@woosh/meep-engine 2.142.0 → 2.144.0
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.
- package/package.json +1 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.js +1 -1
- package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -0
- package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PointShape3D.js +11 -0
- package/src/core/geom/3d/shape/SphereShape3D.d.ts +48 -0
- package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -0
- package/src/core/geom/3d/shape/SphereShape3D.js +131 -0
- package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts +30 -18
- package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnitSphereShape3D.js +44 -92
- package/src/core/geom/3d/shape/json/shape_to_type.d.ts.map +1 -1
- package/src/core/geom/3d/shape/json/shape_to_type.js +4 -2
- package/src/core/geom/3d/shape/json/type_adapters.d.ts +12 -3
- package/src/core/geom/3d/shape/json/type_adapters.d.ts.map +1 -1
- package/src/core/geom/3d/shape/json/type_adapters.js +16 -4
- package/src/core/geom/3d/shape/util/shape_to_visual_entity.js +2 -2
- package/src/engine/control/first-person/DESIGN_COLLISION.md +302 -0
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +91 -58
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +1814 -1789
- package/src/engine/control/first-person/TODO.md +17 -32
- package/src/engine/control/first-person/collision/KinematicMover.d.ts +176 -0
- package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -0
- package/src/engine/control/first-person/collision/KinematicMover.js +424 -0
- package/src/engine/control/first-person/prototype_first_person_controller.js +65 -0
- package/src/engine/graphics/render/buffer/simple-fx/ao/AmbientOcclusionPostProcessEffect.d.ts.map +1 -1
- package/src/engine/graphics/render/buffer/simple-fx/ao/AmbientOcclusionPostProcessEffect.js +3 -1
- package/src/engine/graphics/render/buffer/simple-fx/ao/SAOShader.js +30 -16
- package/src/engine/physics/PLAN.md +94 -32
- package/src/engine/physics/contact/ManifoldStore.d.ts +28 -2
- package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
- package/src/engine/physics/contact/ManifoldStore.js +37 -3
- package/src/engine/physics/contact/combine_material.d.ts +30 -0
- package/src/engine/physics/contact/combine_material.d.ts.map +1 -0
- package/src/engine/physics/contact/combine_material.js +35 -0
- package/src/engine/physics/ecs/Collider.d.ts +15 -0
- package/src/engine/physics/ecs/Collider.d.ts.map +1 -1
- package/src/engine/physics/ecs/Collider.js +34 -0
- package/src/engine/physics/ecs/Joint.d.ts +18 -0
- package/src/engine/physics/ecs/Joint.d.ts.map +1 -1
- package/src/engine/physics/ecs/Joint.js +70 -0
- package/src/engine/physics/ecs/JointSerializationAdapter.d.ts +29 -0
- package/src/engine/physics/ecs/JointSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/ecs/JointSerializationAdapter.js +72 -0
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +9 -4
- package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.js +9 -4
- package/src/engine/physics/ecs/RigidBody.d.ts +15 -0
- package/src/engine/physics/ecs/RigidBody.d.ts.map +1 -1
- package/src/engine/physics/ecs/RigidBody.js +46 -0
- package/src/engine/physics/narrowphase/compute_penetration.d.ts +41 -41
- package/src/engine/physics/narrowphase/compute_penetration.d.ts.map +1 -1
- package/src/engine/physics/narrowphase/compute_penetration.js +96 -169
- package/src/engine/physics/narrowphase/narrowphase_step.d.ts +52 -0
- package/src/engine/physics/narrowphase/narrowphase_step.d.ts.map +1 -1
- package/src/engine/physics/narrowphase/narrowphase_step.js +150 -16
- package/src/engine/physics/narrowphase/refine_ray_hit.js +2 -2
- package/src/engine/physics/narrowphase/sphere_sphere_contact.d.ts +8 -7
- package/src/engine/physics/narrowphase/sphere_sphere_contact.d.ts.map +1 -1
- package/src/engine/physics/narrowphase/sphere_sphere_contact.js +8 -7
- package/src/engine/physics/solver/solve_contacts.d.ts.map +1 -1
- package/src/engine/physics/solver/solve_contacts.js +10 -21
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Estimated effort: 1 day (more wiring than the others).
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##
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Wiring a vertical sweep into `_integrateVerticalAndResolveGround`
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needs to be coordinated with the SKIN clearance — landing at
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`floor + SKIN` would re-flag the player as airborne by the resolver,
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which would re-apply gravity and bounce. Either drop SKIN on
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floor-normal contacts, or have the resolver use a tolerance instead
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of strict `position.y <= testY`.
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### Ability motion routing
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Slide and WallRun integrate position manually (slide friction in the
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ability tick; wall-run reduced-gravity integration). Once the slide-
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along-walls work above lands, threading those through `_moveAndSlide`
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would prevent wall-runners from drifting into the wall and sliders
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from penetrating obstacles in their path. The controller-side change
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is a few lines per ability; the gating issue is having a usable
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surface normal.
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## Collision (KinematicMover) follow-ups
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The legacy `_moveAndSlide` + scalar-resolver regime was replaced by the
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`collision/KinematicMover` rebuild (Phases 1–4; see DESIGN_COLLISION.md).
