@woosh/meep-engine 2.139.0 → 2.140.0

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Files changed (172) 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/{engine/physics/broadphase/aabb_transform_oriented.d.ts → core/geom/3d/aabb/aabb3_transform_oriented.d.ts} +2 -2
  6. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -0
  7. package/src/{engine/physics/broadphase/aabb_transform_oriented.js → core/geom/3d/aabb/aabb3_transform_oriented.js} +1 -1
  8. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +54 -0
  9. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -0
  10. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +69 -0
  11. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +24 -2
  12. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  13. package/src/core/geom/3d/shape/AbstractShape3D.js +24 -1
  14. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +148 -0
  15. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -0
  16. package/src/core/geom/3d/shape/HeightMapShape3D.js +451 -0
  17. package/src/core/geom/3d/shape/MeshShape3D.d.ts +210 -0
  18. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -0
  19. package/src/core/geom/3d/shape/MeshShape3D.js +593 -0
  20. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  21. package/src/core/geom/3d/shape/TransformedShape3D.js +46 -2
  22. package/src/core/geom/3d/shape/Triangle3D.d.ts +95 -0
  23. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -0
  24. package/src/core/geom/3d/shape/Triangle3D.js +318 -0
  25. package/src/core/geom/3d/shape/UnionShape3D.js +13 -0
  26. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts +30 -0
  27. package/src/core/geom/3d/shape/shape_mesh_from_geometry.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/shape_mesh_from_geometry.js +64 -0
  29. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.js +9 -11
  30. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts +28 -0
  31. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.d.ts.map +1 -0
  32. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_build_vertex_to_tets_map.js +48 -0
  33. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -1
  34. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +40 -18
  35. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts +9 -5
  36. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts.map +1 -1
  37. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.js +38 -10
  38. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts +14 -5
  39. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts.map +1 -1
  40. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.js +47 -5
  41. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts +19 -0
  42. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts.map +1 -1
  43. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.js +75 -13
  44. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts +2 -2
  45. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.d.ts.map +1 -1
  46. package/src/core/geom/3d/triangle/v3_compute_triangle_normal.js +1 -1
  47. package/src/core/geom/vec3/v3_dot_array_array.d.ts +3 -3
  48. package/src/core/geom/vec3/v3_dot_array_array.d.ts.map +1 -1
  49. package/src/core/geom/vec3/v3_dot_array_array.js +2 -2
  50. package/src/core/geom/vec3/v3_negate_array.d.ts +3 -3
  51. package/src/core/geom/vec3/v3_negate_array.d.ts.map +1 -1
  52. package/src/core/geom/vec3/v3_negate_array.js +2 -2
  53. package/src/core/geom/vec3/v3_quat3_apply.d.ts +29 -0
  54. package/src/core/geom/vec3/v3_quat3_apply.d.ts.map +1 -0
  55. package/src/core/geom/vec3/v3_quat3_apply.js +39 -0
  56. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts +30 -0
  57. package/src/core/geom/vec3/v3_quat3_apply_inverse.d.ts.map +1 -0
  58. package/src/core/geom/vec3/v3_quat3_apply_inverse.js +41 -0
  59. package/src/core/geom/vec3/v3_triple_cross_product.d.ts +32 -0
  60. package/src/core/geom/vec3/v3_triple_cross_product.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_triple_cross_product.js +45 -0
  62. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts +16 -3
  63. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts.map +1 -1
  64. package/src/engine/control/first-person/FirstPersonPlayerController.js +211 -211
  65. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts +72 -8
  66. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts.map +1 -1
  67. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.js +37 -5
  68. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +101 -3
  69. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  70. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +1789 -1416
  71. package/src/engine/control/first-person/TODO.md +173 -127
  72. package/src/engine/control/first-person/abilities/Slide.d.ts.map +1 -1
  73. package/src/engine/control/first-person/abilities/Slide.js +9 -1
  74. package/src/engine/control/first-person/prototype_first_person_controller.js +88 -2
  75. package/src/engine/control/first-person/test/buildTestPlayer.d.ts.map +1 -1
  76. package/src/engine/control/first-person/test/buildTestPlayer.js +9 -1
  77. package/src/engine/graphics/geometry/CapsuleGeometry.d.ts +42 -0
  78. package/src/engine/graphics/geometry/CapsuleGeometry.d.ts.map +1 -0
  79. package/src/engine/graphics/geometry/CapsuleGeometry.js +171 -0
  80. package/src/engine/physics/BULLET_REVIEW.md +945 -0
  81. package/src/engine/physics/CANNON_REVIEW.md +1300 -0
  82. package/src/engine/physics/JOLT_REVIEW.md +913 -0
  83. package/src/engine/physics/PLAN.md +461 -236
  84. package/src/engine/physics/RAPIER_REVIEW.md +934 -0
  85. package/src/engine/physics/REVIEW_001_ACTION_PLAN.md +642 -0
