@woosh/meep-engine 3.38.0 → 3.39.0
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/build/bundle-worker-image-decoder.js +1 -1
- package/build/bundle-worker-terrain.js +1 -1
- package/package.json +1 -1
- package/src/core/binary/BinaryBuffer.d.ts +11 -0
- package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
- package/src/core/binary/BinaryBuffer.js +30 -0
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
- package/src/core/geom/3d/gjk/gjk.js +3 -3
- package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
- package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
- package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
- package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
- package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
- package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
- package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
- package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/mpr.js +26 -5
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
- package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
- package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
- package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
- package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
- package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
- package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
- package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
- package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
- package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
- package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
- package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
- package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
- package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
- package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PointShape3D.js +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
- package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
- package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
- package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/Triangle3D.js +5 -1
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
- package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
- package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
- package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
- package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
- package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
- package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
- package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/Ability.js +14 -5
- package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
- package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/Mantle.js +5 -1
- package/src/engine/control/first-person/abilities/Slide.js +1 -1
- package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
- package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
- package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +27 -13
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
- package/src/engine/ecs/transform/Transform64.d.ts +4 -2
- package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
- package/src/engine/ecs/transform/Transform64.js +10 -16
- package/src/engine/graphics/ecs/water/Water.d.ts +25 -63
- package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/Water.js +110 -125
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -74
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
- package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
- package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
- package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
- package/src/engine/graphics3/WaterSystem.d.ts +39 -3
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +134 -25
- package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
- package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
- package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
- package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
- package/src/engine/interpolation/InterpolationLog.js +12 -6
- package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
- package/src/engine/interpolation/InterpolationSystem.js +39 -8
- package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
- package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
- package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
- package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
- package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
- package/src/engine/physics/body/SolverBodyState.js +4 -5
- package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
- package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
- package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
- package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
- package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
- package/src/engine/physics/ccd/linear_sweep.js +1131 -97
- package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
- package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
- package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
- package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
- package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
- package/src/engine/physics/cloth/playground/garment_build.js +6 -6
- package/src/engine/physics/cloth/playground/garment_main.js +18 -14
- package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
- package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +15 -15
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts +5 -0
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.js +32 -9
- package/src/engine/physics/constraint/solve_constraints.d.ts +50 -8
- package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
- package/src/engine/physics/constraint/solve_constraints.js +703 -429
- package/src/engine/physics/contact/ManifoldStore.d.ts +12 -0
- package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
- package/src/engine/physics/contact/ManifoldStore.js +32 -0
- package/src/engine/physics/ecs/BodyKind.d.ts +16 -8
- package/src/engine/physics/ecs/BodyKind.d.ts.map +1 -1
- package/src/engine/physics/ecs/BodyKind.js +16 -8
- package/src/engine/physics/ecs/Collider.d.ts +7 -2
- package/src/engine/physics/ecs/Collider.d.ts.map +1 -1
- package/src/engine/physics/ecs/Collider.js +7 -2
- package/src/engine/physics/ecs/PhysicsEvents.d.ts +13 -0
- package/src/engine/physics/ecs/PhysicsEvents.d.ts.map +1 -1
- package/src/engine/physics/ecs/PhysicsEvents.js +13 -0
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +320 -36
- package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.js +779 -81
- package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidField.js +5 -1
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +11 -9
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.js +7 -5
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
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- package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
- package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
- package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
- package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
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@@ -78,10 +78,20 @@ export class PhysicsSystem extends System<any> {
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*/
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__solver_state: SolverBodyState;
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/**
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*
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* accumulating sleep time.
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*
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*
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* Speed-squared threshold, (m/s)², below which a body is eligible to start
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* accumulating sleep time. The speed measured is that of the body's far
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* end, `|v|² + |ω|²·R²`, where `R` is the body's extent
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* ({@link __body_extent}: a bound on how far its colliders reach from its
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* centre, from their local bounding boxes) floored at 1 m. Default 0.01
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* corresponds to ~0.1 m/s linear; for a body whose extent is no more than
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* a metre, ~0.1 rad/s angular, exactly as before the extent was counted;
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* for a larger one, ~0.1 m/s at its far end (a 100 m rod turning at
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* 0.05 rad/s is moving 5 m/s at the tip, and stays awake).
