@woosh/meep-engine 2.138.20 → 2.139.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (491) hide show
  1. package/package.json +1 -1
  2. package/src/core/collection/PairUint32Map.d.ts +100 -0
  3. package/src/core/collection/PairUint32Map.d.ts.map +1 -0
  4. package/src/core/collection/PairUint32Map.js +321 -0
  5. package/src/core/collection/Uint32Map.d.ts +119 -0
  6. package/src/core/collection/Uint32Map.d.ts.map +1 -0
  7. package/src/core/collection/Uint32Map.js +345 -0
  8. package/src/core/collection/array/array_shuffle.d.ts +10 -3
  9. package/src/core/collection/array/array_shuffle.d.ts.map +1 -1
  10. package/src/core/collection/array/array_shuffle.js +27 -22
  11. package/src/core/collection/heap/FibonacciHeap.d.ts +195 -0
  12. package/src/core/collection/heap/FibonacciHeap.d.ts.map +1 -0
  13. package/src/core/collection/heap/FibonacciHeap.js +586 -0
  14. package/src/core/collection/heap/Uint32Heap.js +1 -1
  15. package/src/core/collection/heap/Uint32Heap4.d.ts +169 -0
  16. package/src/core/collection/heap/Uint32Heap4.d.ts.map +1 -0
  17. package/src/core/collection/heap/Uint32Heap4.js +490 -0
  18. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts +27 -0
  19. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts.map +1 -0
  20. package/src/core/geom/3d/line/line3_closest_points_segment_segment.js +88 -0
  21. package/src/core/geom/3d/shape/BoxShape3D.d.ts +61 -0
  22. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -0
  23. package/src/core/geom/3d/shape/BoxShape3D.js +158 -0
  24. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +11 -0
  25. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  26. package/src/core/geom/3d/shape/CapsuleShape3D.js +12 -0
  27. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts +37 -9
  28. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts.map +1 -1
  29. package/src/core/geom/3d/shape/UnitCubeShape3D.js +45 -98
  30. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts +10 -0
  31. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts.map +1 -1
  32. package/src/core/geom/3d/shape/UnitSphereShape3D.js +11 -0
  33. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts +61 -0
  34. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts.map +1 -0
  35. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.js +148 -0
  36. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts +39 -0
  37. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts.map +1 -0
  38. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.js +147 -0
  39. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts +15 -0
  40. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts.map +1 -0
  41. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.js +22 -0
  42. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts +2 -0
  43. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts.map +1 -0
  44. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.js +673 -0
  45. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts +26 -0
  46. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts.map +1 -0
  47. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.js +222 -0
  48. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts +34 -0
  49. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts.map +1 -0
  50. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.js +146 -0
  51. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts +36 -0
  52. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -0
  53. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +232 -0
  54. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts +33 -0
  55. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -0
  56. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +255 -0
  57. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts +68 -0
  58. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -0
  59. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +365 -0
  60. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts +31 -0
  61. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts.map +1 -0
  62. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.js +112 -0
  63. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts +22 -0
  64. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts.map +1 -0
  65. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.js +55 -0
  66. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +32 -0
  67. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts.map +1 -0
  68. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +66 -0
  69. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts +22 -0
  70. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts.map +1 -1
  71. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.js +49 -0
  72. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts +134 -0
  73. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts.map +1 -1
  74. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.js +276 -3
  75. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +17 -0
  76. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -0
  77. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +135 -0
  78. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts +14 -0
  79. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts.map +1 -0
  80. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.js +177 -0
  81. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts.map +1 -1
  82. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +20 -4
  83. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  84. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +5 -3
  85. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.d.ts.map +1 -1