  86. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +2 -2
  87. package/src/engine/physics/contact/ManifoldStore.d.ts +83 -10
  88. package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
  89. package/src/engine/physics/contact/ManifoldStore.js +608 -499
  90. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +2 -2
  91. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts.map +1 -1
  92. package/src/engine/physics/ecs/PhysicsSystem.d.ts +128 -20
  93. package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
  94. package/src/engine/physics/ecs/PhysicsSystem.js +1301 -1159
  95. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  96. package/src/engine/physics/fluid/FluidSimulator.js +2 -1
  97. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts +28 -6
  98. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts.map +1 -1
  99. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.js +39 -17
  100. package/src/engine/physics/gjk/expanding_polytope_algorithm.d.ts +6 -6
  101. package/src/engine/physics/gjk/expanding_polytope_algorithm.d.ts.map +1 -1
  102. package/src/engine/physics/gjk/expanding_polytope_algorithm.js +68 -22
  103. package/src/engine/physics/gjk/gjk.d.ts +28 -2
  104. package/src/engine/physics/gjk/gjk.d.ts.map +1 -1
  105. package/src/engine/physics/gjk/gjk.js +421 -378
  106. package/src/engine/physics/gjk/minkowski_support.d.ts +37 -0
  107. package/src/engine/physics/gjk/minkowski_support.d.ts.map +1 -0
  108. package/src/engine/physics/gjk/minkowski_support.js +75 -0
  109. package/src/engine/physics/gjk/mpr.d.ts +56 -0
  110. package/src/engine/physics/gjk/mpr.d.ts.map +1 -0
  111. package/src/engine/physics/gjk/mpr.js +344 -0
  112. package/src/engine/physics/inertia/world_inverse_inertia.d.ts +20 -5
  113. package/src/engine/physics/inertia/world_inverse_inertia.d.ts.map +1 -1
  114. package/src/engine/physics/inertia/world_inverse_inertia.js +36 -38
  115. package/src/engine/physics/integration/integrate_position.d.ts +25 -7
  116. package/src/engine/physics/integration/integrate_position.d.ts.map +1 -1
  117. package/src/engine/physics/integration/integrate_position.js +43 -12
  118. package/src/engine/physics/integration/integrate_velocity.d.ts +30 -0
  119. package/src/engine/physics/integration/integrate_velocity.d.ts.map +1 -1
  120. package/src/engine/physics/integration/integrate_velocity.js +82 -1
  121. package/src/engine/physics/narrowphase/PosedShape.d.ts +0 -8
  122. package/src/engine/physics/narrowphase/PosedShape.d.ts.map +1 -1
  123. package/src/engine/physics/narrowphase/PosedShape.js +28 -30
  124. package/src/engine/physics/narrowphase/box_box_manifold.d.ts.map +1 -1
  125. package/src/engine/physics/narrowphase/box_box_manifold.js +113 -17
  126. package/src/engine/physics/narrowphase/box_triangle_contact.d.ts +30 -0
  127. package/src/engine/physics/narrowphase/box_triangle_contact.d.ts.map +1 -0
  128. package/src/engine/physics/narrowphase/box_triangle_contact.js +811 -0
  129. package/src/engine/physics/narrowphase/capsule_contacts.d.ts.map +1 -1
  130. package/src/engine/physics/narrowphase/capsule_contacts.js +10 -56
  131. package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts +71 -0
  132. package/src/engine/physics/narrowphase/capsule_triangle_contact.d.ts.map +1 -0
  133. package/src/engine/physics/narrowphase/capsule_triangle_contact.js +375 -0
  134. package/src/engine/physics/narrowphase/compute_penetration.d.ts +91 -0
  135. package/src/engine/physics/narrowphase/compute_penetration.d.ts.map +1 -0
  136. package/src/engine/physics/narrowphase/compute_penetration.js +396 -0
  137. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts +35 -0
  138. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts.map +1 -0
  139. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.js +80 -0
  140. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts +31 -0
  141. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.d.ts.map +1 -0
  142. package/src/engine/physics/narrowphase/decomposition/decompose_to_triangles.js +55 -0
  143. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts +42 -0
  144. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.d.ts.map +1 -0
  145. package/src/engine/physics/narrowphase/decomposition/heightmap_enumerate_triangles.js +204 -0
  146. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts +42 -0
  147. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.d.ts.map +1 -0
  148. package/src/engine/physics/narrowphase/decomposition/mesh_enumerate_triangles.js +94 -0
  149. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts +37 -0
  150. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.d.ts.map +1 -0
  151. package/src/engine/physics/narrowphase/decomposition/triangle_buffer_layout.js +37 -0
  152. package/src/engine/physics/narrowphase/narrowphase_step.d.ts +8 -2
  153. package/src/engine/physics/narrowphase/narrowphase_step.d.ts.map +1 -1
  154. package/src/engine/physics/narrowphase/narrowphase_step.js +1422 -382
  155. package/src/engine/physics/narrowphase/sphere_box_contact.d.ts.map +1 -1
  156. package/src/engine/physics/narrowphase/sphere_box_contact.js +16 -23
  157. package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts +48 -0
  158. package/src/engine/physics/narrowphase/sphere_triangle_contact.d.ts.map +1 -0
  159. package/src/engine/physics/narrowphase/sphere_triangle_contact.js +143 -0
  160. package/src/engine/physics/queries/overlap_shape.d.ts +51 -0
  161. package/src/engine/physics/queries/overlap_shape.d.ts.map +1 -0
  162. package/src/engine/physics/queries/overlap_shape.js +183 -0
  163. package/src/engine/physics/queries/shape_cast.d.ts +56 -0
