reze-engine 0.31.2 → 0.31.3
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/dist/physics/body.d.ts +3 -0
- package/dist/physics/body.d.ts.map +1 -1
- package/dist/physics/body.js +3 -0
- package/dist/physics/contact.d.ts.map +1 -1
- package/dist/physics/contact.js +84 -0
- package/dist/physics/physics.d.ts.map +1 -1
- package/dist/physics/physics.js +32 -2
- package/package.json +1 -1
- package/src/physics/body.ts +4 -0
- package/src/physics/contact.ts +80 -0
- package/src/physics/physics.ts +32 -2
package/dist/physics/body.d.ts
CHANGED
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@@ -25,6 +25,9 @@ export declare class RigidBodyStore {
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25
25
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readonly bodyOffsetInverse: Float32Array;
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26
26
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private boneOffsetsReady;
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27
27
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private collisionPairs;
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28
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+
/** Index of the built-in floor body (see RezePhysics constructor), -1 if none.
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29
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+
* Excluded from the pair list; findContacts gives it a dedicated plane pass. */
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30
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+
groundIndex: number;
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28
31
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constructor(rigidbodies: Rigidbody[]);
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29
32
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updateInvInertiaWorld(): void;
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30
33
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updateAabbs(margin?: number): void;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"body.d.ts","sourceRoot":"","sources":["../../src/physics/body.ts"],"names":[],"mappings":"AACA,OAAO,EAAiC,KAAK,SAAS,EAAE,MAAM,SAAS,CAAA;AAIvE,qBAAa,cAAc;IACzB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAA;IAEtB,QAAQ,CAAC,SAAS,EAAE,YAAY,CAAA;IAChC,QAAQ,CAAC,YAAY,EAAE,YAAY,CAAA;IACnC,QAAQ,CAAC,gBAAgB,EAAE,YAAY,CAAA;IACvC,QAAQ,CAAC,iBAAiB,EAAE,YAAY,CAAA;IAExC,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAO9B,QAAQ,CAAC,eAAe,EAAE,YAAY,CAAA;IACtC,QAAQ,CAAC,eAAe,EAAE,YAAY,CAAA;IACtC,QAAQ,CAAC,aAAa,EAAE,YAAY,CAAA;IACpC,QAAQ,CAAC,cAAc,EAAE,YAAY,CAAA;IACrC,QAAQ,CAAC,IAAI,EAAE,UAAU,CAAA;IAGzB,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAA;IAC5B,QAAQ,CAAC,SAAS,EAAE,UAAU,CAAA;IAC9B,QAAQ,CAAC,QAAQ,EAAE,YAAY,CAAA;IAC/B,QAAQ,CAAC,WAAW,EAAE,YAAY,CAAA;IAIlC,QAAQ,CAAC,cAAc,EAAE,WAAW,CAAA;IACpC,QAAQ,CAAC,eAAe,EAAE,WAAW,CAAA;IAErC,QAAQ,CAAC,KAAK,EAAE,UAAU,CAAA;IAC1B,QAAQ,CAAC,IAAI,EAAE,YAAY,CAAA;IAE3B,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAC9B,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAI9B,QAAQ,CAAC,gBAAgB,EAAE,YAAY,CAAA;IACvC,QAAQ,CAAC,iBAAiB,EAAE,YAAY,CAAA;IACxC,OAAO,CAAC,gBAAgB,CAAQ;IAMhC,OAAO,CAAC,cAAc,CAA2B;
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1
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+
