@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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* iteration — and it was previously written out twice, identically, in the contact solver and the
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* constraint solver.
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*
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* The lever and the impulse are read from arrays, not passed as numbers: the routine is too big for V8
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* to inline at every call site of a solver loop, and a call that is not inlined boxes each number it is
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* passed into a new heap object. Arrays and offsets cross the call as they are.
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*
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* `scratch` is supplied by the caller rather than closed over: the two copies disagreed on this, and an
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* explicit buffer keeps the routine free of shared mutable state between call sites.
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* A zero inverse mass means a static/kinematic body, which
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* returns immediately rather than writing zeros.
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* The inverse mass is the body's, from its span. A zero inverse mass means a static/kinematic body, which
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* absorbs impulses without responding — so this returns immediately rather than writing zeros.
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*
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* @param {Float64Array} ss solver body state array
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* @param {number} base offset of this body's span within `ss`
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* @param {
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* @param {
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* @param {number} Px impulse x
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* @param {number} Py
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* @param {number} Pz
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* @param {Float64Array} lever holds the lever arm, from centre of mass to the application point
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* @param {number} lever_offset where in `lever` its x is, y and z following
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* @param {Float64Array} impulse holds the impulse `P`
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* @param {number} impulse_offset where in `impulse` its x is, y and z following
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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 function apply_impulse_to_body(ss: Float64Array, base: number,
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export function apply_impulse_to_body(ss: Float64Array, base: number, lever: Float64Array, lever_offset: number, impulse: Float64Array, impulse_offset: number, sign: number, scratch: Float64Array): void;
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/**
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* {@link apply_impulse_to_body} with the world inverse inertia evaluated at a given orientation rather
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* than the one in the body's span, which the substep loop advances.
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*
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* For a constraint row whose effective mass was computed once, at one orientation, and is applied
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* across substeps while the body turns: the impulse must go through the inertia that mass was
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* computed from, or the row's Gauss-Seidel update over-corrects by the ratio of the two.
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*
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* @param {Float64Array} ss solver body state array
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* @param {number} base offset of this body's span within `ss`
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* @param {Float64Array} rotation holds the orientation the world inverse inertia is evaluated at, a unit
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* quaternion `[x, y, z, w]`
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* @param {number} rotation_offset where in `rotation` its x is
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* @param {Float64Array} lever holds the lever arm, from centre of mass to the application point
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* @param {number} lever_offset where in `lever` its x is, y and z following
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* @param {Float64Array} impulse holds the impulse `P`
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* @param {number} impulse_offset where in `impulse` its x is, y and z following
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* @param {number} sign +1 for body A, -1 for body B
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* @param {Float64Array} scratch at least 3 elements, overwritten
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*/
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export function apply_impulse_to_body_oriented(ss: Float64Array, base: number, rotation: Float64Array, rotation_offset: number, lever: Float64Array, lever_offset: number, impulse: Float64Array, impulse_offset: number, sign: number, scratch: Float64Array): void;
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//# sourceMappingURL=apply_impulse_to_body.d.ts.map
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{"version":3,"file":"apply_impulse_to_body.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/solver/apply_impulse_to_body.js"],"names":[],"mappings":"
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{"version":3,"file":"apply_impulse_to_body.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/solver/apply_impulse_to_body.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,0CAZW,YAAY,QACZ,MAAM,SACN,YAAY,gBACZ,MAAM,WACN,YAAY,kBACZ,MAAM,QACN,MAAM,WACN,YAAY,QAoBtB;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,mDAZW,YAAY,QACZ,MAAM,YACN,YAAY,mBAEZ,MAAM,SACN,YAAY,gBACZ,MAAM,WACN,YAAY,kBACZ,MAAM,QACN,MAAM,WACN,YAAY,QA2CtB"}
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@@ -3,17 +3,13 @@ import {
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SBS_AV_Y,
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SBS_AV_Z,
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SBS_INV_I_X,
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SBS_INV_I_Z,
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SBS_INV_MASS,
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SBS_LV_X,
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SBS_LV_Y,
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SBS_LV_Z,
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SBS_QW,
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SBS_QX,
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SBS_QY,
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SBS_QZ,
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} from "../body/SolverBodyState.js";
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import {
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import { world_inverse_inertia_apply_array } from "../inertia/world_inverse_inertia.js";
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/**
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* Apply impulse `P` at lever arm `r` to one body's solver state:
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* iteration — and it was previously written out twice, identically, in the contact solver and the
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* constraint solver.
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*
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* The lever and the impulse are read from arrays, not passed as numbers: the routine is too big for V8
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* to inline at every call site of a solver loop, and a call that is not inlined boxes each number it is
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* passed into a new heap object. Arrays and offsets cross the call as they are.