  164. package/src/engine/physics/queries/shape_cast.d.ts.map +1 -0
  165. package/src/engine/physics/queries/shape_cast.js +387 -0
  166. package/src/engine/physics/solver/solve_contacts.d.ts +116 -30
  167. package/src/engine/physics/solver/solve_contacts.d.ts.map +1 -1
  168. package/src/engine/physics/solver/solve_contacts.js +641 -223
  169. package/src/engine/physics/broadphase/aabb_transform_oriented.d.ts.map +0 -1
  170. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.d.ts +0 -20
  171. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.d.ts.map +0 -1
  172. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.js +0 -83
@@ -25,7 +25,7 @@ export class ColliderObserverSystem extends System<any, any, any, any, any> {
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  /** @type {PhysicsSystem} */
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  __physics: PhysicsSystem;
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  dependencies: (typeof Transform | typeof Collider)[];
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- components_used: (ResourceAccessSpecification<typeof Transform> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof ParentEntity>)[];
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+ components_used: (ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof Transform> | ResourceAccessSpecification<typeof ParentEntity>)[];
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  /**
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  * @param {Collider} collider
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  * @param {Transform} transform
@@ -52,7 +52,7 @@ export class ColliderObserverSystem extends System<any, any, any, any, any> {
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  import { System } from "../../ecs/System.js";
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  import { Transform } from "../../ecs/transform/Transform.js";
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  import { Collider } from "./Collider.js";
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- import { ResourceAccessSpecification } from "../../../core/model/ResourceAccessSpecification.js";
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  import { RigidBody } from "./RigidBody.js";
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+ import { ResourceAccessSpecification } from "../../../core/model/ResourceAccessSpecification.js";
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  import { ParentEntity } from "../../ecs/parent/ParentEntity.js";
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  //# sourceMappingURL=ColliderObserverSystem.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"ColliderObserverSystem.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/ecs/ColliderObserverSystem.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;GAkBG;AACH;IAEI;;OAEG;IACH,0CAcC;IAXG,4BAA4B;IAC5B,yBAA8B;IAE9B,qDAAyC;IAEzC,qNAKC;IAGL;;;;OAIG;IACH,eAJW,QAAQ,aACR,SAAS,UACT,MAAM,QAYhB;IAED;;;;OAIG;IACH,iBAJW,QAAQ,aACR,SAAS,UACT,MAAM,QAYhB;IAED;;;;;;;;OAQG;IACH,8BAUC;CACJ;uBAnGsB,qBAAqB;0BAClB,kCAAkC;yBACnC,eAAe;4CAHI,oDAAoD;0BAItE,gBAAgB;6BANb,kCAAkC"}
1
+ {"version":3,"file":"ColliderObserverSystem.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/ecs/ColliderObserverSystem.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;GAkBG;AACH;IAEI;;OAEG;IACH,0CAcC;IAXG,4BAA4B;IAC5B,yBAA8B;IAE9B,qDAAyC;IAEzC,qNAKC;IAGL;;;;OAIG;IACH,eAJW,QAAQ,aACR,SAAS,UACT,MAAM,QAYhB;IAED;;;;OAIG;IACH,iBAJW,QAAQ,aACR,SAAS,UACT,MAAM,QAYhB;IAED;;;;;;;;OAQG;IACH,8BAUC;CACJ;uBAnGsB,qBAAqB;0BAClB,kCAAkC;yBACnC,eAAe;0BACd,gBAAgB;4CAJE,oDAAoD;6BAFnE,kCAAkC"}
@@ -18,7 +18,7 @@
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  export class PhysicsSystem extends System<any, any, any, any, any> {
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  constructor();
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  dependencies: (typeof Transform | typeof RigidBody)[];
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- components_used: (ResourceAccessSpecification<typeof Transform> | ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider>)[];
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+ components_used: (ResourceAccessSpecification<typeof RigidBody> | ResourceAccessSpecification<typeof Collider> | ResourceAccessSpecification<typeof Transform>)[];
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  /**
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  * @type {BodyStorage}
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  */
@@ -66,34 +66,36 @@ export class PhysicsSystem extends System<any, any, any, any, any> {
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  */
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  sleepVelocitySqrThreshold: number;
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  /**
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- * Number of TGS substeps per fixed tick. Each substep does
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- * `integrate_velocity solve_contacts integrate_position` with
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- * `dt / substeps` as its time step; narrowphase + island building
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- * run once per tick before the substep loop. Higher values give
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- * better convergence on tall stacks (impulses propagate through
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- * deeper contact chains thanks to per-substep position
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- * integration) at proportionally higher solver cost.
