spoint 0.1.80 → 0.1.81
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/apps/AppRuntime.js +1 -1
- package/src/physics/GLBLoader.js +158 -0
- package/src/physics/World.js +106 -114
- package/src/sdk/TickHandler.js +1 -2
package/package.json
CHANGED
package/src/apps/AppRuntime.js
CHANGED
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@@ -64,7 +64,7 @@ export class AppRuntime {
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64
64
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}
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65
65
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if (config.autoTrimesh && entity.model && this._physics) {
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66
66
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entity.collider = { type: 'trimesh', model: entity.model }
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67
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-
this._physics.addStaticTrimeshAsync(this.resolveAssetPath(entity.model), 0)
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67
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+
this._physics.addStaticTrimeshAsync(this.resolveAssetPath(entity.model), 0, entity.position || [0,0,0])
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.then(id => { entity._physicsBodyId = id })
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.catch(e => console.error(`[AppRuntime] Failed to create trimesh for ${entity.model}:`, e.message))
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}
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package/src/physics/GLBLoader.js
CHANGED
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@@ -364,6 +364,164 @@ async function extractMeshWithMeshopt(buf, json, prim, binOffset, meshName) {
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}
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}
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366
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367
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+
/**
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* Extract ALL meshes and ALL primitives from a GLB file and combine them into
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369
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* a single flat vertex/index buffer suitable for a trimesh collider.
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370
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+
* Handles Draco-compressed primitives. Used for map collision where the GLB
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371
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* may have dozens of meshes each with many primitives.
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*
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* @param {string} filepath - Path to GLB file
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374
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* @returns {Promise<Object>} {vertices: Float32Array, indices: Uint32Array, vertexCount, triangleCount}
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375
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+
*/
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376
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export async function extractAllMeshesFromGLBAsync(filepath) {
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377
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console.log(`[GLBLoader] Extracting ALL meshes from: ${filepath}`)
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378
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const buf = readFileSync(filepath)
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379
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if (buf.toString('ascii', 0, 4) !== 'glTF') throw new Error('Not a GLB file')
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380
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+
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381
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const jsonLen = buf.readUInt32LE(12)
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382
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const json = JSON.parse(buf.toString('utf-8', 20, 20 + jsonLen))
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383
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const binOffset = 20 + jsonLen + 8
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384
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+
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const allVertices = []
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386
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const allIndices = []
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let vertexOffset = 0
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let totalTriangles = 0
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389
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+
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390
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// Build a node->transform map for node hierarchy
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391
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+
const nodeTransforms = buildNodeTransforms(json)
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392
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+
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393
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for (let meshIdx = 0; meshIdx < (json.meshes || []).length; meshIdx++) {
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const mesh = json.meshes[meshIdx]
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// Find node referencing this mesh to get its world transform
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const nodeIdx = (json.nodes || []).findIndex(n => n.mesh === meshIdx)
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const worldTransform = nodeIdx >= 0 ? nodeTransforms[nodeIdx] : null
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398
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+
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for (let primIdx = 0; primIdx < mesh.primitives.length; primIdx++) {
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const prim = mesh.primitives[primIdx]
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let result
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try {
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if (prim.extensions?.KHR_draco_mesh_compression) {
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404
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result = await decompressDracoMesh(buf, json, prim, binOffset, mesh.name)
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405
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} else {
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406
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result = extractStandardMesh(buf, json, prim, binOffset, mesh.name)
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407
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}
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408
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+
} catch (e) {
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409
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+
console.warn(`[GLBLoader] Skipping mesh[${meshIdx}] prim[${primIdx}]: ${e.message}`)
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continue
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+
}
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412
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+
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413
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if (!result.indices || result.triangleCount === 0) continue
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+
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415
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// Apply world transform to vertices if present
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416
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let verts = result.vertices
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417
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if (worldTransform) {
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418
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verts = applyTransformMatrix(result.vertices, worldTransform)
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419
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}
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420
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+
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421
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allVertices.push(verts)
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422
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// Remap indices by current vertex offset
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const remapped = new Uint32Array(result.indices.length)
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for (let i = 0; i < result.indices.length; i++) {
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remapped[i] = result.indices[i] + vertexOffset
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}
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allIndices.push(remapped)
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vertexOffset += result.vertexCount
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totalTriangles += result.triangleCount
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}
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431
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}
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432
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+
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433
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if (allVertices.length === 0) throw new Error('No valid mesh primitives found in GLB')
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434
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+
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435
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// Concatenate all vertex and index arrays
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const totalVerts = vertexOffset
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437
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+
const combinedVertices = new Float32Array(totalVerts * 3)
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438
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let vOff = 0
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for (const v of allVertices) { combinedVertices.set(v, vOff); vOff += v.length }
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440
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+
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const combinedIndices = new Uint32Array(totalTriangles * 3)
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let iOff = 0
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for (const idx of allIndices) { combinedIndices.set(idx, iOff); iOff += idx.length }
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444
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+
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445
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console.log(`[GLBLoader] Combined: ${totalVerts} vertices, ${totalTriangles} triangles from ${allIndices.length} primitives`)
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446
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return { vertices: combinedVertices, indices: combinedIndices, vertexCount: totalVerts, triangleCount: totalTriangles }
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447
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+
}
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448
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+
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449
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+
/**
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450
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* Build world-space 4x4 transform matrices for every node in the scene graph.