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Slide-along-walls (axis + oblique), vertical anti-tunnel (floors and
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ceilings), depenetration, slopes, stick-to-ground, and stairs all landed
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there. Remaining:
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### Route WallRun through the mover
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Slide already routes its motion through the mover (it calls
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`_integrateVerticalAndResolveGround` → `_moveViaMover`). **WallRun still
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self-integrates** its reduced-gravity model and so doesn't get
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sweep-and-slide — a wall-runner can still drift into / off geometry the
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mover would have resolved. Thread WallRun's per-tick motion through
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`mover.move()` (keeping its reduced-gravity as the vertical input). The
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gating issue (a usable surface normal) is solved now — `result.groundNormal`
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and the narrowphase contact normals are available.
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## Other open notes
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/**
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* Kinematic character collision solver — Phase 1 (recover +
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* unified sweep-and-slide). See DESIGN_COLLISION.md.
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*
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* The mover is controller-agnostic: it knows about a capsule pose, a
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* desired velocity, and the physics world. Its job is to take the
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* velocity the control layer wants and return the position it actually
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* reaches plus the velocity corrected for whatever it hit. It invents
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* no motion — gravity / jump impulses live in the control layer and
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* arrive folded into `velocity`.
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*
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* One move is a sequence (Phase 1 implements steps 1-2; ground
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* categorize / stairs / settle land in later phases):
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*
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* 1. RECOVER — depenetration via `overlap()` + `compute_penetration`,
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* run unconditionally so the move starts clear even from a
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* start-solid state a pure sweep can't escape.
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* 2. SLIDE — unified 3D collide-and-slide via `shapeCast`, clipping
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* velocity onto true narrowphase contact normals. Crease-aware
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* (Quake `SV_FlyMove`): a second plane re-violating the first is
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* handled by sliding along their seam; a third (or a velocity
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* reversal) dead-stops. Floors / ceilings / walls are all just
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* contact planes, so vertical anti-tunnelling is automatic.
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*
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* @author Alex Goldring
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* @copyright Company Named Limited (c) 2026
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*/
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export class KinematicMover {
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/**
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* @param {import("../../../physics/ecs/PhysicsSystem.js").PhysicsSystem} physicsSystem
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* @param {import("../../../ecs/EntityComponentDataset.js").EntityComponentDataset} ecd
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* used to resolve an overlapping `body_id` (via
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* `physicsSystem.entityOf`) back to its {@link Transform} +
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* {@link Collider} for `compute_penetration`.
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* @param {object} [options]
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* @param {number} [options.skin=0.005] clearance left after each
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* sweep stop / push-out so the next query doesn't start in contact.
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* @param {number} [options.maxSlideIterations=4] slide "bumps" per
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* move (Quake `numbumps`).
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* @param {number} [options.maxRecoverIterations=4] depenetration
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* passes before giving up (deepest body pushed out per pass).
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* @param {number} [options.minWalkNormal=0.7] minimum ground-normal Y
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* to count as standable (~45.6°). Below it the surface is "too
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* steep" — the player slides instead of grounding. Matches Quake3
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* `MIN_WALK_NORMAL` / Source `normal.z ≥ 0.7`.
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* @param {number} [options.stepHeight=0.3] maximum step the player
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* traverses, both up and down:
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* - UP: ground-categorize mounts the player onto a surface up to
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* `stepHeight` above the feet (a step the capsule's leading edge
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* reaches); a taller riser isn't mounted and the slide blocks it.
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* The capsule's round bottom does the actual climbing motion;
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* `stepHeight` is the gate on how high categorize will stick.
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* - DOWN: the ground-stick reach — walking off a drop no larger
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* than this snaps the player onto the lower surface (stays
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* grounded); a larger drop goes airborne (a real ledge).
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* Source `sv_stepsize` is ~0.34 m; the default is just under the
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* capsule radius so low ledges don't feel "magnetic".
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*/
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constructor(physicsSystem: import("../../../physics/ecs/PhysicsSystem.js").PhysicsSystem, ecd: import("../../../ecs/EntityComponentDataset.js").EntityComponentDataset, options?: {
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skin?: number;
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maxSlideIterations?: number;
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maxRecoverIterations?: number;
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minWalkNormal?: number;
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stepHeight?: number;
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});
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physicsSystem: import("../../../physics/ecs/PhysicsSystem.js").PhysicsSystem;
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ecd: import("../../../ecs/EntityComponentDataset.js").EntityComponentDataset;
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skin: number;
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maxSlideIterations: number;
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maxRecoverIterations: number;
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minWalkNormal: number;
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stepHeight: number;
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_ray: Ray3;
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_hit: PhysicsSurfacePoint;
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_overlapBuf: Uint32Array;
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_penDir: Float64Array;
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_planes: Float64Array;
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_cand: Float64Array;
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/**
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* Reused result. `grounded` / `groundNormal` are Phase 2 outputs;
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* in Phase 1 they're left at their defaults (the mover doesn't
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* categorize ground yet).