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+ * Seconds of below-threshold motion before a body is moved to the
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+ * sleeping set. Box2D default is 0.5 s.
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+ * @type {number}
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+ */
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+ sleepTimeThreshold: number;
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+ /**
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+ * Number of TGS substeps per `fixedUpdate`. Each substep re-runs the
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+ * velocity + position solve at `dt / substeps` against contacts whose
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+ * penetration is re-derived analytically from the bodies' moved poses
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+ * — narrowphase still runs once per outer step. Higher counts buy
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+ * stack stability, high-mass-ratio robustness, and smoother
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+ * trajectories at a near-linear solver cost (sleeping islands are
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+ * unaffected — they never enter the loop).
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  *
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- * Box2D's default is 4; we match. Set to 1 to fall back to
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- * classic PGS behaviour (one solve per tick at full `dt`).
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+ * `1` reproduces the non-substepped (single-step) solve.
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  * @type {number}
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  */
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- solverSubsteps: number;
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+ substeps: number;
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  /**
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- * Velocity iterations within each TGS substep. With 4 substeps,
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- * the total iterations per tick is `solverSubsteps × this` = 8 —
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- * comparable to the classic PGS default of 10, but distributed
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- * across substeps with position integration between them, which
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- * is dramatically more stable on stacks.
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+ * Velocity iterations per substep. Lower than a single-step solver
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+ * would need, because the substep loop revisits the contact set
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+ * `substeps` times.
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  * @type {number}
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  */
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- solverItersPerSubstep: number;
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+ velocityIterations: number;
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  /**
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- * Seconds of below-threshold motion before a body is moved to the
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- * sleeping set. Box2D default is 0.5 s.
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+ * Position (split-impulse) iterations per substep.
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  * @type {number}
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  */
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- sleepTimeThreshold: number;
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+ positionIterations: number;
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  /**
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  * Reusable contact-event payload. Listeners must copy any fields they
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  * intend to retain past their own scope. Reset before each dispatch.
@@ -155,6 +157,24 @@ export class PhysicsSystem extends System<any, any, any, any, any> {
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  entity: number;
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  bvhNode: number;
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  }>>;
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+ /**
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+ * Per-body pseudo-velocity for the Catto split-impulse position
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+ * pass (TGS Phase 1). Flat layout, 6 doubles per body slot index:
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+ * `[lin.x, lin.y, lin.z, ang.x, ang.y, ang.z]`. Sized to
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+ * `storage.high_water_mark * 6` at the top of each fixedUpdate
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+ * and zeroed in place so unwritten slots contribute nothing to
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+ * `integrate_position`.
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+ *
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+ * The solver writes during its position pass; `integrate_position`
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+ * reads and folds into the pose update on the same tick, then
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+ * the next tick's zero-pass wipes the state. It NEVER lands in
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+ * `linearVelocity` / `angularVelocity` — that's the point of
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+ * 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;
158
178
  /**
159
179
  * Bound reference to {@link __pair_filter} so we hand the same
160
180
  * callable to {@link generate_pairs} each step without per-step
@@ -188,6 +208,18 @@ export class PhysicsSystem extends System<any, any, any, any, any> {
188
208
  * @returns {Collider|null}
189
209
  */
190
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;
191
223
  /**
192
224
  * Replace the world gravity vector. Effective on the next step.
193
225
  * @param {Vector3|{x:number,y:number,z:number}} v
@@ -444,6 +476,82 @@ export class PhysicsSystem extends System<any, any, any, any, any> {
444
476
  * @returns {boolean}
445
477
  */
446
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;
447
555
  /**
448
556
  * Run one simulation step. v1 pipeline: integrate velocity → integrate
449
557
  * position → refit broadphase AABBs. Narrowphase, solver, islands and
@@ -1 +1 @@
1
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