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esengine/thirdparty/rapier.js/src.ts/pipeline/physics_hooks.ts

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feat: 添加跨平台运行时、资产系统和UI适配功能 (#256) * feat(platform-common): 添加WASM加载器和环境检测API * feat(rapier2d): 新增Rapier2D WASM绑定包 * feat(physics-rapier2d): 添加跨平台WASM加载器 * feat(asset-system): 添加运行时资产目录和bundle格式 * feat(asset-system-editor): 新增编辑器资产管理包 * feat(editor-core): 添加构建系统和模块管理 * feat(editor-app): 重构浏览器预览使用import maps * feat(platform-web): 添加BrowserRuntime和资产读取 * feat(engine): 添加材质系统和着色器管理 * feat(material): 新增材质系统和着色器编辑器 * feat(tilemap): 增强tilemap编辑器和动画系统 * feat(modules): 添加module.json配置 * feat(core): 添加module.json和类型定义更新 * chore: 更新依赖和构建配置 * refactor(plugins): 更新插件模板使用ModuleManifest * chore: 添加第三方依赖库 * chore: 移除BehaviourTree-ai和ecs-astar子模块 * docs: 更新README和文档主题样式 * fix: 修复Rust文档测试和添加rapier2d WASM绑定 * fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题 * feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea) * fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖 * fix: 添加缺失的包依赖修复CI构建 * fix: 修复CodeQL检测到的代码问题 * fix: 修复构建错误和缺失依赖 * fix: 修复类型检查错误 * fix(material-system): 修复tsconfig配置支持TypeScript项目引用 * fix(editor-core): 修复Rollup构建配置添加tauri external * fix: 修复CodeQL检测到的代码问题 * fix: 修复CodeQL检测到的代码问题
2025-12-03 22:15:22 +08:00
import {RigidBodyHandle} from "../dynamics";
import {ColliderHandle} from "../geometry";
export enum ActiveHooks {
NONE = 0,
FILTER_CONTACT_PAIRS = 0b0001,
FILTER_INTERSECTION_PAIRS = 0b0010,
// MODIFY_SOLVER_CONTACTS = 0b0100, /* Not supported yet in JS. */
}
export enum SolverFlags {
EMPTY = 0b000,
COMPUTE_IMPULSE = 0b001,
}
export interface PhysicsHooks {
/**
* Function that determines if contacts computation should happen between two colliders, and how the
* constraints solver should behave for these contacts.
*
* This will only be executed and taken into account if at least one of the involved colliders contains the
* `ActiveHooks.FILTER_CONTACT_PAIR` flag in its active hooks.
*
* @param collider1 Handle of the first collider involved in the potential contact.
* @param collider2 Handle of the second collider involved in the potential contact.
* @param body1 Handle of the first body involved in the potential contact.
* @param body2 Handle of the second body involved in the potential contact.
*/
filterContactPair(
collider1: ColliderHandle,
collider2: ColliderHandle,
body1: RigidBodyHandle,
body2: RigidBodyHandle,
): SolverFlags | null;
/**
* Function that determines if intersection computation should happen between two colliders (where at least
* one is a sensor).
*
* This will only be executed and taken into account if `one of the involved colliders contains the
* `ActiveHooks.FILTER_INTERSECTION_PAIR` flag in its active hooks.
*
* @param collider1 Handle of the first collider involved in the potential contact.
* @param collider2 Handle of the second collider involved in the potential contact.
* @param body1 Handle of the first body involved in the potential contact.
* @param body2 Handle of the second body involved in the potential contact.
*/
filterIntersectionPair(
collider1: ColliderHandle,
collider2: ColliderHandle,
body1: RigidBodyHandle,
body2: RigidBodyHandle,
): boolean;
}