204 lines
6.0 KiB
TypeScript
204 lines
6.0 KiB
TypeScript
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import {RawNarrowPhase, RawContactManifold} from "../raw";
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import {ColliderHandle} from "./collider";
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import {Vector, VectorOps} from "../math";
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/**
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* The narrow-phase used for precise collision-detection.
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*
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* To avoid leaking WASM resources, this MUST be freed manually with `narrowPhase.free()`
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* once you are done using it.
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*/
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export class NarrowPhase {
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raw: RawNarrowPhase;
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tempManifold: TempContactManifold;
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/**
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* Release the WASM memory occupied by this narrow-phase.
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*/
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public free() {
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if (!!this.raw) {
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this.raw.free();
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}
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this.raw = undefined;
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}
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constructor(raw?: RawNarrowPhase) {
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this.raw = raw || new RawNarrowPhase();
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this.tempManifold = new TempContactManifold(null);
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}
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/**
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* Enumerates all the colliders potentially in contact with the given collider.
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*
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* @param collider1 - The second collider involved in the contact.
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* @param f - Closure that will be called on each collider that is in contact with `collider1`.
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*/
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public contactPairsWith(
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collider1: ColliderHandle,
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f: (collider2: ColliderHandle) => void,
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) {
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this.raw.contact_pairs_with(collider1, f);
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}
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/**
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* Enumerates all the colliders intersecting the given colliders, assuming one of them
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* is a sensor.
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*/
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public intersectionPairsWith(
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collider1: ColliderHandle,
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f: (collider2: ColliderHandle) => void,
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) {
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this.raw.intersection_pairs_with(collider1, f);
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}
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/**
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* Iterates through all the contact manifolds between the given pair of colliders.
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*
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* @param collider1 - The first collider involved in the contact.
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* @param collider2 - The second collider involved in the contact.
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* @param f - Closure that will be called on each contact manifold between the two colliders. If the second argument
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* passed to this closure is `true`, then the contact manifold data is flipped, i.e., methods like `localNormal1`
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* actually apply to the `collider2` and fields like `localNormal2` apply to the `collider1`.
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*/
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public contactPair(
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collider1: ColliderHandle,
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collider2: ColliderHandle,
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f: (manifold: TempContactManifold, flipped: boolean) => void,
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) {
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const rawPair = this.raw.contact_pair(collider1, collider2);
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if (!!rawPair) {
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const flipped = rawPair.collider1() != collider1;
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let i;
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for (i = 0; i < rawPair.numContactManifolds(); ++i) {
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this.tempManifold.raw = rawPair.contactManifold(i);
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if (!!this.tempManifold.raw) {
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f(this.tempManifold, flipped);
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}
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// SAFETY: The RawContactManifold stores a raw pointer that will be invalidated
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// at the next timestep. So we must be sure to free the pair here
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// to avoid unsoundness in the Rust code.
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this.tempManifold.free();
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}
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rawPair.free();
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}
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}
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/**
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* Returns `true` if `collider1` and `collider2` intersect and at least one of them is a sensor.
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* @param collider1 − The first collider involved in the intersection.
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* @param collider2 − The second collider involved in the intersection.
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*/
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public intersectionPair(
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collider1: ColliderHandle,
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collider2: ColliderHandle,
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): boolean {
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return this.raw.intersection_pair(collider1, collider2);
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}
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}
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export class TempContactManifold {
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raw: RawContactManifold;
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public free() {
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if (!!this.raw) {
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this.raw.free();
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}
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this.raw = undefined;
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}
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constructor(raw: RawContactManifold) {
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this.raw = raw;
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}
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public normal(): Vector {
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return VectorOps.fromRaw(this.raw.normal());
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}
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public localNormal1(): Vector {
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return VectorOps.fromRaw(this.raw.local_n1());
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}
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public localNormal2(): Vector {
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return VectorOps.fromRaw(this.raw.local_n2());
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}
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public subshape1(): number {
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return this.raw.subshape1();
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}
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public subshape2(): number {
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return this.raw.subshape2();
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}
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public numContacts(): number {
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return this.raw.num_contacts();
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}
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public localContactPoint1(i: number): Vector | null {
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return VectorOps.fromRaw(this.raw.contact_local_p1(i));
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}
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public localContactPoint2(i: number): Vector | null {
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return VectorOps.fromRaw(this.raw.contact_local_p2(i));
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}
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public contactDist(i: number): number {
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return this.raw.contact_dist(i);
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}
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public contactFid1(i: number): number {
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return this.raw.contact_fid1(i);
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}
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public contactFid2(i: number): number {
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return this.raw.contact_fid2(i);
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}
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public contactImpulse(i: number): number {
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return this.raw.contact_impulse(i);
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}
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// #if DIM2
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public contactTangentImpulse(i: number): number {
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return this.raw.contact_tangent_impulse(i);
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}
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// #endif
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// #if DIM3
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public contactTangentImpulseX(i: number): number {
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return this.raw.contact_tangent_impulse_x(i);
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}
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public contactTangentImpulseY(i: number): number {
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return this.raw.contact_tangent_impulse_y(i);
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}
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// #endif
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public numSolverContacts(): number {
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return this.raw.num_solver_contacts();
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}
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public solverContactPoint(i: number): Vector {
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return VectorOps.fromRaw(this.raw.solver_contact_point(i));
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}
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public solverContactDist(i: number): number {
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return this.raw.solver_contact_dist(i);
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}
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public solverContactFriction(i: number): number {
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return this.raw.solver_contact_friction(i);
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}
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public solverContactRestitution(i: number): number {
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return this.raw.solver_contact_restitution(i);
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}
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public solverContactTangentVelocity(i: number): Vector {
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return VectorOps.fromRaw(this.raw.solver_contact_tangent_velocity(i));
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}
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}
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