feat(rapier2d): 新增Rapier2D WASM绑定包

This commit is contained in:
yhh
2025-12-03 16:18:37 +08:00
parent e6fb80d0be
commit b3f7676452
46 changed files with 9888 additions and 0 deletions

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import {RawKinematicCharacterController, RawCharacterCollision} from "../raw";
import {Rotation, Vector, VectorOps} from "../math";
import {
BroadPhase,
Collider,
ColliderSet,
InteractionGroups,
NarrowPhase,
Shape,
} from "../geometry";
import {QueryFilterFlags, World} from "../pipeline";
import {IntegrationParameters, RigidBody, RigidBodySet} from "../dynamics";
/**
* A collision between the character and an obstacle hit on its path.
*/
export class CharacterCollision {
/** The collider involved in the collision. Null if the collider no longer exists in the physics world. */
public collider: Collider | null;
/** The translation delta applied to the character before this collision took place. */
public translationDeltaApplied: Vector;
/** The translation delta the character would move after this collision if there is no other obstacles. */
public translationDeltaRemaining: Vector;
/** The time-of-impact between the character and the obstacles. */
public toi: number;
/** The world-space contact point on the collider when the collision happens. */
public witness1: Vector;
/** The local-space contact point on the character when the collision happens. */
public witness2: Vector;
/** The world-space outward contact normal on the collider when the collision happens. */
public normal1: Vector;
/** The local-space outward contact normal on the character when the collision happens. */
public normal2: Vector;
}
/**
* A character controller for controlling kinematic bodies and parentless colliders by hitting
* and sliding against obstacles.
*/
export class KinematicCharacterController {
private raw: RawKinematicCharacterController;
private rawCharacterCollision: RawCharacterCollision;
private params: IntegrationParameters;
private broadPhase: BroadPhase;
private narrowPhase: NarrowPhase;
private bodies: RigidBodySet;
private colliders: ColliderSet;
private _applyImpulsesToDynamicBodies: boolean;
private _characterMass: number | null;
constructor(
offset: number,
params: IntegrationParameters,
broadPhase: BroadPhase,
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
) {
this.params = params;
this.bodies = bodies;
this.colliders = colliders;
this.broadPhase = broadPhase;
this.narrowPhase = narrowPhase;
this.raw = new RawKinematicCharacterController(offset);
this.rawCharacterCollision = new RawCharacterCollision();
this._applyImpulsesToDynamicBodies = false;
this._characterMass = null;
}
/** @internal */
public free() {
if (!!this.raw) {
this.raw.free();
this.rawCharacterCollision.free();
}
this.raw = undefined;
this.rawCharacterCollision = undefined;
}
/**
* The direction that goes "up". Used to determine where the floor is, and the floors angle.
*/
public up(): Vector {
return this.raw.up();
}
/**
* Sets the direction that goes "up". Used to determine where the floor is, and the floors angle.
*/
public setUp(vector: Vector) {
let rawVect = VectorOps.intoRaw(vector);
return this.raw.setUp(rawVect);
rawVect.free();
}
public applyImpulsesToDynamicBodies(): boolean {
return this._applyImpulsesToDynamicBodies;
}
public setApplyImpulsesToDynamicBodies(enabled: boolean) {
this._applyImpulsesToDynamicBodies = enabled;
}
/**
* Returns the custom value of the character mass, if it was set by `this.setCharacterMass`.
*/
public characterMass(): number | null {
return this._characterMass;
}
/**
* Set the mass of the character to be used for impulse resolution if `self.applyImpulsesToDynamicBodies`
* is set to `true`.
*
* If no character mass is set explicitly (or if it is set to `null`) it is automatically assumed to be equal
* to the mass of the rigid-body the character collider is attached to; or equal to 0 if the character collider
* isnt attached to any rigid-body.
*
* @param mass - The mass to set.
*/
public setCharacterMass(mass: number | null) {
this._characterMass = mass;
}
/**
* A small gap to preserve between the character and its surroundings.
