86 lines
2.5 KiB
TypeScript
86 lines
2.5 KiB
TypeScript
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import {RawDebugRenderPipeline} from "../raw";
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import {Vector, VectorOps} from "../math";
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import {
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IntegrationParameters,
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IslandManager,
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ImpulseJointSet,
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MultibodyJointSet,
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RigidBodySet,
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} from "../dynamics";
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import {BroadPhase, Collider, ColliderSet, NarrowPhase} from "../geometry";
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import {QueryFilterFlags} from "./query_pipeline";
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/**
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* The vertex and color buffers for debug-redering the physics scene.
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*/
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export class DebugRenderBuffers {
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/**
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* The lines to render. This is a flat array containing all the lines
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* to render. Each line is described as two consecutive point. Each
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* point is described as two (in 2D) or three (in 3D) consecutive
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* floats. For example, in 2D, the array: `[1, 2, 3, 4, 5, 6, 7, 8]`
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* describes the two segments `[[1, 2], [3, 4]]` and `[[5, 6], [7, 8]]`.
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*/
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public vertices: Float32Array;
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/**
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* The color buffer. There is one color per vertex, and each color
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* has four consecutive components (in RGBA format).
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*/
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public colors: Float32Array;
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constructor(vertices: Float32Array, colors: Float32Array) {
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this.vertices = vertices;
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this.colors = colors;
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}
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}
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/**
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* A pipeline for rendering the physics scene.
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*
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* To avoid leaking WASM resources, this MUST be freed manually with `debugRenderPipeline.free()`
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* once you are done using it (and all the rigid-bodies it created).
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*/
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export class DebugRenderPipeline {
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raw: RawDebugRenderPipeline;
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public vertices: Float32Array;
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public colors: Float32Array;
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/**
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* Release the WASM memory occupied by this serialization pipeline.
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*/
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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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this.vertices = undefined;
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this.colors = undefined;
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}
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constructor(raw?: RawDebugRenderPipeline) {
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this.raw = raw || new RawDebugRenderPipeline();
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}
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public render(
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bodies: RigidBodySet,
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colliders: ColliderSet,
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impulse_joints: ImpulseJointSet,
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multibody_joints: MultibodyJointSet,
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narrow_phase: NarrowPhase,
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filterFlags?: QueryFilterFlags,
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filterPredicate?: (collider: Collider) => boolean,
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) {
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this.raw.render(
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bodies.raw,
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colliders.raw,
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impulse_joints.raw,
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multibody_joints.raw,
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narrow_phase.raw,
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filterFlags,
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colliders.castClosure(filterPredicate),
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);
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this.vertices = this.raw.vertices();
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this.colors = this.raw.colors();
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}
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}
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