{"version":3,"file":"body.d.ts","sourceRoot":"","sources":["../../src/physics/body.ts"],"names":[],"mappings":"AACA,OAAO,EAAiC,KAAK,SAAS,EAAE,MAAM,SAAS,CAAA;AAIvE,qBAAa,cAAc;IACzB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAA;IAEtB,QAAQ,CAAC,SAAS,EAAE,YAAY,CAAA;IAChC,QAAQ,CAAC,YAAY,EAAE,YAAY,CAAA;IACnC,QAAQ,CAAC,gBAAgB,EAAE,YAAY,CAAA;IACvC,QAAQ,CAAC,iBAAiB,EAAE,YAAY,CAAA;IAExC,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAO9B,QAAQ,CAAC,eAAe,EAAE,YAAY,CAAA;IACtC,QAAQ,CAAC,eAAe,EAAE,YAAY,CAAA;IACtC,QAAQ,CAAC,aAAa,EAAE,YAAY,CAAA;IACpC,QAAQ,CAAC,cAAc,EAAE,YAAY,CAAA;IACrC,QAAQ,CAAC,IAAI,EAAE,UAAU,CAAA;IAGzB,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAA;IAC5B,QAAQ,CAAC,SAAS,EAAE,UAAU,CAAA;IAC9B,QAAQ,CAAC,QAAQ,EAAE,YAAY,CAAA;IAC/B,QAAQ,CAAC,WAAW,EAAE,YAAY,CAAA;IAIlC,QAAQ,CAAC,cAAc,EAAE,WAAW,CAAA;IACpC,QAAQ,CAAC,eAAe,EAAE,WAAW,CAAA;IAErC,QAAQ,CAAC,KAAK,EAAE,UAAU,CAAA;IAC1B,QAAQ,CAAC,IAAI,EAAE,YAAY,CAAA;IAE3B,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAC9B,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAA;IAI9B,QAAQ,CAAC,gBAAgB,EAAE,YAAY,CAAA;IACvC,QAAQ,CAAC,iBAAiB,EAAE,YAAY,CAAA;IACxC,OAAO,CAAC,gBAAgB,CAAQ;IAMhC,OAAO,CAAC,cAAc,CAA2B;IAEjD;qFACiF;IACjF,WAAW,SAAK;gBAEJ,WAAW,EAAE,SAAS,EAAE;IAgEpC,qBAAqB,IAAI,IAAI;IAwC7B,WAAW,CAAC,MAAM,SAAM,GAAG,IAAI;IA2F/B,kBAAkB,CAAC,uBAAuB,EAAE,YAAY,GAAG,IAAI;IAqD/D,kBAAkB,IAAI,OAAO;IAM7B,iBAAiB,IAAI,WAAW;CAoBjC"}
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package/dist/physics/body.js
CHANGED
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@@ -10,6 +10,9 @@ export class RigidBodyStore {
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10
10
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// once collapses 60k pair tests/step (349 bodies) down to a few thousand.
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11
11
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// Built lazily on first access.
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12
12
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this.collisionPairs = null;
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13
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+
/** Index of the built-in floor body (see RezePhysics constructor), -1 if none.
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14
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+
* Excluded from the pair list; findContacts gives it a dedicated plane pass. */
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15
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+
this.groundIndex = -1;
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13
16
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const N = rigidbodies.length;
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14
17
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this.count = N;
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15
18
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this.positions = new Float32Array(N * 3);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"contact.d.ts","sourceRoot":"","sources":["../../src/physics/contact.ts"],"names":[],"mappings":"AASA,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAA;AAO5C,eAAO,MAAM,cAAc,OAAO,CAAA;AAElC,MAAM,WAAW,OAAO;IACtB,KAAK,EAAE,MAAM,CAAA;IACb,KAAK,EAAE,MAAM,CAAA;IAEb,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IAEX,EAAE,EAAE,MAAM,CAAA;IACV,EAAE,EAAE,MAAM,CAAA;IACV,EAAE,EAAE,MAAM,CAAA;IACV,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,MAAM,CAAA;IAChB,WAAW,EAAE,MAAM,CAAA;IAEnB,oBAAoB,EAAE,MAAM,CAAA;IAC5B,uBAAuB,EAAE,MAAM,CAAA;IAC/B,uBAAuB,EAAE,MAAM,CAAA;IAI/B,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;IACxC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;IACxC,OAAO,EAAE,MAAM,CAAA;IACf,SAAS,EAAE,MAAM,CAAA;IAEjB,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAA;IACrC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,QAAQ,EAAE,MAAM,CAAA;IAEhB,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAA;IACrC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,QAAQ,EAAE,MAAM,CAAA;CACjB;AA8BD,qBAAa,WAAW;IACtB,OAAO,CAAC,IAAI,CAAgB;IAC5B,KAAK,SAAI;IAET,OAAO,IAAI,OAAO;IAelB,KAAK,IAAI,IAAI;IAGb,GAAG,CAAC,CAAC,EAAE,MAAM,GAAG,OAAO;CAGxB;AASD,wBAAgB,WAAW,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAahF;AAkxBD,wBAAgB,gBAAgB,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,WAAW,GAAG,IAAI,CAuCrG;AA4BD,wBAAgB,YAAY,CAAC,KAAK,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,GAAG,IAAI,