*
* This value should not be too large to avoid visual artifacts, but shouldnt be too small
* (must not be zero) to improve numerical stability of the character controller.
*/
public offset(): number {
return this.raw.offset();
}
/**
* Sets a small gap to preserve between the character and its surroundings.
*
* This value should not be too large to avoid visual artifacts, but shouldnt be too small
* (must not be zero) to improve numerical stability of the character controller.
*/
public setOffset(value: number) {
this.raw.setOffset(value);
}
/// Increase this number if your character appears to get stuck when sliding against surfaces.
///
/// This is a small distance applied to the movement toward the contact normals of shapes hit
/// by the character controller. This helps shape-casting not getting stuck in an always-penetrating
/// state during the sliding calculation.
///
/// This value should remain fairly small since it can introduce artificial "bumps" when sliding
/// along a flat surface.
public normalNudgeFactor(): number {
return this.raw.normalNudgeFactor();
}
/// Increase this number if your character appears to get stuck when sliding against surfaces.
///
/// This is a small distance applied to the movement toward the contact normals of shapes hit
/// by the character controller. This helps shape-casting not getting stuck in an always-penetrating
/// state during the sliding calculation.
///
/// This value should remain fairly small since it can introduce artificial "bumps" when sliding
/// along a flat surface.
public setNormalNudgeFactor(value: number) {
this.raw.setNormalNudgeFactor(value);
}
/**
* Is sliding against obstacles enabled?
*/
public slideEnabled(): boolean {
return this.raw.slideEnabled();
}
/**
* Enable or disable sliding against obstacles.
*/
public setSlideEnabled(enabled: boolean) {
this.raw.setSlideEnabled(enabled);
}
/**
* The maximum step height a character can automatically step over.
*/
public autostepMaxHeight(): number | null {
return this.raw.autostepMaxHeight();
}
/**
* The minimum width of free space that must be available after stepping on a stair.
*/
public autostepMinWidth(): number | null {
return this.raw.autostepMinWidth();
}
/**
* Can the character automatically step over dynamic bodies too?
*/
public autostepIncludesDynamicBodies(): boolean | null {
return this.raw.autostepIncludesDynamicBodies();
}
/**
* Is automatically stepping over small objects enabled?
*/
public autostepEnabled(): boolean {
return this.raw.autostepEnabled();
}
/**
* Enabled automatically stepping over small objects.
*
* @param maxHeight - The maximum step height a character can automatically step over.
* @param minWidth - The minimum width of free space that must be available after stepping on a stair.
* @param includeDynamicBodies - Can the character automatically step over dynamic bodies too?
*/
public enableAutostep(
maxHeight: number,
minWidth: number,
includeDynamicBodies: boolean,
) {
this.raw.enableAutostep(maxHeight, minWidth, includeDynamicBodies);
}
/**
* Disable automatically stepping over small objects.
*/
public disableAutostep() {
return this.raw.disableAutostep();
}
/**
* The maximum angle (radians) between the floors normal and the `up` vector that the
* character is able to climb.
*/
public maxSlopeClimbAngle(): number {
return this.raw.maxSlopeClimbAngle();
}
/**
* Sets the maximum angle (radians) between the floors normal and the `up` vector that the
* character is able to climb.
*/
public setMaxSlopeClimbAngle(angle: number) {
this.raw.setMaxSlopeClimbAngle(angle);
}
/**
* The minimum angle (radians) between the floors normal and the `up` vector before the
* character starts to slide down automatically.
*/
public minSlopeSlideAngle(): number {
return this.raw.minSlopeSlideAngle();
}
/**
* Sets the minimum angle (radians) between the floors normal and the `up` vector before the
* character starts to slide down automatically.
*/
public setMinSlopeSlideAngle(angle: number) {
this.raw.setMinSlopeSlideAngle(angle);
}
/**
* If snap-to-ground is enabled, should the character be automatically snapped to the ground if
* the distance between the ground and its feet are smaller than the specified threshold?