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* @type {{hit:boolean, grounded:boolean, groundNormal:Vector3}}
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*/
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_result: {
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hit: boolean;
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grounded: boolean;
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groundNormal: Vector3;
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};
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/**
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* Resolve one move. Mutates `position` to the resolved location and
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* `velocity` to the corrected value.
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*
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* @param {Vector3} position in/out — current pose, written to the resolved pose
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* @param {{x:number,y:number,z:number,w:number}} rotation capsule orientation (read)
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* @param {import("../../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D} shape convex capsule
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* @param {Vector3} velocity in/out — desired velocity, written to the corrected velocity
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* @param {number} dt
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* @param {(entity:number, collider:Collider)=>boolean} filter excludes
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* the player's own body in integration; accept-all in isolation
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* @returns {{hit:boolean, grounded:boolean, groundNormal:Vector3}} reused result
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*/
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move(position: Vector3, rotation: {
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x: number;
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y: number;
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z: number;
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w: number;
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}, shape: import("../../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D, velocity: Vector3, dt: number, filter: (entity: number, collider: Collider) => boolean): {
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hit: boolean;
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grounded: boolean;
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groundNormal: Vector3;
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};
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/**
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* Push the capsule out of any geometry it currently overlaps. Each
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* pass queries overlaps, finds the single deepest penetration via
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* {@link compute_penetration}, and pushes out along its separation
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* axis by `depth + skin`; re-queries until clear or the iteration
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* cap is hit. Deepest-first converges multi-body resting contact
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* (each pass removes the worst offender) without solving a system.
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*
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* @private
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*/
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private _recover;
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/**
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* Unified 3D collide-and-slide. Faithful to Quake's `SV_FlyMove`:
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* sweep the velocity for the remaining time, stop at contact, clip
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* the (original) velocity against every plane hit so far, slide
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* along the seam of a two-plane crease, dead-stop on a third plane
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* or a velocity reversal.
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*
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* @private
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*/
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private _slide;
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/**
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* Ground categorization + stick-to-ground + slope velocity clip.
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* Probes below the feet to decide grounded-ness, the surface height
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* to rest on, and the surface normal for the velocity clip.
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*
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* - `ascending` (jumped this tick) → never grounded; skip entirely
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* so the snap can't cancel the jump.
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* - no surface within `stepHeight` below the feet → airborne.
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*
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* Two probes, with a deliberate division of labour that's what makes
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* stairs AND slopes both work (they're the same steep-normal contact
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* to a single probe, so one probe can't tell them apart):
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*
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* (A) WALKABILITY + base height — a centre-point RAYCAST. It sees
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* the actual planar surface under the feet and ignores both a
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* step's convex top EDGE (whose normal is misleadingly steep)
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* and a wall's vertical SIDE face. A steep normal here means a
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* genuine steep SLOPE → not grounded (slide).
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* (B) STEP height — a footprint capsule SHAPECAST. It raises the
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* rest height onto a step the leading edge overhangs (which the
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* centre ray, aimed behind the riser, misses). Used only when
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* it genuinely swept (`hit.t > skin`, not start-solid in a wall)
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* and the step is within `stepHeight`.
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*
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* Reference point is the capsule bottom (`position.y`), matching the
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* feet-at-origin player capsule.
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*
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* @private
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*/
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private _categorizeGround;
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/**
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* `out = v - n·(v·n)` — project `v` onto the plane with unit normal
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* `n` (overbounce 1.0; clearance handled by `skin`, so no extra
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* nudge — equivalent in practice to Quake3's `OVERCLIP 1.001`).
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* @private
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*/
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private _clip;
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}
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import { Ray3 } from "../../../../core/geom/3d/ray/Ray3.js";
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import { PhysicsSurfacePoint } from "../../../physics/queries/PhysicsSurfacePoint.js";