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451
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* Returns an array indexed by node index.
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452
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+
*/
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453
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+
function buildNodeTransforms(json) {
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454
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const nodes = json.nodes || []
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455
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const matrices = new Array(nodes.length).fill(null)
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456
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+
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457
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+
function getMatrix(nodeIdx) {
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458
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if (matrices[nodeIdx] !== null) return matrices[nodeIdx]
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459
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+
const node = nodes[nodeIdx]
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460
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+
let local = mat4Identity()
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461
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if (node.matrix) {
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462
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local = node.matrix.slice()
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463
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} else {
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const t = node.translation || [0, 0, 0]
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465
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const r = node.rotation || [0, 0, 0, 1]
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466
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const s = node.scale || [1, 1, 1]
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467
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local = mat4TRS(t, r, s)
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}
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469
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// Find parent
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470
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const parentIdx = nodes.findIndex((n, i) => i !== nodeIdx && (n.children || []).includes(nodeIdx))
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471
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if (parentIdx >= 0) {
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472
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local = mat4Mul(getMatrix(parentIdx), local)
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473
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}
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474
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matrices[nodeIdx] = local
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475
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return local
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476
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+
}
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477
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+
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478
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for (let i = 0; i < nodes.length; i++) getMatrix(i)
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479
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return matrices
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480
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+
}
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481
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+
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482
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function mat4Identity() {
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483
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return [1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]
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484
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}
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485
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+
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486
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function mat4TRS(t, r, s) {
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487
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const [qx, qy, qz, qw] = r
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488
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const [sx, sy, sz] = s
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489
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const x2=qx+qx, y2=qy+qy, z2=qz+qz
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490
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+
const xx=qx*x2, xy=qx*y2, xz=qx*z2
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491
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+
const yy=qy*y2, yz=qy*z2, zz=qz*z2
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492
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+
const wx=qw*x2, wy=qw*y2, wz=qw*z2
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493
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return [
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494
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+
(1-(yy+zz))*sx, (xy+wz)*sx, (xz-wy)*sx, 0,
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495
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(xy-wz)*sy, (1-(xx+zz))*sy,(yz+wx)*sy, 0,
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496
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+
(xz+wy)*sz, (yz-wx)*sz, (1-(xx+yy))*sz,0,
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497
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+
t[0], t[1], t[2], 1
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498
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]
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499
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}
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500
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+
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501
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+
function mat4Mul(a, b) {
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502
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+
const out = new Array(16)
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503
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+
for (let row = 0; row < 4; row++) {
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504
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+
for (let col = 0; col < 4; col++) {
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505
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+
let sum = 0
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506
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for (let k = 0; k < 4; k++) sum += a[row + k*4] * b[k + col*4]
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507
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+
out[row + col*4] = sum
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508
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+
}
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509
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}
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510
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return out
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511
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}
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512
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+
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513
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+
function applyTransformMatrix(vertices, m) {
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514
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+
const count = vertices.length / 3
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515
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+
const out = new Float32Array(vertices.length)
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516
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+
for (let i = 0; i < count; i++) {
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517
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+
const x = vertices[i*3], y = vertices[i*3+1], z = vertices[i*3+2]
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518
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+
out[i*3] = m[0]*x + m[4]*y + m[8]*z + m[12]
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519
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+
out[i*3+1] = m[1]*x + m[5]*y + m[9]*z + m[13]
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520
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+
out[i*3+2] = m[2]*x + m[6]*y + m[10]*z + m[14]
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521
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+
}
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522
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+
return out
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523
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+
}
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524
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+
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367
525
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/**
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368
526
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* Check if a GLB file has Draco-compressed meshes without attempting extraction.