*/
public snapToGroundDistance(): number | null {
return this.raw.snapToGroundDistance();
}
/**
* Enables automatically snapping the character to the ground if the distance between
* the ground and its feet are smaller than the specified threshold.
*/
public enableSnapToGround(distance: number) {
this.raw.enableSnapToGround(distance);
}
/**
* Disables automatically snapping the character to the ground.
*/
public disableSnapToGround() {
this.raw.disableSnapToGround();
}
/**
* Is automatically snapping the character to the ground enabled?
*/
public snapToGroundEnabled(): boolean {
return this.raw.snapToGroundEnabled();
}
/**
* Computes the movement the given collider is able to execute after hitting and sliding on obstacles.
*
* @param collider - The collider to move.
* @param desiredTranslationDelta - The desired collider movement.
* @param filterFlags - Flags for excluding whole subsets of colliders from the obstacles taken into account.
* @param filterGroups - Groups for excluding colliders with incompatible collision groups from the obstacles
* taken into account.
* @param filterPredicate - Any collider for which this closure returns `false` will be excluded from the
* obstacles taken into account.
*/
public computeColliderMovement(
collider: Collider,
desiredTranslationDelta: Vector,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterPredicate?: (collider: Collider) => boolean,
) {
let rawTranslationDelta = VectorOps.intoRaw(desiredTranslationDelta);
this.raw.computeColliderMovement(
this.params.dt,
this.broadPhase.raw,
this.narrowPhase.raw,
this.bodies.raw,
this.colliders.raw,
collider.handle,
rawTranslationDelta,
this._applyImpulsesToDynamicBodies,
this._characterMass,
filterFlags,
filterGroups,
this.colliders.castClosure(filterPredicate),
);
rawTranslationDelta.free();
}
/**
* The movement computed by the last call to `this.computeColliderMovement`.
*/
public computedMovement(): Vector {
return VectorOps.fromRaw(this.raw.computedMovement());
}
/**
* The result of ground detection computed by the last call to `this.computeColliderMovement`.
*/
public computedGrounded(): boolean {
return this.raw.computedGrounded();
}
/**
* The number of collisions against obstacles detected along the path of the last call
* to `this.computeColliderMovement`.
*/
public numComputedCollisions(): number {
return this.raw.numComputedCollisions();
}
/**
* Returns the collision against one of the obstacles detected along the path of the last
* call to `this.computeColliderMovement`.
*
* @param i - The i-th collision will be returned.
* @param out - If this argument is set, it will be filled with the collision information.
*/
public computedCollision(
i: number,
out?: CharacterCollision,
): CharacterCollision | null {
if (!this.raw.computedCollision(i, this.rawCharacterCollision)) {
return null;
} else {
let c = this.rawCharacterCollision;
out = out ?? new CharacterCollision();
out.translationDeltaApplied = VectorOps.fromRaw(
c.translationDeltaApplied(),
);
out.translationDeltaRemaining = VectorOps.fromRaw(
c.translationDeltaRemaining(),
);
out.toi = c.toi();
out.witness1 = VectorOps.fromRaw(c.worldWitness1());
out.witness2 = VectorOps.fromRaw(c.worldWitness2());
out.normal1 = VectorOps.fromRaw(c.worldNormal1());
out.normal2 = VectorOps.fromRaw(c.worldNormal2());
out.collider = this.colliders.get(c.handle());
return out;
}
}
}

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export * from "./character_controller";
export * from "./pid_controller";

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import {RawPidController} from "../raw";
import {Rotation, RotationOps, Vector, VectorOps} from "../math";
import {Collider, ColliderSet, InteractionGroups, Shape} from "../geometry";
import {QueryFilterFlags, World} from "../pipeline";
import {IntegrationParameters, RigidBody, RigidBodySet} from "../dynamics";
// TODO: unify with the JointAxesMask
/**
* An enum representing the possible joint axes controlled by a PidController.
* They can be ORed together, like:
* PidAxesMask.LinX || PidAxesMask.LinY
* to get a pid controller that only constraints the translational X and Y axes.