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1
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+
{"version":3,"file":"contact.d.ts","sourceRoot":"","sources":["../../src/physics/contact.ts"],"names":[],"mappings":"AASA,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAA;AAO5C,eAAO,MAAM,cAAc,OAAO,CAAA;AAElC,MAAM,WAAW,OAAO;IACtB,KAAK,EAAE,MAAM,CAAA;IACb,KAAK,EAAE,MAAM,CAAA;IAEb,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IACX,GAAG,EAAE,MAAM,CAAA;IAEX,EAAE,EAAE,MAAM,CAAA;IACV,EAAE,EAAE,MAAM,CAAA;IACV,EAAE,EAAE,MAAM,CAAA;IACV,KAAK,EAAE,MAAM,CAAA;IACb,QAAQ,EAAE,MAAM,CAAA;IAChB,WAAW,EAAE,MAAM,CAAA;IAEnB,oBAAoB,EAAE,MAAM,CAAA;IAC5B,uBAAuB,EAAE,MAAM,CAAA;IAC/B,uBAAuB,EAAE,MAAM,CAAA;IAI/B,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;IACxC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;IACxC,OAAO,EAAE,MAAM,CAAA;IACf,SAAS,EAAE,MAAM,CAAA;IAEjB,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAA;IACrC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,QAAQ,EAAE,MAAM,CAAA;IAEhB,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAC;IAAC,GAAG,EAAE,MAAM,CAAA;IACrC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;IAC3C,QAAQ,EAAE,MAAM,CAAA;CACjB;AA8BD,qBAAa,WAAW;IACtB,OAAO,CAAC,IAAI,CAAgB;IAC5B,KAAK,SAAI;IAET,OAAO,IAAI,OAAO;IAelB,KAAK,IAAI,IAAI;IAGb,GAAG,CAAC,CAAC,EAAE,MAAM,GAAG,OAAO;CAGxB;AASD,wBAAgB,WAAW,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAahF;AAkxBD,wBAAgB,gBAAgB,CAAC,KAAK,EAAE,cAAc,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,IAAI,EAAE,WAAW,GAAG,IAAI,CAuCrG;AA4BD,wBAAgB,YAAY,CAAC,KAAK,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,GAAG,IAAI,CAsB3E"}
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package/dist/physics/contact.js
CHANGED
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@@ -720,4 +720,88 @@ export function findContacts(store, pool) {
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|
720
720
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continue;
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721
721
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generateContacts(store, i, j, pool);
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722
722
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}
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|
723
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+
// Built-in floor: a plane pass against every dynamic body. Cheaper and more
|
|
724
|
+
// complete than routing the huge ground box through the pair machinery —
|
|
725
|
+
// one y-test per body, and box hems collide too (there is no generic
|
|
726
|
+
// box-box narrowphase to lean on).
|
|
727
|
+
const g = store.groundIndex;
|
|
728
|
+
if (g >= 0) {
|
|
729
|
+
const minA = store.aabbMin;
|
|
730
|
+
for (let i = 0; i < store.count; i++) {
|
|
731
|
+
if (store.invMass[i] <= 0)
|
|
732
|
+
continue;
|
|
733
|
+
if (minA[i * 3 + 1] > CONTACT_MARGIN)
|
|
734
|
+
continue;
|
|
735
|
+
detectFloor(store, i, g, pool);
|
|
736
|
+
}
|
|
737
|
+
}
|
|
738
|
+
}
|
|
739
|
+
// The floor's top face is the model-space plane y = 0; its body (`g`) exists so
|
|
740
|
+
// contact rows have a static B side. Normal convention matches the detectors:
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|
741
|
+
// A→B, so pointing DOWN into the floor; depth > 0 = penetrating.
