n secondWorldY,\n normalX,\n normalY,\n );\n this.pointVelocityBias[index] =\n normalVelocity < -restitutionThreshold\n ? contacts.mixedRestitution[contact]! * normalVelocity\n : 0;\n }\n }\n }\n\n private warmStart(bodies: BodyStore2D, contacts: ContactCache2D): void {\n for (let island = 0; island < this.islandCount; island += 1) {\n if (this.islandAwake[island] === 0) continue;\n for (\n let offset = this.islandContactOffsets[island]!;\n offset < this.islandContactOffsets[island + 1]!;\n offset += 1\n ) {\n const contact = this.islandContactIndices[offset]!;\n const normalX = contacts.normalX[contact]!;\n const normalY = contacts.normalY[contact]!;\n const tangentX = -normalY;\n const tangentY = normalX;\n const base = contact * POINTS_PER_CONTACT;\n for (\n let point = 0;\n point < contacts.pointCounts[contact]!;\n point += 1\n ) {\n const index = base + point;\n this.applyPointImpulse(\n bodies,\n contacts,\n contact,\n index,\n normalX * contacts.pointNormalImpulses[index]! +\n tangentX * contacts.pointTangentImpulses[index]!,\n normalY * contacts.pointNormalImpulses[index]! +\n tangentY * contacts.pointTangentImpulses[index]!,\n );\n }\n }\n }\n }\n\n private solveVelocityConstraints(\n bodies: BodyStore2D,\n contacts: ContactCache2D,\n ): void {\n for (let island = 0; island < this.islandCount; island += 1) {\n if (this.islandAwake[island] === 0) continue;\n for (\n let offset = this.islandContactOffsets[island]!;\n offset < this.islandContactOffsets[island + 1]!;\n offset += 1\n ) {\n const contact = this.islandContactIndices[offset]!;\n const firstBody = contacts.firstBodyIndices[contact]!;\n const secondBody = contacts.secondBodyIndices[contact]!;\n const normalX = contacts.normalX[contact]!;\n const normalY = contacts.normalY[contact]!;\n const tangentX = -normalY;\n const tangentY = normalX;\n const firstCosine = Math.cos(bodies.rotationRadians[firstBody]!);\n const firstSine = Math.sin(bodies.rotationRadians[firstBody]!);\n const secondCosine = Math.cos(bodies.rotationRadians[secondBody]!);\n const secondSine = Math.sin(bodies.rotationRadians[secondBody]!);\n const base = contact * POINTS_PER_CONTACT;\n for (\n let point = 0;\n point < contacts.pointCounts[contact]!;\n point += 1\n ) {\n const index = base + point;\n const firstX =\n firstCosine * this.pointFirstLocalX[index]! -\n firstSine * this.pointFirstLocalY[index]!;\n const firstY =\n firstSine * this.pointFirstLocalX[index]! +\n firstCosine * this.pointFirstLocalY[index]!;\n const secondX =\n secondCosine * this.pointSecondLocalX[index]! -\n secondSine * this.pointSecondLocalY[index]!;\n const secondY =\n secondSine * this.pointSecondLocalX[index]! +\n secondCosine * this.pointSecondLocalY[index]!;\n const normalVelocity = relativeVelocityAlong(\n bodies,\n firstBody,\n secondBody,\n firstX,\n firstY,\n secondX,\n secondY,\n normalX,\n normalY,\n );\n const normalDelta =\n -this.pointNormalMasses[index]! *\n (normalVelocity + this.pointVelocityBias[index]!);\n const previousNormal = contacts.pointNormalImpulses[index]!;\n const accumulatedNormal = Math.max(0, previousNormal + normalDelta);\n contacts.pointNormalImpulses[index] = accumulatedNormal;\n const appliedNormal = accumulatedNormal - previousNormal;\n this.applyPointImpulse(\n bodies,\n contacts,\n contact,\n index,\n normalX * appliedNormal,\n normalY * appliedNormal,\n );\n\n const tangentVelocity = relativeVelocityAlong(\n bodies,\n firstBody,\n secondBody,\n firstX,\n firstY,\n secondX,\n secondY,\n tangentX,\n tangentY,\n );\n const tangentDelta =\n -this.pointTangentMasses[index]! * tangentVelocity;\n const previousTangent = contacts.pointTangentImpulses[index]!;\n const frictionLimit =\n contacts.mixedFriction[contact]! * accumulatedNormal;\n const accumulatedTangent = Math.max(\n -frictionLimit,\n Math.min(frictionLimit, previousTangent + tangentDelta),\n );\n contacts.pointTangentImpulses[index] = accumulatedTangent;\n const appliedTangent = accumulatedTangent - previousTangent;\n this.applyPointImpulse(\n bodies,\n contacts,\n contact,\n index,\n tangentX * appliedTangent,\n tangentY * appliedTangent,\n );\n }\n }\n }\n }\n\n private solvePositionConstraints(\n bodies: BodyStore2D,\n contacts: ContactCache2D,\n ): void {\n for (let island = 0; island < this.islandCount; island += 1) {\n if (this.islandAwake[island] === 0) continue;\n for (\n let offset = this.islandContactOffsets[island]!;\n offset < this.islandContactOffsets[island + 1]!;\n offset += 1\n ) {\n const contact = this.islandContactIndices[offset]!;\n const firstBody = contacts.firstBodyIndices[contact]!;\n const secondBody = contacts.secondBodyIndices[contact]!;\n const normalX = contacts.normalX[contact]!;\n const normalY = contacts.normalY[contact]!;\n const base = contact * POINTS_PER_CONTACT;\n for (\n let point = 0;\n point < contacts.pointCounts[contact]!;\n point += 1\n ) {\n const index = base + point;\n const firstAngle = bodies.rotationRadians[firstBody]!;\n const secondAngle = bodies.rotationRadians[secondBody]!;\n const firstCosine = Math.cos(firstAngle);\n const firstSine = Math.sin(firstAngle);\n const secondCosine = Math.cos(secondAngle);\n const secondSine = Math.sin(secondAngle);\n const firstX =\n firstCosine * this.pointFirstLocalX[index]! -\n firstSine * this.pointFirstLocalY[index]!;\n const firstY =\n firstSine * this.pointFirstLocalX[index]! +\n firstCosine * this.pointFirstLocalY[index]!;\n const secondX =\n secondCosine * this.pointSecondLocalX[index]! -\n secondSine * this.pointSecondLocalY[index]!;\n