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*
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* The far end of a long body magnifies any wobble of its contacts, and the
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* test sees it at full size: a long plank resting on a bumpy mesh or
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* heightmap floor whose contacts jitter can stay awake where a short body
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* would sleep.
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* @type {number}
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*/
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sleepVelocitySqrThreshold: number;
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@@ -111,6 +121,46 @@ export class PhysicsSystem extends System<any> {
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* @type {number}
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*/
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positionIterations: number;
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/**
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* Restitution passes per step, after the substep loop: Gauss-Seidel sweeps
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* over the contacts with non-zero restitution, each driving a bouncing
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* contact's normal velocity toward `-e` times its approach. A body that
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* strikes at several points at once needs more than one: after a single
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* pass, a cube dropped flat at e = 0.8 left the ground spinning at 5 rad/s
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* and rebounded at 0.77 of its impact speed instead of 0.8. Two (Box3D's
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* default) bring it within half a percent of 0.8, all but without spin.
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* Each contact's bounce is capped at `e` times the impulse it took, which
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* stops an unconverged pass overshooting: in zero gravity, uncapped, one
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* pass sent a cube tumbling onto frictionless ground at e = 1 off with up
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* to 7% more kinetic energy than it struck with; capped, 0.2% at worst.
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* More passes still change the result, not just the cost: they converge
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* contacts that load each other further — an e = 1 stack of four boxes
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* struck by a ball keeps 201 J of its 309 J after 10 s at 2 passes, 88 J
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* at 8. `0` turns restitution off.
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*
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* Under gravity a bounce can still gain energy, mostly not from these
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* passes: a landing body is corrected out of the depth it sank into the
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* ground — by the penetration bias with soft contacts, by the position pass
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* with hard ones — and that lift is potential energy, while restitution
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* still returns the full approach speed. Tumbling cubes landing on
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* frictionless ground at e = 1, 60 drops of 5 s: no drop gains at all at
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* the defaults (soft contacts, 2 passes, 4 substeps); 22 gain over 0.1%
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* at 8 substeps
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* (worst +0.64%: the contact is stiffer against the shorter substep and
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* recovers more depth); with hard contacts 53 (+2.2%), and +6.4% at 8
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* substeps. At 2 passes, turning off the bias, the position pass or
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* restitution leaves none gaining. At 1 pass 8 gain (+2.2%), and the pass
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* itself is part of it: with the bias off, 4 still gain (+0.8%).
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* @type {number}
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*/
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restitutionIterations: number;
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/**
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* Approach speed, m/s, below which a contact does not bounce whatever its
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* restitution, so resting and slowly settling bodies do not buzz. The
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* discrete solver and the CCD pass apply the same rule.
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* @type {number}
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*/
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restitutionThreshold: number;
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/**
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* Contact softness frequency, Hz. Softening is what lets resting stacks
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* settle instead of ringing just above the sleep threshold; `0` gives
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*/
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private __joints_sorted;
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/**
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*
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*
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*
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*
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* Joint solver passes per substep. Each pass is one Gauss-Seidel sweep over
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* every joint, so joints that load each other — a chain, a ragdoll limb, a
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* heavy body on a light rope — converge together: more passes, tighter
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* joints under load. The first pass also warm-starts each joint; a relax
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* pass over the limit / motor / spring rows after the position integrate
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* comes on top. Cost is passes × joints; cheap because joints are far fewer
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* than contacts. 0 turns the joint solver off, relax included: the joints
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* still tie their bodies' islands together, but push on nothing.
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* @type {number}
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*/
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jointIterations: number;
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@@ -218,13 +272,13 @@ export class PhysicsSystem extends System<any> {
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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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*
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*
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* `storage.high_water_mark * 6` at the top of each fixedUpdate, and
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* zero wherever `integrate_position` reads it unless a position pass
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* wrote it this substep, so unwritten slots contribute nothing.