|
|
742
|
+
function detectFloor(store, a, g, pool) {
|
|
743
|
+
const ai = a * 3;
|
|
744
|
+
const pos = store.positions;
|
|
745
|
+
const gx = pos[g * 3 + 0];
|
|
746
|
+
const gy = pos[g * 3 + 1];
|
|
747
|
+
const gz = pos[g * 3 + 2];
|
|
748
|
+
const emit = (px, py, pz, depth) => {
|
|
749
|
+
const c = pool.acquire();
|
|
750
|
+
c.bodyA = a;
|
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751
|
+
c.bodyB = g;
|
|
752
|
+
c.nx = 0;
|
|
753
|
+
c.ny = -1;
|
|
754
|
+
c.nz = 0;
|
|
755
|
+
c.depth = depth;
|
|
756
|
+
c.rAx = px - pos[ai + 0];
|
|
757
|
+
c.rAy = py - pos[ai + 1];
|
|
758
|
+
c.rAz = pz - pos[ai + 2];
|
|
759
|
+
c.rBx = px - gx;
|
|
760
|
+
c.rBy = py - gy;
|
|
761
|
+
c.rBz = pz - gz;
|
|
762
|
+
combineMaterials(store, a, g, c);
|
|
763
|
+
};
|
|
764
|
+
const cx = pos[ai + 0];
|
|
765
|
+
const cy = pos[ai + 1];
|
|
766
|
+
const cz = pos[ai + 2];
|
|
767
|
+
switch (store.shape[a]) {
|
|
768
|
+
case RigidbodyShape.Sphere: {
|
|
769
|
+
const r = store.size[ai + 0];
|
|
770
|
+
const low = cy - r;
|
|
771
|
+
if (low <= CONTACT_MARGIN)
|
|
772
|
+
emit(cx, low, cz, -low);
|
|
773
|
+
break;
|
|
774
|
+
}
|
|
775
|
+
case RigidbodyShape.Capsule: {
|
|
776
|
+
const r = store.size[ai + 0];
|
|
777
|
+
const h = store.size[ai + 1] * 0.5;
|
|
778
|
+
const ax = _capPoint;
|
|
779
|
+
capsuleAxis(store, a, ax);
|
|
780
|
+
for (const sgn of [-1, 1]) {
|
|
781
|
+
const ex = cx + ax[0] * h * sgn;
|
|
782
|
+
const ey = cy + ax[1] * h * sgn;
|
|
783
|
+
const ez = cz + ax[2] * h * sgn;
|
|
784
|
+
const low = ey - r;
|
|
785
|
+
if (low <= CONTACT_MARGIN)
|
|
786
|
+
emit(ex, low, ez, -low);
|
|
787
|
+
}
|
|
788
|
+
break;
|
|
789
|
+
}
|
|
790
|
+
case RigidbodyShape.Box: {
|
|
791
|
+
const hx = store.size[ai + 0];
|
|
792
|
+
const hy = store.size[ai + 1];
|
|
793
|
+
const hz = store.size[ai + 2];
|
|
794
|
+
const out = _capPointB;
|
|
795
|
+
for (let k = 0; k < 8; k++) {
|
|
796
|
+
const lx = k & 1 ? hx : -hx;
|
|
797
|
+
const ly = k & 2 ? hy : -hy;
|
|
798
|
+
const lz = k & 4 ? hz : -hz;
|
|
799
|
+
bodyLocalToWorldDir(store, a, lx, ly, lz, out);
|
|
800
|
+
const wy = cy + out[1];
|
|
801
|
+
if (wy <= CONTACT_MARGIN)
|
|
802
|
+
emit(cx + out[0], wy, cz + out[2], -wy);
|
|
803
|
+
}
|
|
804
|
+
break;
|
|
805
|
+
}
|
|
806
|
+
}
|
|
723
807
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"physics.d.ts","sourceRoot":"","sources":["../../src/physics/physics.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,MAAM,SAAS,CAAA;AAC1C,OAAO,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAE/C,OAAO,EAAE,cAAc,EAAE,MAAM,QAAQ,CAAA;AAYvC,qBAAa,WAAW;IACtB,OAAO,CAAC,WAAW,CAAa;IAChC,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,KAAK,CAAgB;IAC7B,OAAO,CAAC,KAAK,CAAO;IACpB,OAAO,CAAC,WAAW,CAA0B;IAC7C,OAAO,CAAC,QAAQ,CAAa;IAC7B,OAAO,CAAC,UAAU,CAAO;IACzB,OAAO,CAAC,SAAS,CAAI;IACrB,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAS;IACvC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAI;IAChC,uEAAuE;IACvE,OAAO,CAAC,aAAa,CAAM;IAC3B,2EAA2E;IAC3E,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAI;IAMjC,OAAO,CAAC,aAAa,CAAc;IACnC,OAAO,CAAC,gBAAgB,CAAc;IAQtC,OAAO,CAAC,YAAY,CAAc;IAClC,OAAO,CAAC,YAAY,CAAc;IAClC,OAAO,CAAC,YAAY,CAAc;IAClC,OAAO,CAAC,eAAe,CAAc;IAMrC,OAAO,CAAC,OAAO,CAAY;IAE3B,OAAO,CAAC,aAAa,CAAY;IAMjC,OAAO,CAAC,WAAW,CAAY;IAG/B,aAAa,SAAI;gBAEL,WAAW,EAAE,SAAS,EAAE,EAAE,MAAM,GAAE,KAAK,EAAO;