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*
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* `scratch` is supplied by the caller rather than closed over: the two copies disagreed on this, and an
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* explicit buffer keeps the routine free of shared mutable state between call sites.
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*
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* A zero inverse mass means a static/kinematic body, which
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* returns immediately rather than writing zeros.
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* The inverse mass is the body's, from its span. A zero inverse mass means a static/kinematic body, which
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* absorbs impulses without responding — so this returns immediately rather than writing zeros.
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*
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* @param {Float64Array} ss solver body state array
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* @param {number} base offset of this body's span within `ss`
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* @param {
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* @param {number}
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* @param {
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* @param {number}
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* @param {number} Px impulse x
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* @param {number} Py
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* @param {number} Pz
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* @param {Float64Array} lever holds the lever arm, from centre of mass to the application point
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* @param {number} lever_offset where in `lever` its x is, y and z following
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* @param {Float64Array} impulse holds the impulse `P`
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* @param {number} impulse_offset where in `impulse` its x is, y and z following
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* @param {number} sign +1 for body A, -1 for body B
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*
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@@ -50,34 +47,78 @@ import { world_inverse_inertia_apply_raw } from "../inertia/world_inverse_inerti
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* @copyright Company Named Limited (c) 2026
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*/
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export function apply_impulse_to_body(
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ss, base,
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-
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-
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ss, base,
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lever, lever_offset,
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impulse, impulse_offset,
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sign,
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scratch
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) {
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apply_impulse_to_body_oriented(
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ss, base,
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ss, base + SBS_QX,
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lever, lever_offset,
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impulse, impulse_offset,
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sign,
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scratch
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);
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}
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/**
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* {@link apply_impulse_to_body} with the world inverse inertia evaluated at a given orientation rather
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* than the one in the body's span, which the substep loop advances.
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*
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* For a constraint row whose effective mass was computed once, at one orientation, and is applied
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* across substeps while the body turns: the impulse must go through the inertia that mass was
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* computed from, or the row's Gauss-Seidel update over-corrects by the ratio of the two.
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*
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* @param {Float64Array} ss solver body state array
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* @param {number} base offset of this body's span within `ss`
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* @param {Float64Array} rotation holds the orientation the world inverse inertia is evaluated at, a unit
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* quaternion `[x, y, z, w]`
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* @param {number} rotation_offset where in `rotation` its x is
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* @param {Float64Array} lever holds the lever arm, from centre of mass to the application point
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* @param {number} lever_offset where in `lever` its x is, y and z following
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* @param {Float64Array} impulse holds the impulse `P`
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* @param {number} impulse_offset where in `impulse` its x is, y and z following
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* @param {number} sign +1 for body A, -1 for body B
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* @param {Float64Array} scratch at least 3 elements, overwritten
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*/
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export function apply_impulse_to_body_oriented(
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ss, base,
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rotation, rotation_offset,
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lever, lever_offset,
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impulse, impulse_offset,
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sign,
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scratch
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) {
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const invM = ss[base + SBS_INV_MASS];
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if (invM === 0) {
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return;
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}
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const sPx = sign *
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const sPy = sign *
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const sPz = sign *
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const sPx = sign * impulse[impulse_offset];
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const sPy = sign * impulse[impulse_offset + 1];
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const sPz = sign * impulse[impulse_offset + 2];
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ss[base + SBS_LV_X] += sPx * invM;
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ss[base + SBS_LV_Y] += sPy * invM;
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ss[base + SBS_LV_Z] += sPz * invM;
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const
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const
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const
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const rx = lever[lever_offset];
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const ry = lever[lever_offset + 1];
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+
const rz = lever[lever_offset + 2];
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+
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// the torque r x P, transformed in place by the world inverse inertia
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+
scratch[0] = ry * sPz - rz * sPy;
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+
scratch[1] = rz * sPx - rx * sPz;
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+
scratch[2] = rx * sPy - ry * sPx;
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-
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world_inverse_inertia_apply_array(
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scratch, 0,
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ss
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-
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-
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ss, base + SBS_INV_I_X,
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rotation, rotation_offset,
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scratch, 0
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122
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);
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ss[base + SBS_AV_X] += scratch[0];
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@@ -15,8 +15,8 @@
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export function prepare_contacts(manifolds: ManifoldStore, system: PhysicsSystem, dt_sub: number): number;
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/**
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* Stage 1b (per substep) — warm-start: replay the cached accumulated
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* impulses `(j_n, j_t1, j_t2)` onto persistent velocity
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*
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* impulses `(j_n, j_t1, j_t2)` onto persistent velocity through the row's
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* lever arms, tangents and prepared orientations. Run once per substep, after
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* {@link refresh_contacts} and before {@link solve_velocity}.
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*
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* Per-substep warm-start is the crux of stable TGS: the stored impulse is a
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@@ -41,11 +41,23 @@ export function warm_start_contacts(manifolds: ManifoldStore, system: PhysicsSys
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41
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* `Δseparation = (cpA − wA − (cpB − wB)) · n` is the change since prepare.