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{"version":3,"file":"KinematicMover.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/collision/KinematicMover.js"],"names":[],"mappings":"AAmBA;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH;IACI;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IACH,2BA7BW,OAAO,uCAAuC,EAAE,aAAa,OAC7D,OAAO,wCAAwC,EAAE,sBAAsB;QAKtD,IAAI,GAArB,MAAM;QAEW,kBAAkB,GAAnC,MAAM;QAEW,oBAAoB,GAArC,MAAM;QAEW,aAAa,GAA9B,MAAM;QAIW,UAAU,GAA3B,MAAM;OAqChB;IAvBG,6EAAkC;IAClC,6EAAc;IACd,aAA6D;IAC7D,2BAAmG;IACnG,6BAAyG;IACzG,sBAAsF;IACtF,mBAA6E;IAG7E,WAAsB;IACtB,0BAAqC;IACrC,yBAAsC;IACtC,sBAAkC;IAClC,sBAAoD;IACpD,oBAAgC;IAEhC;;;;;OAKG;IACH,SAFU;QAAC,GAAG,EAAC,OAAO,CAAC;QAAC,QAAQ,EAAC,OAAO,CAAC;QAAC,YAAY,EAAC,OAAO,CAAA;KAAC,CAEmB;IAGtF;;;;;;;;;;;;OAYG;IACH,eATW,OAAO,YACP;QAAC,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAC;QAAA,CAAC,EAAC,MAAM,CAAA;KAAC,SACrC,OAAO,mDAAmD,EAAE,eAAe,YAC3E,OAAO,MACP,MAAM,mBACE,MAAM,YAAW,QAAQ,KAAG,OAAO,GAEzC;QAAC,GAAG,EAAC,OAAO,CAAC;QAAC,QAAQ,EAAC,OAAO,CAAC;QAAC,YAAY,EAAC,OAAO,CAAA;KAAC,CA+BjE;IAED;;;;;;;;;OASG;IACH,iBAwCC;IAED;;;;;;;;OAQG;IACH,eA0HC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA4BG;IACH,0BAgDC;IAED;;;;;OAKG;IACH,cAKC;CACJ;qBAtaoB,sCAAsC;oCAIvB,iDAAiD;oBALjE,kCAAkC;yBAG7B,kCAAkC"}
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import Vector3 from "../../../../core/geom/Vector3.js";
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import { Ray3 } from "../../../../core/geom/3d/ray/Ray3.js";
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import { Transform } from "../../../ecs/transform/Transform.js";
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import { Collider } from "../../../physics/ecs/Collider.js";
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import { compute_penetration } from "../../../physics/narrowphase/compute_penetration.js";
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import { PhysicsSurfacePoint } from "../../../physics/queries/PhysicsSurfacePoint.js";
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/**
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* Maximum simultaneous clip planes tracked within a single slide,
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* matching Quake's `MAX_CLIP_PLANES`. A move that contacts more than
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* this many distinct planes in one tick is in pathological geometry
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* (a cone of inward-pointing walls); we dead-stop rather than thrash.
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* @type {number}
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*/
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const MAX_CLIP_PLANES = 5;
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/** Below this speed/length we treat the remaining motion as spent. */
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const MIN_MOVE = 1e-6;
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/**
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* Kinematic character collision solver — Phase 1 (recover +
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* unified sweep-and-slide). See DESIGN_COLLISION.md.
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*
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* The mover is controller-agnostic: it knows about a capsule pose, a
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* desired velocity, and the physics world. Its job is to take the
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* velocity the control layer wants and return the position it actually
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* reaches plus the velocity corrected for whatever it hit. It invents
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* no motion — gravity / jump impulses live in the control layer and
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* arrive folded into `velocity`.
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*
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* One move is a sequence (Phase 1 implements steps 1-2; ground
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* categorize / stairs / settle land in later phases):
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*
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* 1. RECOVER — depenetration via `overlap()` + `compute_penetration`,
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* run unconditionally so the move starts clear even from a
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* start-solid state a pure sweep can't escape.
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* 2. SLIDE — unified 3D collide-and-slide via `shapeCast`, clipping
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* velocity onto true narrowphase contact normals. Crease-aware
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* (Quake `SV_FlyMove`): a second plane re-violating the first is
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* handled by sliding along their seam; a third (or a velocity
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* reversal) dead-stops. Floors / ceilings / walls are all just
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* contact planes, so vertical anti-tunnelling is automatic.
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*
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* @author Alex Goldring
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* @copyright Company Named Limited (c) 2026
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*/
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export class KinematicMover {
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/**
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* @param {import("../../../physics/ecs/PhysicsSystem.js").PhysicsSystem} physicsSystem
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* @param {import("../../../ecs/EntityComponentDataset.js").EntityComponentDataset} ecd
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* used to resolve an overlapping `body_id` (via
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* `physicsSystem.entityOf`) back to its {@link Transform} +
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* {@link Collider} for `compute_penetration`.
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* @param {object} [options]
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* @param {number} [options.skin=0.005] clearance left after each
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* sweep stop / push-out so the next query doesn't start in contact.
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* @param {number} [options.maxSlideIterations=4] slide "bumps" per
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* move (Quake `numbumps`).
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* @param {number} [options.maxRecoverIterations=4] depenetration
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* passes before giving up (deepest body pushed out per pass).
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* @param {number} [options.minWalkNormal=0.7] minimum ground-normal Y
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* to count as standable (~45.6°). Below it the surface is "too
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* steep" — the player slides instead of grounding. Matches Quake3
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* `MIN_WALK_NORMAL` / Source `normal.z ≥ 0.7`.
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* @param {number} [options.stepHeight=0.3] maximum step the player
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* traverses, both up and down:
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* - UP: ground-categorize mounts the player onto a surface up to
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* `stepHeight` above the feet (a step the capsule's leading edge
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* reaches); a taller riser isn't mounted and the slide blocks it.
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* The capsule's round bottom does the actual climbing motion;
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* `stepHeight` is the gate on how high categorize will stick.
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* - DOWN: the ground-stick reach — walking off a drop no larger
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* than this snaps the player onto the lower surface (stays
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* grounded); a larger drop goes airborne (a real ledge).
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* Source `sv_stepsize` is ~0.34 m; the default is just under the
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* capsule radius so low ledges don't feel "magnetic".