*
* Possible axes are:
*
* - `X`: X translation axis
* - `Y`: Y translation axis
* - `Z`: Z translation axis
* - `AngX`: X angular rotation axis (3D only)
* - `AngY`: Y angular rotation axis (3D only)
* - `AngZ`: Z angular rotation axis
*/
export enum PidAxesMask {
None = 0,
LinX = 1 << 0,
LinY = 1 << 1,
LinZ = 1 << 2,
AngZ = 1 << 5,
AllLin = PidAxesMask.LinX | PidAxesMask.LinY,
AllAng = PidAxesMask.AngZ,
All = PidAxesMask.AllLin | PidAxesMask.AllAng,
}
/**
* A controller for controlling dynamic bodies using the
* Proportional-Integral-Derivative correction model.
*/
export class PidController {
private raw: RawPidController;
private params: IntegrationParameters;
private bodies: RigidBodySet;
constructor(
params: IntegrationParameters,
bodies: RigidBodySet,
kp: number,
ki: number,
kd: number,
axes: PidAxesMask,
) {
this.params = params;
this.bodies = bodies;
this.raw = new RawPidController(kp, ki, kd, axes);
}
/** @internal */
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
public setKp(kp: number, axes: PidAxesMask) {
this.raw.set_kp(kp, axes);
}
public setKi(ki: number, axes: PidAxesMask) {
this.raw.set_kp(ki, axes);
}
public setKd(kd: number, axes: PidAxesMask) {
this.raw.set_kp(kd, axes);
}
public setAxes(axes: PidAxesMask) {
this.raw.set_axes_mask(axes);
}
public resetIntegrals() {
this.raw.reset_integrals();
}
public applyLinearCorrection(
body: RigidBody,
targetPosition: Vector,
targetLinvel: Vector,
) {
let rawPos = VectorOps.intoRaw(targetPosition);
let rawVel = VectorOps.intoRaw(targetLinvel);
this.raw.apply_linear_correction(
this.params.dt,
this.bodies.raw,
body.handle,
rawPos,
rawVel,
);
rawPos.free();
rawVel.free();
}
public applyAngularCorrection(
body: RigidBody,
targetRotation: number,
targetAngVel: number,
) {
this.raw.apply_angular_correction(
this.params.dt,
this.bodies.raw,
body.handle,
targetRotation,
targetAngVel,
);
}
public linearCorrection(
body: RigidBody,
targetPosition: Vector,
targetLinvel: Vector,
): Vector {
let rawPos = VectorOps.intoRaw(targetPosition);
let rawVel = VectorOps.intoRaw(targetLinvel);
let correction = this.raw.linear_correction(
this.params.dt,
this.bodies.raw,
body.handle,
rawPos,
rawVel,
);
rawPos.free();
rawVel.free();
return VectorOps.fromRaw(correction);
}
public angularCorrection(
body: RigidBody,
targetRotation: number,
targetAngVel: number,
): number {
return this.raw.angular_correction(
this.params.dt,
this.bodies.raw,
body.handle,
targetRotation,
targetAngVel,
);
}
}

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import {RawDynamicRayCastVehicleController} from "../raw";
import {Vector, VectorOps} from "../math";
import {
BroadPhase,
Collider,
ColliderSet,
InteractionGroups,
NarrowPhase,
} from "../geometry";
import {QueryFilterFlags} from "../pipeline";
import {RigidBody, RigidBodyHandle, RigidBodySet} from "../dynamics";
/**
* A character controller to simulate vehicles using ray-casting for the wheels.
*/
export class DynamicRayCastVehicleController {
private raw: RawDynamicRayCastVehicleController;
private broadPhase: BroadPhase;
private narrowPhase: NarrowPhase;
private bodies: RigidBodySet;
private colliders: ColliderSet;
private _chassis: RigidBody;
constructor(
chassis: RigidBody,
broadPhase: BroadPhase,
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
) {
this.raw = new RawDynamicRayCastVehicleController(chassis.handle);
this.broadPhase = broadPhase;
this.narrowPhase = narrowPhase;
this.bodies = bodies;
this.colliders = colliders;
this._chassis = chassis;
}
/** @internal */
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
/**
* Updates the vehicles velocity based on its suspension, engine force, and brake.