|
|
1
|
+
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|
package/dist/physics/physics.js
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
import { Vec3, Quat, Mat4 } from "../math";
|
|
2
|
-
import { RigidbodyType } from "./types";
|
|
2
|
+
import { RigidbodyType, RigidbodyShape } from "./types";
|
|
3
3
|
import { RigidBodyStore } from "./body";
|
|
4
4
|
import { World } from "./world";
|
|
5
5
|
import { buildConstraints } from "./constraint";
|
|
@@ -25,7 +25,37 @@ export class RezePhysics {
|
|
|
25
25
|
this.teleportCount = 0;
|
|
26
26
|
this.rigidbodies = rigidbodies;
|
|
27
27
|
this.joints = joints;
|
|
28
|
-
|
|
28
|
+
// The floor is part of every world: a huge static box whose top face is
|
|
29
|
+
// model-space y = 0, so hair and hems rest on the ground instead of
|
|
30
|
+
// clipping through when a pose reaches it. Boneless (every bone-sync loop
|
|
31
|
+
// skips boneIndex < 0); collides with EVERY dynamic body regardless of
|
|
32
|
+
// group masks via findContacts' dedicated plane pass (spheres, capsules
|
|
33
|
+
// and boxes — box hems included).
|
|
34
|
+
const ground = {
|
|
35
|
+
name: "__ground__",
|
|
36
|
+
englishName: "__ground__",
|
|
37
|
+
boneIndex: -1,
|
|
38
|
+
group: 0,
|
|
39
|
+
collisionMask: 0xffff,
|
|
40
|
+
shape: RigidbodyShape.Box,
|
|
41
|
+
size: new Vec3(500, 1, 500),
|
|
42
|
+
shapePosition: new Vec3(0, -1, 0),
|
|
43
|
+
shapeRotation: new Vec3(0, 0, 0),
|
|
44
|
+
mass: 0,
|
|
45
|
+
linearDamping: 0,
|
|
46
|
+
angularDamping: 0,
|
|
47
|
+
restitution: 0,
|
|
48
|
+
friction: 0.6,
|
|
49
|
+
type: RigidbodyType.Static,
|
|
50
|
+
bodyOffsetMatrixInverse: Mat4.identity(),
|
|
51
|
+
};
|
|
52
|
+
this.store = new RigidBodyStore([...rigidbodies, ground]);
|
|
53
|
+
const gi = this.store.count - 1;
|
|
54
|
+
// Mask 0 keeps the floor OUT of the generic pair list — findContacts runs a
|
|
55
|
+
// dedicated plane pass against every dynamic body (all shapes, boxes too).
|
|
56
|
+
this.store.collisionGroup[gi] = 0;
|
|
57
|
+
this.store.willCollideMask[gi] = 0;
|
|
58
|
+
this.store.groundIndex = gi;
|
|
29
59
|
this.world = new World(new Vec3(0, -98, 0));
|
|
30
60
|
this.constraints = buildConstraints(rigidbodies, joints);
|
|
31
61
|
this.contacts = new ContactPool();
|
package/package.json
CHANGED
package/src/physics/body.ts
CHANGED
|
@@ -53,6 +53,10 @@ export class RigidBodyStore {
|
|
|
53
53
|
// Built lazily on first access.
|
|
54
54
|
private collisionPairs: Uint16Array | null = null
|
|
55
55
|
|
|
56
|
+
/** Index of the built-in floor body (see RezePhysics constructor), -1 if none.