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*/
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constructor(physicsSystem, ecd, options = {}) {
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this.physicsSystem = physicsSystem;
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this.ecd = ecd;
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this.skin = options.skin !== undefined ? options.skin : 0.005;
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this.maxSlideIterations = options.maxSlideIterations !== undefined ? options.maxSlideIterations : 4;
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this.maxRecoverIterations = options.maxRecoverIterations !== undefined ? options.maxRecoverIterations : 4;
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this.minWalkNormal = options.minWalkNormal !== undefined ? options.minWalkNormal : 0.7;
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this.stepHeight = options.stepHeight !== undefined ? options.stepHeight : 0.3;
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// ── Scratch — reused per move, no per-call allocation ──────────
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this._ray = new Ray3();
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this._hit = new PhysicsSurfacePoint();
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this._overlapBuf = new Uint32Array(16);
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this._penDir = new Float64Array(3); // compute_penetration out
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this._planes = new Float64Array(MAX_CLIP_PLANES * 3);
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this._cand = new Float64Array(3); // clipped-velocity candidate
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/**
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* Reused result. `grounded` / `groundNormal` are Phase 2 outputs;
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* in Phase 1 they're left at their defaults (the mover doesn't
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* categorize ground yet).
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* @type {{hit:boolean, grounded:boolean, groundNormal:Vector3}}
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*/
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this._result = { hit: false, grounded: false, groundNormal: new Vector3(0, 1, 0) };
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}
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/**
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* Resolve one move. Mutates `position` to the resolved location and
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* `velocity` to the corrected value.
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*
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* @param {Vector3} position in/out — current pose, written to the resolved pose
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* @param {{x:number,y:number,z:number,w:number}} rotation capsule orientation (read)
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* @param {import("../../../../core/geom/3d/shape/AbstractShape3D.js").AbstractShape3D} shape convex capsule
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* @param {Vector3} velocity in/out — desired velocity, written to the corrected velocity
|
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* @param {number} dt
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* @param {(entity:number, collider:Collider)=>boolean} filter excludes
|
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* the player's own body in integration; accept-all in isolation
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* @returns {{hit:boolean, grounded:boolean, groundNormal:Vector3}} reused result
|
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*/
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move(position, rotation, shape, velocity, dt, filter) {
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const result = this._result;
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result.hit = false;
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result.grounded = false;
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result.groundNormal.set(0, 1, 0);
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// Capture intent-to-leave BEFORE the slide. A positive input
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// vertical velocity is a jump / launch (the only thing that sets
|
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// one — gravity is negative); on those ticks we must NOT
|
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// stick-to-ground or the snap cancels the jump on its first
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// frame. A ramp's upward velocity is produced INSIDE the slide
|
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// (the ramp is a contact plane), so it doesn't show up here —
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// which is exactly why we gate on the pre-slide value.
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const ascending = velocity.y > MIN_MOVE;
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+
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// 1. Recover — start the move penetration-free.
|
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this._recover(position, rotation, shape, filter);
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+
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+
// Snapshot pre-slide state for a possible stair step-up retry.
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const sx = position.x, sy = position.y, sz = position.z;
|
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const svx = velocity.x, svy = velocity.y, svz = velocity.z;
|
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+
|
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// 2. Sweep-and-slide the desired motion.
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this._slide(position, rotation, shape, velocity, dt, filter, result);
|
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+
|
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// 3. Ground categorize + stick + slope velocity clip.
|
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this._categorizeGround(position, rotation, shape, velocity, filter, result, ascending);
|
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+
|
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return result;
|
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}
|
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+
|
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|
+
/**
|
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149
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* Push the capsule out of any geometry it currently overlaps. Each
|
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* pass queries overlaps, finds the single deepest penetration via
|
|
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* {@link compute_penetration}, and pushes out along its separation
|
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+
* axis by `depth + skin`; re-queries until clear or the iteration
|
|
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* cap is hit. Deepest-first converges multi-body resting contact
|
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* (each pass removes the worst offender) without solving a system.
|
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*
|
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* @private
|
|
157
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+
*/
|
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+
_recover(position, rotation, shape, filter) {
|
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159
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+
const physics = this.physicsSystem;
|
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160
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+
const ecd = this.ecd;
|
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161
|
+
const buf = this._overlapBuf;
|
|
162
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+
const dir = this._penDir;
|
|
163
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+
|
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164
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+
for (let iter = 0; iter < this.maxRecoverIterations; iter++) {
|
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165
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+
const n = physics.overlap(shape, position, rotation, buf, 0, filter);
|
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166
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+
if (n === 0) return;
|
|
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|
+
|
|
168
|
+
let bestDepth = 0;
|
|
169
|
+
let bestX = 0, bestY = 0, bestZ = 0;
|
|
170
|
+
|
|
171
|
+
for (let i = 0; i < n; i++) {
|
|
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+
const bodyId = buf[i];
|
|
173
|
+
const entity = physics.entityOf(bodyId);
|
|
174
|
+
if (entity < 0) continue;
|
|
175
|
+
const otherT = ecd.getComponent(entity, Transform);
|
|
176
|
+
const otherC = ecd.getComponent(entity, Collider);
|
|
177
|
+
if (otherT === undefined || otherC === undefined) continue;
|
|
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|
+
|
|
179
|
+
// depth + unit B→A separation (A = our capsule, B = other).