*
* This directly updates the velocity of its chassis rigid-body.
*
* @param dt - Time increment used to integrate forces.
* @param filterFlags - Flag to exclude categories of objects from the wheels ray-cast.
* @param filterGroups - Only colliders compatible with these groups will be hit by the wheels ray-casts.
* @param filterPredicate - Callback to filter out which collider will be hit by the wheels ray-casts.
*/
public updateVehicle(
dt: number,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterPredicate?: (collider: Collider) => boolean,
) {
this.raw.update_vehicle(
dt,
this.broadPhase.raw,
this.narrowPhase.raw,
this.bodies.raw,
this.colliders.raw,
filterFlags,
filterGroups,
this.colliders.castClosure(filterPredicate),
);
}
/**
* The current forward speed of the vehicle.
*/
public currentVehicleSpeed(): number {
return this.raw.current_vehicle_speed();
}
/**
* The rigid-body used as the chassis.
*/
public chassis(): RigidBody {
return this._chassis;
}
/**
* The chassis local _up_ direction (`0 = x, 1 = y, 2 = z`).
*/
get indexUpAxis(): number {
return this.raw.index_up_axis();
}
/**
* Sets the chassis local _up_ direction (`0 = x, 1 = y, 2 = z`).
*/
set indexUpAxis(axis: number) {
this.raw.set_index_up_axis(axis);
}
/**
* The chassis local _forward_ direction (`0 = x, 1 = y, 2 = z`).
*/
get indexForwardAxis(): number {
return this.raw.index_forward_axis();
}
/**
* Sets the chassis local _forward_ direction (`0 = x, 1 = y, 2 = z`).
*/
set setIndexForwardAxis(axis: number) {
this.raw.set_index_forward_axis(axis);
}
/**
* Adds a new wheel attached to this vehicle.
* @param chassisConnectionCs - The position of the wheel relative to the chassis.
* @param directionCs - The direction of the wheels suspension, relative to the chassis. The ray-casting will
* happen following this direction to detect the ground.
* @param axleCs - The wheels axle axis, relative to the chassis.
* @param suspensionRestLength - The rest length of the wheels suspension spring.
* @param radius - The wheels radius.
*/
public addWheel(
chassisConnectionCs: Vector,
directionCs: Vector,
axleCs: Vector,
suspensionRestLength: number,
radius: number,
) {
let rawChassisConnectionCs = VectorOps.intoRaw(chassisConnectionCs);
let rawDirectionCs = VectorOps.intoRaw(directionCs);
let rawAxleCs = VectorOps.intoRaw(axleCs);
this.raw.add_wheel(
rawChassisConnectionCs,
rawDirectionCs,
rawAxleCs,
suspensionRestLength,
radius,
);
rawChassisConnectionCs.free();
rawDirectionCs.free();
rawAxleCs.free();
}
/**
* The number of wheels attached to this vehicle.
*/
public numWheels(): number {
return this.raw.num_wheels();
}
/*
*
* Access to wheel properties.
*
*/
/*
* Getters + setters
*/
/**
* The position of the i-th wheel, relative to the chassis.
*/
public wheelChassisConnectionPointCs(i: number): Vector | null {
return VectorOps.fromRaw(this.raw.wheel_chassis_connection_point_cs(i));
}
/**
* Sets the position of the i-th wheel, relative to the chassis.
*/
public setWheelChassisConnectionPointCs(i: number, value: Vector) {
let rawValue = VectorOps.intoRaw(value);
this.raw.set_wheel_chassis_connection_point_cs(i, rawValue);
rawValue.free();
}
/**
* The rest length of the i-th wheels suspension spring.
*/
public wheelSuspensionRestLength(i: number): number | null {
return this.raw.wheel_suspension_rest_length(i);
}
/**
* Sets the rest length of the i-th wheels suspension spring.