|
|
57
|
+
* Excluded from the pair list; findContacts gives it a dedicated plane pass. */
|
|
58
|
+
groundIndex = -1
|
|
59
|
+
|
|
56
60
|
constructor(rigidbodies: Rigidbody[]) {
|
|
57
61
|
const N = rigidbodies.length
|
|
58
62
|
this.count = N
|
package/src/physics/contact.ts
CHANGED
|
@@ -993,4 +993,84 @@ export function findContacts(store: RigidBodyStore, pool: ContactPool): void {
|
|
|
993
993
|
if (!aabbOverlap(store, i, j)) continue
|
|
994
994
|
generateContacts(store, i, j, pool)
|
|
995
995
|
}
|
|
996
|
+
// Built-in floor: a plane pass against every dynamic body. Cheaper and more
|
|
997
|
+
// complete than routing the huge ground box through the pair machinery —
|
|
998
|
+
// one y-test per body, and box hems collide too (there is no generic
|
|
999
|
+
// box-box narrowphase to lean on).
|
|
1000
|
+
const g = store.groundIndex
|
|
1001
|
+
if (g >= 0) {
|
|
1002
|
+
const minA = store.aabbMin
|
|
1003
|
+
for (let i = 0; i < store.count; i++) {
|
|
1004
|
+
if (store.invMass[i] <= 0) continue
|
|
1005
|
+
if (minA[i * 3 + 1] > CONTACT_MARGIN) continue
|
|
1006
|
+
detectFloor(store, i, g, pool)
|
|
1007
|
+
}
|
|
1008
|
+
}
|
|
1009
|
+
}
|
|
1010
|
+
|
|
1011
|
+
// The floor's top face is the model-space plane y = 0; its body (`g`) exists so
|
|
1012
|
+
// contact rows have a static B side. Normal convention matches the detectors:
|
|
1013
|
+
// A→B, so pointing DOWN into the floor; depth > 0 = penetrating.
|
|
1014
|
+
function detectFloor(store: RigidBodyStore, a: number, g: number, pool: ContactPool): void {
|
|
1015
|
+
const ai = a * 3
|
|
1016
|
+
const pos = store.positions
|
|
1017
|
+
const gx = pos[g * 3 + 0]
|
|
1018
|
+
const gy = pos[g * 3 + 1]
|
|
1019
|
+
const gz = pos[g * 3 + 2]
|
|
1020
|
+
const emit = (px: number, py: number, pz: number, depth: number) => {
|
|
1021
|
+
const c = pool.acquire()
|
|
1022
|
+
c.bodyA = a
|
|
1023
|
+
c.bodyB = g
|
|
1024
|
+
c.nx = 0
|
|
1025
|
+
c.ny = -1
|
|
1026
|
+
c.nz = 0
|
|
1027
|
+
c.depth = depth
|
|
1028
|
+
c.rAx = px - pos[ai + 0]
|
|
1029
|
+
c.rAy = py - pos[ai + 1]
|
|
1030
|
+
c.rAz = pz - pos[ai + 2]
|
|
1031
|
+
c.rBx = px - gx
|
|
1032
|
+
c.rBy = py - gy
|
|
1033
|
+
c.rBz = pz - gz
|
|
1034
|
+
combineMaterials(store, a, g, c)
|
|
1035
|
+
}
|
|
1036
|
+
const cx = pos[ai + 0]
|
|
1037
|
+
const cy = pos[ai + 1]
|
|
1038
|
+
const cz = pos[ai + 2]
|
|
1039
|
+
switch (store.shape[a]) {
|
|
1040
|
+
case RigidbodyShape.Sphere: {
|
|
1041
|
+
const r = store.size[ai + 0]
|
|
1042
|
+
const low = cy - r
|
|
1043
|
+
if (low <= CONTACT_MARGIN) emit(cx, low, cz, -low)
|
|
1044
|
+
break
|
|
1045
|
+
}
|
|
1046
|
+
case RigidbodyShape.Capsule: {
|
|
1047
|
+
const r = store.size[ai + 0]
|
|
1048
|
+
const h = store.size[ai + 1] * 0.5
|
|
1049
|
+
const ax = _capPoint
|
|
1050
|
+
capsuleAxis(store, a, ax)
|
|
1051
|
+
for (const sgn of [-1, 1]) {
|
|
1052
|
+
const ex = cx + ax[0] * h * sgn
|
|
1053
|
+
const ey = cy + ax[1] * h * sgn
|
|
1054
|
+
const ez = cz + ax[2] * h * sgn
|
|
1055
|
+
const low = ey - r
|
|
1056
