dacha 0.18.0-alpha.9 → 0.18.1
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/contrib/components/bitmap-text/index.d.ts +11 -11
- package/build/contrib/components/bitmap-text/index.js +13 -10
- package/build/contrib/components/index.d.ts +1 -0
- package/build/contrib/components/index.js +1 -0
- package/build/contrib/components/interpolation/index.d.ts +85 -0
- package/build/contrib/components/interpolation/index.js +101 -0
- package/build/contrib/components/mesh/index.d.ts +13 -13
- package/build/contrib/components/mesh/index.js +12 -9
- package/build/contrib/components/pixi-view/index.d.ts +5 -5
- package/build/contrib/components/pixi-view/index.js +5 -2
- package/build/contrib/components/rigid-body/index.d.ts +8 -0
- package/build/contrib/components/rigid-body/index.js +8 -0
- package/build/contrib/components/shape/index.d.ts +20 -36
- package/build/contrib/components/shape/index.js +27 -23
- package/build/contrib/components/sprite/index.d.ts +22 -14
- package/build/contrib/components/sprite/index.js +23 -10
- package/build/contrib/systems/index.d.ts +2 -0
- package/build/contrib/systems/index.js +1 -0
- package/build/contrib/systems/interpolator/api.d.ts +40 -0
- package/build/contrib/systems/interpolator/api.js +70 -0
- package/build/contrib/systems/interpolator/index.d.ts +3 -0
- package/build/contrib/systems/interpolator/index.js +2 -0
- package/build/contrib/systems/interpolator/system.d.ts +31 -0
- package/build/contrib/systems/interpolator/system.js +96 -0
- package/build/contrib/systems/interpolator/tests/helpers.d.ts +13 -0
- package/build/contrib/systems/interpolator/tests/helpers.js +45 -0
- package/build/contrib/systems/interpolator/utils.d.ts +5 -0
- package/build/contrib/systems/interpolator/utils.js +41 -0
- package/build/contrib/systems/physics-system/api.d.ts +45 -1
- package/build/contrib/systems/physics-system/api.js +49 -0
- package/build/contrib/systems/physics-system/consts.d.ts +3 -1
- package/build/contrib/systems/physics-system/consts.js +4 -1
- package/build/contrib/systems/physics-system/physics-system.js +7 -1
- package/build/contrib/systems/physics-system/subsystems/collision-detection/dynamic-aabb-tree/index.d.ts +1 -1
- package/build/contrib/systems/physics-system/subsystems/collision-detection/dynamic-aabb-tree/index.js +21 -15
- package/build/contrib/systems/physics-system/subsystems/collision-detection/index.d.ts +11 -11
- package/build/contrib/systems/physics-system/subsystems/collision-detection/index.js +130 -124
- package/build/contrib/systems/physics-system/subsystems/collision-detection/query-utils.d.ts +5 -0
- package/build/contrib/systems/physics-system/subsystems/collision-detection/query-utils.js +97 -81
- package/build/contrib/systems/physics-system/subsystems/collision-detection/types.d.ts +0 -15
- package/build/contrib/systems/physics-system/subsystems/collision-detection/utils.d.ts +3 -0
- package/build/contrib/systems/physics-system/subsystems/collision-detection/utils.js +9 -0
- package/build/contrib/systems/physics-system/subsystems/physics/mass-properties.js +1 -1
- package/build/contrib/systems/physics-system/types.d.ts +12 -2
- package/build/contrib/systems/renderer/actor-render-tree.js +15 -6
- package/build/contrib/systems/renderer/builders/mesh-builder/index.d.ts +0 -1
- package/build/contrib/systems/renderer/builders/mesh-builder/index.js +0 -21
- package/build/contrib/systems/renderer/builders/pixi-view-builder/index.js +2 -1
- package/build/contrib/systems/renderer/builders/sprite-builder/index.js +8 -0
- package/build/contrib/systems/renderer/material/consts.d.ts +1 -1
- package/build/contrib/systems/renderer/material/consts.js +3 -1
- package/build/contrib/systems/renderer/material/index.js +11 -5
- package/build/engine/data-lib/index.d.ts +1 -1
- package/build/engine/data-lib/index.js +1 -1
- package/build/engine/data-lib/pool.d.ts +9 -0
- package/build/engine/data-lib/pool.js +19 -0
- package/build/engine/game-loop.js +3 -3
- package/build/engine/math-lib/math/ops.d.ts +16 -0
- package/build/engine/math-lib/math/ops.js +25 -0
- package/package.json +1 -1
- package/build/contrib/systems/physics-system/subsystems/collision-detection/dispersion-calculator/index.d.ts +0 -11
- package/build/contrib/systems/physics-system/subsystems/collision-detection/dispersion-calculator/index.js +0 -41
- package/build/engine/data-lib/sort/index.d.ts +0 -1
- package/build/engine/data-lib/sort/index.js +0 -1
- package/build/engine/data-lib/sort/insertion-sort.d.ts +0 -1
- package/build/engine/data-lib/sort/insertion-sort.js +0 -14
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@@ -4,6 +4,7 @@ export { GameStatsMeter } from './game-stats-meter';
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export { KeyboardInputSystem } from './keyboard-input-system';
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export { KeyboardControlSystem } from './keyboard-control-system';
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export { CharacterController } from './character-controller';
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export { Interpolator, InterpolatorAPI } from './interpolator';
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export { MouseControlSystem } from './mouse-control-system';
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export { MouseInputSystem } from './mouse-input-system';
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export { PhysicsSystem, PhysicsAPI } from './physics-system';
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@@ -0,0 +1,40 @@
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import type { Actor } from '../../../engine/actor';
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import type { Time } from '../../../engine/time';
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export interface RenderTransform {
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x: number;
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y: number;
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rotation: number;
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}
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interface InterpolatorAPIOptions {
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time: Time;
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}
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/**
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* Public API for reading render-facing (visually smoothed) transforms.