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42
42
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* Anchoring on the trusted prepare-time depth makes the sign convention
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43
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* irrelevant — only the analytic delta uses the anchors;
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-
* - rebuild the impulse levers `rA`/`rB` from the moved midpoint;
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* - recompute the position-correction bias from `depth_now`.
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*
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47
46
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* The contact normal and tangents are held fixed for the outer step (valid
|
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48
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-
* for the small per-step rotation), so they are not recomputed here.
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+
* for the small per-step rotation), so they are not recomputed here. Nor are
|
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48
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+
* the impulse levers `rA` / `rB`: the row's effective mass was built from the
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49
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+
* prepared ones, and the levers must stay inside the bodies — the midpoint of
|
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50
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+
* the moved witnesses travels at half the slip speed, so a box sliding out
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51
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+
* from under another at 150 m/s carried it a metre past both within the step.
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*
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53
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+
* Except a side with zero inverse mass (static, kinematic, asleep): its lever
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* enters no mass, so it is moved to where the other side's contact point now
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* is (that side's fixed lever from its current centre). Held at the prepared
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56
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* point, a kinematic turntable's surface velocity was read along the tangent
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57
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+
* of where the rider had been at the start of the step, for the whole step:
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+
* a box gripped at 3 m on a table at 1 rad/s crept outward 0.33 m in 10 s,
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+
* whatever the substep count. Two movable bodies keep both levers fixed, as
|
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+
* Box3D does for every pair; a box on a free spinning disc creeps as that did.
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49
61
|
*
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50
62
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* @param {ManifoldStore} manifolds
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51
63
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* @param {Transform64[]} transforms
|
|
@@ -57,8 +69,8 @@ export function refresh_contacts(manifolds: ManifoldStore, transforms: Transform
|
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57
69
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* For each concave-involved slot, re-runs the narrowphase geometry at the
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58
70
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* current substep pose ({@link redetect_pair_geometry}, which rewrites the
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59
71
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* manifold's witness / normal / depth in place), then re-derives the solver
|
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60
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-
* scratch (lever arms, tangent basis, effective masses, position
|
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61
|
-
* that slot's contacts from the fresh geometry. This is the whole point of
|
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72
|
+
* scratch (lever arms, orientations, tangent basis, effective masses, position
|
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73
|
+
* bias) for that slot's contacts from the fresh geometry. This is the whole point of
|
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62
74
|
* the concave path: a body rocking on a mesh changes which triangle (and
|
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63
75
|
* normal) it rests on within a single outer step, and freezing that — as the
|
|
64
76
|
* convex analytic refresh does — pumps energy in. Re-detecting gives a
|
|
@@ -72,7 +84,7 @@ export function refresh_contacts(manifolds: ManifoldStore, transforms: Transform
|
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72
84
|
* with prepare.
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73
85
|
*
|
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74
86
|
* Must run before {@link refresh_contacts} / {@link warm_start_contacts} each
|
|
75
|
-
* substep. `rest_bias` (captured at prepare) and the `
|
|
87
|
+
* substep. `rest_bias` (captured at prepare) and the `scratch_total_jn`
|
|
76
88
|
* restitution gate are preserved.
|
|
77
89
|
*
|
|
78
90
|
* @param {ManifoldStore} manifolds
|
|
@@ -83,7 +95,7 @@ export function redetect_concave_contacts(manifolds: ManifoldStore, system: Phys
|
|
|
83
95
|
/**
|
|
84
96
|
* Stage 3 (per substep) — velocity iterations enforcing pure
|
|
85
97
|
* non-penetration (`vn → 0`) plus Coulomb-disk friction. No bias: depth
|
|
86
|
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* correction is the position pass, restitution is
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* correction is the position pass, restitution is {@link apply_restitution}'s.
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*
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* @param {ManifoldStore} manifolds
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* @param {PhysicsSystem} system
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@@ -91,18 +103,36 @@ export function redetect_concave_contacts(manifolds: ManifoldStore, system: Phys
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*/
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export function solve_velocity(manifolds: ManifoldStore, system: PhysicsSystem, iters: number, use_bias?: boolean): void;
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/**
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* Stage 4 (
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*
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*
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*
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*
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*
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*
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* Stage 4 (after the substep loop) — restitution (Box3D `b3ApplyRestitution`,
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* Catto). `iterations` Gauss-Seidel passes over every contact whose combined
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* restitution is non-zero, each driving an ARMED contact's normal velocity
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* toward `-e · vn_approach` and holding the rest of those contacts to plain
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* non-penetration, so a bounce at one point does not drive another into the
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* ground. A contact is armed when (a) it was closing faster than
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* `system.restitutionThreshold` at prepare and (b) it pressed with a compressive
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* normal impulse during the velocity solve. The impulses accumulate into the
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* same normal-impulse slot so they compose with warm-start next frame.
