@woosh/meep-engine 2.138.20 → 2.140.0

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 (584) hide show
  1. package/package.json +1 -1
  2. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts +3 -3
  3. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.d.ts.map +1 -1
  4. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_aabb.js +4 -4
  5. package/src/core/collection/PairUint32Map.d.ts +100 -0
  6. package/src/core/collection/PairUint32Map.d.ts.map +1 -0
  7. package/src/core/collection/PairUint32Map.js +321 -0
  8. package/src/core/collection/Uint32Map.d.ts +119 -0
  9. package/src/core/collection/Uint32Map.d.ts.map +1 -0
  10. package/src/core/collection/Uint32Map.js +345 -0
  11. package/src/core/collection/array/array_shuffle.d.ts +10 -3
  12. package/src/core/collection/array/array_shuffle.d.ts.map +1 -1
  13. package/src/core/collection/array/array_shuffle.js +27 -22
  14. package/src/core/collection/heap/FibonacciHeap.d.ts +195 -0
  15. package/src/core/collection/heap/FibonacciHeap.d.ts.map +1 -0
  16. package/src/core/collection/heap/FibonacciHeap.js +586 -0
  17. package/src/core/collection/heap/Uint32Heap.js +1 -1
  18. package/src/core/collection/heap/Uint32Heap4.d.ts +169 -0
  19. package/src/core/collection/heap/Uint32Heap4.d.ts.map +1 -0
  20. package/src/core/collection/heap/Uint32Heap4.js +490 -0
  21. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +30 -0
  22. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -0
  23. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +93 -0
  24. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts +27 -0
  25. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts.map +1 -0
  26. package/src/core/geom/3d/line/line3_closest_points_segment_segment.js +88 -0
  27. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +54 -0
  28. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -0
  29. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +69 -0
  30. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +24 -2
  31. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  32. package/src/core/geom/3d/shape/AbstractShape3D.js +24 -1
  33. package/src/core/geom/3d/shape/BoxShape3D.d.ts +61 -0
  34. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -0
  35. package/src/core/geom/3d/shape/BoxShape3D.js +158 -0
  36. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +11 -0
  37. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  38. package/src/core/geom/3d/shape/CapsuleShape3D.js +12 -0
  39. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +148 -0
  40. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -0
  41. package/src/core/geom/3d/shape/HeightMapShape3D.js +451 -0
  42. package/src/core/geom/3d/shape/MeshShape3D.d.ts +210 -0
  43. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -0
  44. package/src/core/geom/3d/shape/MeshShape3D.js +593 -0
  45. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/TransformedShape3D.js +46 -2
  47. package/src/core/geom/3d/shape/Triangle3D.d.ts +95 -0
  48. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -0
  49. package/src/core/geom/3d/shape/Triangle3D.js +318 -0
  50. package/src/core/geom/3d/shape/UnionShape3D.js +13 -0
  51. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts +37 -9
  52. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts.map +1 -1
  53. package/src/core/geom/3d/shape/UnitCubeShape3D.js +45 -98
  54. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts +10 -0
  55. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/UnitSphereShape3D.js +11 -0
  57. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts +30 -0
  58. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts.map +1 -0
  59. package/src/core/geom/3d/shape/shape_mesh_from_geometry.js +64 -0
  60. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts +61 -0
  61. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts.map +1 -0
  62. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.js +148 -0
  63. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts +39 -0
  64. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts.map +1 -0
  65. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.js +147 -0
  66. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts +15 -0
  67. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts.map +1 -0
  68. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.js +22 -0
  69. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts +2 -0
  70. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts.map +1 -0
  71. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.js +671 -0
  72. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts +28 -0
  73. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts.map +1 -0
  74. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.js +48 -0
  75. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts +26 -0
  76. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts.map +1 -0
  77. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.js +222 -0
  78. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts +34 -0
  79. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts.map +1 -0
  80. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.js +146 -0
  81. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts +36 -0
  82. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -0
  83. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +232 -0
  84. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts +33 -0
  85. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -0
  86. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +255 -0
  87. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts +68 -0
  88. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -0
  89. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +387 -0
  90. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts +35 -0
  91. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts.map +1 -0
  92. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.js +140 -0