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*
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* Retrieve it via `world.systemApi.get(InterpolatorAPI)`. Use it in
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* systems and behaviors that position visuals against moving actors —
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* e.g. a camera-follow script — instead of reading the authoritative
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* Transform, which advances in fixed steps.
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*
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* Values are computed from the current `Time.alpha`, so this API is only
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* meaningful during the update phase (not inside `fixedUpdate`).
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*
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* @category Systems
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*/
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export declare class InterpolatorAPI {
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private time;
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constructor(options: InterpolatorAPIOptions);
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/**
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* Returns the world-space transform the actor is rendered with this
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* frame. Falls back to the Transform for actors (and
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* ancestors) without an active Interpolation component.
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*/
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getRenderTransform(actor: Actor): RenderTransform;
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/**
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* Requests an immediate visual jump to the actor's
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* Transform. Call right after teleporting the actor.
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*/
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snap(actor: Actor): void;
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private composeRenderWorldMatrix;
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}
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export {};
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import { Matrix } from '../../../engine/math-lib';
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import { Interpolation } from '../../components/interpolation';
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import { Transform } from '../../components/transform';
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import { computeRenderValues } from './utils';
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/**
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* Public API for reading render-facing (visually smoothed) transforms.
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*
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* Retrieve it via `world.systemApi.get(InterpolatorAPI)`. Use it in
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* systems and behaviors that position visuals against moving actors —
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* e.g. a camera-follow script — instead of reading the authoritative
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* Transform, which advances in fixed steps.
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*
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* Values are computed from the current `Time.alpha`, so this API is only
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* meaningful during the update phase (not inside `fixedUpdate`).
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*
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* @category Systems
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*/
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export class InterpolatorAPI {
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time;
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constructor(options) {
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this.time = options.time;
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}
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/**
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* Returns the world-space transform the actor is rendered with this
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* frame. Falls back to the Transform for actors (and
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* ancestors) without an active Interpolation component.
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*/
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getRenderTransform(actor) {
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const matrix = this.composeRenderWorldMatrix(actor);
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return {
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x: matrix.tx,
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y: matrix.ty,
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rotation: Math.atan2(matrix.b, matrix.a),
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};
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}
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/**
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* Requests an immediate visual jump to the actor's
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* Transform. Call right after teleporting the actor.
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*/
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snap(actor) {
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const interpolation = actor.getComponent(Interpolation);
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interpolation?.snap();
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}
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composeRenderWorldMatrix(actor) {
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const transform = actor.getComponent(Transform);
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const interpolation = actor.getComponent(Interpolation);
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const useRender = interpolation !== undefined &&
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!interpolation.disabled &&
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interpolation.initialized;
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if (useRender) {
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computeRenderValues(actor, interpolation, this.time.alpha, this.time.fixedDeltaTime);
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}
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const x = useRender ? interpolation.renderX : transform.local.position.x;
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const y = useRender ? interpolation.renderY : transform.local.position.y;
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const rotation = useRender
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? interpolation.renderRotation
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: transform.local.rotation;
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const { scale } = transform.local;
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const cos = Math.cos(rotation);
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const sin = Math.sin(rotation);
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const localMatrix = new Matrix(cos * scale.x, sin * scale.x, -sin * scale.y, cos * scale.y, x, y);
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const parentTransform = transform.getParentComponent();
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if (!parentTransform?.actor) {
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return localMatrix;
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}
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const result = new Matrix(1, 0, 0, 1, 0, 0);
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Matrix.multiply(result, this.composeRenderWorldMatrix(parentTransform.actor), localMatrix);
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return result;
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}
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}
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import { SceneSystem } from '../../../engine/system';
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import type { SceneSystemOptions } from '../../../engine/system';
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/**
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* System that produces smooth render-facing transforms for actors moved
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* during fixed updates.