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369
527
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* Useful for validation and error reporting.
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package/src/physics/World.js
CHANGED
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@@ -1,5 +1,5 @@
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1
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-
import initJolt from 'jolt-physics/wasm-compat'
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2
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-
import { extractMeshFromGLB, extractMeshFromGLBAsync } from './GLBLoader.js'
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1
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+
import initJolt from 'jolt-physics/wasm-compat'
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2
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+
import { extractMeshFromGLB, extractMeshFromGLBAsync, extractAllMeshesFromGLBAsync } from './GLBLoader.js'
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3
3
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const LAYER_STATIC = 0, LAYER_DYNAMIC = 1, NUM_LAYERS = 2
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4
4
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let joltInstance = null
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5
5
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async function getJolt() { if (!joltInstance) joltInstance = await initJolt(); return joltInstance }
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@@ -71,110 +71,92 @@ export class PhysicsWorld {
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71
71
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layer = motionType === 'static' ? LAYER_STATIC : LAYER_DYNAMIC
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72
72
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return this._addBody(shape, position, mt, layer, { ...opts, meta: { type: motionType, shape: shapeType } })
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73
73
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}
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74
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-
addStaticTrimesh(glbPath, meshIndex = 0) {
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75
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-
const J = this.Jolt
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76
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-
const mesh = extractMeshFromGLB(glbPath, meshIndex)
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77
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-
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78
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// Apply node transform if present (scale, rotation, translation)
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79
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-
let vertices = mesh.vertices
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80
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-
const nodeT = mesh.nodeTransform
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81
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-
if (nodeT) {
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82
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-
const numVerts = mesh.vertexCount
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83
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-
vertices = new Float32Array(numVerts * 3)
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84
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-
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85
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-
const scale = nodeT.scale || [1, 1, 1]
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86
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-
const translation = nodeT.translation || [0, 0, 0]
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87
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-
const rotation = nodeT.rotation
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88
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-
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89
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-
for (let i = 0; i < numVerts; i++) {
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90
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-
let x = mesh.vertices[i * 3] * scale[0]
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91
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-
let y = mesh.vertices[i * 3 + 1] * scale[1]
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92
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-
let z = mesh.vertices[i * 3 + 2] * scale[2]
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93
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-
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94
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-
if (rotation) {
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95
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-
const [qx, qy, qz, qw] = rotation
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96
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-
const ix = qw * x + qy * z - qz * y
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97
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-
const iy = qw * y + qz * x - qx * z
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98
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-
const iz = qw * z + qx * y - qy * x
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99
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-
const iw = -qx * x - qy * y - qz * z
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100
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-
x = ix * qw - iw * qx - iy * qz + iz * qy
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101
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-
y = iy * qw - iw * qy - iz * qx + ix * qz
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102
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-