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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
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*
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* reads and folds into the pose update on the same substep, and the
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* next substep wipes it first. 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
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* velocity (so a `restitution = 0` impact stops cleanly).
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@@ -232,6 +286,20 @@ export class PhysicsSystem extends System<any> {
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* @type {Float64Array}
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*/
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__pseudo_velocity: Float64Array;
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/**
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* Length of the prefix of {@link __pseudo_velocity} that a position pass
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* may have written since it was last zeroed; everything past it is zero.
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* Set by the hard-contact position pass of {@link fixedUpdate} and of the
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* `solve_contacts` driver. `0` when the whole buffer is zero — always,
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* with soft contacts (the default), which run no position pass. The wipes
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* zero this prefix only, and only when it is non-empty: zeroing the whole
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* buffer every substep cost work proportional to the body-slot
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* high-water mark, not to the bodies awake — most of a 0.6 ms step at
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* 100k slots with ten awake.
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* @private
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* @type {number}
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*/
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private __pseudo_velocity_dirty;
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/**
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* Master switch for the continuous-collision pass. When false the
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* {@link RigidBodyFlags.CCD} flag is ignored and no swept queries run.
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* @type {Float64Array}
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*/
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__ccd_start_pos: Float64Array;
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/**
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* Start-of-step linear velocities of the awake DYNAMIC bodies — every one,
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* not only the CCD-flagged — captured with {@link __ccd_start_pos} (after
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* forces, before the substep loop) in any step with a flagged body awake;
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* 3 doubles per body slot index. The CCD pass replaces each with the
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* body's velocity change through the solve, which tells it how a body it
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* struck fell through the step.
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* @type {Float64Array}
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*/
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__ccd_start_vel: Float64Array;
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/**
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* The CCD movers of the current step: storage indices of the bodies whose
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* start pose {@link __ccd_start_pos} took this step, the first
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* {@link __ccd_mover_count} of them. The CCD pass sweeps these and no
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* others — a body made a mover after the capture, by a listener on an
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* announcement, has no start pose this step. Grows by doubling.
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* @type {Uint32Array}
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*/
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__ccd_movers: Uint32Array;
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/**
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* Beside each of {@link __ccd_movers}, the collider its start pose was
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* taken from, its body's primary at the time; a mover whose primary
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* collider has changed since is not swept this step.
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* @type {Array<Collider|null>}
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*/
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__ccd_mover_colliders: Array<Collider | null>;
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/**
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* Number of live entries in {@link __ccd_movers}.
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* @type {number}
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*/
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__ccd_mover_count: number;
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/**
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* Per-body extent, metres, indexed by body slot: a bound on the distance
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* from the body's centre to any point of its colliders — the largest, over
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* its colliders, of the local bounding box's corner radius plus the
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* collider's offset from the body. Exact for a box centred on its body;
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* larger than the body for other shapes (a sphere of radius r reads
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* r·√3). Written for every awake body in stage 2 of each
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* step, from the step's starting poses, and read by the sleep test to
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* turn angular velocity into the speed of the body's far end. Rotation
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* invariant (local boxes, not world ones), so a body's orientation does
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* not change when it may sleep. Derived state: recomputed each step,
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* never serialized. Grows to `storage.high_water_mark`.
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* @type {Float64Array}
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*/
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__body_extent: Float64Array;
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/**
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* Pending {@link setTargetPose} targets, {@link TARGET_POSE_STRIDE} doubles per body slot
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* index: the packed id of the body that set the target ({@link RIGID_BODY_UNALLOCATED} for
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* none), then position `[x, y, z]` and rotation `[x, y, z, w]`. Keyed by the packed id rather
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* than a flag, so a slot freed and reused by another body before the step never inherits a
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* target. Grows to cover the slots targets are set on; never shrinks.