  86. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.js +9 -0
  87. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.d.ts.map +1 -1
  88. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.js +21 -45
  89. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.d.ts.map +1 -1
  90. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.js +7 -1
  91. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts +8 -6
  92. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
  93. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +8 -6
  94. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +22 -0
  95. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts.map +1 -0
  96. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +73 -0
  97. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  98. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +51 -1
  99. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts +10 -0
  100. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -0
  101. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +42 -0
  102. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts +28 -0
  103. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts.map +1 -0
  104. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.js +227 -0
  105. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts +13 -0
  106. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts.map +1 -0
  107. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.js +108 -0
  108. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts +11 -0
  109. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts.map +1 -0
  110. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.js +20 -0
  111. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts +20 -0
  112. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts.map +1 -0
  113. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.js +38 -0
  114. package/src/core/graph/csr/CSRGraph.d.ts +168 -0
  115. package/src/core/graph/csr/CSRGraph.d.ts.map +1 -0
  116. package/src/core/graph/csr/CSRGraph.js +319 -0
  117. package/src/core/graph/metis/cluster_mesh_metis.d.ts +12 -0
  118. package/src/core/graph/metis/cluster_mesh_metis.d.ts.map +1 -1
  119. package/src/core/graph/metis/cluster_mesh_metis.js +12 -0
  120. package/src/core/graph/metis/metis.d.ts +19 -0
  121. package/src/core/graph/metis/metis.d.ts.map +1 -1
  122. package/src/core/graph/metis/metis.js +20 -0
  123. package/src/core/graph/metis/metis_cluster_bs.d.ts +11 -0
  124. package/src/core/graph/metis/metis_cluster_bs.d.ts.map +1 -1
  125. package/src/core/graph/metis/metis_cluster_bs.js +11 -0
  126. package/src/core/graph/metis/metis_options.d.ts +17 -2
  127. package/src/core/graph/metis/metis_options.d.ts.map +1 -1
  128. package/src/core/graph/metis/metis_options.js +17 -2
  129. package/src/core/graph/metis/native/MetisGraph.d.ts +144 -0
  130. package/src/core/graph/metis/native/MetisGraph.d.ts.map +1 -0
  131. package/src/core/graph/metis/native/MetisGraph.js +212 -0
  132. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts +72 -0
  133. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts.map +1 -0
  134. package/src/core/graph/metis/native/bisection/BisectionScratch.js +101 -0
  135. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts +37 -0
  136. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts.map +1 -0
  137. package/src/core/graph/metis/native/bisection/bisect_graph.js +100 -0
  138. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts +15 -0
  139. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts.map +1 -0
  140. package/src/core/graph/metis/native/bisection/compute_2way_params.js +84 -0
  141. package/src/core/graph/metis/native/bisection/fm_2way.d.ts +30 -0
  142. package/src/core/graph/metis/native/bisection/fm_2way.d.ts.map +1 -0
  143. package/src/core/graph/metis/native/bisection/fm_2way.js +290 -0
  144. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts +23 -0
  145. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts.map +1 -0
  146. package/src/core/graph/metis/native/bisection/grow_bisection.js +137 -0
  147. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts +28 -0
  148. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts.map +1 -0
  149. package/src/core/graph/metis/native/bisection/split_graph_two_way.js +119 -0
  150. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts +20 -0
  151. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts.map +1 -0
  152. package/src/core/graph/metis/native/coarsen/coarsen_graph.js +94 -0
  153. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts +24 -0
  154. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts.map +1 -0
  155. package/src/core/graph/metis/native/coarsen/create_coarse_graph.js +158 -0
  156. package/src/core/graph/metis/native/coarsen/match_shem.d.ts +41 -0
  157. package/src/core/graph/metis/native/coarsen/match_shem.d.ts.map +1 -0
  158. package/src/core/graph/metis/native/coarsen/match_shem.js +175 -0
  159. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts +24 -0
  160. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts.map +1 -0
  161. package/src/core/graph/metis/native/initial/initial_kway_bfs.js +122 -0
  162. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts +29 -0
  163. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts.map +1 -0
  164. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.js +170 -0
  165. package/src/core/graph/metis/native/metis_partition_kway.d.ts +41 -0
  166. package/src/core/graph/metis/native/metis_partition_kway.d.ts.map +1 -0
  167. package/src/core/graph/metis/native/metis_partition_kway.js +126 -0