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*
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* During `fixedUpdate` it snapshots the local Transform of every actor with
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* an Interpolation component. During `update` it blends the last two
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* snapshots using `Time.alpha` and writes the result into the component's
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* `renderX`/`renderY`/`renderRotation`, which the renderer prefers over the
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* Transform.
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*
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* Ordering: place this system AFTER every system that moves transforms in
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* fixed updates (`PhysicsSystem`, `CharacterController`, behavior scripts
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* that move actors in `fixedUpdate`) and BEFORE `Renderer` in the system
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* configuration.
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*
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* @category Systems
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*/
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export declare class Interpolator extends SceneSystem {
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private actorQuery;
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private time;
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private world;
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private api;
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constructor(options: SceneSystemOptions);
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onSceneEnter(): void;
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onSceneExit(): void;
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onSceneDestroy(): void;
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fixedUpdate(): void;
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update(): void;
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}
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import { ActorQuery } from '../../../engine/actor';
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import { SceneSystem } from '../../../engine/system';
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import { Interpolation } from '../../components/interpolation';
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import { Transform } from '../../components/transform';
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import { InterpolatorAPI } from './api';
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import { snapToTransform, computeRenderValues } from './utils';
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/**
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* System that produces smooth render-facing transforms for actors moved
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* during fixed updates.
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*
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* During `fixedUpdate` it snapshots the local Transform of every actor with
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* an Interpolation component. During `update` it blends the last two
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* snapshots using `Time.alpha` and writes the result into the component's
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* `renderX`/`renderY`/`renderRotation`, which the renderer prefers over the
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* Transform.
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*
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* Ordering: place this system AFTER every system that moves transforms in
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* fixed updates (`PhysicsSystem`, `CharacterController`, behavior scripts
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* that move actors in `fixedUpdate`) and BEFORE `Renderer` in the system
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* configuration.
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*
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* @category Systems
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*/
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export class Interpolator extends SceneSystem {
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actorQuery;
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time;
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world;
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api;
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constructor(options) {
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super();
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this.time = options.time;
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this.world = options.world;
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this.actorQuery = new ActorQuery({
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scene: options.scene,
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filter: [Interpolation, Transform],
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});
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this.api = new InterpolatorAPI({ time: options.time });
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}
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onSceneEnter() {
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this.world.systemApi.register(this.api);
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}
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onSceneExit() {
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this.world.systemApi.unregister(InterpolatorAPI);
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}
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onSceneDestroy() {
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this.actorQuery.destroy();
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}
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fixedUpdate() {
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for (const actor of this.actorQuery.getActors()) {
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const interpolation = actor.getComponent(Interpolation);
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const { local } = actor.getComponent(Transform);
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if (interpolation.disabled) {
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interpolation._initialized = false;
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continue;
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}
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if (!interpolation._initialized || interpolation._snapRequested) {
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snapToTransform(interpolation, local);
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continue;
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}
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interpolation._prevX = interpolation._currX;
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interpolation._prevY = interpolation._currY;
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interpolation._prevRotation = interpolation._currRotation;
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interpolation._currX = local.position.x;
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interpolation._currY = local.position.y;
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interpolation._currRotation = local.rotation;
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const threshold = interpolation.snapThreshold;
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if (threshold > 0) {
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const dx = interpolation._currX - interpolation._prevX;