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* @private
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* @type {Float64Array}
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*/
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private __target_poses;
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/**
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* Packed ids of the bodies holding a pending target in {@link __target_poses}, in call order:
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* the first {@link __target_pose_count}. Consumed and emptied by the next {@link fixedUpdate},
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* which resets the count and keeps the array's storage — truncating it gave the storage up, and
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* the next step's first target allocated it again.
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* @private
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* @type {number[]}
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*/
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private __target_pose_bodies;
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/**
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* How many of {@link __target_pose_bodies} are pending.
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* @private
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* @type {number}
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*/
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private __target_pose_count;
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set interpolationLog(log: any);
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/**
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* **Deprecated; does nothing.** Physics used to produce render interpolation itself: with this
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@@ -306,16 +445,24 @@ export class PhysicsSystem extends System<any> {
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private __primary_collider;
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/**
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* Resize {@link __pseudo_velocity} to cover every live body slot and
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*
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*
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* solver doesn't touch contribute zero pseudo-velocity to
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* {@link integrate_position}.
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* bring it to all-zero, zeroing only what a position pass may have
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* written since it last was ({@link __pseudo_velocity_dirty}), so bodies
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* the solver doesn't touch contribute zero pseudo-velocity to
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* {@link integrate_position}. Called at the top of each fixedUpdate, and
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* by a caller of the `solve_contacts` driver whose buffer may hold a
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* hard-contact step's last correction.
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*
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* Doubles on growth like the other physics scratches; never shrinks.
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*
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* @private
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*/
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private __reset_pseudo_velocity;
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/**
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* Zero what a position pass may have written to {@link __pseudo_velocity}
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* since it was last zeroed; nothing if none has run.
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* @private
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*/
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private __clear_pseudo_velocity;
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/**
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* Replace the world gravity vector. Effective on the next step.
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* @param {Vector3|ArrayLike<number>} v indexed as [x, y, z]
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@@ -323,6 +470,14 @@ export class PhysicsSystem extends System<any> {
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setGravity(v: Vector3 | ArrayLike<number>): void;
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/**
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* Install (or remove with `null`) the contact filter callback.
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*
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* It is asked during the step, and also from inside the CCD pass's sweep — a
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* {@link shapeCast} — so it may run a {@link raycast} or an {@link overlap},
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* but not a {@link shapeCast} (refused by an assert: a cast cannot run
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* inside another). A production build strips asserts, and there nothing
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* refuses it: the sweep's own cast is overwritten and CCD tunnels without a
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* word — 200 of 200 fast spheres fired at a 2 cm wall went through it.
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*
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* @param {((entityA:number, entityB:number, colliderA:Collider, colliderB:Collider) => boolean) | null} fn
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*/
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setContactFilter(fn: ((entityA: number, entityB: number, colliderA: Collider, colliderB: Collider) => boolean) | null): void;
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@@ -437,6 +592,42 @@ export class PhysicsSystem extends System<any> {
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* @returns {number}
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*/
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entityOf(packed_body_id: number): number;
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/**
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* Resolve a packed body id to the {@link RigidBody} linked under it, or `undefined` if the id
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* is stale. The id a query reports names a body; this is how its flags, kind and velocity are
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* read without the dataset.
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*
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* @param {number} packed_body_id as a query reports it
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* @returns {RigidBody|undefined}
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*/
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bodyOf(packed_body_id: number): RigidBody | undefined;
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/**
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* The colliders attached to a body, in attach order. Each entry gives the `collider`, the world
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* `transform` it is posed at — the body's own Transform64 for a collider on the body entity, the
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* child entity's for a compound body's child — and the `entity` that owns the collider. These are
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* the colliders a query tests when it reaches the body, each at its own transform, in this
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* order; an overlap query reports the body on the first of them that overlaps.
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*
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* **This is the system's live list, not a copy: never write to it.** The array and its entries
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* are what the broadphase, the narrowphase and every query read, so a `push`, `pop` or `splice`,
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* or an edit to an entry, changes what the body collides with everywhere — a caller's `pop()`
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* drops a collider from every query. Attach and detach colliders through
|
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* {@link attach_collider} / {@link detach_collider}. The list changes in place on the body's
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* next attach, detach or unlink; copy what must outlive that. A stale id has no colliders: the
|
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* result is one shared, frozen empty array.