  168. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts +62 -0
  169. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts.map +1 -0
  170. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.js +261 -0
  171. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts +45 -0
  172. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts.map +1 -0
  173. package/src/core/graph/metis/native/refine/RefinementScratch.js +53 -0
  174. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts +18 -0
  175. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts.map +1 -0
  176. package/src/core/graph/metis/native/refine/compute_kway_params.js +138 -0
  177. package/src/core/graph/metis/native/refine/fm_kway.d.ts +63 -0
  178. package/src/core/graph/metis/native/refine/fm_kway.d.ts.map +1 -0
  179. package/src/core/graph/metis/native/refine/fm_kway.js +462 -0
  180. package/src/core/graph/metis/native/refine/project_kway.d.ts +22 -0
  181. package/src/core/graph/metis/native/refine/project_kway.d.ts.map +1 -0
  182. package/src/core/graph/metis/native/refine/project_kway.js +43 -0
  183. package/src/core/graph/metis/native/refine/refine_kway.d.ts +34 -0
  184. package/src/core/graph/metis/native/refine/refine_kway.d.ts.map +1 -0
  185. package/src/core/graph/metis/native/refine/refine_kway.js +43 -0
  186. package/src/core/math/linalg/eigen/matrix_householder_in_place.d.ts +2 -2
  187. package/src/core/math/linalg/eigen/matrix_householder_in_place.js +2 -2
  188. package/src/core/math/linalg/eigen/matrix_qr_in_place.d.ts +6 -4
  189. package/src/core/math/linalg/eigen/matrix_qr_in_place.d.ts.map +1 -1
  190. package/src/core/math/linalg/eigen/matrix_qr_in_place.js +69 -23
  191. package/src/engine/EngineHarness.d.ts +3 -1
  192. package/src/engine/EngineHarness.d.ts.map +1 -1
  193. package/src/engine/EngineHarness.js +3 -0
  194. package/src/engine/control/first-person/DESIGN.md +30 -6
  195. package/src/engine/control/first-person/DESIGN_EXTENSIONS.md +563 -0
  196. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts +102 -9
  197. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts.map +1 -1
  198. package/src/engine/control/first-person/FirstPersonPlayerController.js +38 -3
  199. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts +533 -4
  200. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts.map +1 -1
  201. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.js +315 -6
  202. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +220 -22
  203. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  204. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +858 -241
  205. package/src/engine/control/first-person/TODO.md +127 -0
  206. package/src/engine/control/first-person/abilities/Ability.d.ts +101 -0
  207. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -0
  208. package/src/engine/control/first-person/abilities/Ability.js +119 -0
  209. package/src/engine/control/first-person/abilities/AbilitySet.d.ts +86 -0
  210. package/src/engine/control/first-person/abilities/AbilitySet.d.ts.map +1 -0
  211. package/src/engine/control/first-person/abilities/AbilitySet.js +185 -0
  212. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts +62 -0
  213. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -0
  214. package/src/engine/control/first-person/abilities/LedgeGrab.js +199 -0
  215. package/src/engine/control/first-person/abilities/Mantle.d.ts +45 -0
  216. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -0
  217. package/src/engine/control/first-person/abilities/Mantle.js +188 -0
  218. package/src/engine/control/first-person/abilities/Slide.d.ts +33 -0
  219. package/src/engine/control/first-person/abilities/Slide.d.ts.map +1 -0
  220. package/src/engine/control/first-person/abilities/Slide.js +158 -0
  221. package/src/engine/control/first-person/abilities/WallJump.d.ts +45 -0
  222. package/src/engine/control/first-person/abilities/WallJump.d.ts.map +1 -0
  223. package/src/engine/control/first-person/abilities/WallJump.js +131 -0
  224. package/src/engine/control/first-person/abilities/WallRun.d.ts +44 -0
  225. package/src/engine/control/first-person/abilities/WallRun.d.ts.map +1 -0
  226. package/src/engine/control/first-person/abilities/WallRun.js +180 -0
  227. package/src/engine/control/first-person/composer/EyeOffsetStack.d.ts +49 -0
  228. package/src/engine/control/first-person/composer/EyeOffsetStack.d.ts.map +1 -0
  229. package/src/engine/control/first-person/composer/EyeOffsetStack.js +60 -0
  230. package/src/engine/control/first-person/mastery/BreathRhythmEvaluator.d.ts +100 -0
  231. package/src/engine/control/first-person/mastery/BreathRhythmEvaluator.d.ts.map +1 -0
  232. package/src/engine/control/first-person/mastery/BreathRhythmEvaluator.js +133 -0
  233. package/src/engine/control/first-person/mastery/DecisionPoint.d.ts +10 -0
  234. package/src/engine/control/first-person/mastery/DecisionPoint.d.ts.map +1 -0
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@@ -0,0 +1,520 @@
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+ /**
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+ * Rigid-body physics system.
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+ *
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+ * v1 scope: pool + active list + two BVHs (static / dynamic), Transform sync
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+ * contract, and the user-facing API surface (gravity, force / impulse, layer
6
+ * filtering, wake / sleep, contact filter). The per-step simulation pipeline
7
+ * (broadphase pair generation, narrowphase, solver, islands, sleep test,
8
+ * contact-event emission) is built on top of this skeleton in subsequent
9
+ * iterations.