*/
public setWheelSuspensionRestLength(i: number, value: number) {
this.raw.set_wheel_suspension_rest_length(i, value);
}
/**
* The maximum distance the i-th wheel suspension can travel before and after its resting length.
*/
public wheelMaxSuspensionTravel(i: number): number | null {
return this.raw.wheel_max_suspension_travel(i);
}
/**
* Sets the maximum distance the i-th wheel suspension can travel before and after its resting length.
*/
public setWheelMaxSuspensionTravel(i: number, value: number) {
this.raw.set_wheel_max_suspension_travel(i, value);
}
/**
* The i-th wheels radius.
*/
public wheelRadius(i: number): number | null {
return this.raw.wheel_radius(i);
}
/**
* Sets the i-th wheels radius.
*/
public setWheelRadius(i: number, value: number) {
this.raw.set_wheel_radius(i, value);
}
/**
* The i-th wheels suspension stiffness.
*
* Increase this value if the suspension appears to not push the vehicle strong enough.
*/
public wheelSuspensionStiffness(i: number): number | null {
return this.raw.wheel_suspension_stiffness(i);
}
/**
* Sets the i-th wheels suspension stiffness.
*
* Increase this value if the suspension appears to not push the vehicle strong enough.
*/
public setWheelSuspensionStiffness(i: number, value: number) {
this.raw.set_wheel_suspension_stiffness(i, value);
}
/**
* The i-th wheels suspensions damping when it is being compressed.
*/
public wheelSuspensionCompression(i: number): number | null {
return this.raw.wheel_suspension_compression(i);
}
/**
* The i-th wheels suspensions damping when it is being compressed.
*/
public setWheelSuspensionCompression(i: number, value: number) {
this.raw.set_wheel_suspension_compression(i, value);
}
/**
* The i-th wheels suspensions damping when it is being released.
*
* Increase this value if the suspension appears to overshoot.
*/
public wheelSuspensionRelaxation(i: number): number | null {
return this.raw.wheel_suspension_relaxation(i);
}
/**
* Sets the i-th wheels suspensions damping when it is being released.
*
* Increase this value if the suspension appears to overshoot.
*/
public setWheelSuspensionRelaxation(i: number, value: number) {
this.raw.set_wheel_suspension_relaxation(i, value);
}
/**
* The maximum force applied by the i-th wheels suspension.
*/
public wheelMaxSuspensionForce(i: number): number | null {
return this.raw.wheel_max_suspension_force(i);
}
/**
* Sets the maximum force applied by the i-th wheels suspension.
*/
public setWheelMaxSuspensionForce(i: number, value: number) {
this.raw.set_wheel_max_suspension_force(i, value);
}
/**
* The maximum amount of braking impulse applied on the i-th wheel to slow down the vehicle.
*/
public wheelBrake(i: number): number | null {
return this.raw.wheel_brake(i);
}
/**
* Set the maximum amount of braking impulse applied on the i-th wheel to slow down the vehicle.
*/
public setWheelBrake(i: number, value: number) {
this.raw.set_wheel_brake(i, value);
}
/**
* The steering angle (radians) for the i-th wheel.
*/
public wheelSteering(i: number): number | null {
return this.raw.wheel_steering(i);
}
/**
* Sets the steering angle (radians) for the i-th wheel.
*/
public setWheelSteering(i: number, value: number) {
this.raw.set_wheel_steering(i, value);
}
/**
* The forward force applied by the i-th wheel on the chassis.
*/
public wheelEngineForce(i: number): number | null {
return this.raw.wheel_engine_force(i);
}
/**
* Sets the forward force applied by the i-th wheel on the chassis.
*/
public setWheelEngineForce(i: number, value: number) {
this.raw.set_wheel_engine_force(i, value);
}
/**
* The direction of the i-th wheels suspension, relative to the chassis.
*
* The ray-casting will happen following this direction to detect the ground.
*/
public wheelDirectionCs(i: number): Vector | null {
return VectorOps.fromRaw(this.raw.wheel_direction_cs(i));
}
/**
* Sets the direction of the i-th wheels suspension, relative to the chassis.