  93. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts +31 -0
  94. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts.map +1 -0
  95. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.js +97 -0
  96. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +32 -0
  97. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts.map +1 -0
  98. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +66 -0
  99. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts +41 -0
  100. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts.map +1 -1
  101. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.js +124 -13
  102. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts +134 -0
  103. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts.map +1 -1
  104. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.js +276 -3
  105. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +17 -0
  106. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -0
  107. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +135 -0
  108. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts +14 -0
  109. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts.map +1 -0
  110. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.js +177 -0
  111. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts.map +1 -1
  112. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +20 -4
  113. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  114. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +5 -3
  115. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.d.ts.map +1 -1
  116. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.js +9 -0
  117. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.d.ts.map +1 -1
  118. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.js +21 -45
  119. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.d.ts.map +1 -1
  120. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.js +7 -1
  121. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts +8 -6
  122. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
  123. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +8 -6
  124. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +22 -0
  125. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts.map +1 -0
  126. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +73 -0
  127. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  128. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +51 -1
  129. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts +10 -0
  130. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -0
  131. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +42 -0
  132. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts +28 -0
  133. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts.map +1 -0
  134. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.js +227 -0
  135. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts +13 -0
  136. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts.map +1 -0
  137. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.js +108 -0
  138. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts +11 -0
  139. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts.map +1 -0
  140. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.js +20 -0
  141. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts +20 -0
  142. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts.map +1 -0
  143. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.js +38 -0
  144. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts +2 -2
  145. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts.map +1 -1
  146. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.js +1 -1
  147. package/src/core/geom/vec3/v3_dot_array_array.d.ts +3 -3
  148. package/src/core/geom/vec3/v3_dot_array_array.d.ts.map +1 -1
  149. package/src/core/geom/vec3/v3_dot_array_array.js +2 -2
  150. package/src/core/geom/vec3/v3_negate_array.d.ts +3 -3
  151. package/src/core/geom/vec3/v3_negate_array.d.ts.map +1 -1
  152. package/src/core/geom/vec3/v3_negate_array.js +2 -2
  153. package/src/core/geom/vec3/v3_quat3_apply.d.ts +29 -0
  154. package/src/core/geom/vec3/v3_quat3_apply.d.ts.map +1 -0
  155. package/src/core/geom/vec3/v3_quat3_apply.js +39 -0
  156. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts +30 -0
  157. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts.map +1 -0
  158. package/src/core/geom/vec3/v3_quat3_apply_inverse.js +41 -0
  159. package/src/core/geom/vec3/v3_triple_cross_product.d.ts +32 -0
  160. package/src/core/geom/vec3/v3_triple_cross_product.d.ts.map +1 -0
  161. package/src/core/geom/vec3/v3_triple_cross_product.js +45 -0
  162. package/src/core/graph/csr/CSRGraph.d.ts +168 -0
  163. package/src/core/graph/csr/CSRGraph.d.ts.map +1 -0
  164. package/src/core/graph/csr/CSRGraph.js +319 -0
  165. package/src/core/graph/metis/cluster_mesh_metis.d.ts +12 -0
  166. package/src/core/graph/metis/cluster_mesh_metis.d.ts.map +1 -1
  167. package/src/core/graph/metis/cluster_mesh_metis.js +12 -0
  168. package/src/core/graph/metis/metis.d.ts +19 -0
  169. package/src/core/graph/metis/metis.d.ts.map +1 -1
  170. package/src/core/graph/metis/metis.js +20 -0
  171. package/src/core/graph/metis/metis_cluster_bs.d.ts +11 -0
  172. package/src/core/graph/metis/metis_cluster_bs.d.ts.map +1 -1
  173. package/src/core/graph/metis/metis_cluster_bs.js +11 -0
  174. package/src/core/graph/metis/metis_options.d.ts +17 -2
  175. package/src/core/graph/metis/metis_options.d.ts.map +1 -1
  176. package/src/core/graph/metis/metis_options.js +17 -2
  177. package/src/core/graph/metis/native/MetisGraph.d.ts +144 -0
  178. package/src/core/graph/metis/native/MetisGraph.d.ts.map +1 -0
  179. package/src/core/graph/metis/native/MetisGraph.js +212 -0
  180. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts +72 -0
  181. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts.map +1 -0
  182. package/src/core/graph/metis/native/bisection/BisectionScratch.js +101 -0