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+
*
|
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* A read-only view is not offered because it is not free: a Proxy that refuses writes made a
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+
* walk of an 8-entry list 8.5x as slow to read, and a frozen copy per body would allocate on
|
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+
* every attach and detach and still hand out the live entries.
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+
*
|
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+
* @param {number} packed_body_id as a query reports it
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+
* @returns {ReadonlyArray<{collider: Collider, transform: Transform64, entity: number}>}
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+
*/
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+
collidersOf(packed_body_id: number): ReadonlyArray<{
|
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+
collider: Collider;
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+
transform: Transform64;
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entity: number;
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+
}>;
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/**
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* Number of live bodies (regardless of awake/sleeping state).
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* @returns {number}
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@@ -467,8 +658,11 @@ export class PhysicsSystem extends System<any> {
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*/
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659
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applyImpulseAt(rigidBody: RigidBody, transform: Transform64, impulse: Vector3 | ArrayLike<number>, worldPoint: Vector3 | ArrayLike<number>): void;
|
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469
660
|
/**
|
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-
* Accumulate a
|
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471
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-
*
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661
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+
* Accumulate a torque (world-space, N·m) for the next fixedUpdate. Pairs
|
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662
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+
* with {@link applyForce} for the rotational case, and is spent the same
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+
* way: once, as the angular impulse `τ·dt` over the whole step, before the
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664
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+
* substeps — a per-step budget, to be applied again every step it should
|
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+
* last.
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*
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* Wakes the body if asleep.
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*
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@@ -477,9 +671,12 @@ export class PhysicsSystem extends System<any> {
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477
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*/
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672
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applyTorque(rigidBody: RigidBody, torque: Vector3 | ArrayLike<number>): void;
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673
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/**
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-
*
|
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481
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-
* generates both a linear acceleration (F/m) and a
|
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482
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-
* the body's centre of mass
|
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+
* Accumulate a force at a specific world-space point for the next
|
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+
* fixedUpdate. The force generates both a linear acceleration (F/m) and a
|
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676
|
+
* torque (r × F) about the body's centre of mass, `r` taken from
|
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677
|
+
* `transform` now. Both are spent like {@link applyForce}'s: once, as
|
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678
|
+
* `F·dt` and `(r × F)·dt` over the whole step, before the substeps — a
|
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|
+
* per-step budget, to be applied again every step it should last.
|
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680
|
*
|
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484
681
|
* Wakes the body if asleep.
|
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485
682
|
*
|
|
@@ -490,7 +687,17 @@ export class PhysicsSystem extends System<any> {
|
|
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490
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|
*/
|
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491
688
|
applyForceAt(rigidBody: RigidBody, transform: Transform64, force: Vector3 | ArrayLike<number>, worldPoint: Vector3 | ArrayLike<number>): void;
|
|
492
689
|
/**
|
|
493
|
-
* Accumulate a
|
|
690
|
+
* Accumulate a force (world-space, newtons) for the next fixedUpdate.
|
|
691
|
+
*
|
|
692
|
+
* The step spends the accumulated force once: as the impulse `F·dt`, `dt`
|
|
693
|
+
* the whole step, added to the body's velocity before the substeps run,
|
|
694
|
+
* after which the accumulator is empty. It is not re-applied at each
|
|
695
|
+
* substep the way gravity is. So a force is a per-step budget — the same
|
|
696
|
+
* change of momentum whatever {@link substeps} is — and one that should
|
|
697
|
+
* last must be applied again every step. A force worked out from the
|
|
698
|
+
* body's state (a spring's pull, a drag) is evaluated at the pose and
|
|
699
|
+
* velocity it was computed from and acts unchanged through the step.
|
|
700
|
+
*
|
|
494
701
|
* Wakes the body if asleep.