|
|
180
|
+
const depth = compute_penetration(
|
|
181
|
+
dir,
|
|
182
|
+
shape, position, rotation,
|
|
183
|
+
otherC.shape, otherT.position, otherT.rotation,
|
|
184
|
+
);
|
|
185
|
+
if (depth > bestDepth) {
|
|
186
|
+
bestDepth = depth;
|
|
187
|
+
bestX = dir[0]; bestY = dir[1]; bestZ = dir[2];
|
|
188
|
+
}
|
|
189
|
+
}
|
|
190
|
+
|
|
191
|
+
// Overlap reported but no actionable depth (touching boundary,
|
|
192
|
+
// or MPR/overlap disagreement at the kiss) — treat as clear.
|
|
193
|
+
if (bestDepth <= 0) return;
|
|
194
|
+
|
|
195
|
+
const push = bestDepth + this.skin;
|
|
196
|
+
position._add(bestX * push, bestY * push, bestZ * push);
|
|
197
|
+
}
|
|
198
|
+
}
|
|
199
|
+
|
|
200
|
+
/**
|
|
201
|
+
* Unified 3D collide-and-slide. Faithful to Quake's `SV_FlyMove`:
|
|
202
|
+
* sweep the velocity for the remaining time, stop at contact, clip
|
|
203
|
+
* the (original) velocity against every plane hit so far, slide
|
|
204
|
+
* along the seam of a two-plane crease, dead-stop on a third plane
|
|
205
|
+
* or a velocity reversal.
|
|
206
|
+
*
|
|
207
|
+
* @private
|
|
208
|
+
*/
|
|
209
|
+
_slide(position, rotation, shape, velocity, dt, filter, result) {
|
|
210
|
+
const physics = this.physicsSystem;
|
|
211
|
+
const ray = this._ray;
|
|
212
|
+
const hit = this._hit;
|
|
213
|
+
const planes = this._planes;
|
|
214
|
+
const cand = this._cand;
|
|
215
|
+
const skin = this.skin;
|
|
216
|
+
|
|
217
|
+
// Original desired velocity — clipping is always done against
|
|
218
|
+
// this, not the running value (Quake's invariant; prevents
|
|
219
|
+
// accumulated rounding from spiralling the direction).
|
|
220
|
+
const ovx = velocity.x, ovy = velocity.y, ovz = velocity.z;
|
|
221
|
+
let vx = ovx, vy = ovy, vz = ovz;
|
|
222
|
+
let timeLeft = dt;
|
|
223
|
+
let numPlanes = 0;
|
|
224
|
+
|
|
225
|
+
for (let bump = 0; bump < this.maxSlideIterations; bump++) {
|
|
226
|
+
const speed = Math.sqrt(vx * vx + vy * vy + vz * vz);
|
|
227
|
+
if (speed < MIN_MOVE) break;
|
|
228
|
+
const len = speed * timeLeft;
|
|
229
|
+
if (len < MIN_MOVE) break;
|
|
230
|
+
|
|
231
|
+
const inv = 1 / speed;
|
|
232
|
+
const ndx = vx * inv, ndy = vy * inv, ndz = vz * inv;
|
|
233
|
+
|
|
234
|
+
ray.setOrigin(position.x, position.y, position.z);
|
|
235
|
+
ray.setDirection(ndx, ndy, ndz);
|
|
236
|
+
ray.tMax = len;
|
|
237
|
+
|
|
238
|
+
const didHit = physics.shapeCast(ray, shape, rotation, hit, filter);
|
|
239
|
+
|
|
240
|
+
if (!didHit) {
|
|
241
|
+
// Clear path — consume the whole remaining move.
|
|
242
|
+
position._add(ndx * len, ndy * len, ndz * len);
|
|
243
|
+
break;
|
|
244
|
+
}
|
|
245
|
+
|
|
246
|
+
// Separating contact: `shapeCast` reports a start-in-contact
|
|
247
|
+
// hit (t≈0) even when we're moving AWAY from the touched
|
|
248
|
+
// surface — e.g. jumping off a floor we're resting on, where
|
|
249
|
+
// the down-normal floor is behind the upward motion. If the
|
|
250
|
+
// sweep direction points along the outward contact normal
|
|
251
|
+
// (dir·n ≥ 0) the surface isn't in our way; take the full
|
|
252
|
+
// remaining move rather than clipping the velocity into it
|
|
253
|
+
// (which would cancel the jump). A genuine blocker is only
|
|
254
|
+
// reachable by moving INTO it (dir·n < 0).
|
|
255
|
+
const dirDotN = ndx * hit.normal.x + ndy * hit.normal.y + ndz * hit.normal.z;
|
|
256
|
+
if (dirDotN >= 0) {
|
|
257
|
+
position._add(ndx * len, ndy * len, ndz * len);
|
|
258
|
+
break;
|
|
259
|
+
}
|
|
260
|
+
|
|
261
|
+
result.hit = true;
|
|
262
|
+
|
|
263
|
+
// Advance up to the contact (less skin), and consume the
|
|
264
|
+
// corresponding fraction of the remaining time.