  183. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts +37 -0
  184. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts.map +1 -0
  185. package/src/core/graph/metis/native/bisection/bisect_graph.js +100 -0
  186. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts +15 -0
  187. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts.map +1 -0
  188. package/src/core/graph/metis/native/bisection/compute_2way_params.js +84 -0
  189. package/src/core/graph/metis/native/bisection/fm_2way.d.ts +30 -0
  190. package/src/core/graph/metis/native/bisection/fm_2way.d.ts.map +1 -0
  191. package/src/core/graph/metis/native/bisection/fm_2way.js +290 -0
  192. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts +23 -0
  193. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts.map +1 -0
  194. package/src/core/graph/metis/native/bisection/grow_bisection.js +137 -0
  195. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts +28 -0
  196. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts.map +1 -0
  197. package/src/core/graph/metis/native/bisection/split_graph_two_way.js +119 -0
  198. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts +20 -0
  199. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts.map +1 -0
  200. package/src/core/graph/metis/native/coarsen/coarsen_graph.js +94 -0
  201. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts +24 -0
  202. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts.map +1 -0
  203. package/src/core/graph/metis/native/coarsen/create_coarse_graph.js +158 -0
  204. package/src/core/graph/metis/native/coarsen/match_shem.d.ts +41 -0
  205. package/src/core/graph/metis/native/coarsen/match_shem.d.ts.map +1 -0
  206. package/src/core/graph/metis/native/coarsen/match_shem.js +175 -0
  207. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts +24 -0
  208. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts.map +1 -0
  209. package/src/core/graph/metis/native/initial/initial_kway_bfs.js +122 -0
  210. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts +29 -0
  211. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts.map +1 -0
  212. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.js +170 -0
  213. package/src/core/graph/metis/native/metis_partition_kway.d.ts +41 -0
  214. package/src/core/graph/metis/native/metis_partition_kway.d.ts.map +1 -0
  215. package/src/core/graph/metis/native/metis_partition_kway.js +126 -0
  216. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts +62 -0
  217. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts.map +1 -0
  218. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.js +261 -0
  219. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts +45 -0
  220. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts.map +1 -0
  221. package/src/core/graph/metis/native/refine/RefinementScratch.js +53 -0
  222. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts +18 -0
  223. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts.map +1 -0
  224. package/src/core/graph/metis/native/refine/compute_kway_params.js +138 -0
  225. package/src/core/graph/metis/native/refine/fm_kway.d.ts +63 -0
  226. package/src/core/graph/metis/native/refine/fm_kway.d.ts.map +1 -0
  227. package/src/core/graph/metis/native/refine/fm_kway.js +462 -0
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@@ -0,0 +1,628 @@
1
+ /**
2
+ * Rigid-body physics system.
3
+ *
4
+ * v1 scope: pool + active list + two BVHs (static / dynamic), Transform sync
5
+ * 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)[];
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+ components_used: (ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof Transform>)[];
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+ /**
23
+ * @type {BodyStorage}
24
+ */
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+ storage: BodyStorage;
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+ /**
27
+ * @type {BVH}
28
+ */
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+ staticBvh: BVH;
30
+ /**
31
+ * @type {BVH}
32
+ */
33
+ dynamicBvh: BVH;
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+ /**
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
+ * Seconds of below-threshold motion before a body is moved to the
70
+ * sleeping set. Box2D default is 0.5 s.
71
+ * @type {number}
72
+ */
73
+ sleepTimeThreshold: number;
74
+ /**
75
+ * Number of TGS substeps per `fixedUpdate`. Each substep re-runs the
76
+ * velocity + position solve at `dt / substeps` against contacts whose
77
+ * penetration is re-derived analytically from the bodies' moved poses
78
+ * — narrowphase still runs once per outer step. Higher counts buy
79
+ * stack stability, high-mass-ratio robustness, and smoother
80
+ * trajectories at a near-linear solver cost (sleeping islands are
81
+ * unaffected — they never enter the loop).
82
+ *
83
+ * `1` reproduces the non-substepped (single-step) solve.
84
+ * @type {number}
85
+ */
86
+ substeps: number;
87
+ /**
88
+ * Velocity iterations per substep. Lower than a single-step solver
89
+ * would need, because the substep loop revisits the contact set
90
+ * `substeps` times.
91
+ * @type {number}
92
+ */
93
+ velocityIterations: number;
94
+ /**
95
+ * Position (split-impulse) iterations per substep.
96
+ * @type {number}
97
+ */
98
+ positionIterations: number;
99
+ /**
100
+ * Reusable contact-event payload. Listeners must copy any fields they
101
+ * intend to retain past their own scope. Reset before each dispatch.
102
+ * @private
103
+ */
104
+ private __contact_payload;
105
+ /**
106
+ * World gravity, m/s². Applied each step scaled by per-body gravityScale.
107
+ * @readonly
108
+ * @type {Vector3}
109
+ */
110
+ readonly gravity: Vector3;
111
+ /**
112
+ * Emitted at end-of-step for newly established contact pairs.
113
+ * @readonly
114
+ * @type {Signal}
115
+ */
116
+ readonly onContactBegin: Signal;
117
+ /**
118
+ * Emitted at end-of-step for contact pairs that persisted from the previous step.