z = iz * qw - iw * qz - ix * qy + iy * qx
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|
103
|
-
}
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104
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-
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|
105
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-
vertices[i * 3] = x + translation[0]
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106
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-
vertices[i * 3 + 1] = y + translation[1]
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107
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-
vertices[i * 3 + 2] = z + translation[2]
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108
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-
}
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109
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-
}
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110
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-
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111
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-
const triangles = new J.TriangleList(); triangles.resize(mesh.triangleCount)
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112
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-
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113
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-
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114
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-
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115
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-
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116
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-
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117
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-
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118
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-
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119
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-
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120
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-
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121
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-
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74
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+
addStaticTrimesh(glbPath, meshIndex = 0) {
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75
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+
const J = this.Jolt
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76
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+
const mesh = extractMeshFromGLB(glbPath, meshIndex)
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77
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+
|
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78
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+
// Apply node transform if present (scale, rotation, translation)
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79
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+
let vertices = mesh.vertices
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|
80
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+
const nodeT = mesh.nodeTransform
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81
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+
if (nodeT) {
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82
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+
const numVerts = mesh.vertexCount
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83
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+
vertices = new Float32Array(numVerts * 3)
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84
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+
|
|
85
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+
const scale = nodeT.scale || [1, 1, 1]
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86
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+
const translation = nodeT.translation || [0, 0, 0]
|
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87
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+
const rotation = nodeT.rotation
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88
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+
|
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89
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+
for (let i = 0; i < numVerts; i++) {
|
|
90
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+
let x = mesh.vertices[i * 3] * scale[0]
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91
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+
let y = mesh.vertices[i * 3 + 1] * scale[1]
|
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92
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+
let z = mesh.vertices[i * 3 + 2] * scale[2]
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93
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+
|
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94
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+
if (rotation) {
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95
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+
const [qx, qy, qz, qw] = rotation
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96
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+
const ix = qw * x + qy * z - qz * y
|
|
97
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+
const iy = qw * y + qz * x - qx * z
|
|
98
|
+
const iz = qw * z + qx * y - qy * x
|
|
99
|
+
const iw = -qx * x - qy * y - qz * z
|
|
100
|
+
x = ix * qw - iw * qx - iy * qz + iz * qy
|
|
101
|
+
y = iy * qw - iw * qy - iz * qx + ix * qz
|
|
102
|
+
z = iz * qw - iw * qz - ix * qy + iy * qx
|
|
103
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+
}
|
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104
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+
|
|
105
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+
vertices[i * 3] = x + translation[0]
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|
106
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+