|
|
265
|
+
const advance = hit.t - skin > 0 ? hit.t - skin : 0;
|
|
266
|
+
if (advance > 0) position._add(ndx * advance, ndy * advance, ndz * advance);
|
|
267
|
+
const fraction = hit.t / len; // time uses the true TOI, not the skinned advance
|
|
268
|
+
timeLeft -= timeLeft * (fraction > 1 ? 1 : fraction);
|
|
269
|
+
|
|
270
|
+
if (numPlanes >= MAX_CLIP_PLANES) {
|
|
271
|
+
// Too many planes — wedged. Stop.
|
|
272
|
+
vx = vy = vz = 0;
|
|
273
|
+
break;
|
|
274
|
+
}
|
|
275
|
+
const po = numPlanes * 3;
|
|
276
|
+
planes[po] = hit.normal.x;
|
|
277
|
+
planes[po + 1] = hit.normal.y;
|
|
278
|
+
planes[po + 2] = hit.normal.z;
|
|
279
|
+
numPlanes++;
|
|
280
|
+
|
|
281
|
+
// Re-derive velocity: find a plane the ORIGINAL velocity can
|
|
282
|
+
// slide along without violating any other plane.
|
|
283
|
+
let resolved = false;
|
|
284
|
+
for (let i = 0; i < numPlanes; i++) {
|
|
285
|
+
const ix = planes[i * 3], iy = planes[i * 3 + 1], iz = planes[i * 3 + 2];
|
|
286
|
+
this._clip(ovx, ovy, ovz, ix, iy, iz, cand);
|
|
287
|
+
let ok = true;
|
|
288
|
+
for (let j = 0; j < numPlanes; j++) {
|
|
289
|
+
if (j === i) continue;
|
|
290
|
+
const jx = planes[j * 3], jy = planes[j * 3 + 1], jz = planes[j * 3 + 2];
|
|
291
|
+
if (cand[0] * jx + cand[1] * jy + cand[2] * jz < 0) { ok = false; break; }
|
|
292
|
+
}
|
|
293
|
+
if (ok) {
|
|
294
|
+
vx = cand[0]; vy = cand[1]; vz = cand[2];
|
|
295
|
+
resolved = true;
|
|
296
|
+
break;
|
|
297
|
+
}
|
|
298
|
+
}
|
|
299
|
+
|
|
300
|
+
if (!resolved) {
|
|
301
|
+
// No single plane works — slide along the crease of two.
|
|
302
|
+
// (More than two simultaneously-violated planes ⇒ corner;
|
|
303
|
+
// dead-stop.)
|
|
304
|
+
if (numPlanes !== 2) {
|
|
305
|
+
vx = vy = vz = 0;
|
|
306
|
+
break;
|
|
307
|
+
}
|
|
308
|
+
const ax = planes[0], ay = planes[1], az = planes[2];
|
|
309
|
+
const bx = planes[3], by = planes[4], bz = planes[5];
|
|
310
|
+
// seam = a × b
|
|
311
|
+
let cx = ay * bz - az * by;
|
|
312
|
+
let cy = az * bx - ax * bz;
|
|
313
|
+
let cz = ax * by - ay * bx;
|
|
314
|
+
const clen = Math.sqrt(cx * cx + cy * cy + cz * cz);
|
|
315
|
+
if (clen < MIN_MOVE) { vx = vy = vz = 0; break; }
|
|
316
|
+
const cinv = 1 / clen;
|
|
317
|
+
cx *= cinv; cy *= cinv; cz *= cinv;
|
|
318
|
+
const d = cx * ovx + cy * ovy + cz * ovz;
|
|
319
|
+
vx = cx * d; vy = cy * d; vz = cz * d;
|
|
320
|
+
}
|
|
321
|
+
|
|
322
|
+
// Anti-oscillation: if the new velocity opposes the original
|
|
323
|
+
// intent, we'd bounce back into the geometry — stop instead.
|
|
324
|
+
if (vx * ovx + vy * ovy + vz * ovz <= 0) {
|
|
325
|
+
vx = vy = vz = 0;
|
|
326
|
+
break;
|
|
327
|
+
}
|
|
328
|
+
}
|
|
329
|
+
|
|
330
|
+
velocity.set(vx, vy, vz);
|
|
331
|
+
}
|
|
332
|
+
|
|
333
|
+
/**
|
|
334
|
+
* Ground categorization + stick-to-ground + slope velocity clip.
|
|
335
|
+
* Probes below the feet to decide grounded-ness, the surface height
|
|
336
|
+
* to rest on, and the surface normal for the velocity clip.
|
|
337
|
+
*
|
|
338
|
+
* - `ascending` (jumped this tick) → never grounded; skip entirely
|
|
339
|
+
* so the snap can't cancel the jump.
|
|
340
|
+
* - no surface within `stepHeight` below the feet → airborne.
|
|
341
|
+
*
|
|
342
|
+
* Two probes, with a deliberate division of labour that's what makes
|
|
343
|
+
* stairs AND slopes both work (they're the same steep-normal contact
|
|
344
|
+
* to a single probe, so one probe can't tell them apart):
|
|
345
|
+
*
|
|
346
|
+
* (A) WALKABILITY + base height — a centre-point RAYCAST. It sees
|
|
347
|
+
* the actual planar surface under the feet and ignores both a
|
|
348
|
+
* step's convex top EDGE (whose normal is misleadingly steep)
|
|
349
|
+
* and a wall's vertical SIDE face. A steep normal here means a
|
|
350
|
+
* genuine steep SLOPE → not grounded (slide).