119
+ * @readonly
120
+ * @type {Signal}
121
+ */
122
+ readonly onContactStay: Signal;
123
+ /**
124
+ * Emitted at end-of-step for contact pairs that disappeared.
125
+ * @readonly
126
+ * @type {Signal}
127
+ */
128
+ readonly onContactEnd: Signal;
129
+ /**
130
+ * Optional global contact filter. Called for each surviving broadphase
131
+ * pair; returning `false` discards the pair.
132
+ * @type {((entityA: number, entityB: number, colliderA: Collider, colliderB: Collider) => boolean) | null}
133
+ * @private
134
+ */
135
+ private __contact_filter;
136
+ /**
137
+ * Per-body component side-tables indexed by body index (NOT packed id).
138
+ * Sparse arrays — populated at link, cleared at unlink. The hot loop
139
+ * iterates `storage.awake_at(i)` and dereferences these.
140
+ * @type {RigidBody[]}
141
+ */
142
+ __bodies: RigidBody[];
143
+ /** @type {Transform[]} */
144
+ __transforms: Transform[];
145
+ /**
146
+ * Per-body list of attached colliders. Each entry stores the
147
+ * Collider component, its world Transform, the entity that owns
148
+ * it (the body entity for same-entity attachments, a child entity
149
+ * for compound bodies), and the BVH leaf id assigned at attach
150
+ * time. A body may have zero or more attached colliders.
151
+ *
152
+ * @type {Array<Array<{collider: Collider, transform: Transform, entity: number, bvhNode: number}>>}
153
+ */
154
+ __body_collider_lists: Array<Array<{
155
+ collider: Collider;
156
+ transform: Transform;
157
+ entity: number;
158
+ bvhNode: number;
159
+ }>>;
160
+ /**
161
+ * Per-body pseudo-velocity for the Catto split-impulse position
162
+ * pass (TGS Phase 1). Flat layout, 6 doubles per body slot index:
163
+ * `[lin.x, lin.y, lin.z, ang.x, ang.y, ang.z]`. Sized to
164
+ * `storage.high_water_mark * 6` at the top of each fixedUpdate
165
+ * and zeroed in place so unwritten slots contribute nothing to
166
+ * `integrate_position`.
167
+ *
168
+ * The solver writes during its position pass; `integrate_position`
169
+ * reads and folds into the pose update on the same tick, then
170
+ * the next tick's zero-pass wipes the state. It NEVER lands in
171
+ * `linearVelocity` / `angularVelocity` — that's the point of
172
+ * split impulse: depth correction does not contaminate persistent
173
+ * velocity (so a `restitution = 0` impact stops cleanly).
174
+ *
175
+ * @type {Float64Array}
176
+ */
177
+ __pseudo_velocity: Float64Array;
178
+ /**
179
+ * Bound reference to {@link __pair_filter} so we hand the same
180
+ * callable to {@link generate_pairs} each step without per-step
181
+ * allocation.
182
+ * @private
183
+ */
184
+ private __pair_filter_bound;
185
+ /**
186
+ * Symmetric layer/mask check + optional user callback. Called per
187
+ * candidate pair during broadphase. Returns `true` to accept the pair.
188
+ *
189
+ * Layer/mask rule: pair (A, B) collides iff
190
+ * `(A.layer & B.mask) !== 0 && (B.layer & A.mask) !== 0`.
191
+ * The user's contact-filter callback is consulted only for pairs that
192
+ * pass the bitmask test (cheap gate first).
193
+ *
194
+ * @private
195
+ * @param {number} idA packed body id
196
+ * @param {number} idB packed body id
197
+ * @returns {boolean}
198
+ */
199
+ private __pair_filter;
200
+ /**
201
+ * First attached collider of a body, or `null` if none. Used by the
202
+ * solver to read material parameters (friction / restitution) when the
203
+ * per-contact source-collider identity isn't tracked yet (v1 limitation
204
+ * — multi-collider bodies with mixed materials lose precision here).
205
+ *
206
+ * @private
207
+ * @param {number} body_idx
208
+ * @returns {Collider|null}
209
+ */
210
+ private __primary_collider;
211
+ /**
212
+ * Resize {@link __pseudo_velocity} to cover every live body slot and
213
+ * zero its contents. Called at the top of each fixedUpdate so the
214
+ * split-impulse position pass starts from a clean state — bodies the
215
+ * solver doesn't touch contribute zero pseudo-velocity to
216
+ * {@link integrate_position}.
217
+ *
218
+ * Doubles on growth like the other physics scratches; never shrinks.
219
+ *
220
+ * @private
221
+ */
222
+ private __reset_pseudo_velocity;
223
+ /**
224
+ * Replace the world gravity vector. Effective on the next step.