const secondY =\n secondSine * this.pointSecondLocalX[index]! +\n secondCosine * this.pointSecondLocalY[index]!;\n const separation =\n (bodies.positionX[firstBody]! +\n firstX -\n bodies.positionX[secondBody]! -\n secondX) *\n normalX +\n (bodies.positionY[firstBody]! +\n firstY -\n bodies.positionY[secondBody]! -\n secondY) *\n normalY;\n const correction = Math.min(\n MAX_POSITION_CORRECTION,\n Math.max(0, -(separation + CONTACT_SLOP)),\n );\n if (correction === 0) continue;\n const firstCross = cross(firstX, firstY, normalX, normalY);\n const secondCross = cross(secondX, secondY, normalX, normalY);\n const denominator =\n bodies.inverseMass[firstBody]! +\n bodies.inverseMass[secondBody]! +\n bodies.inverseInertia[firstBody]! * firstCross * firstCross +\n bodies.inverseInertia[secondBody]! * secondCross * secondCross;\n if (denominator <= 0) continue;\n const impulse = correction / denominator;\n bodies.positionX[firstBody] +=\n normalX * impulse * bodies.inverseMass[firstBody]!;\n bodies.positionY[firstBody] +=\n normalY * impulse * bodies.inverseMass[firstBody]!;\n bodies.rotationRadians[firstBody] +=\n firstCross * impulse * bodies.inverseInertia[firstBody]!;\n bodies.positionX[secondBody] -=\n normalX * impulse * bodies.inverseMass[secondBody]!;\n bodies.positionY[secondBody] -=\n normalY * impulse * bodies.inverseMass[secondBody]!;\n bodies.rotationRadians[secondBody] -=\n secondCross * impulse * bodies.inverseInertia[secondBody]!;\n }\n }\n }\n }\n\n private applyPointImpulse(\n bodies: BodyStore2D,\n contacts: ContactCache2D,\n contact: number,\n pointIndex: number,\n impulseX: number,\n impulseY: number,\n ): void {\n const firstBody = contacts.firstBodyIndices[contact]!;\n const secondBody = contacts.secondBodyIndices[contact]!;\n const firstAngle = bodies.rotationRadians[firstBody]!;\n const secondAngle = bodies.rotationRadians[secondBody]!;\n const firstCosine = Math.cos(firstAngle);\n const firstSine = Math.sin(firstAngle);\n const secondCosine = Math.cos(secondAngle);\n const secondSine = Math.sin(secondAngle);\n const firstX =\n firstCosine * this.pointFirstLocalX[pointIndex]! -\n firstSine * this.pointFirstLocalY[pointIndex]!;\n const firstY =\n firstSine * this.pointFirstLocalX[pointIndex]! +\n firstCosine * this.pointFirstLocalY[pointIndex]!;\n const secondX =\n secondCosine * this.pointSecondLocalX[pointIndex]! -\n secondSine * this.pointSecondLocalY[pointIndex]!;\n const secondY =\n secondSine * this.pointSecondLocalX[pointIndex]! +\n secondCosine * this.pointSecondLocalY[pointIndex]!;\n bodies.linearVelocityX[firstBody] +=\n impulseX * bodies.inverseMass[firstBody]!;\n bodies.linearVelocityY[firstBody] +=\n impulseY * bodies.inverseMass[firstBody]!;\n bodies.angularVelocity[firstBody] +=\n cross(firstX, firstY, impulseX, impulseY) *\n bodies.inverseInertia[firstBody]!;\n bodies.linearVelocityX[secondBody] -=\n impulseX * bodies.inverseMass[secondBody]!;\n bodies.linearVelocityY[secondBody] -=\n impulseY * bodies.inverseMass[secondBody]!;\n bodies.angularVelocity[secondBody] -=\n cross(secondX, secondY, impulseX, impulseY) *\n bodies.inverseInertia[secondBody]!;\n }\n\n private dynamicIndex(body: number): number {\n return body >= 0 && body < this.bodyToDynamic.length\n ? this.bodyToDynamic[body]!\n : NO_INDEX;\n }\n\n private findRoot(dynamic: number): number {\n let root = dynamic;\n while (this.dynamicParents[root] !== root)\n root = this.dynamicParents[root]!;\n let current = dynamic;\n while (this.dynamicParents[current] !== current) {\n const parent = this.dynamicParents[current]!;\n this.dynamicParents[current] = root;\n current = parent;\n }\n return root;\n }\n\n private unionDynamic(first: number, second: number): void {\n const firstRoot = this.findRoot(first);\n const secondRoot = this.findRoot(second);\n if (firstRoot === secondRoot) return;\n if (\n this.sortedBodyIndices[firstRoot]! <= this.sortedBodyIndices[secondRoot]!\n ) {\n this.dynamicParents[secondRoot] = firstRoot;\n } else {\n this.dynamicParents[firstRoot] = secondRoot;\n }\n }\n\n private ensureBodyCapacity(required: number): void {\n if (required <= this.sortedBodyIndices.length) return;\n let capacity = this.sortedBodyIndices.length;\n while (capacity < required) capacity *= 2;\n this.islandBodyIndices = growInt32(this.islandBodyIndices, capacity);\n this.islandBodyOffsets = growInt32(this.islandBodyOffsets, capacity + 1);\n this.islandContactOffsets = growInt32(\n this.islandContactOffsets,\n capacity + 1,\n );\n this.sortedBodyIndices = growInt32(this.sortedBodyIndices, capacity);\n this.bodyToDynamic = growInt32(this.bodyToDynamic, capacity, NO_INDEX);\n this.dynamicParents = growInt32(this.dynamicParents, capacity);\n this.dynamicIslandIndices = growInt32(this.dynamicIslandIndices, capacity);\n this.islandBodyCounts = growInt32(this.islandBodyCounts, capacity);\n this.islandContactCounts = growInt32(this.islandContactCounts, capacity);\n this.islandBodyWrites = growInt32(this.islandBodyWrites, capacity);\n this.islandContactWrites = growInt32(this.islandContactWrites, capacity);\n this.islandAwake = growUint8(this.islandAwake, capacity);\n }\n\n private ensureContactCapacity(required: number): void {\n if (required <= this.constraintContactIndices.length) return;\n let capacity = this.constraintContactIndices.length;\n while (capacity < required) capacity *= 2;\n this.islandContactIndices = growInt32(this.islandContactIndices, capacity);\n this.constraintContactIndices = growInt32(\n this.constraintContactIndices,\n capacity,\n );\n const pointCapacity = capacity * POINTS_PER_CONTACT;\n this.pointNormalMasses = growFloat64(this.pointNormalMasses, pointCapacity);\n this.pointTangentMasses = growFloat64(\n this.pointTangentMasses,\n pointCapacity,\n );\n this.pointFirstLocalX = growFloat64(this.pointFirstLocalX, pointCapacity);\n this.pointFirstLocalY = growFloat64(this.pointFirstLocalY, pointCapacity);\n this.pointSecondLocalX = growFloat64(this.pointSecondLocalX, pointCapacity);\n this.pointSecondLocalY = growFloat64(this.pointSecondLocalY, pointCapacity);\n this.pointVelocityBias = growFloat64(this.pointVelocityBias, pointCapacity);\n }\n}\n\nfunction isMovingKinematic(bodies: BodyStore2D, body: number): boolean {\n return (\n body >= 0 &&\n body < bodies.capacity &&\n (bodies.flags[body]! & BODY_TYPE_KINEMATIC_2D) !