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const dy = interpolation._currY - interpolation._prevY;
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if (dx * dx + dy * dy > threshold * threshold) {
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interpolation._prevX = interpolation._currX;
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interpolation._prevY = interpolation._currY;
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interpolation._prevRotation = interpolation._currRotation;
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}
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}
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}
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}
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update() {
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const { alpha, fixedDeltaTime } = this.time;
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for (const actor of this.actorQuery.getActors()) {
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const interpolation = actor.getComponent(Interpolation);
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if (interpolation.disabled) {
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continue;
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}
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if (interpolation._snapRequested) {
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snapToTransform(interpolation, actor.getComponent(Transform).local);
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continue;
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}
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if (!interpolation._initialized) {
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continue;
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}
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computeRenderValues(actor, interpolation, alpha, fixedDeltaTime);
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}
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}
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}
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Interpolator.systemName = 'Interpolator';
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import { Actor } from '../../../../engine/actor';
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import { Scene } from '../../../../engine/scene';
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import { World } from '../../../../engine/world';
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import { Time } from '../../../../engine/time';
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import type { InterpolationConfig } from '../../../components/interpolation';
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import { Interpolator } from '../system';
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export declare const createScene: () => Scene;
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export declare const createInterpolator: (scene: Scene) => {
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system: Interpolator;
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world: World;
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time: Time;
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};
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export declare const createInterpolatedActor: (id: string, x: number, y: number, config?: InterpolationConfig) => Actor;
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@@ -0,0 +1,45 @@
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import { Actor, ActorCreator, ActorSpawner } from '../../../../engine/actor';
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import { Scene } from '../../../../engine/scene';
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import { TemplateCollection } from '../../../../engine/template';
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import { World } from '../../../../engine/world';
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import { Time } from '../../../../engine/time';
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import { Interpolation } from '../../../components/interpolation';
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import { Transform } from '../../../components/transform';
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import { Interpolator } from '../system';
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export const createScene = () => {
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const templateCollection = new TemplateCollection();
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const actorCreator = new ActorCreator([], templateCollection);
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return new Scene({
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id: 'scene',
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name: 'scene',
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actors: [],
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actorCreator,
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templateCollection,
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});
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};
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export const createInterpolator = (scene) => {
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const world = new World({ id: 'world', name: 'world' });
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const templateCollection = new TemplateCollection();
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const actorCreator = new ActorCreator([], templateCollection);
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const time = new Time();
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time.fixedDeltaTime = 0.1;
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world.appendChild(scene);
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const system = new Interpolator({
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scene,
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world,
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actorSpawner: new ActorSpawner(actorCreator),
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globalOptions: {},
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templateCollection,
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time,
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});
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system.onSceneEnter?.();
|
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return { system, world, time };
|
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};
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+
export const createInterpolatedActor = (id, x, y, config = {}) => {
|
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+
const actor = new Actor({ id, name: id });
|
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+
const transform = actor.getComponent(Transform);
|
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+
transform.local.position.x = x;
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transform.local.position.y = y;
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actor.setComponent(new Interpolation(config));
|
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+
return actor;
|
|
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|
+
};
|
|
@@ -0,0 +1,5 @@
|
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1
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+
import type { Actor } from '../../../engine/actor';
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2
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import type { Interpolation } from '../../components/interpolation';
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3
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+