|
|
351
|
+
* (B) STEP height — a footprint capsule SHAPECAST. It raises the
|
|
352
|
+
* rest height onto a step the leading edge overhangs (which the
|
|
353
|
+
* centre ray, aimed behind the riser, misses). Used only when
|
|
354
|
+
* it genuinely swept (`hit.t > skin`, not start-solid in a wall)
|
|
355
|
+
* and the step is within `stepHeight`.
|
|
356
|
+
*
|
|
357
|
+
* Reference point is the capsule bottom (`position.y`), matching the
|
|
358
|
+
* feet-at-origin player capsule.
|
|
359
|
+
*
|
|
360
|
+
* @private
|
|
361
|
+
*/
|
|
362
|
+
_categorizeGround(position, rotation, shape, velocity, filter, result, ascending) {
|
|
363
|
+
if (ascending) return; // jump / launch — stay airborne this tick
|
|
364
|
+
|
|
365
|
+
const ray = this._ray;
|
|
366
|
+
const hit = this._hit;
|
|
367
|
+
const lift = this.stepHeight; // probe starts this high above the feet
|
|
368
|
+
const reach = lift + this.stepHeight + this.skin; // …down to stepHeight below the feet
|
|
369
|
+
|
|
370
|
+
// (A) Centre raycast — walkability + base surface height.
|
|
371
|
+
ray.setOrigin(position.x, position.y + lift, position.z);
|
|
372
|
+
ray.setDirection(0, -1, 0);
|
|
373
|
+
ray.tMax = reach;
|
|
374
|
+
if (!this.physicsSystem.raycast(ray, hit, filter)) return; // airborne
|
|
375
|
+
const nx = hit.normal.x, ny = hit.normal.y, nz = hit.normal.z;
|
|
376
|
+
result.groundNormal.set(nx, ny, nz);
|
|
377
|
+
if (ny < this.minWalkNormal) return; // steep slope under the feet — slide, not grounded
|
|
378
|
+
let surfaceY = position.y + lift - hit.t;
|
|
379
|
+
|
|
380
|
+
// (B) Footprint shapecast — mount a step the leading edge overhangs.
|
|
381
|
+
ray.setOrigin(position.x, position.y + lift, position.z);
|
|
382
|
+
ray.setDirection(0, -1, 0);
|
|
383
|
+
ray.tMax = reach;
|
|
384
|
+
if (this.physicsSystem.shapeCast(ray, shape, rotation, hit, filter) && hit.t > this.skin) {
|
|
385
|
+
const stepY = position.y + lift - hit.t;
|
|
386
|
+
// Raise onto it only if it's higher than the centre surface
|
|
387
|
+
// and within a climbable step (a taller one is a wall the
|
|
388
|
+
// slide blocks — leave the player on the centre surface).
|
|
389
|
+
if (stepY > surfaceY && stepY - position.y <= this.stepHeight + this.skin) {
|
|
390
|
+
surfaceY = stepY;
|
|
391
|
+
}
|
|
392
|
+
}
|
|
393
|
+
|
|
394
|
+
result.grounded = true;
|
|
395
|
+
|
|
396
|
+
// Stick: rest the feet `skin` above the surface (snaps down for a
|
|
397
|
+
// descent, up onto a step / out of a grazing contact).
|
|
398
|
+
position.y = surfaceY + this.skin;
|
|
399
|
+
|
|
400
|
+
// Clip the into-ground velocity component (gravity on flat ground;
|
|
401
|
+
// the into-slope part on a ramp), leaving tangential motion.
|
|
402
|
+
const vdot = velocity.x * nx + velocity.y * ny + velocity.z * nz;
|
|
403
|
+
if (vdot < 0) {
|
|
404
|
+
velocity.set(
|
|
405
|
+
velocity.x - vdot * nx,
|
|
406
|
+
velocity.y - vdot * ny,
|
|
407
|
+
velocity.z - vdot * nz,
|
|
408
|
+
);
|
|
409
|
+
}
|
|
410
|
+
}
|
|
411
|
+
|
|
412
|
+
/**
|
|
413
|
+
* `out = v - n·(v·n)` — project `v` onto the plane with unit normal
|
|
414
|
+
* `n` (overbounce 1.0; clearance handled by `skin`, so no extra
|
|
415
|
+
* nudge — equivalent in practice to Quake3's `OVERCLIP 1.001`).
|
|
416
|
+
* @private
|
|
417
|
+
*/
|
|
418
|
+
_clip(vx, vy, vz, nx, ny, nz, out) {
|
|
419
|
+
const backoff = vx * nx + vy * ny + vz * nz;
|
|
420
|
+
out[0] = vx - nx * backoff;
|
|
421
|
+
out[1] = vy - ny * backoff;
|
|
422
|
+
out[2] = vz - nz * backoff;
|
|
423
|
+
}
|
|
424
|
+
}
|