== 0 &&\n (bodies.linearVelocityX[body] !== 0 ||\n bodies.linearVelocityY[body] !== 0 ||\n bodies.angularVelocity[body] !== 0)\n );\n}\n\nfunction isDynamic(bodies: BodyStore2D, body: number): boolean {\n return (\n body >= 0 &&\n body < bodies.capacity &&\n (bodies.flags[body]! & BODY_TYPE_DYNAMIC_2D) !== 0 &&\n bodies.inverseMass[body]! > 0\n );\n}\n\nfunction relativeVelocityAlong(\n bodies: BodyStore2D,\n firstBody: number,\n secondBody: number,\n firstX: number,\n firstY: number,\n secondX: number,\n secondY: number,\n axisX: number,\n axisY: number,\n): number {\n const firstAngular = bodies.angularVelocity[firstBody]!;\n const secondAngular = bodies.angularVelocity[secondBody]!;\n const relativeX =\n bodies.linearVelocityX[firstBody]! -\n firstAngular * firstY -\n bodies.linearVelocityX[secondBody]! +\n secondAngular * secondY;\n const relativeY =\n bodies.linearVelocityY[firstBody]! +\n firstAngular * firstX -\n bodies.linearVelocityY[secondBody]! -\n secondAngular * secondX;\n return relativeX * axisX + relativeY * axisY;\n}\n\nfunction cross(ax: number, ay: number, bx: number, by: number): number {\n return ax * by - ay * bx;\n}\n\nfunction normalizedCapacity(initialCapacity: number): number {\n if (!Number.isInteger(initialCapacity) || initialCapacity < 1) {\n throw new RangeError(\"initialCapacity must be a positive integer.\");\n }\n let capacity = 1;\n while (capacity < initialCapacity) capacity *= 2;\n return capacity;\n}\n\nfunction filledInt32(capacity: number, fill: number): Int32Array {\n const result = new Int32Array(capacity);\n result.fill(fill);\n return result;\n}\n\nfunction growInt32(\n source: Int32Array,\n capacity: number,\n fill?: number,\n): Int32Array {\n const result = new Int32Array(capacity);\n if (fill !== undefined) result.fill(fill);\n result.set(source);\n return result;\n}\n\nfunction growFloat64(source: Float64Array, capacity: number): Float64Array {\n const result = new Float64Array(capacity);\n result.set(source);\n return result;\n}\n\nfunction growUint8(source: Uint8Array, capacity: number): Uint8Array {\n const result = new Uint8Array(capacity);\n result.set(source);\n return result;\n}\n"],
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6
+ "names": []
7
+ }
@@ -0,0 +1,96 @@
1
+ import type { ShapeRecord2D } from "../shape-records.js";
2
+ import type { PhysicsOwnershipCounters2D } from "../runtime/ownership.js";
3
+ export interface BodyDefinition2D {
4
+ readonly positionX: number;
5
+ readonly positionY: number;
6
+ readonly rotationRadians: number;
7
+ readonly localCenterX?: number;
8
+ readonly localCenterY?: number;
9
+ readonly linearVelocityX: number;
10
+ readonly linearVelocityY: number;
11
+ readonly angularVelocity: number;
12
+ readonly forceX: number;
13
+ readonly forceY: number;
14
+ readonly torque: number;
15
+ readonly inverseMass: number;
16
+ readonly inverseInertia: number;
17
+ readonly linearDamping: number;
18
+ readonly angularDamping: number;
19
+ readonly gravityScale: number;
20
+ readonly sleepTime: number;
21
+ readonly flags: number;
22
+ readonly owner: unknown;
23
+ }
24
+ export interface ColliderDefinition2D {
25
+ readonly bodyIndex: number;
26
+ readonly bodyGeneration: number;
27
+ readonly shape: ShapeRecord2D;
28
+ readonly material: unknown;
29
+ readonly filter: unknown;
30
+ readonly tag: unknown;
31
+ readonly handlers: unknown;
32
+ readonly owner: unknown;
33
+ readonly flags: number;
34
+ }
35
+ export declare class BodyStore2D {
36
+ private readonly counters;
37
+ positionX: Float64Array;
38
+ positionY: Float64Array;
39
+ rotationRadians: Float64Array;
40
+ localCenterX: Float64Array;
41
+ localCenterY: Float64Array;
42
+ linearVelocityX: Float64Array;
43
+ linearVelocityY: Float64Array;
44
+ angularVelocity: Float64Array;
45
+ forceX: Float64Array;
46
+ forceY: Float64Array;
47
+ torque: Float64Array;
48
+ inverseMass: Float64Array;
49
+ inverseInertia: Float64Array;
50
+ linearDamping: Float64Array;
51
+ angularDamping: Float64Array;
52
+ gravityScale: Float64Array;
53
+ sleepTime: Float64Array;
54
+ flags: Uint32Array;
55
+ generations: Uint32Array;
56
+ owners: (unknown | null)[];
57
+ private active;
58
+ private nextFree;
59
+ private freeHead;
60
+ constructor(counters: PhysicsOwnershipCounters2D, initialCapacity?: number);
61
+ get capacity(): number;
62
+ allocate(definition: BodyDefinition2D): number;
63
+ has(index: number, generation: number): boolean;
64
+ readPositionInto(index: number, generation: number, output: Float64Array, outputOffset: number): boolean;
65
+ setPosition(index: number, generation: number, positionX: number, positionY: number): boolean;
66
+ release(index: number, generation: number): boolean;