|
+
if (low <= CONTACT_MARGIN) emit(ex, low, ez, -low)
|
|
1057
|
+
}
|
|
1058
|
+
break
|
|
1059
|
+
}
|
|
1060
|
+
case RigidbodyShape.Box: {
|
|
1061
|
+
const hx = store.size[ai + 0]
|
|
1062
|
+
const hy = store.size[ai + 1]
|
|
1063
|
+
const hz = store.size[ai + 2]
|
|
1064
|
+
const out = _capPointB
|
|
1065
|
+
for (let k = 0; k < 8; k++) {
|
|
1066
|
+
const lx = k & 1 ? hx : -hx
|
|
1067
|
+
const ly = k & 2 ? hy : -hy
|
|
1068
|
+
const lz = k & 4 ? hz : -hz
|
|
1069
|
+
bodyLocalToWorldDir(store, a, lx, ly, lz, out)
|
|
1070
|
+
const wy = cy + out[1]
|
|
1071
|
+
if (wy <= CONTACT_MARGIN) emit(cx + out[0], wy, cz + out[2], -wy)
|
|
1072
|
+
}
|
|
1073
|
+
break
|
|
1074
|
+
}
|
|
1075
|
+
}
|
|
996
1076
|
}
|
package/src/physics/physics.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { Vec3, Quat, Mat4 } from "../math"
|
|
2
2
|
import type { Rigidbody, Joint } from "./types"
|
|
3
|
-
import { RigidbodyType } from "./types"
|
|
3
|
+
import { RigidbodyType, RigidbodyShape } from "./types"
|
|
4
4
|
import { RigidBodyStore } from "./body"
|
|
5
5
|
import { World } from "./world"
|
|
6
6
|
import { buildConstraints, type SixDofSpringConstraint } from "./constraint"
|
|
@@ -67,7 +67,37 @@ export class RezePhysics {
|
|
|
67
67
|
constructor(rigidbodies: Rigidbody[], joints: Joint[] = []) {
|
|
68
68
|
this.rigidbodies = rigidbodies
|
|
69
69
|
this.joints = joints
|
|
70
|
-
|
|
70
|
+
// The floor is part of every world: a huge static box whose top face is
|
|
71
|
+
// model-space y = 0, so hair and hems rest on the ground instead of
|
|
72
|
+
// clipping through when a pose reaches it. Boneless (every bone-sync loop
|
|
73
|
+
// skips boneIndex < 0); collides with EVERY dynamic body regardless of
|
|
74
|
+
// group masks via findContacts' dedicated plane pass (spheres, capsules
|
|
75
|
+
// and boxes — box hems included).
|
|
76
|
+
const ground: Rigidbody = {
|
|
77
|
+
name: "__ground__",
|
|
78
|
+
englishName: "__ground__",
|
|
79
|
+
boneIndex: -1,
|
|
80
|
+
group: 0,
|
|
81
|
+
collisionMask: 0xffff,
|
|
82
|
+
shape: RigidbodyShape.Box,
|
|
83
|
+
size: new Vec3(500, 1, 500),
|
|
84
|
+
shapePosition: new Vec3(0, -1, 0),
|
|
85
|
+
shapeRotation: new Vec3(0, 0, 0),
|
|
86
|
+
mass: 0,
|
|
87
|
+
linearDamping: 0,
|
|
88
|
+
angularDamping: 0,
|
|
89
|
+
restitution: 0,
|
|
90
|
+
friction: 0.6,
|
|
91
|
+
type: RigidbodyType.Static,
|
|
92
|
+
bodyOffsetMatrixInverse: Mat4.identity(),
|
|
93
|
+
}
|
|
94
|
+
this.store = new RigidBodyStore([...rigidbodies, ground])
|
|
95
|
+
const gi = this.store.count - 1
|
|
96
|
+
// Mask 0 keeps the floor OUT of the generic pair list — findContacts runs a
|
|
97
|
+
// dedicated plane pass against every dynamic body (all shapes, boxes too).
|
|
98
|
+
this.store.collisionGroup[gi] = 0
|
|
99
|
+
this.store.willCollideMask[gi] = 0
|
|
100
|
+
this.store.groundIndex = gi
|
|
71
101
|
this.world = new World(new Vec3(0, -98, 0))
|
|
72
102
|
this.constraints = buildConstraints(rigidbodies, joints)
|
|
73
103
|
this.contacts = new ContactPool()
|