import type { LocalTransform } from '../../components/transform/local-transform';
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+
export declare const snapToTransform: (interpolation: Interpolation, local: LocalTransform) => void;
|
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export declare const computeRenderValues: (actor: Actor, interpolation: Interpolation, alpha: number, fixedDeltaTime: number) => void;
|
|
@@ -0,0 +1,41 @@
|
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1
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+
import { MathOps } from '../../../engine/math-lib';
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2
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+
import { RigidBody } from '../../components/rigid-body';
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3
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+
export const snapToTransform = (interpolation, local) => {
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+
interpolation._prevX = local.position.x;
|
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+
interpolation._prevY = local.position.y;
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interpolation._prevRotation = local.rotation;
|
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interpolation._currX = local.position.x;
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interpolation._currY = local.position.y;
|
|
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interpolation._currRotation = local.rotation;
|
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interpolation.renderX = local.position.x;
|
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interpolation.renderY = local.position.y;
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interpolation.renderRotation = local.rotation;
|
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+
interpolation._initialized = true;
|
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+
interpolation._snapRequested = false;
|
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+
};
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|
+
export const computeRenderValues = (actor, interpolation, alpha, fixedDeltaTime) => {
|
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|
+
if (interpolation.mode === 'extrapolate') {
|
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+
const rigidBody = actor.getComponent(RigidBody);
|
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|
+
if (rigidBody !== undefined && !rigidBody.disabled) {
|
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const timeAhead = alpha * fixedDeltaTime;
|
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interpolation.renderX =
|
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interpolation._currX + rigidBody.linearVelocity.x * timeAhead;
|
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interpolation.renderY =
|
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interpolation._currY + rigidBody.linearVelocity.y * timeAhead;
|
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interpolation.renderRotation = rigidBody.lockRotation
|
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|
+
? interpolation._currRotation
|
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|
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: interpolation._currRotation + rigidBody.angularVelocity * timeAhead;
|
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return;
|
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|
+
}
|
|
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}
|
|
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interpolation.renderX =
|
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|
+
interpolation._prevX +
|
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+
(interpolation._currX - interpolation._prevX) * alpha;
|
|
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|
+
interpolation.renderY =
|
|
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|
+
interpolation._prevY +
|
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+
(interpolation._currY - interpolation._prevY) * alpha;
|
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|
+
interpolation.renderRotation =
|
|
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|
+
interpolation._prevRotation +
|
|
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|
+
MathOps.getAngleDelta(interpolation._prevRotation, interpolation._currRotation) *
|
|
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|
+
alpha;
|
|
41
|
+
};
|
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
import type { Vector2 } from '../../../engine/math-lib';
|
|
2
|
-
import type { CastHit, OverlapHit, RaycastParams, OverlapParams, OverlapActorParams, ShapeCastParams, CastActorParams } from './types';
|
|
2
|
+
import type { CastHit, OverlapHit, RaycastParams, OverlapParams, OverlapActorParams, ShapeCastParams, CastActorParams, CastHitCallback, OverlapHitCallback } from './types';
|
|
3
3
|
export interface PhysicsAPIHandlers {
|
|
4
4
|
raycast(params: RaycastParams): CastHit | null;
|
|
5
5
|
raycastAll(params: RaycastParams): CastHit[];
|
|
@@ -9,6 +9,11 @@ export interface PhysicsAPIHandlers {
|
|
|
9
9
|
shapeCastAll(params: ShapeCastParams): CastHit[];
|
|
10
10
|
castActor(params: CastActorParams): CastHit | null;
|
|
11
11
|
castActorAll(params: CastActorParams): CastHit[];
|
|
12
|
+
raycastEach(params: RaycastParams, callback: CastHitCallback): void;
|
|
13
|
+
shapeCastEach(params: ShapeCastParams, callback: CastHitCallback): void;
|
|
14
|
+
overlapEach(params: OverlapParams, callback: OverlapHitCallback): void;
|
|
15
|
+
castActorEach(params: CastActorParams, callback: CastHitCallback): void;
|
|
16
|
+
overlapActorEach(params: OverlapActorParams, callback: OverlapHitCallback): void;
|
|
12
17
|
getGravity(): Vector2;
|
|
13
18
|
setGravity(gravity: Vector2): void;
|
|
14
19
|
}
|
|
@@ -55,6 +60,13 @@ export declare class PhysicsAPI {
|
|
|
55
60
|
* @returns All hits sorted from nearest to farthest
|
|
56
61
|
*/
|
|
57
62
|
raycastAll(params: RaycastParams): CastHit[];
|
|
63
|
+
/**
|
|
64
|
+
* Casts a ray and invokes `callback` for every hit.
|
|
65
|
+
*
|
|
66
|
+
* @param params - Raycast parameters
|
|
67
|
+
* @param callback - Invoked once per hit with a reused hit object
|
|
68
|
+
*/
|
|
69
|
+
raycastEach(params: RaycastParams, callback: CastHitCallback): void;
|
|
58
70
|
/**
|
|
59
71
|
* Returns all collider intersections for the given query shape.
|
|
60
72
|
*
|
|
@@ -62,6 +74,13 @@ export declare class PhysicsAPI {
|
|
|
62
74
|
* @returns All overlap hits
|
|
63
75
|
*/
|
|
64
76
|
overlapShape(params: OverlapParams): OverlapHit[];
|
|
77
|
+
/**
|
|
78
|
+
* Invokes `callback` for every collider intersecting the query shape.
|
|
79
|
+
*
|
|
80
|
+
* @param params - Overlap parameters
|
|
81
|
+
* @param callback - Invoked once per overlap with a reused hit object
|
|
82
|
+
*/
|
|
83
|
+
overlapEach(params: OverlapParams, callback: OverlapHitCallback): void;
|
|
65
84
|
/**
|
|
66
85
|
* Returns all collider intersections for an actor's collider.
|
|
67
86
|
*
|
|
@@ -69,6 +88,13 @@ export declare class PhysicsAPI {
|
|
|
69
88
|
* @returns All overlap hits
|
|
70
89
|
*/
|
|
71
90
|
overlapActor(params: OverlapActorParams): OverlapHit[];
|
|
91
|
+
/**
|
|
92
|
+
* Invokes `callback` for every collider intersecting an actor's collider.
|
|
93
|
+
*
|
|
94
|
+
* @param params - Actor overlap parameters
|
|
95
|
+
* @param callback - Invoked once per overlap with a reused hit object
|
|
96
|
+
*/
|
|
97
|
+
overlapActorEach(params: OverlapActorParams, callback: OverlapHitCallback): void;
|
|
72
98
|
/**
|
|
73
99
|
* Casts a shape and returns the nearest hit, if any.
|
|
74
100
|
*
|
|
@@ -83,6 +109,13 @@ export declare class PhysicsAPI {
|
|
|
83
109
|
* @returns All hits sorted from nearest to farthest
|
|
84
110
|
*/
|
|
85
111
|
shapeCastAll(params: ShapeCastParams): CastHit[];
|
|
112
|
+
/**
|
|
113
|
+
* Casts a shape and invokes `callback` for every hit.