10
+ *
11
+ * Dependency tuple is `(RigidBody, Collider, Transform)` — every body has
12
+ * exactly one collider on the same entity. Compound bodies via child collider
13
+ * entities are an extension point handled by a follow-up sub-observer.
14
+ *
15
+ * @author Alex Goldring
16
+ * @copyright Company Named Limited (c) 2026
17
+ */
18
+ export class PhysicsSystem extends System<any, any, any, any, any> {
19
+ constructor();
20
+ dependencies: (typeof Transform | typeof RigidBody)[];
21
+ components_used: (ResourceAccessSpecification<typeof Transform> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider>)[];
22
+ /**
23
+ * @type {BodyStorage}
24
+ */
25
+ storage: BodyStorage;
26
+ /**
27
+ * @type {BVH}
28
+ */
29
+ staticBvh: BVH;
30
+ /**
31
+ * @type {BVH}
32
+ */
33
+ dynamicBvh: BVH;
34
+ /**
35
+ * Persistent contact-manifold cache. One slot per active pair.
36
+ * @type {ManifoldStore}
37
+ */
38
+ manifolds: ManifoldStore;
39
+ /**
40
+ * Per-frame list of broadphase-overlapping pairs (canonical
41
+ * `(min, max)`). Cleared at the top of each step.
42
+ * @type {PairList}
43
+ */
44
+ pairs: PairList;
45
+ /**
46
+ * Per-frame contact-event buffer. Populated by the manifold diff
47
+ * pass at end-of-step and consumed by the dispatch pass.
48
+ * @type {ContactEventBuffer}
49
+ */
50
+ contactEvents: ContactEventBuffer;
51
+ /**
52
+ * Per-frame island partitioning of the awake-body + contact graph.
53
+ * Rebuilt after narrowphase, consumed by the solver (and, in the
54
+ * follow-up slice, by the per-island atomic sleep test). Bodies
55
+ * static and kinematic act as constraint anchors and do not enlarge
56
+ * islands.
57
+ * @type {IslandBuilder}
58
+ */
59
+ islands: IslandBuilder;
60
+ /**
61
+ * Velocity-squared threshold below which a body is eligible to start
62
+ * accumulating sleep time. Combined linear + angular kinetic-ish
63
+ * metric: `vx²+vy²+vz² + ωx²+ωy²+ωz²`. Default 0.01 corresponds to
64
+ * ~0.1 m/s linear or ~0.1 rad/s angular.
65
+ * @type {number}
66
+ */
67
+ sleepVelocitySqrThreshold: number;
68
+ /**
69
+ * Number of TGS substeps per fixed tick. Each substep does
70
+ * `integrate_velocity → solve_contacts → integrate_position` with
71
+ * `dt / substeps` as its time step; narrowphase + island building
72
+ * run once per tick before the substep loop. Higher values give
73
+ * better convergence on tall stacks (impulses propagate through
74
+ * deeper contact chains thanks to per-substep position
75
+ * integration) at proportionally higher solver cost.
76
+ *
77
+ * Box2D's default is 4; we match. Set to 1 to fall back to
78
+ * classic PGS behaviour (one solve per tick at full `dt`).
79
+ * @type {number}
80
+ */
81
+ solverSubsteps: number;
82
+ /**
83
+ * Velocity iterations within each TGS substep. With 4 substeps,
84
+ * the total iterations per tick is `solverSubsteps × this` = 8 —
85
+ * comparable to the classic PGS default of 10, but distributed
86
+ * across substeps with position integration between them, which
87
+ * is dramatically more stable on stacks.
88
+ * @type {number}
89
+ */
90
+ solverItersPerSubstep: number;
91
+ /**
92
+ * Seconds of below-threshold motion before a body is moved to the
93
+ * sleeping set. Box2D default is 0.5 s.
94
+ * @type {number}
95
+ */
96
+ sleepTimeThreshold: number;
97
+ /**
98
+ * Reusable contact-event payload. Listeners must copy any fields they
99
+ * intend to retain past their own scope. Reset before each dispatch.
100
+ * @private
101
+ */
102
+ private __contact_payload;
103
+ /**
104
+ * World gravity, m/s². Applied each step scaled by per-body gravityScale.
105
+ * @readonly
106
+ * @type {Vector3}
107
+ */
108
+ readonly gravity: Vector3;
109
+ /**
110
+ * Emitted at end-of-step for newly established contact pairs.
111
+ * @readonly
112
+ * @type {Signal}
113
+ */
114
+ readonly onContactBegin: Signal;
115
+ /**
116
+ * Emitted at end-of-step for contact pairs that persisted from the previous step.