67
+ private grow;
68
+ }
69
+ export declare class ColliderStore2D {
70
+ private readonly counters;
71
+ bodyIndices: Int32Array;
72
+ bodyGenerations: Uint32Array;
73
+ proxyIndices: Int32Array;
74
+ proxyGenerations: Uint32Array;
75
+ flags: Uint32Array;
76
+ generations: Uint32Array;
77
+ shapes: (ShapeRecord2D | null)[];
78
+ materials: (unknown | null)[];
79
+ filters: (unknown | null)[];
80
+ tags: (unknown | null)[];
81
+ handlers: (unknown | null)[];
82
+ owners: (unknown | null)[];
83
+ private active;
84
+ private nextFree;
85
+ private freeHead;
86
+ constructor(counters: PhysicsOwnershipCounters2D, initialCapacity?: number);
87
+ get capacity(): number;
88
+ allocate(definition: ColliderDefinition2D): number;
89
+ has(index: number, generation: number): boolean;
90
+ shapeAt(index: number, generation: number): ShapeRecord2D | undefined;
91
+ tagAt(index: number, generation: number): unknown;
92
+ setTag(index: number, generation: number, tag: unknown): boolean;
93
+ setProxy(index: number, generation: number, proxyIndex: number, proxyGeneration: number): boolean;
94
+ release(index: number, generation: number): boolean;
95
+ private grow;
96
+ }
@@ -0,0 +1,371 @@
1
+ const DEFAULT_CAPACITY = 4;
2
+ const NO_INDEX = -1;
3
+ const MAX_GENERATION = 4294967295;
4
+ class BodyStore2D {
5
+ constructor(counters, initialCapacity = DEFAULT_CAPACITY) {
6
+ this.counters = counters;
7
+ const capacity = normalizedCapacity(initialCapacity);
8
+ this.positionX = new Float64Array(capacity);
9
+ this.positionY = new Float64Array(capacity);
10
+ this.rotationRadians = new Float64Array(capacity);
11
+ this.localCenterX = new Float64Array(capacity);
12
+ this.localCenterY = new Float64Array(capacity);
13
+ this.linearVelocityX = new Float64Array(capacity);
14
+ this.linearVelocityY = new Float64Array(capacity);
15
+ this.angularVelocity = new Float64Array(capacity);
16
+ this.forceX = new Float64Array(capacity);
17
+ this.forceY = new Float64Array(capacity);
18
+ this.torque = new Float64Array(capacity);
19
+ this.inverseMass = new Float64Array(capacity);
20
+ this.inverseInertia = new Float64Array(capacity);
21
+ this.linearDamping = new Float64Array(capacity);
22
+ this.angularDamping = new Float64Array(capacity);
23
+ this.gravityScale = new Float64Array(capacity);
24
+ this.sleepTime = new Float64Array(capacity);
25
+ this.flags = new Uint32Array(capacity);
26
+ this.generations = new Uint32Array(capacity);
27
+ this.owners = createReferenceArray(capacity);
28
+ this.active = new Uint8Array(capacity);
29
+ this.nextFree = createFreeList(capacity, 0);
30
+ this.freeHead = 0;
31
+ counters.bodyCapacity = capacity;
32
+ counters.freeBodySlots = capacity;
33
+ }
34
+ counters;
35
+ positionX;
36
+ positionY;
37
+ rotationRadians;
38
+ localCenterX;
39
+ localCenterY;
40
+ linearVelocityX;
41
+ linearVelocityY;
42
+ angularVelocity;
43
+ forceX;
44
+ forceY;
45
+ torque;
46
+ inverseMass;
47
+ inverseInertia;
48
+ linearDamping;
49
+ angularDamping;
50
+ gravityScale;
51
+ sleepTime;
52
+ flags;
53
+ generations;
54
+ owners;
55
+ active;
56
+ nextFree;
57
+ freeHead = NO_INDEX;
58
+ get capacity() {
59
+ return this.positionX.length;
60
+ }
61
+ allocate(definition) {
62
+ if (this.freeHead === NO_INDEX) this.grow();
63
+ const index = this.freeHead;
64
+ this.freeHead = this.nextFree[index];
65
+ this.nextFree[index] = NO_INDEX;
66
+ this.active[index] = 1;
67
+ this.generations[index] = nextGeneration(this.generations[index]);
68
+ this.positionX[index] = definition.positionX;
69
+ this.positionY[index] = definition.positionY;
70
+ this.rotationRadians[index] = definition.rotationRadians;
71
+ this.localCenterX[index] = definition.localCenterX ?? 0;
72
+ this.localCenterY[index] = definition.localCenterY ?? 0;
73
+ this.linearVelocityX[index] = definition.linearVelocityX;
74
+ this.linearVelocityY[index] = definition.linearVelocityY;
75
+ this.angularVelocity[index] = definition.angularVelocity;
76
+ this.forceX[index] = definition.forceX;
77
+ this.forceY[index] = definition.forceY;
78
+ this.torque[index] = definition.torque;
79
+ this.inverseMass[index] = definition.inverseMass;
80
+ this.inverseInertia[index] = definition.inverseInertia;
81
+ this.linearDamping[index] = definition.linearDamping;
82
+ this.angularDamping[index] = definition.angularDamping;
83
+ this.gravityScale[index] = definition.gravityScale;
84
+ this.sleepTime[index] = definition.sleepTime;
85
+ this.flags[index] = definition.flags;
86
+ this.owners[index] = definition.owner;
87
+ this.counters.bodyAllocations += 1;
88
+ this.counters.liveBodies += 1;
89
+ this.counters.freeBodySlots -= 1;
90
+ return index;
91
+ }
92
+ has(index, generation) {
93
+ return isLive(this.active, this.generations, index, generation);
94
+ }
95
+ readPositionInto(index, generation, output, outputOffset) {
96
+ if (!this.has(index, generation)) return false;
97
+ output[outputOffset] = this.positionX[index];
98
+ output[outputOffset + 1] = this.positionY[index];
99
+ return true;
100
+ }
101
+ setPosition(index, generation, positionX, positionY) {
102
+ if (!this.has(index, generation)) return false;
103
+ this.positionX[index] = positionX;
104
+ this.positionY[index] = positionY;
105
+ return true;
106
+ }
107
+ release(index, generation) {
108
+ if (!this.has(index, generation)) return false;
109
+ this.active[index] = 0;
110
+ this.positionX[index] = 0;
111
+ this.positionY[index] = 0;
112
+ this.rotationRadians[index] = 0;
113
+ this.localCenterX[index] = 0;
114