|
|
114
|
+
*
|
|
115
|
+
* @param params - Shape cast parameters
|
|
116
|
+
* @param callback - Invoked once per hit with a reused hit object
|
|
117
|
+
*/
|
|
118
|
+
shapeCastEach(params: ShapeCastParams, callback: CastHitCallback): void;
|
|
86
119
|
/**
|
|
87
120
|
* Casts an actor's collider and returns the nearest hit, if any.
|
|
88
121
|
*
|
|
@@ -97,4 +130,15 @@ export declare class PhysicsAPI {
|
|
|
97
130
|
* @returns All hits sorted from nearest to farthest
|
|
98
131
|
*/
|
|
99
132
|
castActorAll(params: CastActorParams): CastHit[];
|
|
133
|
+
/**
|
|
134
|
+
* Casts an actor's collider and invokes `callback` for every hit.
|
|
135
|
+
*
|
|
136
|
+
* The `hit` passed to `callback` is a single object reused across
|
|
137
|
+
* invocations and is only valid for the duration of the call. Copy any
|
|
138
|
+
* fields you need to keep. Hits are delivered in arbitrary order.
|
|
139
|
+
*
|
|
140
|
+
* @param params - Actor cast parameters
|
|
141
|
+
* @param callback - Invoked once per hit with a reused hit object
|
|
142
|
+
*/
|
|
143
|
+
castActorEach(params: CastActorParams, callback: CastHitCallback): void;
|
|
100
144
|
}
|
|
@@ -51,6 +51,15 @@ export class PhysicsAPI {
|
|
|
51
51
|
raycastAll(params) {
|
|
52
52
|
return this.handlers.raycastAll(params);
|
|
53
53
|
}
|
|
54
|
+
/**
|
|
55
|
+
* Casts a ray and invokes `callback` for every hit.
|
|
56
|
+
*
|
|
57
|
+
* @param params - Raycast parameters
|
|
58
|
+
* @param callback - Invoked once per hit with a reused hit object
|
|
59
|
+
*/
|
|
60
|
+
raycastEach(params, callback) {
|
|
61
|
+
this.handlers.raycastEach(params, callback);
|
|
62
|
+
}
|
|
54
63
|
/**
|
|
55
64
|
* Returns all collider intersections for the given query shape.
|
|
56
65
|
*
|
|
@@ -60,6 +69,15 @@ export class PhysicsAPI {
|
|
|
60
69
|
overlapShape(params) {
|
|
61
70
|
return this.handlers.overlapShape(params);
|
|
62
71
|
}
|
|
72
|
+
/**
|
|
73
|
+
* Invokes `callback` for every collider intersecting the query shape.
|
|
74
|
+
*
|
|
75
|
+
* @param params - Overlap parameters
|
|
76
|
+
* @param callback - Invoked once per overlap with a reused hit object
|
|
77
|
+
*/
|
|
78
|
+
overlapEach(params, callback) {
|
|
79
|
+
this.handlers.overlapEach(params, callback);
|
|
80
|
+
}
|
|
63
81
|
/**
|
|
64
82
|
* Returns all collider intersections for an actor's collider.
|
|
65
83
|
*
|
|
@@ -69,6 +87,15 @@ export class PhysicsAPI {
|
|
|
69
87
|
overlapActor(params) {
|
|
70
88
|
return this.handlers.overlapActor(params);
|
|
71
89
|
}
|
|
90
|
+
/**
|
|
91
|
+
* Invokes `callback` for every collider intersecting an actor's collider.
|
|
92
|
+
*
|
|
93
|
+
* @param params - Actor overlap parameters
|
|
94
|
+
* @param callback - Invoked once per overlap with a reused hit object
|
|
95
|
+
*/
|
|
96
|
+
overlapActorEach(params, callback) {
|
|
97
|
+
this.handlers.overlapActorEach(params, callback);
|
|
98
|
+
}
|
|
72
99
|
/**
|
|
73
100
|
* Casts a shape and returns the nearest hit, if any.
|
|
74
101
|
*
|
|
@@ -87,6 +114,15 @@ export class PhysicsAPI {
|
|
|
87
114
|
shapeCastAll(params) {
|
|
88
115
|
return this.handlers.shapeCastAll(params);
|
|
89
116
|
}
|
|
117
|
+
/**
|
|
118
|
+
* Casts a shape and invokes `callback` for every hit.
|
|
119
|
+
*
|
|
120
|
+
* @param params - Shape cast parameters
|
|
121
|
+
* @param callback - Invoked once per hit with a reused hit object
|
|
122
|
+
*/
|
|
123
|
+
shapeCastEach(params, callback) {
|
|
124
|
+
this.handlers.shapeCastEach(params, callback);
|
|
125
|
+
}
|
|
90
126
|
/**
|
|
91
127
|
* Casts an actor's collider and returns the nearest hit, if any.