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*
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* Why passes: a body striking at several points at once — a cube landing flat
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* — is a coupled problem, and one sweep leaves it unconverged. The row solved
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* first takes more than its share of the bounce, through the body's rotation
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* as well as its translation, and the body leaves the ground spinning: a cube
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* dropped flat on frictionless ground at e = 0.8 left at 5.2 rad/s, rebounding
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* at 0.77 of its impact speed.
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*
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* Why the cap: a pass that has not converged overshoots — the row solved first
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* sends its contact apart faster than `e` times its approach, and the body
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* leaves with more energy than it struck with. So each contact may return at
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* most `e` times the impulse it pressed with (Poisson's kinetic restitution),
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* measured by {@link scratch_total_jn} as the impulse it delivered. Ported
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* from Box3D's contact_solver.c (MIT, Erin Catto), which counts that impulse
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* twice per substep; see there for why this counts it once.
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*
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* @param {ManifoldStore} manifolds
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* @param {PhysicsSystem} system
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* @param {number} iterations passes over the contacts; 0 applies no restitution
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*/
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export function apply_restitution(manifolds: ManifoldStore, system: PhysicsSystem): void;
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export function apply_restitution(manifolds: ManifoldStore, system: PhysicsSystem, iterations: number): void;
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/**
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* Stage 5 (per substep) — split-impulse position correction. Normal-only
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* (friction in the pseudo-velocity pass is ill-defined). Reads the per-body
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@@ -137,8 +167,12 @@ export function solve_position(manifolds: ManifoldStore, system: PhysicsSystem,
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* pseudo-velocity, restitution writes real velocity — so the order is
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* consistency, not behaviour.)
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*
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*
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*
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* With hard contacts the position pass writes `system.__pseudo_velocity`, a
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* correction for the caller to fold into the pose or drop. It accumulates onto
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* the buffer, which must hold zeros where the pass writes: it does after a
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* soft-contact `fixedUpdate`, or after `system.__reset_pseudo_velocity()`.
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* The driver marks the buffer written, so the system's next step zeroes it
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* before it integrates rather than applying the correction again.
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*
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* @param {ManifoldStore} manifolds
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* @param {PhysicsSystem} system
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@@ -147,6 +181,19 @@ export function solve_position(manifolds: ManifoldStore, system: PhysicsSystem,
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* @param {number} [pos_iters]
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*/
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export function solve_contacts(manifolds: ManifoldStore, system: PhysicsSystem, dt: number, iters?: number, pos_iters?: number): void;
|
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/**
|
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* Penetration allowed without applying position correction. Eliminates
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* micro-jitter at near-zero overlap.
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* @type {number}
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*/
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export const PENETRATION_SLOP: number;
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/**
|
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* Default approach speed, m/s, below which restitution is suppressed (no
|
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* micro-bounce buzz on resting stacks) — the default of
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* `PhysicsSystem.restitutionThreshold`, which is what the solver reads.
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* @type {number}
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+
*/
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export const RESTITUTION_VELOCITY_THRESHOLD: number;
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/** Whether this step's contacts are SOFT (system.contactHertz > 0) —
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* set by prepare_contacts; read by the per-substep geometry passes
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* (separation bookkeeping) and by the system loop (position pass vs
|
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@@ -1 +1 @@
|
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|
1
|
-
{"version":3,"file":"solve_contacts.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/solver/solve_contacts.js"],"names":[],"mappings":"
|
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1
|
+
{"version":3,"file":"solve_contacts.d.ts","sourceRoot":"","sources":["../../../../../src/engine/physics/solver/solve_contacts.js"],"names":[],"mappings":"AAoqBA;;;;;;;;;;;;;GAaG;AACH,0FAHW,MAAM,GACJ,MAAM,CA4OlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,2FAqCC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,uEAFW,aAAa,QAuGvB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,iGAwGC;AAED;;;;;;;;GAQG;AACH,uFAFW,MAAM,4BA6JhB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,+FAFW,MAAM,QAmFhB;AAED;;;;;;;;;;;;;;GAcG;AACH,2FAFW,MAAM,QA0EhB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,oFAJW,MAAM,UACN,MAAM,cACN,MAAM,QAmDhB;AAliDD;;;;GAIG;AACH,+BAFU,MAAM,CAEsB;AA6BtC;;;;;GAKG;AACH,6CAFU,MAAM,CAEkC;AAkClD;;;mBAGmB;AACnB,oCAAmC;AA5FnC;;;;;GAKG;AACH,0CAFU,MAAM,CAEuB;AAEvC;;;GAGG;AACH,0CAFU,MAAM,CAEsB"}
|