117
+ * @readonly
118
+ * @type {Signal}
119
+ */
120
+ readonly onContactStay: Signal;
121
+ /**
122
+ * Emitted at end-of-step for contact pairs that disappeared.
123
+ * @readonly
124
+ * @type {Signal}
125
+ */
126
+ readonly onContactEnd: Signal;
127
+ /**
128
+ * Optional global contact filter. Called for each surviving broadphase
129
+ * pair; returning `false` discards the pair.
130
+ * @type {((entityA: number, entityB: number, colliderA: Collider, colliderB: Collider) => boolean) | null}
131
+ * @private
132
+ */
133
+ private __contact_filter;
134
+ /**
135
+ * Per-body component side-tables indexed by body index (NOT packed id).
136
+ * Sparse arrays — populated at link, cleared at unlink. The hot loop
137
+ * iterates `storage.awake_at(i)` and dereferences these.
138
+ * @type {RigidBody[]}
139
+ */
140
+ __bodies: RigidBody[];
141
+ /** @type {Transform[]} */
142
+ __transforms: Transform[];
143
+ /**
144
+ * Per-body list of attached colliders. Each entry stores the
145
+ * Collider component, its world Transform, the entity that owns
146
+ * it (the body entity for same-entity attachments, a child entity
147
+ * for compound bodies), and the BVH leaf id assigned at attach
148
+ * time. A body may have zero or more attached colliders.
149
+ *
150
+ * @type {Array<Array<{collider: Collider, transform: Transform, entity: number, bvhNode: number}>>}
151
+ */
152
+ __body_collider_lists: Array<Array<{
153
+ collider: Collider;
154
+ transform: Transform;
155
+ entity: number;
156
+ bvhNode: number;
157
+ }>>;
158
+ /**
159
+ * Bound reference to {@link __pair_filter} so we hand the same
160
+ * callable to {@link generate_pairs} each step without per-step
161
+ * allocation.
162
+ * @private
163
+ */
164
+ private __pair_filter_bound;
165
+ /**
166
+ * Symmetric layer/mask check + optional user callback. Called per
167
+ * candidate pair during broadphase. Returns `true` to accept the pair.
168
+ *
169
+ * Layer/mask rule: pair (A, B) collides iff
170
+ * `(A.layer & B.mask) !== 0 && (B.layer & A.mask) !== 0`.
171
+ * The user's contact-filter callback is consulted only for pairs that
172
+ * pass the bitmask test (cheap gate first).
173
+ *
174
+ * @private
175
+ * @param {number} idA packed body id
176
+ * @param {number} idB packed body id
177
+ * @returns {boolean}
178
+ */
179
+ private __pair_filter;
180
+ /**
181
+ * First attached collider of a body, or `null` if none. Used by the
182
+ * solver to read material parameters (friction / restitution) when the
183
+ * per-contact source-collider identity isn't tracked yet (v1 limitation
184
+ * — multi-collider bodies with mixed materials lose precision here).
185
+ *
186
+ * @private
187
+ * @param {number} body_idx
188
+ * @returns {Collider|null}
189
+ */
190
+ private __primary_collider;
191
+ /**
192
+ * Replace the world gravity vector. Effective on the next step.
193
+ * @param {Vector3|{x:number,y:number,z:number}} v
194
+ */
195
+ setGravity(v: Vector3 | {
196
+ x: number;
197
+ y: number;
198
+ z: number;
199
+ }): void;
200
+ /**
201
+ * Install (or remove with `null`) the contact filter callback.
202
+ * @param {((entityA:number, entityB:number, colliderA:Collider, colliderB:Collider) => boolean) | null} fn
203
+ */
204
+ setContactFilter(fn: (entityA: number, entityB: number, colliderA: Collider, colliderB: Collider) => boolean): void;
205
+ /**
206
+ * @returns {((entityA:number, entityB:number, colliderA:Collider, colliderB:Collider) => boolean) | null}
207
+ */
208
+ getContactFilter(): (entityA: number, entityB: number, colliderA: Collider, colliderB: Collider) => boolean;
209
+ /**
210
+ * @private
211
+ * @param {RigidBody} rb
212
+ * @param {Collider} collider
213
+ * @param {Transform} transform
214
+ * @returns {number} BVH node id
215
+ */
216
+ private __insert_into_broadphase;
217
+ /**
218
+ * @private
219
+ * @param {RigidBody} rb
220
+ * @param {number} node
221
+ */
222
+ private __remove_from_broadphase;
223
+ /**
224
+ * Lifecycle entry: invoked when an entity gains the (RigidBody, Transform)
225
+ * tuple. Allocates the body's slot in storage and seeds an empty collider
226
+ * list. Colliders are attached separately via {@link attach_collider} (the
227
+ * paired {@link ColliderObserverSystem} drives this from the dataset; in
228
+ * tests, call manually).