|
|
92
128
|
*
|
|
@@ -105,4 +141,17 @@ export class PhysicsAPI {
|
|
|
105
141
|
castActorAll(params) {
|
|
106
142
|
return this.handlers.castActorAll(params);
|
|
107
143
|
}
|
|
144
|
+
/**
|
|
145
|
+
* Casts an actor's collider and invokes `callback` for every hit.
|
|
146
|
+
*
|
|
147
|
+
* The `hit` passed to `callback` is a single object reused across
|
|
148
|
+
* invocations and is only valid for the duration of the call. Copy any
|
|
149
|
+
* fields you need to keep. Hits are delivered in arbitrary order.
|
|
150
|
+
*
|
|
151
|
+
* @param params - Actor cast parameters
|
|
152
|
+
* @param callback - Invoked once per hit with a reused hit object
|
|
153
|
+
*/
|
|
154
|
+
castActorEach(params, callback) {
|
|
155
|
+
this.handlers.castActorEach(params, callback);
|
|
156
|
+
}
|
|
108
157
|
}
|
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
export declare const DEFAULT_SOLVER_ITERATIONS = 8;
|
|
2
|
-
export declare const DEFAULT_LINEAR_SLEEP_THRESHOLD =
|
|
2
|
+
export declare const DEFAULT_LINEAR_SLEEP_THRESHOLD = 1;
|
|
3
3
|
export declare const DEFAULT_ANGULAR_SLEEP_THRESHOLD = 0.05;
|
|
4
4
|
export declare const DEFAULT_SLEEP_TIME_THRESHOLD = 0.5;
|
|
5
5
|
export declare const DEFAULT_MAX_BIAS_VELOCITY = 60;
|
|
@@ -9,3 +9,5 @@ export declare const BIAS_ANGULAR_SLEEP_MULTIPLIER = 2;
|
|
|
9
9
|
export declare const RESTITUTION_VELOCITY_THRESHOLD = 1;
|
|
10
10
|
export declare const PENETRATION_SLEEP_MARGIN = 0.25;
|
|
11
11
|
export declare const SUPPORT_MIN_GRAVITY_DOT = 0.5;
|
|
12
|
+
export declare const DEFAULT_GRAVITY_X = 0;
|
|
13
|
+
export declare const DEFAULT_GRAVITY_Y = 980;
|
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
export const DEFAULT_SOLVER_ITERATIONS = 8;
|
|
2
|
-
export const DEFAULT_LINEAR_SLEEP_THRESHOLD =
|
|
2
|
+
export const DEFAULT_LINEAR_SLEEP_THRESHOLD = 1;
|
|
3
3
|
export const DEFAULT_ANGULAR_SLEEP_THRESHOLD = 0.05;
|
|
4
4
|
export const DEFAULT_SLEEP_TIME_THRESHOLD = 0.5;
|
|
5
5
|
export const DEFAULT_MAX_BIAS_VELOCITY = 60;
|
|
@@ -12,3 +12,6 @@ export const RESTITUTION_VELOCITY_THRESHOLD = 1;
|
|
|
12
12
|
export const PENETRATION_SLEEP_MARGIN = 0.25;
|
|
13
13
|
// 0.5 treats surfaces up to ~60° from horizontal as holding a body up.
|
|
14
14
|
export const SUPPORT_MIN_GRAVITY_DOT = 0.5;
|
|
15
|
+
// Default gravity in world units (px/s²).