vertices[i * 3 + 1] = y + translation[1]
|
|
107
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+
vertices[i * 3 + 2] = z + translation[2]
|
|
108
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+
}
|
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109
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+
}
|
|
110
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+
|
|
111
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+
const triangles = new J.TriangleList(); triangles.resize(mesh.triangleCount)
|
|
112
|
+
const f3 = new J.Float3(0, 0, 0)
|
|
113
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+
for (let t = 0; t < mesh.triangleCount; t++) {
|
|
114
|
+
const tri = triangles.at(t)
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|
115
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+
for (let v = 0; v < 3; v++) {
|
|
116
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+
const idx = mesh.indices[t * 3 + v]
|
|
117
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+
f3.x = vertices[idx * 3]; f3.y = vertices[idx * 3 + 1]; f3.z = vertices[idx * 3 + 2]
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118
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+
tri.set_mV(v, f3)
|
|
119
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+
}
|
|
120
|
+
}
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121
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+
const settings = new J.MeshShapeSettings(triangles)
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|
122
|
+
const shape = settings.Create().Get()
|
|
123
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+
J.destroy(f3)
|
|
124
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+
J.destroy(triangles)
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|
125
|
+
J.destroy(settings)
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126
|
+
return this._addBody(shape, [0, 0, 0], J.EMotionType_Static, LAYER_STATIC, { meta: { type: 'static', shape: 'trimesh', mesh: mesh.name, triangles: mesh.triangleCount } })
|
|
127
|
+
}
|
|
122
128
|
|
|
123
|
-
addStaticTrimeshAsync(glbPath, meshIndex = 0, position = [0, 0, 0]) {
|
|
124
|
-
return new Promise(async (resolve, reject) => {
|
|
125
|
-
try {
|
|
126
|
-
const J = this.Jolt
|
|
127
|
-
|
|
128
|
-
|
|
129
|
-
|
|
130
|
-
|
|
131
|
-
const
|
|
132
|
-
|
|
133
|
-
|
|
134
|
-
|
|
135
|
-
|
|
136
|
-
|
|
137
|
-
|
|
138
|
-
|
|
139
|
-
|
|
140
|
-
|
|
141
|
-
|
|
142
|
-
|
|
143
|
-
|
|
144
|
-
|
|
145
|
-
|
|
146
|
-
|
|
147
|
-
|
|
148
|
-
|
|
149
|
-
|
|
150
|
-
|
|
151
|
-
|
|
152
|
-
|
|
153
|
-
|
|
154
|
-
}
|
|
155
|
-
|
|
156
|
-
vertices[i * 3] = x + translation[0]
|
|
157
|
-
vertices[i * 3 + 1] = y + translation[1]
|
|
158
|
-
vertices[i * 3 + 2] = z + translation[2]
|
|
159
|
-
}
|
|
160
|
-
}
|
|
161
|
-
|
|
162
|
-
const triangles = new J.TriangleList(); triangles.resize(mesh.triangleCount)
|
|
163
|
-
for (let t = 0; t < mesh.triangleCount; t++) {
|
|
164
|
-
const tri = triangles.at(t)
|
|
165
|
-
for (let v = 0; v < 3; v++) {
|
|
166
|
-
const idx = mesh.indices[t * 3 + v]
|
|
167
|
-
tri.set_mV(v, new J.Float3(vertices[idx * 3], vertices[idx * 3 + 1], vertices[idx * 3 + 2]))
|
|
168
|
-
}
|
|
169
|
-
}
|
|
170
|
-
const shape = new J.MeshShapeSettings(triangles).Create().Get()
|
|
171
|
-
const id = this._addBody(shape, position, J.EMotionType_Static, LAYER_STATIC, { meta: { type: 'static', shape: 'trimesh', mesh: mesh.name, triangles: mesh.triangleCount } })
|
|
172
|
-
resolve(id)
|
|
173
|
-
} catch (e) {
|
|
174
|
-
reject(e)
|
|
175
|
-
}
|
|
176
|
-
})
|
|
177
|
-
}
|
|
129
|
+
addStaticTrimeshAsync(glbPath, meshIndex = 0, position = [0, 0, 0]) {
|
|
130
|
+
return new Promise(async (resolve, reject) => {
|
|
131
|
+
try {
|
|
132
|
+
const J = this.Jolt
|
|
133
|
+
// Use combined extraction: all meshes + all primitives (handles Draco, multi-mesh maps)
|
|
134
|
+
const mesh = await extractAllMeshesFromGLBAsync(glbPath)
|
|
135
|
+
const { vertices, indices, triangleCount } = mesh
|
|
136
|
+
|
|
137
|
+
const triangles = new J.TriangleList(); triangles.resize(triangleCount)
|
|
138
|
+
// Reuse a single Float3 to avoid WASM heap growth from per-vertex allocations
|
|
139
|
+
const f3 = new J.Float3(0, 0, 0)
|
|
140
|
+
for (let t = 0; t < triangleCount; t++) {
|
|
141
|
+
const tri = triangles.at(t)
|
|
142
|
+
for (let v = 0; v < 3; v++) {
|
|
143
|
+
const idx = indices[t * 3 + v]
|
|
144
|
+
f3.x = vertices[idx * 3]; f3.y = vertices[idx * 3 + 1]; f3.z = vertices[idx * 3 + 2]
|
|
145
|
+
tri.set_mV(v, f3)
|
|
146
|
+
}
|
|
147
|
+
}
|
|
148
|
+
const settings = new J.MeshShapeSettings(triangles)
|
|
149
|
+
const shape = settings.Create().Get()
|
|
150
|
+
J.destroy(f3)
|
|
151
|
+
J.destroy(triangles)
|
|
152
|
+
J.destroy(settings)
|
|
153
|
+
const id = this._addBody(shape, position, J.EMotionType_Static, LAYER_STATIC, { meta: { type: 'static', shape: 'trimesh', triangles: triangleCount } })
|
|
154
|
+
resolve(id)
|
|
155
|
+
} catch (e) {
|
|
156
|
+
reject(e)
|
|
157
|
+
}
|
|
158
|
+
})
|
|
159
|
+
}
|
|
178
160
|
addPlayerCharacter(radius, halfHeight, position, mass) {
|
|
179
161
|
const J = this.Jolt
|
|
180
162
|
const cvs = new J.CharacterVirtualSettings()
|
|
@@ -232,9 +214,7 @@ export class PhysicsWorld {
|
|
|
232
214
|
getCharacterPosition(charId) {
|
|
233
215
|
const ch = this.characters?.get(charId); if (!ch) return [0, 0, 0]
|
|
234
216
|
const p = ch.GetPosition()
|
|
235
|
-
|
|
236
|
-
this.Jolt.destroy(p)
|
|
237
|
-
return r
|
|
217
|
+
return [p.GetX(), p.GetY(), p.GetZ()]
|
|
238
218
|
}
|
|
239
219
|
getCharacterVelocity(charId) {
|
|
240
220
|
const ch = this.characters?.get(charId); if (!ch) return [0, 0, 0]
|
|
@@ -320,8 +300,8 @@ export class PhysicsWorld {
|
|
|
320
300
|
const dir = len > 0 ? [direction[0] / len, direction[1] / len, direction[2] / len] : direction
|
|
321
301
|
const ray = new J.RRayCast(new J.RVec3(origin[0], origin[1], origin[2]), new J.Vec3(dir[0] * maxDistance, dir[1] * maxDistance, dir[2] * maxDistance))
|
|
322
302
|
const rs = new J.RayCastSettings(), col = new J.CastRayClosestHitCollisionCollector()
|
|
323
|
-
const bp = new J.DefaultBroadPhaseLayerFilter(this.