225
+ * @param {Vector3|{x:number,y:number,z:number}} v
226
+ */
227
+ setGravity(v: Vector3 | {
228
+ x: number;
229
+ y: number;
230
+ z: number;
231
+ }): void;
232
+ /**
233
+ * Install (or remove with `null`) the contact filter callback.
234
+ * @param {((entityA:number, entityB:number, colliderA:Collider, colliderB:Collider) => boolean) | null} fn
235
+ */
236
+ setContactFilter(fn: (entityA: number, entityB: number, colliderA: Collider, colliderB: Collider) => boolean): void;
237
+ /**
238
+ * @returns {((entityA:number, entityB:number, colliderA:Collider, colliderB:Collider) => boolean) | null}
239
+ */
240
+ getContactFilter(): (entityA: number, entityB: number, colliderA: Collider, colliderB: Collider) => boolean;
241
+ /**
242
+ * @private
243
+ * @param {RigidBody} rb
244
+ * @param {Collider} collider
245
+ * @param {Transform} transform
246
+ * @returns {number} BVH node id
247
+ */
248
+ private __insert_into_broadphase;
249
+ /**
250
+ * @private
251
+ * @param {RigidBody} rb
252
+ * @param {number} node
253
+ */
254
+ private __remove_from_broadphase;
255
+ /**
256
+ * Lifecycle entry: invoked when an entity gains the (RigidBody, Transform)
257
+ * tuple. Allocates the body's slot in storage and seeds an empty collider
258
+ * list. Colliders are attached separately via {@link attach_collider} (the
259
+ * paired {@link ColliderObserverSystem} drives this from the dataset; in
260
+ * tests, call manually).
261
+ *
262
+ * @param {RigidBody} rigidBody
263
+ * @param {Transform} transform
264
+ * @param {number} entity
265
+ */
266
+ link(rigidBody: RigidBody, transform: Transform, entity: number): void;
267
+ /**
268
+ * Detach every collider attached to this body, free its slot, and clear
269
+ * the side-tables.
270
+ *
271
+ * @param {RigidBody} rigidBody
272
+ * @param {Transform} transform
273
+ * @param {number} entity
274
+ */
275
+ unlink(rigidBody: RigidBody, transform: Transform, entity: number): void;
276
+ /**
277
+ * Attach a collider to an existing body. The collider can live on the
278
+ * same entity as the body (single-collider body) or on a child entity
279
+ * (compound body). The world transform passed here is the collider's
280
+ * own — for a same-entity collider it is the body's Transform; for a
281
+ * child collider it is the child entity's Transform.
282
+ *
283
+ * Idempotent — re-attaching the same collider is a no-op.
284
+ *
285
+ * @param {number} body_entity entity that owns the body
286
+ * @param {Collider} collider
287
+ * @param {Transform} transform world transform of the collider
288
+ * @param {number} [collider_entity] entity owning the collider (defaults to body_entity)
289
+ */
290
+ attach_collider(body_entity: number, collider: Collider, transform: Transform, collider_entity?: number): void;
291
+ /**
292
+ * Reverse of {@link attach_collider}. Idempotent.
293
+ *
294
+ * @param {number} body_entity
295
+ * @param {Collider} collider
296
+ */
297
+ detach_collider(body_entity: number, collider: Collider): void;
298
+ /**
299
+ * Linear scan over body slots looking for the one whose entity matches.
300
+ * O(N) where N is the live body count — only called on the link/unlink
301
+ * paths, not during simulation, so the scan cost is bounded.
302
+ *
303
+ * @private
304
+ * @param {number} entity
305
+ * @returns {number} body index or -1
306
+ */
307
+ private __find_body_index_by_entity;
308
+ /**
309
+ * Resolve a packed body id to its entity, or `-1` if the id is stale.
310
+ * @param {number} packed_body_id
311
+ * @returns {number}
312
+ */
313
+ entityOf(packed_body_id: number): number;
314
+ /**
315
+ * Number of live bodies (regardless of awake/sleeping state).
316
+ * @returns {number}
317
+ */
318
+ get bodyCount(): number;
319
+ /**
320
+ * Apply an instantaneous change of momentum at the body's centre of mass.
321
+ * Linear-only — see {@link applyImpulseAt} for an off-centre impulse that
322
+ * also produces angular response.
323
+ *
324
+ * Wakes the body if it is asleep.
325
+ *
326
+ * @param {RigidBody} rigidBody
327
+ * @param {Vector3|{x:number,y:number,z:number}} impulse
328
+ */
329
+ applyImpulse(rigidBody: RigidBody, impulse: Vector3 | {
330
+ x: number;
331
+ y: number;
332
+ z: number;
333
+ }): void;
334
+ /**
335
+ * Apply an instantaneous change of momentum at a specific world-space point.