|
|
495
702
|
*
|
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496
703
|
* @param {RigidBody} rigidBody
|
|
@@ -528,6 +735,9 @@ export class PhysicsSystem extends System<any> {
|
|
|
528
735
|
* as-is; zero it via {@link setLinearVelocity} if the teleport should also stop
|
|
529
736
|
* the body.
|
|
530
737
|
*
|
|
738
|
+
* Cancels a {@link setTargetPose} target set for the body earlier in the step, so the
|
|
739
|
+
* teleport is where the step finds it.
|
|
740
|
+
*
|
|
531
741
|
* Works for STATIC bodies too: their broadphase leaves are re-homed to
|
|
532
742
|
* the new pose, and sleepers at both the old and the new location are
|
|
533
743
|
* woken — a moved support drops what rested on it, and whatever it moved
|
|
@@ -538,6 +748,59 @@ export class PhysicsSystem extends System<any> {
|
|
|
538
748
|
* @param {Quaternion|ArrayLike<number>} rotation world unit-quaternion rotation, indexed as [x, y, z, w]
|
|
539
749
|
*/
|
|
540
750
|
setPose(rigidBody: RigidBody, position: Vector3 | ArrayLike<number>, rotation: Quaternion | ArrayLike<number>): void;
|
|
751
|
+
/**
|
|
752
|
+
* Move a {@link BodyKind.KinematicPosition} body to a pose over the next {@link fixedUpdate},
|
|
753
|
+
* as a motion rather than a teleport: a moving platform, a door, an animated collider.
|
|
754
|
+
*
|
|
755
|
+
* The target is consumed by the next `fixedUpdate(dt)`. Before anything in that step reads
|
|
756
|
+
* velocity, the step sets the body's {@link RigidBody#linearVelocity} to the displacement from
|
|
757
|
+
* its current position over `dt`, and its {@link RigidBody#angularVelocity} to the shortest-arc
|
|
758
|
+
* rotation from its current orientation to the target's, as axis × angle over `dt`. Those are
|
|
759
|
+
* the velocities the contact solver sees, so a body resting on it is carried by friction
|
|
760
|
+
* (along, and round when it turns), and a body in its way is pushed. The step integrates them
|
|
761
|
+
* like any velocity and then writes the target pose exactly, so the body ends the step on the
|
|
762
|
+
* target to the last bit, whatever the substep count does to the rotation's integration.
|
|
763
|
+
*
|
|
764
|
+
* - Calling it again before the step replaces the target; the last call wins.
|
|
765
|
+
* - The velocities stay on the body after the step, as Box3D's `b3Body_SetTargetTransform`
|
|
766
|
+
* leaves them: a step with no new target integrates them like any kinematic velocity, so the
|
|
767
|
+
* body keeps moving at the same rate. To stop it, target the pose it is at (zero velocity),
|
|
768
|
+
* or set its velocities to zero.
|
|
769
|
+
* - It is a motion from the pose the body has when the step begins. {@link setPose} is the
|
|
770
|
+
* teleport — it moves the body with no velocity, so nothing riding it is carried. The later
|
|
771
|
+
* of the two calls wins: a setPose after this one cancels the target, and this one after a
|
|
772
|
+
* setPose is a motion from the teleported pose.
|
|
773
|
+
* - Only a KinematicPosition body takes a target. A Dynamic body's motion is the solver's; a
|
|
774
|
+
* KinematicVelocity body is driven by the velocity written to it; a Static one never moves.
|
|
775
|
+
* - Unlike Box3D, which takes the time step with the target and derives the velocity at the
|
|
776
|
+
* call, the velocity is derived from the step's own `dt` when the step runs, so the two
|
|
777
|
+
* cannot disagree. Kinematic bodies never sleep here, so there is no sleep-threshold skip.