*
* The ray-casting will happen following this direction to detect the ground.
*/
public setWheelDirectionCs(i: number, value: Vector) {
let rawValue = VectorOps.intoRaw(value);
this.raw.set_wheel_direction_cs(i, rawValue);
rawValue.free();
}
/**
* The i-th wheels axle axis, relative to the chassis.
*
* The axis index defined as 0 = X, 1 = Y, 2 = Z.
*/
public wheelAxleCs(i: number): Vector | null {
return VectorOps.fromRaw(this.raw.wheel_axle_cs(i));
}
/**
* Sets the i-th wheels axle axis, relative to the chassis.
*
* The axis index defined as 0 = X, 1 = Y, 2 = Z.
*/
public setWheelAxleCs(i: number, value: Vector) {
let rawValue = VectorOps.intoRaw(value);
this.raw.set_wheel_axle_cs(i, rawValue);
rawValue.free();
}
/**
* Parameter controlling how much traction the tire has.
*
* The larger the value, the more instantaneous braking will happen (with the risk of
* causing the vehicle to flip if its too strong).
*/
public wheelFrictionSlip(i: number): number | null {
return this.raw.wheel_friction_slip(i);
}
/**
* Sets the parameter controlling how much traction the tire has.
*
* The larger the value, the more instantaneous braking will happen (with the risk of
* causing the vehicle to flip if its too strong).
*/
public setWheelFrictionSlip(i: number, value: number) {
this.raw.set_wheel_friction_slip(i, value);
}
/**
* The multiplier of friction between a tire and the collider its on top of.
*
* The larger the value, the stronger side friction will be.
*/
public wheelSideFrictionStiffness(i: number): number | null {
return this.raw.wheel_side_friction_stiffness(i);
}
/**
* The multiplier of friction between a tire and the collider its on top of.
*
* The larger the value, the stronger side friction will be.
*/
public setWheelSideFrictionStiffness(i: number, value: number) {
this.raw.set_wheel_side_friction_stiffness(i, value);
}
/*
* Getters only.
*/
/**
* The i-th wheels current rotation angle (radians) on its axle.
*/
public wheelRotation(i: number): number | null {
return this.raw.wheel_rotation(i);
}
/**
* The forward impulses applied by the i-th wheel on the chassis.
*/
public wheelForwardImpulse(i: number): number | null {
return this.raw.wheel_forward_impulse(i);
}
/**
* The side impulses applied by the i-th wheel on the chassis.
*/
public wheelSideImpulse(i: number): number | null {
return this.raw.wheel_side_impulse(i);
}
/**
* The force applied by the i-th wheel suspension.
*/
public wheelSuspensionForce(i: number): number | null {
return this.raw.wheel_suspension_force(i);
}
/**
* The (world-space) contact normal between the i-th wheel and the floor.
*/
public wheelContactNormal(i: number): Vector | null {
return VectorOps.fromRaw(this.raw.wheel_contact_normal_ws(i));
}
/**
* The (world-space) point hit by the wheels ray-cast for the i-th wheel.
*/
public wheelContactPoint(i: number): Vector | null {
return VectorOps.fromRaw(this.raw.wheel_contact_point_ws(i));
}
/**
* The suspension length for the i-th wheel.
*/
public wheelSuspensionLength(i: number): number | null {
return this.raw.wheel_suspension_length(i);
}
/**
* The (world-space) starting point of the ray-cast for the i-th wheel.
*/
public wheelHardPoint(i: number): Vector | null {
return VectorOps.fromRaw(this.raw.wheel_hard_point_ws(i));
}
/**
* Is the i-th wheel in contact with the ground?
*/
public wheelIsInContact(i: number): boolean {
return this.raw.wheel_is_in_contact(i);
}
/**
* The collider hit by the ray-cast for the i-th wheel.
*/
public wheelGroundObject(i: number): Collider | null {
return this.colliders.get(this.raw.wheel_ground_object(i));
}
}