229
+ *
230
+ * @param {RigidBody} rigidBody
231
+ * @param {Transform} transform
232
+ * @param {number} entity
233
+ */
234
+ link(rigidBody: RigidBody, transform: Transform, entity: number): void;
235
+ /**
236
+ * Detach every collider attached to this body, free its slot, and clear
237
+ * the side-tables.
238
+ *
239
+ * @param {RigidBody} rigidBody
240
+ * @param {Transform} transform
241
+ * @param {number} entity
242
+ */
243
+ unlink(rigidBody: RigidBody, transform: Transform, entity: number): void;
244
+ /**
245
+ * Attach a collider to an existing body. The collider can live on the
246
+ * same entity as the body (single-collider body) or on a child entity
247
+ * (compound body). The world transform passed here is the collider's
248
+ * own — for a same-entity collider it is the body's Transform; for a
249
+ * child collider it is the child entity's Transform.
250
+ *
251
+ * Idempotent — re-attaching the same collider is a no-op.
252
+ *
253
+ * @param {number} body_entity entity that owns the body
254
+ * @param {Collider} collider
255
+ * @param {Transform} transform world transform of the collider
256
+ * @param {number} [collider_entity] entity owning the collider (defaults to body_entity)
257
+ */
258
+ attach_collider(body_entity: number, collider: Collider, transform: Transform, collider_entity?: number): void;
259
+ /**
260
+ * Reverse of {@link attach_collider}. Idempotent.
261
+ *
262
+ * @param {number} body_entity
263
+ * @param {Collider} collider
264
+ */
265
+ detach_collider(body_entity: number, collider: Collider): void;
266
+ /**
267
+ * Linear scan over body slots looking for the one whose entity matches.
268
+ * O(N) where N is the live body count — only called on the link/unlink
269
+ * paths, not during simulation, so the scan cost is bounded.
270
+ *
271
+ * @private
272
+ * @param {number} entity
273
+ * @returns {number} body index or -1
274
+ */
275
+ private __find_body_index_by_entity;
276
+ /**
277
+ * Resolve a packed body id to its entity, or `-1` if the id is stale.
278
+ * @param {number} packed_body_id
279
+ * @returns {number}
280
+ */
281
+ entityOf(packed_body_id: number): number;
282
+ /**
283
+ * Number of live bodies (regardless of awake/sleeping state).
284
+ * @returns {number}
285
+ */
286
+ get bodyCount(): number;
287
+ /**
288
+ * Apply an instantaneous change of momentum at the body's centre of mass.
289
+ * Linear-only — see {@link applyImpulseAt} for an off-centre impulse that
290
+ * also produces angular response.
291
+ *
292
+ * Wakes the body if it is asleep.
293
+ *
294
+ * @param {RigidBody} rigidBody
295
+ * @param {Vector3|{x:number,y:number,z:number}} impulse
296
+ */
297
+ applyImpulse(rigidBody: RigidBody, impulse: Vector3 | {
298
+ x: number;
299
+ y: number;
300
+ z: number;
301
+ }): void;
302
+ /**
303
+ * Apply an instantaneous change of momentum at a specific world-space point.
304
+ * Off-centre impulses produce both linear (Δv = P/m) and angular
305
+ * (Δω = I_w⁻¹·(r × P)) response.
306
+ *
307
+ * Wakes the body if it is asleep.
308
+ *
309
+ * @param {RigidBody} rigidBody
310
+ * @param {Transform} transform body's current world Transform (used for r and I_w)
311
+ * @param {Vector3|{x:number,y:number,z:number}} impulse
312
+ * @param {Vector3|{x:number,y:number,z:number}} worldPoint
313
+ */
314
+ applyImpulseAt(rigidBody: RigidBody, transform: Transform, impulse: Vector3 | {
315
+ x: number;
316
+ y: number;
317
+ z: number;
318
+ }, worldPoint: Vector3 | {
319
+ x: number;
320
+ y: number;
321
+ z: number;
322
+ }): void;
323
+ /**
324
+ * Accumulate a continuous torque (world-space) for integration on the
325
+ * next fixedUpdate. Pairs with {@link applyForce} for the rotational case.
326
+ *
327
+ * Wakes the body if asleep.