|
|
16
|
+
export const DEFAULT_GRAVITY_X = 0;
|
|
17
|
+
export const DEFAULT_GRAVITY_Y = 980;
|
|
@@ -2,6 +2,7 @@ import { SceneSystem } from '../../../engine/system';
|
|
|
2
2
|
import { Vector2 } from '../../../engine/math-lib';
|
|
3
3
|
import { PhysicsSubsystem, CollisionDetectionSubsystem, CollisionBroadcastSubsystem, ConstraintSolver, } from './subsystems';
|
|
4
4
|
import { PhysicsAPI } from './api';
|
|
5
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+
import { DEFAULT_GRAVITY_X, DEFAULT_GRAVITY_Y } from './consts';
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5
6
|
/**
|
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6
7
|
* Physics system that handles 2D physics simulation and collision detection
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7
8
|
*
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@@ -21,7 +22,7 @@ export class PhysicsSystem extends SceneSystem {
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21
22
|
gravity;
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22
23
|
constructor(options) {
|
|
23
24
|
super();
|
|
24
|
-
const { gravityX =
|
|
25
|
+
const { gravityX = DEFAULT_GRAVITY_X, gravityY = DEFAULT_GRAVITY_Y, solverIterations, linearSleepThreshold, angularSleepThreshold, sleepTimeThreshold, maxAllowedPenetration, maxBiasVelocity, } = options;
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25
26
|
this.gravity = new Vector2(gravityX, gravityY);
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26
27
|
this.world = options.world;
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27
28
|
this.physicsSubsystem = new PhysicsSubsystem({
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|
@@ -51,6 +52,11 @@ export class PhysicsSystem extends SceneSystem {
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51
52
|
shapeCastAll: (params) => this.collisionDetectionSubsystem.shapeCastAll(params),
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52
53
|
castActor: (params) => this.collisionDetectionSubsystem.castActor(params),
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|
53
54
|
castActorAll: (params) => this.collisionDetectionSubsystem.castActorAll(params),
|
|
55
|
+
raycastEach: (params, callback) => this.collisionDetectionSubsystem.raycastEach(params, callback),
|
|
56
|
+
shapeCastEach: (params, callback) => this.collisionDetectionSubsystem.shapeCastEach(params, callback),
|
|
57
|
+
overlapEach: (params, callback) => this.collisionDetectionSubsystem.overlapEach(params, callback),
|
|
58
|
+
castActorEach: (params, callback) => this.collisionDetectionSubsystem.castActorEach(params, callback),
|
|
59
|
+
overlapActorEach: (params, callback) => this.collisionDetectionSubsystem.overlapActorEach(params, callback),
|
|
54
60
|
getGravity: () => this.gravity,
|
|
55
61
|
setGravity: (gravity) => {
|
|
56
62
|
this.gravity = gravity;
|
|
@@ -1,3 +1,4 @@
|
|
|
1
|
+
import { Pool } from '../../../../../../engine/data-lib';
|
|
1
2
|
const isLeaf = (node) => node.child1 === null;
|
|
2
3
|
const createAABB = () => ({
|
|
3
4
|
min: { x: 0, y: 0 },
|
|
@@ -26,7 +27,9 @@ export class DynamicAABBTree {
|
|
|
26
27
|
root = null;
|
|
27
28
|
nodesById = new Map();
|
|
28
29
|
freeInternalNodes = [];
|
|
29
|
-
|
|
30
|
+
stackPool = new Pool(() => [], (stack) => {
|
|
31
|
+
stack.length = 0;
|
|
32
|
+
});
|
|
30
33
|
nextId = 1;
|
|
31
34
|
get size() {
|
|
32
35
|
return this.nodesById.size;
|
|
@@ -52,22 +55,25 @@ export class DynamicAABBTree {
|
|
|
52
55
|
if (!this.root) {
|
|
53
56
|
return;
|
|
54
57
|
}
|
|
55
|
-
const stack = this.
|
|
56
|
-
stack.length = 0;
|
|
58
|
+
const stack = this.stackPool.acquire();
|
|
57
59
|
stack.push(this.root);
|
|
58
|
-
|
|
59
|
-
|
|
60
|
-
|
|
61
|
-
|
|
62
|
-
|
|
63
|
-
if (isLeaf(node)) {
|
|
64
|
-
if (visitor(node.value) === false) {
|
|
65
|
-
stack.length = 0;
|
|
66
|
-
return;
|
|
60
|
+
try {
|
|
61
|
+
while (stack.length > 0) {
|
|
62
|
+
const node = stack.pop();
|
|
63
|
+
if (!overlaps(node.aabb, aabb)) {
|
|
64
|
+
continue;
|
|
67
65
|
}
|
|
68
|
-
|
|
66
|
+
if (isLeaf(node)) {
|
|
67
|
+
if (visitor(node.value) === false) {
|
|
68
|
+
return;
|
|
69
|
+
}
|
|
70
|
+
continue;
|
|
71
|
+
}
|
|
72
|
+
stack.push(node.child1, node.child2);
|
|
69
73
|
}
|
|
70
|
-
|
|
74
|
+
}
|
|
75
|
+
finally {
|
|
76
|
+
this.stackPool.release(stack);
|
|
71
77
|
}
|
|
72
78
|
}
|
|
73
79
|
queryAll(aabb, output = []) {
|
|
@@ -80,7 +86,7 @@ export class DynamicAABBTree {
|
|
|
80
86
|
this.root = null;
|
|
81
87
|
this.nodesById.clear();
|
|
82
88
|
this.freeInternalNodes.length = 0;
|
|
83
|
-
this.
|
|
89
|
+
this.stackPool.clear();
|
|
84
90
|
}
|
|
85
91
|
createNode(aabb, value) {
|
|
86
92
|
return {
|