336
+ * Off-centre impulses produce both linear (Δv = P/m) and angular
337
+ * (Δω = I_w⁻¹·(r × P)) response.
338
+ *
339
+ * Wakes the body if it is asleep.
340
+ *
341
+ * @param {RigidBody} rigidBody
342
+ * @param {Transform} transform body's current world Transform (used for r and I_w)
343
+ * @param {Vector3|{x:number,y:number,z:number}} impulse
344
+ * @param {Vector3|{x:number,y:number,z:number}} worldPoint
345
+ */
346
+ applyImpulseAt(rigidBody: RigidBody, transform: Transform, impulse: Vector3 | {
347
+ x: number;
348
+ y: number;
349
+ z: number;
350
+ }, worldPoint: Vector3 | {
351
+ x: number;
352
+ y: number;
353
+ z: number;
354
+ }): void;
355
+ /**
356
+ * Accumulate a continuous torque (world-space) for integration on the
357
+ * next fixedUpdate. Pairs with {@link applyForce} for the rotational case.
358
+ *
359
+ * Wakes the body if asleep.
360
+ *
361
+ * @param {RigidBody} rigidBody
362
+ * @param {Vector3|{x:number,y:number,z:number}} torque
363
+ */
364
+ applyTorque(rigidBody: RigidBody, torque: Vector3 | {
365
+ x: number;
366
+ y: number;
367
+ z: number;
368
+ }): void;
369
+ /**
370
+ * Apply a continuous force at a specific world-space point. The force
371
+ * generates both a linear acceleration (F/m) and a torque (r × F) about
372
+ * the body's centre of mass.
373
+ *
374
+ * Wakes the body if asleep.
375
+ *
376
+ * @param {RigidBody} rigidBody
377
+ * @param {Transform} transform body's current world Transform
378
+ * @param {Vector3|{x:number,y:number,z:number}} force
379
+ * @param {Vector3|{x:number,y:number,z:number}} worldPoint
380
+ */
381
+ applyForceAt(rigidBody: RigidBody, transform: Transform, force: Vector3 | {
382
+ x: number;
383
+ y: number;
384
+ z: number;
385
+ }, worldPoint: Vector3 | {
386
+ x: number;
387
+ y: number;
388
+ z: number;
389
+ }): void;
390
+ /**
391
+ * Accumulate a continuous force to be integrated next fixedUpdate step.
392
+ * Wakes the body if asleep.
393
+ *
394
+ * @param {RigidBody} rigidBody
395
+ * @param {Vector3|{x:number,y:number,z:number}} force
396
+ */
397
+ applyForce(rigidBody: RigidBody, force: Vector3 | {
398
+ x: number;
399
+ y: number;
400
+ z: number;
401
+ }): void;
402
+ /**
403
+ * Replace the linear velocity. Wakes the body if asleep.
404
+ *
405
+ * @param {RigidBody} rigidBody
406
+ * @param {Vector3|{x:number,y:number,z:number}} v
407
+ */
408
+ setLinearVelocity(rigidBody: RigidBody, v: Vector3 | {
409
+ x: number;
410
+ y: number;
411
+ z: number;
412
+ }): void;
413
+ /**
414
+ * Force the body awake. Static bodies are ignored.
415
+ * @param {RigidBody} rigidBody
416
+ */
417
+ wake(rigidBody: RigidBody): void;
418
+ /**
419
+ * Force the body asleep. Dynamic bodies will not re-enter the active list
420
+ * until a wake event occurs.
421
+ * @param {RigidBody} rigidBody
422
+ */
423
+ sleep(rigidBody: RigidBody): void;
424
+ /**
425
+ * Wake a body and atomically wake every other body it was last sleeping
426
+ * with (its "sleep group"). Sleep groups are circular doubly-linked lists
427
+ * threaded through every member of an island when it sleeps atomically;
428
+ * waking any one member walks the chain and wakes the rest in the same
429
+ * call.
430
+ *
431
+ * Without this, a 100-block stack hit at the base would wake one block
432
+ * per frame as the broadphase propagated awareness up the stack — a
433
+ * visible ~1.6 s wave at 60 fps. Atomic wake eliminates the wave.
434
+ *
435
+ * No-op for non-dynamic bodies. Idempotent for already-awake bodies.
436
+ * @private
437
+ * @param {RigidBody} rb
438
+ */
439
+ private __wake_body;
440
+ /**
441
+ * Atomically put every body in a contiguous range of island members to
442
+ * sleep. Members are threaded into a circular doubly-linked list so any
443
+ * future `wake` on any member walks the chain and revives them all.