328
+ *
329
+ * @param {RigidBody} rigidBody
330
+ * @param {Vector3|{x:number,y:number,z:number}} torque
331
+ */
332
+ applyTorque(rigidBody: RigidBody, torque: Vector3 | {
333
+ x: number;
334
+ y: number;
335
+ z: number;
336
+ }): void;
337
+ /**
338
+ * Apply a continuous force at a specific world-space point. The force
339
+ * generates both a linear acceleration (F/m) and a torque (r × F) about
340
+ * the body's centre of mass.
341
+ *
342
+ * Wakes the body if asleep.
343
+ *
344
+ * @param {RigidBody} rigidBody
345
+ * @param {Transform} transform body's current world Transform
346
+ * @param {Vector3|{x:number,y:number,z:number}} force
347
+ * @param {Vector3|{x:number,y:number,z:number}} worldPoint
348
+ */
349
+ applyForceAt(rigidBody: RigidBody, transform: Transform, force: Vector3 | {
350
+ x: number;
351
+ y: number;
352
+ z: number;
353
+ }, worldPoint: Vector3 | {
354
+ x: number;
355
+ y: number;
356
+ z: number;
357
+ }): void;
358
+ /**
359
+ * Accumulate a continuous force to be integrated next fixedUpdate step.
360
+ * Wakes the body if asleep.
361
+ *
362
+ * @param {RigidBody} rigidBody
363
+ * @param {Vector3|{x:number,y:number,z:number}} force
364
+ */
365
+ applyForce(rigidBody: RigidBody, force: Vector3 | {
366
+ x: number;
367
+ y: number;
368
+ z: number;
369
+ }): void;
370
+ /**
371
+ * Replace the linear velocity. Wakes the body if asleep.
372
+ *
373
+ * @param {RigidBody} rigidBody
374
+ * @param {Vector3|{x:number,y:number,z:number}} v
375
+ */
376
+ setLinearVelocity(rigidBody: RigidBody, v: Vector3 | {
377
+ x: number;
378
+ y: number;
379
+ z: number;
380
+ }): void;
381
+ /**
382
+ * Force the body awake. Static bodies are ignored.
383
+ * @param {RigidBody} rigidBody
384
+ */
385
+ wake(rigidBody: RigidBody): void;
386
+ /**
387
+ * Force the body asleep. Dynamic bodies will not re-enter the active list
388
+ * until a wake event occurs.
389
+ * @param {RigidBody} rigidBody
390
+ */
391
+ sleep(rigidBody: RigidBody): void;
392
+ /**
393
+ * Wake a body and atomically wake every other body it was last sleeping
394
+ * with (its "sleep group"). Sleep groups are circular doubly-linked lists
395
+ * threaded through every member of an island when it sleeps atomically;
396
+ * waking any one member walks the chain and wakes the rest in the same
397
+ * call.
398
+ *
399
+ * Without this, a 100-block stack hit at the base would wake one block
400
+ * per frame as the broadphase propagated awareness up the stack — a
401
+ * visible ~1.6 s wave at 60 fps. Atomic wake eliminates the wave.
402
+ *
403
+ * No-op for non-dynamic bodies. Idempotent for already-awake bodies.
404
+ * @private
405
+ * @param {RigidBody} rb
406
+ */
407
+ private __wake_body;
408
+ /**
409
+ * Atomically put every body in a contiguous range of island members to
410
+ * sleep. Members are threaded into a circular doubly-linked list so any
411
+ * future `wake` on any member walks the chain and revives them all.
412
+ *
413
+ * Velocities are zeroed because the body is by definition at rest at
414
+ * this point — the alternative (storing residual velocities for "softer"
415
+ * wake) is what Bullet does, but for a deterministic game-physics target
416
+ * fully resetting is simpler and avoids drift while sleeping.
417
+ *
418
+ * @private
419
+ * @param {Uint32Array} member_array view (or full array) of body indices
420
+ * @param {number} start
421
+ * @param {number} end
422
+ */
423
+ private __atomic_sleep_island_range;
424
+ /**
425
+ * Get the body index for a packed body id without revalidation. Used by
426
+ * query traversals that already trust the id came from a live BVH leaf.
427
+ * @param {number} packed_body_id
428
+ * @returns {number}
429
+ */
430
+ __index_of(packed_body_id: number): number;
431
+ /**
432
+ * Broadphase raycast against both BVHs. Fills `result` with the nearest
433
+ * hit and returns `true` on hit, `false` on miss.