|
|
778
|
+
*
|
|
779
|
+
* @param {RigidBody} rigidBody a linked {@link BodyKind.KinematicPosition} body
|
|
780
|
+
* @param {Vector3|ArrayLike<number>} position world position to reach, indexed as [x, y, z]
|
|
781
|
+
* @param {Quaternion|ArrayLike<number>} rotation world unit-quaternion rotation to reach,
|
|
782
|
+
* indexed as [x, y, z, w]; asserted unit (squared length within 1e-6 of 1), since it is
|
|
783
|
+
* written into the transform as given
|
|
784
|
+
*/
|
|
785
|
+
setTargetPose(rigidBody: RigidBody, position: Vector3 | ArrayLike<number>, rotation: Quaternion | ArrayLike<number>): void;
|
|
786
|
+
/**
|
|
787
|
+
* Start of {@link fixedUpdate}: give every body with a pending {@link setTargetPose} target the
|
|
788
|
+
* velocity that reaches it over `dt`. A step of no duration reaches nothing; its targets stay
|
|
789
|
+
* pending for the next one.
|
|
790
|
+
*
|
|
791
|
+
* @private
|
|
792
|
+
* @param {number} dt
|
|
793
|
+
*/
|
|
794
|
+
private __derive_target_velocities;
|
|
795
|
+
/**
|
|
796
|
+
* After the substep loop of {@link fixedUpdate}: write every body driven by
|
|
797
|
+
* {@link setTargetPose} onto its target exactly, and empty the pending list. Skipped, like
|
|
798
|
+
* {@link __derive_target_velocities}, by a step of no duration.
|
|
799
|
+
*
|
|
800
|
+
* @private
|
|
801
|
+
* @param {number} dt
|
|
802
|
+
*/
|
|
803
|
+
private __land_target_poses;
|
|
541
804
|
/**
|
|
542
805
|
* Force the body awake. Static bodies are ignored.
|
|
543
806
|
* @param {RigidBody} rigidBody
|
|
@@ -594,10 +857,18 @@ export class PhysicsSystem extends System<any> {
|
|
|
594
857
|
* Raycast against both broadphase trees. Fills `result` with the nearest
|
|
595
858
|
* hit and returns `true` on hit, `false` on miss.
|
|
596
859
|
*
|
|
597
|
-
* Resolves
|
|
598
|
-
*
|
|
599
|
-
*
|
|
600
|
-
*
|
|
860
|
+
* Resolves against the real shapes: `result.t` is the distance to the
|
|
861
|
+
* struck surface and `result.normal` its normal there, for every shape the
|
|
862
|
+
* engine defines (a shape from outside it falls back to its tight bounding
|
|
863
|
+
* box). Every collider of a compound body is tested; `result.collider_entity`
|
|
864
|
+
* names the one struck, and `result.triangle` the triangle of a mesh or
|
|
865
|
+
* heightmap collider. Sensors are passed through.
|
|
866
|
+
*
|
|
867
|
+
* The filter may run a {@link shapeCast} or an {@link overlap} of its own,
|
|
868
|
+
* but not another raycast (refused by an assert: queries of one kind share
|
|
869
|
+
* their working state). A production build strips asserts, and there
|
|
870
|
+
* nothing refuses it: the answer is silently wrong — a ray whose filter cast
|
|
871
|
+
* another ray named entity 8 at t 1.5, where the truth is entity 1 at 2.5.
|
|
601
872
|
*
|
|
602
873
|
* @param {Ray3} ray origin + unit direction + `tMax`
|
|
603
874
|
* @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
|
|
@@ -611,15 +882,23 @@ export class PhysicsSystem extends System<any> {
|
|
|
611
882
|
* The shape starts at `ray.origin` oriented by `rotation` and translates
|
|
612
883
|
* along `ray.direction` for up to `ray.tMax` units.
|
|
613
884
|
*
|
|
614
|
-
*
|
|
615
|
-
*
|
|
885
|
+
* `t` is the time of impact — the swept shape at `t` is just apart from
|
|
886
|
+
* what it struck — and `result.position` the swept shape's centre there,
|
|
887
|
+
* not a point on the surface. `result.collider_entity` names the struck
|
|
888
|
+
* collider and `result.triangle` the triangle of a mesh or heightmap one.