+ this.localCenterY[index] = 0;
115
+ this.linearVelocityX[index] = 0;
116
+ this.linearVelocityY[index] = 0;
117
+ this.angularVelocity[index] = 0;
118
+ this.forceX[index] = 0;
119
+ this.forceY[index] = 0;
120
+ this.torque[index] = 0;
121
+ this.inverseMass[index] = 0;
122
+ this.inverseInertia[index] = 0;
123
+ this.linearDamping[index] = 0;
124
+ this.angularDamping[index] = 0;
125
+ this.gravityScale[index] = 0;
126
+ this.sleepTime[index] = 0;
127
+ this.flags[index] = 0;
128
+ this.owners[index] = null;
129
+ this.counters.bodyReleases += 1;
130
+ this.counters.liveBodies -= 1;
131
+ if (generation === MAX_GENERATION) {
132
+ this.nextFree[index] = NO_INDEX;
133
+ this.counters.retiredBodySlots += 1;
134
+ } else {
135
+ this.nextFree[index] = this.freeHead;
136
+ this.freeHead = index;
137
+ this.counters.freeBodySlots += 1;
138
+ }
139
+ return true;
140
+ }
141
+ grow() {
142
+ const oldCapacity = this.capacity;
143
+ const capacity = oldCapacity * 2;
144
+ this.positionX = growFloat64(this.positionX, capacity);
145
+ this.positionY = growFloat64(this.positionY, capacity);
146
+ this.rotationRadians = growFloat64(this.rotationRadians, capacity);
147
+ this.localCenterX = growFloat64(this.localCenterX, capacity);
148
+ this.localCenterY = growFloat64(this.localCenterY, capacity);
149
+ this.linearVelocityX = growFloat64(this.linearVelocityX, capacity);
150
+ this.linearVelocityY = growFloat64(this.linearVelocityY, capacity);
151
+ this.angularVelocity = growFloat64(this.angularVelocity, capacity);
152
+ this.forceX = growFloat64(this.forceX, capacity);
153
+ this.forceY = growFloat64(this.forceY, capacity);
154
+ this.torque = growFloat64(this.torque, capacity);
155
+ this.inverseMass = growFloat64(this.inverseMass, capacity);
156
+ this.inverseInertia = growFloat64(this.inverseInertia, capacity);
157
+ this.linearDamping = growFloat64(this.linearDamping, capacity);
158
+ this.angularDamping = growFloat64(this.angularDamping, capacity);
159
+ this.gravityScale = growFloat64(this.gravityScale, capacity);
160
+ this.sleepTime = growFloat64(this.sleepTime, capacity);
161
+ this.flags = growUint32(this.flags, capacity);
162
+ this.generations = growUint32(this.generations, capacity);
163
+ this.owners = growReferences(this.owners, capacity);
164
+ this.active = growUint8(this.active, capacity);
165
+ this.nextFree = growFreeList(this.nextFree, capacity, oldCapacity);
166
+ this.freeHead = oldCapacity;
167
+ this.counters.bodyCapacity = capacity;
168
+ this.counters.bodyCapacityGrowths += 1;
169
+ this.counters.freeBodySlots += capacity - oldCapacity;
170
+ }
171
+ }
172
+ class ColliderStore2D {
173
+ constructor(counters, initialCapacity = DEFAULT_CAPACITY) {
174
+ this.counters = counters;
175
+ const capacity = normalizedCapacity(initialCapacity);
176
+ this.bodyIndices = new Int32Array(capacity);
177
+ this.bodyIndices.fill(NO_INDEX);
178
+ this.bodyGenerations = new Uint32Array(capacity);
179
+ this.proxyIndices = new Int32Array(capacity);
180
+ this.proxyIndices.fill(NO_INDEX);
181
+ this.proxyGenerations = new Uint32Array(capacity);
182
+ this.flags = new Uint32Array(capacity);
183
+ this.generations = new Uint32Array(capacity);
184
+ this.shapes = createReferenceArray(capacity);
185
+ this.materials = createReferenceArray(capacity);
186
+ this.filters = createReferenceArray(capacity);
187
+ this.tags = createReferenceArray(capacity);
188
+ this.handlers = createReferenceArray(capacity);
189
+ this.owners = createReferenceArray(capacity);
190
+ this.active = new Uint8Array(capacity);
191
+ this.nextFree = createFreeList(capacity, 0);
192
+ this.freeHead = 0;
193
+ counters.colliderCapacity = capacity;
194
+ counters.freeColliderSlots = capacity;
195
+ }
196
+ counters;
197
+ bodyIndices;
198
+ bodyGenerations;
199
+ proxyIndices;
200
+ proxyGenerations;
201
+ flags;
202
+ generations;
203
+ shapes;
204
+ materials;
205
+ filters;
206
+ tags;
207
+ handlers;
208
+ owners;
209
+ active;
210
+ nextFree;
211
+ freeHead = NO_INDEX;
212
+ get capacity() {
213
+ return this.bodyIndices.length;
214
+ }
215
+ allocate(definition) {
216
+ if (this.freeHead === NO_INDEX) this.grow();
217
+ const index = this.freeHead;
218
+ this.freeHead = this.nextFree[index];
219
+ this.nextFree[index] = NO_INDEX;
220
+ this.active[index] = 1;
221
+ this.generations[index] = nextGeneration(this.generations[index]);
222
+ this.bodyIndices[index] = definition.bodyIndex;
223
+ this.bodyGenerations[index] = definition.bodyGeneration;
224
+ this.proxyIndices[index] = NO_INDEX;
225
+ this.proxyGenerations[index] = 0;
226
+ this.flags[index] = definition.flags;
227
+ this.shapes[index] = definition.shape;
228
+ this.materials[index] = definition.material;
229
+ this.filters[index] = definition.filter;
230
+ this.tags[index] = definition.tag;
231
+ this.handlers[index] = definition.handlers;
232
+ this.owners[index] = definition.owner;
233
+ this.counters.colliderAllocations += 1;
234
+ this.counters.liveColliders += 1;
235
+ this.counters.freeColliderSlots -= 1;
236
+ return index;
237
+ }
238
+ has(index, generation) {
239
+ return isLive(this.active, this.generations, index, generation);
240
+ }
241
+ shapeAt(index, generation) {
242
+ if (!this.has(index, generation)) return void 0;
243
+ return this.shapes[index] ?? void 0;
244
+ }
245
+ tagAt(index, generation) {
246
+ if (!this.has(index, generation)) return void 0;
247
+ return this.tags[index] ?? void 0;
248
+ }
249
+ setTag(index, generation, tag) {
250
+ if (!this.has(index, generation)) return false;