434
+ *
435
+ * Narrowphase refinement against the actual shape geometry is a
436
+ * follow-up — for now `result.t` is the distance to the leaf's
437
+ * inflated AABB and `result.normal` is the AABB face normal. Both are
438
+ * exact for AABB-shaped colliders.
439
+ *
440
+ * @param {Ray3} ray origin + unit direction + `tMax`
441
+ * @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
442
+ * @param {(entity:number, collider:Collider)=>boolean} [filter] defaults
443
+ * to {@link returnTrue} (accept every candidate)
444
+ * @returns {boolean}
445
+ */
446
+ raycast(ray: Ray3, result: PhysicsSurfacePoint, filter?: (entity: number, collider: Collider) => boolean): boolean;
447
+ /**
448
+ * Run one simulation step. v1 pipeline: integrate velocity → integrate
449
+ * position → refit broadphase AABBs. Narrowphase, solver, islands and
450
+ * contact-event emission land in subsequent slices.
451
+ *
452
+ * @param {number} dt
453
+ */
454
+ /**
455
+ * Wake any sleeping body that appears in this step's broadphase pair list.
456
+ * A pair means the BVH AABBs overlap — even if the sleeper hasn't moved,
457
+ * an awake neighbour has come into contact range and the sleeper must
458
+ * participate in narrowphase / solve.
459
+ * @private
460
+ */
461
+ private __wake_pairs;
462
+ /**
463
+ * Per-island atomic sleep test. Walks each island once and applies the
464
+ * decision uniformly across all members:
465
+ *
466
+ * - If any member carries {@link RigidBodyFlags.DisableSleep}, the
467
+ * entire island is exempt; every member's sleep_timer is reset.
468
+ * - If `max(|v|² + |ω|²)` across all members is below
469
+ * {@link sleepVelocitySqrThreshold}, every member's sleep_timer is
470
+ * incremented by `dt`. When the smallest member's timer crosses
471
+ * {@link sleepTimeThreshold}, the whole island sleeps atomically in
472
+ * the same step (members get threaded into a sleep-group chain so
473
+ * {@link __wake_body} can wake them all in one call).
474
+ * - Otherwise the island has at least one active member, so every
475
+ * member's timer is reset.
476
+ *
477
+ * This is the design-plan atomic-island sleep — replaces the per-body
478
+ * approximation that lived in this slot during the previous slice.
479
+ * Weakly-connected piles no longer chatter awake when a single member
480
+ * blips above threshold; piles fall asleep and wake up as one.
481
+ *
482
+ * @private
483
+ * @param {number} dt
484
+ */
485
+ private __sleep_test;
486
+ /**
487
+ * Dispatch every buffered contact event through:
488
+ * - the system-level Signals ({@link onContactBegin}/Stay/End), always; and
489
+ * - the entity-level event channel via `dataset.sendEvent(entity, name, payload)`,
490
+ * when a dataset is attached.
491
+ *
492
+ * Payload is a reused scratch object; listeners must copy anything they
493
+ * intend to retain past the listener body.
494
+ * @private
495
+ */
496
+ private __dispatch_contact_events;
497
+ fixedUpdate(dt: any): void;
498
+ /**
499
+ * @readonly
500
+ * @type {boolean}
501
+ */
502
+ readonly isPhysicsSystem: boolean;
503
+ }
504
+ import { System } from "../../ecs/System.js";
505
+ import { Transform } from "../../ecs/transform/Transform.js";
506
+ import { RigidBody } from "./RigidBody.js";
507
+ import { ResourceAccessSpecification } from "../../../core/model/ResourceAccessSpecification.js";
508
+ import { Collider } from "./Collider.js";
509
+ import { BodyStorage } from "../body/BodyStorage.js";
510
+ import { BVH } from "../../../core/bvh2/bvh3/BVH.js";
511
+ import { ManifoldStore } from "../contact/ManifoldStore.js";
512
+ import { PairList } from "../broadphase/PairList.js";
513
+ import { ContactEventBuffer } from "../events/ContactEventBuffer.js";
514
+ import { IslandBuilder } from "../island/IslandBuilder.js";
515
+ import Vector3 from "../../../core/geom/Vector3.js";
516
+ import Signal from "../../../core/events/signal/Signal.js";
517
+ import { BodyKind } from "./BodyKind.js";
518
+ import { RigidBodyFlags } from "./RigidBodyFlags.js";
519
+ export { BodyKind, RigidBodyFlags };
520
+ //# sourceMappingURL=PhysicsSystem.d.ts.map
@@ -0,0 +1 @@
1
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