444
+ *
445
+ * Velocities are zeroed because the body is by definition at rest at
446
+ * this point — the alternative (storing residual velocities for "softer"
447
+ * wake) is what Bullet does, but for a deterministic game-physics target
448
+ * fully resetting is simpler and avoids drift while sleeping.
449
+ *
450
+ * @private
451
+ * @param {Uint32Array} member_array view (or full array) of body indices
452
+ * @param {number} start
453
+ * @param {number} end
454
+ */
455
+ private __atomic_sleep_island_range;
456
+ /**
457
+ * Get the body index for a packed body id without revalidation. Used by
458
+ * query traversals that already trust the id came from a live BVH leaf.
459
+ * @param {number} packed_body_id
460
+ * @returns {number}
461
+ */
462
+ __index_of(packed_body_id: number): number;
463
+ /**
464
+ * Broadphase raycast against both BVHs. Fills `result` with the nearest
465
+ * hit and returns `true` on hit, `false` on miss.
466
+ *
467
+ * Narrowphase refinement against the actual shape geometry is a
468
+ * follow-up — for now `result.t` is the distance to the leaf's
469
+ * inflated AABB and `result.normal` is the AABB face normal. Both are
470
+ * exact for AABB-shaped colliders.
471
+ *
472
+ * @param {Ray3} ray origin + unit direction + `tMax`
473
+ * @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
474
+ * @param {(entity:number, collider:Collider)=>boolean} [filter] defaults
475
+ * to {@link returnTrue} (accept every candidate)
476
+ * @returns {boolean}
477
+ */
478
+ raycast(ray: Ray3, result: PhysicsSurfacePoint, filter?: (entity: number, collider: Collider) => boolean): boolean;
479
+ /**
480
+ * Sweep a convex shape along a ray and find the first body it
481
+ * would hit. The shape starts at `ray.origin` oriented by
482
+ * `rotation` and translates along `ray.direction` for up to
483
+ * `ray.tMax` units. Returns the nearest impact within that
484
+ * interval.
485
+ *
486
+ * The "swept AABB" broadphase finds candidate bodies whose BVH
487
+ * leaves overlap the shape's swept volume; the narrowphase then
488
+ * bisects [0, t] on GJK overlap to find the time-of-impact for
489
+ * each candidate. Best-t early termination skips candidates that
490
+ * can't tighten the answer.
491
+ *
492
+ * @param {Ray3} ray origin + unit direction + `tMax`
493
+ * @param {AbstractShape3D} shape
494
+ * @param {{x:number,y:number,z:number,w:number}} rotation
495
+ * @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
496
+ * @param {(entity:number, collider:Collider)=>boolean} [filter]
497
+ * @returns {boolean}
498
+ */
499
+ shapeCast(ray: Ray3, shape: AbstractShape3D, rotation: {
500
+ x: number;
501
+ y: number;
502
+ z: number;
503
+ w: number;
504
+ }, result: PhysicsSurfacePoint, filter?: (entity: number, collider: Collider) => boolean): boolean;
505
+ /**
506
+ * Speculative overlap query: find all bodies whose collider would
507
+ * overlap the given convex shape placed at the given world pose,
508
+ * without mutating the simulation. Intended for kinematic /
509
+ * character controllers that need to test "would I collide if I
510
+ * moved here?" before committing the move.
511
+ *
512
+ * Pipeline:
513
+ * 1. The shape's world AABB is computed from `position` + `rotation`.
514
+ * 2. Both broadphase trees (static + dynamic) are queried for
515
+ * bodies whose leaf AABB overlaps that envelope.
516
+ * 3. Each candidate is GJK-tested in world frame. Convex
517
+ * candidates run one GJK call; concave candidates (heightmap,
518
+ * mesh) run per-triangle GJK via the decomposition path.
519
+ * 4. The optional `filter` is consulted before the GJK test —
520
+ * useful for skipping the caller's own body, allies, sensors,
521
+ * etc.
522
+ *
523
+ * The output buffer is filled with overlapping bodies' `body_id`
524
+ * values (uint32 with packed generation), starting at
525
+ * `output_offset`. The caller is responsible for sizing the buffer;
526
+ * IDs past its end are dropped silently and the count caps at the
527
+ * available space.
528
+ *
529
+ * The query shape must be convex. Concave query shapes throw —
530
+ * they're typically static terrain and not used as kinematic
531
+ * probes; the M×N triangle-pair cost wouldn't be worth the rare
532
+ * use case.