|
|
324
|
-
const ol = new J.DefaultObjectLayerFilter(this.
|
|
303
|
+
const bp = new J.DefaultBroadPhaseLayerFilter(this.jolt.GetObjectVsBroadPhaseLayerFilter(), LAYER_DYNAMIC)
|
|
304
|
+
const ol = new J.DefaultObjectLayerFilter(this.jolt.GetObjectLayerPairFilter(), LAYER_DYNAMIC)
|
|
325
305
|
const eb = excludeBodyId != null ? this._getBody(excludeBodyId) : null
|
|
326
306
|
const bf = eb ? new J.IgnoreSingleBodyFilter(eb.GetID()) : new J.BodyFilter()
|
|
327
307
|
const sf = new J.ShapeFilter()
|
|
@@ -335,13 +315,25 @@ export class PhysicsWorld {
|
|
|
335
315
|
return result
|
|
336
316
|
}
|
|
337
317
|
destroy() {
|
|
318
|
+
if (!this.Jolt) return
|
|
319
|
+
const J = this.Jolt
|
|
338
320
|
if (this.characters) {
|
|
339
|
-
for (const
|
|
340
|
-
this.Jolt.destroy(ch)
|
|
341
|
-
}
|
|
321
|
+
for (const ch of this.characters.values()) J.destroy(ch)
|
|
342
322
|
this.characters.clear()
|
|
343
323
|
}
|
|
324
|
+
if (this._charFilters) {
|
|
325
|
+
J.destroy(this._charFilters.bp)
|
|
326
|
+
J.destroy(this._charFilters.ol)
|
|
327
|
+
J.destroy(this._charFilters.body)
|
|
328
|
+
J.destroy(this._charFilters.shape)
|
|
329
|
+
this._charFilters = null
|
|
330
|
+
}
|
|
331
|
+
if (this._charUpdateSettings) { J.destroy(this._charUpdateSettings); this._charUpdateSettings = null }
|
|
332
|
+
if (this._charGravity) { J.destroy(this._charGravity); this._charGravity = null }
|
|
344
333
|
for (const [id] of this.bodies) this.removeBody(id)
|
|
345
|
-
if (this.
|
|
334
|
+
if (this._tmpVec3) { J.destroy(this._tmpVec3); this._tmpVec3 = null }
|
|
335
|
+
if (this._tmpRVec3) { J.destroy(this._tmpRVec3); this._tmpRVec3 = null }
|
|
336
|
+
if (this.jolt) { J.destroy(this.jolt); this.jolt = null }
|
|
337
|
+
this.physicsSystem = null; this.bodyInterface = null
|
|
346
338
|
}
|
|
347
339
|
}
|
package/src/sdk/TickHandler.js
CHANGED
|
@@ -102,8 +102,7 @@ export function createTickHandler(deps) {
|
|
|
102
102
|
const entitySnap = appRuntime.getSnapshotForPlayer(pos, stageLoader.getActiveStage().spatial.relevanceRadius)
|
|
103
103
|
const combined = { tick: playerSnap.tick, timestamp: playerSnap.timestamp, players: playerSnap.players, entities: entitySnap.entities }
|
|
104
104
|
if (isKeyframe || !playerEntityMaps.has(player.id)) {
|
|
105
|
-
const encoded = SnapshotEncoder.
|
|
106
|
-
const { entityMap } = SnapshotEncoder.encodeDelta(combined, new Map())
|
|
105
|
+
const { encoded, entityMap } = SnapshotEncoder.encodeDelta(combined, new Map())
|
|
107
106
|
playerEntityMaps.set(player.id, entityMap)
|
|
108
107
|
connections.send(player.id, MSG.SNAPSHOT, { seq: snapshotSeq, ...encoded })
|
|
109
108
|
} else {
|