251
+ this.tags[index] = tag;
252
+ return true;
253
+ }
254
+ setProxy(index, generation, proxyIndex, proxyGeneration) {
255
+ if (!this.has(index, generation)) return false;
256
+ this.proxyIndices[index] = proxyIndex;
257
+ this.proxyGenerations[index] = proxyGeneration;
258
+ return true;
259
+ }
260
+ release(index, generation) {
261
+ if (!this.has(index, generation)) return false;
262
+ this.active[index] = 0;
263
+ this.bodyIndices[index] = NO_INDEX;
264
+ this.bodyGenerations[index] = 0;
265
+ this.proxyIndices[index] = NO_INDEX;
266
+ this.proxyGenerations[index] = 0;
267
+ this.flags[index] = 0;
268
+ this.shapes[index] = null;
269
+ this.materials[index] = null;
270
+ this.filters[index] = null;
271
+ this.tags[index] = null;
272
+ this.handlers[index] = null;
273
+ this.owners[index] = null;
274
+ this.counters.colliderReleases += 1;
275
+ this.counters.liveColliders -= 1;
276
+ if (generation === MAX_GENERATION) {
277
+ this.nextFree[index] = NO_INDEX;
278
+ this.counters.retiredColliderSlots += 1;
279
+ } else {
280
+ this.nextFree[index] = this.freeHead;
281
+ this.freeHead = index;
282
+ this.counters.freeColliderSlots += 1;
283
+ }
284
+ return true;
285
+ }
286
+ grow() {
287
+ const oldCapacity = this.capacity;
288
+ const capacity = oldCapacity * 2;
289
+ this.bodyIndices = growInt32(this.bodyIndices, capacity, NO_INDEX);
290
+ this.bodyGenerations = growUint32(this.bodyGenerations, capacity);
291
+ this.proxyIndices = growInt32(this.proxyIndices, capacity, NO_INDEX);
292
+ this.proxyGenerations = growUint32(this.proxyGenerations, capacity);
293
+ this.flags = growUint32(this.flags, capacity);
294
+ this.generations = growUint32(this.generations, capacity);
295
+ this.shapes = growReferences(this.shapes, capacity);
296
+ this.materials = growReferences(this.materials, capacity);
297
+ this.filters = growReferences(this.filters, capacity);
298
+ this.tags = growReferences(this.tags, capacity);
299
+ this.handlers = growReferences(this.handlers, capacity);
300
+ this.owners = growReferences(this.owners, capacity);
301
+ this.active = growUint8(this.active, capacity);
302
+ this.nextFree = growFreeList(this.nextFree, capacity, oldCapacity);
303
+ this.freeHead = oldCapacity;
304
+ this.counters.colliderCapacity = capacity;
305
+ this.counters.colliderCapacityGrowths += 1;
306
+ this.counters.freeColliderSlots += capacity - oldCapacity;
307
+ }
308
+ }
309
+ function normalizedCapacity(initialCapacity) {
310
+ if (!Number.isInteger(initialCapacity) || initialCapacity < 1) {
311
+ throw new RangeError("initialCapacity must be a positive integer.");
312
+ }
313
+ let capacity = 1;
314
+ while (capacity < initialCapacity) capacity *= 2;
315
+ return capacity;
316
+ }
317
+ function nextGeneration(generation) {
318
+ return generation + 1;
319
+ }
320
+ function isLive(active, generations, index, generation) {
321
+ return Number.isInteger(index) && index >= 0 && index < active.length && active[index] === 1 && generations[index] === generation;
322
+ }
323
+ function createFreeList(capacity, start) {
324
+ const result = new Int32Array(capacity);
325
+ result.fill(NO_INDEX);
326
+ for (let index = start; index + 1 < capacity; index += 1) {
327
+ result[index] = index + 1;
328
+ }
329
+ return result;
330
+ }
331
+ function growFreeList(source, capacity, start) {
332
+ const result = createFreeList(capacity, start);
333
+ result.set(source);
334
+ return result;
335
+ }
336
+ function createReferenceArray(capacity) {
337
+ return Array(capacity).fill(null);
338
+ }
339
+ function growReferences(source, capacity) {
340
+ const result = createReferenceArray(capacity);
341
+ for (let index = 0; index < source.length; index += 1) {
342
+ result[index] = source[index];
343
+ }
344
+ return result;
345
+ }
346
+ function growFloat64(source, capacity) {
347
+ const result = new Float64Array(capacity);
348
+ result.set(source);
349
+ return result;
350
+ }
351
+ function growUint32(source, capacity) {
352
+ const result = new Uint32Array(capacity);
353
+ result.set(source);
354
+ return result;
355
+ }
356
+ function growUint8(source, capacity) {
357
+ const result = new Uint8Array(capacity);
358
+ result.set(source);
359
+ return result;
360
+ }
361
+ function growInt32(source, capacity, fill) {
362
+ const result = new Int32Array(capacity);
363
+ result.fill(fill);
364
+ result.set(source);
365
+ return result;
366
+ }
367
+ export {
368
+ BodyStore2D,
369
+ ColliderStore2D
370
+ };
371
+ //# sourceMappingURL=storage.js.map
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../../../../../../src/features/physics/lib/2d/world/storage.ts"],
4
+ "sourcesContent": ["import type { ShapeRecord2D } from \"../shape-records.js\";\nimport type { PhysicsOwnershipCounters2D } from \"../runtime/ownership.js\";\n\nconst DEFAULT_CAPACITY = 4;\nconst NO_INDEX = -1;\nconst MAX_GENERATION = 0xffff_ffff;\n\nexport interface BodyDefinition2D {\n readonly positionX: number;\n readonly positionY: number;\n readonly rotationRadians: number;\n readonly localCenterX?: number;\n readonly localCenterY?: number;\n readonly linearVelocityX: number;\n readonly linearVelocityY: number;\n readonly angularVelocity: number;\n readonly forceX: number;\n readonly forceY: number;\n readonly torque: number;\n readonly inverseMass: number;\n readonly inverseInertia: number;\n readonly linearDamping: number;\n readonly angularDamping: number;\n readonly gravityScale: number;\n readonly sleepTime: number;\n readonly flags: number;\n readonly owner: unknown;\n}\n\nexport interface ColliderDefinition2D {\n readonly bodyIndex: number;\n readonly bodyGeneration: number;\n readonly shape: ShapeRecord2D;\n readonly material: unknown;\n readonly filter: unknown;\n readonly tag: unknown;\n readonly handlers: unknown;\n readonly owner: unknown;\n readonly flags: number;\n}\n\nexport class BodyStore2D {\n positionX: Float64Array;\n positionY: Float64Array;\n rotationRadians: Float64Array;\n localCenterX: Float64Array;\n localCenterY: Float64Array;\n linearVelocityX: Float64Array;\n linearVelocityY: Float64Array;\n angularVelocity: Float64Array;\n forceX: Float64Array;\n forceY: Float64Array;\n torque: Float64Array;\n inverseMass: Float64Array;\n inverseInertia: Float64Array;\n linearDamping: Float64Array;\n angularDamping: Float64Array;\n gravityScale: Float64Array;\n sleepTime: Float64Array;\n flags: Uint32Array;\n generations: Uint32Array;\n owners: (unknown | null)[];\n\n private active: Uint8Array;\n private nextFree: Int32Array;\n private freeHead = NO_INDEX;\n\n constructor(\n private readonly counters: PhysicsOwnershipCounters2D,\n initialCapacity = DEFAULT_CAPACITY,\n ) {\n const capacity = normalizedCapacity(initialCapacity);\n this.positionX = new Float64Array(capacity);\n this.positionY = new Float64Array(capacity);\n this.rotationRadians = new Float64Array(capacity);\n this.localCenterX = new Float64Array(capacity);\n this.localCenterY = new Float64Array(capacity);\n this.linearVelocityX = new Float64Array(capacity);\n this.linearVelocityY = new Float64Array(capacity);\n this.angularVelocity = new Float64Array(capacity);\n this.forceX = new Float64Array(capacity);\n this.forceY = new Float64Array(capacity);\n this.torque = new Float64Array(capacity);\n this.inverseMass = new Float64Array(capacity);\n this.inverseInertia = new Float64Array(capacity);\n this.linearDamping = new Float64Array(capacity);\n this.angularDamping = new Float64Array(capacity);\n this.gravityScale = new Float64Array(capacity);\n this.sleepTime = new Float64Array(capacity);\n this.flags = new Uint32Array(capacity);\n this.generations = new Uint32Array(capacity);\n this.owners = createReferenceArray(capacity);\n this.active = new Uint8Array(capacity);\n this.nextFree = createFreeList(capacity, 0);\n this.freeHead = 0;\n counters.bodyCapacity = capacity;\n counters.freeBodySlots = capacity;\n }\n\n get capacity(): number {\n return this.positionX.length;\n }\n\n allocate(definition: BodyDefinition2D): number {\n if (this.freeHead === NO_INDEX) this.grow();\n const index = this.freeHead;\n this.freeHead = this.nextFree[index]!;\n this.nextFree[index] = NO_INDEX;\n this.active[index] = 1;\n this.generations[index] = nextGeneration(this.generations[index]!);\n this.positionX[index] = definition.positionX;\n this.positionY[index] = definition.positionY;\n this.rotationRadians[index] = definition.rotationRadians;\n this.localCenterX[index] = definition.localCenterX ?? 0;\n this.localCenterY[index] = definition.localCenterY ?? 0;\n this.linearVelocityX[index] = definition.linearVelocityX;\n this.linearVelocityY[index] = definition.linearVelocityY;\n this.angularVelocity[index] = definition.angularVelocity;\n this.forceX[index] = definition.forceX;\n this.forceY[index] = definition.forceY;\n this.torque[index] = definition.torque;\n this.inverseMass[index] = definition.inverseMass;\n this.inverseInertia[index] = definition.inverseInertia;\n this.linearDamping[index] = definition.linearDamping;\n this.angularDamping[index] = definition.angularDamping;\n this.gravityScale[index] = definition.gravityScale;\n this.sleepTime[index] = definition.sleepTime;\n this.flags[index] = definition.flags;\n this.owners[index] = definition.owner;\n this.counters.bodyAllocations += 1;\n this.counters.liveBodies += 1;\n this.counters.freeBodySlots -= 1;\n return index;\n }\n\n has(index: number, generation: number): boolean {\n return isLive(this.active, this.generations, index, generation);\n }\n\n readPositionInto(\n index: number,\n generation: number,\n output: Float64Array,\n outputOffset: number,\n ): boolean {\n if (!this.has(index, generation)) return false;\n output[outputOffset] = this.positionX[index]!;\n output[outputOffset + 1] = this.positionY[index]!;\n return true;\n }\n\n setPosition(\n index: number,\n generation: number,\n positionX: number,\n positionY: number,\n ): boolean {\n if (!this.has(index, generation)) return false;\n this.positionX[index] = positionX;\n this.positionY[index] = positionY;\n return true;\n }\n\n release(index: number, generation: number): boolean {\n if (!this.has(index, generation)) return false;\n this.active[index] = 0;\n this.positionX[index] = 0;\n this.positionY[index] = 0;\n this.rotationRadians[index] = 0;\n this.localCenterX[index] = 0;\n this.localCenterY[index] = 0;\n this.linearVelocityX[index] = 0;\n this.linearVelocityY[index] = 0;\n this.angularVelocity[index] = 0;\n this.forceX[index] = 0;\n this.forceY[index] = 0;\n this.torque[index] = 0;\n this.inverseMass[index] = 0;\n this.inverseInertia[index] = 0;\n this.linearDamping[index] = 0;\n this.angularDamping[index] = 0;\n this.gravityScale[index] = 0;\n this.sleepTime[index] = 0;\n this.flags[index] = 0;\n this.owners[index] = null;\n this.counters.bodyReleases += 1;\n this.counters.liveBodies -= 1;\n if (generation === MAX_GENERATION) {\n this.nextFree[index] = NO_INDEX;\n this.counters.retiredBodySlots += 1;\n } else {\n this.nextFree[index] = this.freeHead;\n this.freeHead = index;\n this.counters.freeBodySlots += 1;\n }\n return true;\n }\n\n private grow(): void {\n const oldCapacity = this.capacity;\n const capacity = oldCapacity * 2;\n this.positionX = growFloat64(this.positionX, capacity);\n this.positionY = growFloat64(this.positionY, capacity);\n this.rotationRadians = growFloat64(this.rotationRadians, capacity);\n this.localCenterX = growFloat64(this.localCenterX, capacity);\n this.localCenterY = growFloat64(this.localCenterY, capacity);\n this.linearVelocityX = growFloat64(this.linearVelocityX, capacity);\n this.linearVelocityY = growFloat64(this.linearVelocityY, capacity);\n this.angularVelocity = growFloat64(this.angularVelocity, capacity);\n this.forceX = growFloat64(this.forceX, capacity);\n this.forceY = growFloat64(this.forceY, capacity);\n this.torque = growFloat64(this.torque, capacity);\n this.inverseMass = growFloat64(this.inverseMass, capacity);\n this.inverseInertia = growFloat64(this.inverseInertia, capacity);\n this.linearDamping = growFloat64(this.linearDamping, capacity);\n this.angularDamping = growFloat64(this.angularDamping, capacity);\n this.gravityScale = growFloat64(this.gravityScale, capacity);\n this.sleepTime = growFloat64(this.sleepTime, capacity);\n this.flags = growUint32(this.flags, capacity);\n this.generations = growUint32(this.generations, capacity);\n this.owners = growReferences(this.owners, capacity);\n this.active = growUint8(this.active, capacity);\n this.nextFree = growFreeList(this.nextFree, capacity, oldCapacity);\n this.freeHead = oldCapacity;\n this.counters.bodyCapacity = capacity;\n this.counters.bodyCapacityGrowths += 1;\n this.counters.freeBodySlots += capacity - oldCapacity;\n }\n}\n\nexport class ColliderStore2D {\n bodyIndices: Int32Array;\n bodyGenerations: Uint32Array;\n proxyIndices: Int32Array;\n proxyGenerations: Uint32Array;\n flags: Uint32Array;\n generations: Uint32Array;\n shapes: (ShapeRecord2D | null)[];\n materials: (unknown | null)[];\n filters: (unknown | null)[];\n tags: (unknown | null)[];\n handlers: (unknown | null)[];\n owners: (unknown | null)[];\n\n private active: Uint8Array;\n private nextFree: Int32Array;\n private freeHead = NO_INDEX;\n\n constructor(\n private readonly counters: PhysicsOwnershipCounters2D,\n initialCapacity = DEFAULT_CAPACITY,\n ) {\n const capacity = normalizedCapacity(initialCapacity);\n this.bodyIndices = new Int32Array(capacity);\n this.bodyIndices.fill(NO_INDEX);\n this.bodyGenerations = new Uint32Array(capacity);\n this.proxyIndices = new Int32Array(capacity);\n this.proxyIndices.fill(NO_INDEX);\n this.proxyGenerations = new Uint32Array(capacity);\n this.flags = new Uint32Array(capacity);\n this.generations = new Uint32Array(capacity);\n this.shapes = createReferenceArray<ShapeRecord2D>(capacity);\n this.materials = createReferenceArray(capacity);\n this.filters = createReferenceArray(capacity);\n this.tags = createReferenceArray(capacity);\n this.handlers = createReferenceArray(capacity);\n this.owners = createReferenceArray(capacity);\n this.active = new Uint8Array(capacity);\n this.nextFree = createFreeList(capacity, 0);\n this.freeHead = 0;\n counters.colliderCapacity = capacity;\n counters.freeColliderSlots = capacity;\n }\n\n get capacity(): number {\n return this.bodyIndices.length;\n }\n\n allocate(definition: ColliderDefinition2D): number {\n if (this.freeHead === NO_INDEX) this.grow();\n const index = this.freeHead;\n this.freeHead = this.nextFree[index]!;\n this.nextFree[index] = NO_INDEX;\n this.active[index] = 1;\n this.generations[index] = nextGeneration(this.generations[index]!);\n this.bodyIndices[index] = definition.bodyIndex;\n this.bodyGenerations[index] = definition.bodyGeneration;\n this.proxyIndices[index] = NO_INDEX;\n this.proxyGenerations[index] = 0;\n this.flags[index] = definition.flags;\n this.shapes[index] = definition.shape;\n this.materials[index] = definition.material;\n this.filters[index] = definition.filter;\n this.tags[index] = definition.tag;\n this.handlers[index] = definition.handlers;\n this.owners[index] = definition.owner;\n this.counters.colliderAllocations += 1;\n this.counters.liveColliders += 1;\n this.counters.freeColliderSlots -= 1;\n return index;\n }\n\n has(index: number, generation: number): boolean {\n return isLive(this.active, this.generations, index, generation);\n }\n\n shapeAt(index: number, generation: number): ShapeRecord2D | undefined {\n if (!this.has(index, generation)) return undefined;\n return this.shapes[index] ?? undefined;\n }\n\n tagAt(index: number, generation: number): unknown {\n if (!this.has(index, generation)) return undefined;\n return this.tags[index] ?? undefined;\n }\n\n setTag(index: number, generation: number, tag: unknown): boolean {\n if (!this.has(index, generation)) return false;\n this.tags[index] = tag;\n return true;\n }\n\n setProxy(\n index: number,\n generation: number,\n proxyIndex: number,\n proxyGeneration: number,\n ): boolean {\n if (!this.has(index, generation)) return false;\n this.proxyIndices[index] = proxyIndex;\n this.proxyGenerations[index] = proxyGeneration;\n return true;\n }\n\n release(index: number, generation: number): boolean {\n if (!this.has(index, generation)) return false;\n this.active[index] = 0;\n this.bodyIndices[index] = NO_INDEX;\n this.bodyGenerations[index] = 0;\n this.proxyIndices[index] = NO_INDEX;\n this.proxyGenerations[index] = 0;\n this.flags[index] = 0;\n this.shapes[index] = null;\n this.materials[index] = null;\n this.filters[index] = null;\n 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