|
|
889
|
+
*
|
|
890
|
+
* The filter may run a {@link raycast} or an {@link overlap} of its own,
|
|
891
|
+
* but not another shapeCast (refused by an assert: queries of one kind
|
|
892
|
+
* share their working state). A production build strips asserts, and there
|
|
893
|
+
* nothing refuses it: the outer cast silently misses what it should hit.
|
|
616
894
|
*
|
|
617
895
|
* @param {Ray3} ray origin + unit direction + `tMax`
|
|
618
896
|
* @param {AbstractShape3D} shape
|
|
619
897
|
* @param {ArrayLike<number>} rotation fixed orientation of the swept shape
|
|
620
|
-
* as `[x, y, z, w]`, a unit quaternion
|
|
621
|
-
*
|
|
622
|
-
*
|
|
898
|
+
* as `[x, y, z, w]`, a unit quaternion, in an array the caller retains —
|
|
899
|
+
* not a Transform64's `rotation`, which allocates a view on every read.
|
|
900
|
+
* Read by index, so an `{x, y, z, w}` object silently misses everything
|
|
901
|
+
* rather than throwing
|
|
623
902
|
* @param {PhysicsSurfacePoint} result populated on hit; untouched on miss
|
|
624
903
|
* @param {(entity:number, collider:Collider)=>boolean} [filter]
|
|
625
904
|
* @returns {boolean}
|
|
@@ -637,13 +916,17 @@ export class PhysicsSystem extends System<any> {
|
|
|
637
916
|
* available.
|
|
638
917
|
*
|
|
639
918
|
* `filter` runs before the shape test, which is the expensive part — use
|
|
640
|
-
* it to skip the caller's own body, allies, sensors.
|
|
919
|
+
* it to skip the caller's own body, allies, sensors. It may run a
|
|
920
|
+
* {@link raycast} or a {@link shapeCast} of its own, but not another overlap
|
|
921
|
+
* (refused by an assert: queries of one kind share their working state). A
|
|
922
|
+
* production build strips asserts, and there nothing refuses it: the outer
|
|
923
|
+
* overlap silently comes back short — 0 of the 8 bodies it overlapped.
|
|
641
924
|
*
|
|
642
925
|
* The query shape must be convex; a concave one throws.
|
|
643
926
|
*
|
|
644
927
|
* @param {AbstractShape3D} shape convex query shape, in its local frame
|
|
645
|
-
* @param {ArrayLike<number>} position world position of the query shape, as `[x, y, z]
|
|
646
|
-
*
|
|
928
|
+
* @param {ArrayLike<number>} position world position of the query shape, as `[x, y, z]`, in an
|
|
929
|
+
* array the caller retains - not a Transform64's `translation`, which allocates a view per read
|
|
647
930
|
* @param {ArrayLike<number>} rotation world rotation as `[x, y, z, w]`, a unit quaternion
|
|
648
931
|
* @param {Uint32Array|number[]} output buffer to receive body_ids
|
|
649
932
|
* @param {number} output_offset starting index in output
|
|
@@ -740,7 +1023,8 @@ export class PhysicsSystem extends System<any> {
|
|
|
740
1023
|
*
|
|
741
1024
|
* - If any member carries {@link RigidBodyFlags.DisableSleep}, the
|
|
742
1025
|
* entire island is exempt; every member's sleep_timer is reset.
|
|
743
|
-
* - If `max(|v|² +
|
|
1026
|
+
* - If `max(|v|² + |ω|²·max(R, 1)²)` across all members (`R` the
|
|
1027
|
+
* member's extent, {@link __body_extent}) is below
|
|
744
1028
|
* {@link sleepVelocitySqrThreshold}, every member's sleep_timer is
|
|
745
1029
|
* incremented by `dt`. When the smallest member's timer crosses
|
|
746
1030
|
* {@link sleepTimeThreshold}, the whole island sleeps atomically in
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"PhysicsSystem.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/ecs/PhysicsSystem.js"],"names":[],"mappings":"
|
|
1
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+
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