533
+ *
534
+ * @param {AbstractShape3D} shape convex query shape, in its local frame
535
+ * @param {{x:number,y:number,z:number}} position world position of
536
+ * the query shape
537
+ * @param {{x:number,y:number,z:number,w:number}} rotation world
538
+ * rotation (unit quaternion)
539
+ * @param {Uint32Array|number[]} output buffer to receive body_ids
540
+ * @param {number} output_offset starting index in output
541
+ * @param {(entity:number, collider:Collider)=>boolean} [filter]
542
+ * defaults to {@link returnTrue}
543
+ * @returns {number} number of overlapping bodies written
544
+ */
545
+ overlap(shape: AbstractShape3D, position: {
546
+ x: number;
547
+ y: number;
548
+ z: number;
549
+ }, rotation: {
550
+ x: number;
551
+ y: number;
552
+ z: number;
553
+ w: number;
554
+ }, output: Uint32Array | number[], output_offset: number, filter?: (entity: number, collider: Collider) => boolean): number;
555
+ /**
556
+ * Run one simulation step. v1 pipeline: integrate velocity → integrate
557
+ * position → refit broadphase AABBs. Narrowphase, solver, islands and
558
+ * contact-event emission land in subsequent slices.
559
+ *
560
+ * @param {number} dt
561
+ */
562
+ /**
563
+ * Wake any sleeping body that appears in this step's broadphase pair list.
564
+ * A pair means the BVH AABBs overlap — even if the sleeper hasn't moved,
565
+ * an awake neighbour has come into contact range and the sleeper must
566
+ * participate in narrowphase / solve.
567
+ * @private
568
+ */
569
+ private __wake_pairs;
570
+ /**
571
+ * Per-island atomic sleep test. Walks each island once and applies the
572
+ * decision uniformly across all members:
573
+ *
574
+ * - If any member carries {@link RigidBodyFlags.DisableSleep}, the
575
+ * entire island is exempt; every member's sleep_timer is reset.
576
+ * - If `max(|v|² + |ω|²)` across all members is below
577
+ * {@link sleepVelocitySqrThreshold}, every member's sleep_timer is
578
+ * incremented by `dt`. When the smallest member's timer crosses
579
+ * {@link sleepTimeThreshold}, the whole island sleeps atomically in
580
+ * the same step (members get threaded into a sleep-group chain so
581
+ * {@link __wake_body} can wake them all in one call).
582
+ * - Otherwise the island has at least one active member, so every
583
+ * member's timer is reset.
584
+ *
585
+ * This is the design-plan atomic-island sleep — replaces the per-body
586
+ * approximation that lived in this slot during the previous slice.
587
+ * Weakly-connected piles no longer chatter awake when a single member
588
+ * blips above threshold; piles fall asleep and wake up as one.
589
+ *
590
+ * @private
591
+ * @param {number} dt
592
+ */
593
+ private __sleep_test;
594
+ /**
595
+ * Dispatch every buffered contact event through:
596
+ * - the system-level Signals ({@link onContactBegin}/Stay/End), always; and
597
+ * - the entity-level event channel via `dataset.sendEvent(entity, name, payload)`,
598
+ * when a dataset is attached.
599
+ *
600
+ * Payload is a reused scratch object; listeners must copy anything they
601
+ * intend to retain past the listener body.
602
+ * @private
603
+ */
604
+ private __dispatch_contact_events;
605
+ fixedUpdate(dt: any): void;
606
+ /**
607
+ * @readonly
608
+ * @type {boolean}
609
+ */
610
+ readonly isPhysicsSystem: boolean;
611
+ }
612
+ import { System } from "../../ecs/System.js";
613
+ import { Transform } from "../../ecs/transform/Transform.js";
614
+ import { RigidBody } from "./RigidBody.js";
615
+ import { ResourceAccessSpecification } from "../../../core/model/ResourceAccessSpecification.js";
616
+ import { Collider } from "./Collider.js";
617
+ import { BodyStorage } from "../body/BodyStorage.js";
618
+ import { BVH } from "../../../core/bvh2/bvh3/BVH.js";
619
+ import { ManifoldStore } from "../contact/ManifoldStore.js";
620
+ import { PairList } from "../broadphase/PairList.js";
621
+ import { ContactEventBuffer } from "../events/ContactEventBuffer.js";
622
+ import { IslandBuilder } from "../island/IslandBuilder.js";
623
+ import Vector3 from "../../../core/geom/Vector3.js";
624
+ import Signal from "../../../core/events/signal/Signal.js";
625
+ import { BodyKind } from "./BodyKind.js";
626
+ import { RigidBodyFlags } from "./RigidBodyFlags.js";
627
+ export { BodyKind, RigidBodyFlags };
628
+ //# sourceMappingURL=PhysicsSystem.d.ts.map
@@ -0,0 +1 @@
1
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