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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{
"id": "rapier2d",
"name": "@esengine/rapier2d",
"displayName": "Rapier2D",
"description": "Rapier2D physics engine WASM bindings | Rapier2D 物理引擎 WASM 绑定",
"version": "0.14.0",
"category": "Physics",
"icon": "Atom",
"tags": [
"physics",
"wasm",
"rapier"
],
"isCore": false,
"defaultEnabled": false,
"isEngineModule": true,
"canContainContent": false,
"platforms": [
"web",
"desktop"
],
"dependencies": [],
"exports": {
"other": ["RAPIER"]
},
"requiresWasm": true,
"wasmPaths": [
"pkg/rapier_wasm2d_bg.wasm"
],
"outputPath": "dist/index.js",
"isExternalDependency": true
}

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{
"name": "@esengine/rapier2d",
"version": "0.14.0",
"description": "Rapier2D physics engine with dynamic WASM loading support",
"type": "module",
"main": "dist/index.js",
"module": "dist/index.js",
"types": "dist/index.d.ts",
"exports": {
".": {
"types": "./dist/index.d.ts",
"import": "./dist/index.js"
},
"./pkg/*": "./pkg/*"
},
"files": [
"dist",
"pkg/*.wasm"
],
"scripts": {
"gen:src": "node scripts/gen-src.mjs",
"build": "pnpm gen:src && tsup",
"clean": "rimraf dist src"
},
"license": "Apache-2.0",
"devDependencies": {
"rimraf": "^5.0.0",
"tsup": "^8.0.0",
"typescript": "^5.0.0"
}
}

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/**
* Generate 2D-specific source code from rapier.js source.
* 从 rapier.js 源码生成 2D 专用代码。
*
* This script:
* 1. Copies TypeScript source from rapier.js/src.ts
* 2. Removes #if DIM3 ... #endif blocks (keeps only 2D code)
* 3. Overwrites raw.ts and init.ts with 2D-specific versions
*/
import { readFileSync, writeFileSync, readdirSync, mkdirSync, cpSync, existsSync, renameSync } from 'fs';
import { join, dirname } from 'path';
import { fileURLToPath } from 'url';
const __dirname = dirname(fileURLToPath(import.meta.url));
const packageRoot = join(__dirname, '..');
const rapierRoot = join(packageRoot, '..', '..', 'thirdparty', 'rapier.js');
const srcTsDir = join(rapierRoot, 'src.ts');
const src2dDir = join(rapierRoot, 'rapier-compat', 'src2d');
const outputDir = join(packageRoot, 'src');
// Check if rapier.js exists
if (!existsSync(srcTsDir)) {
console.error(`Error: rapier.js source not found at ${rapierRoot}`);
console.error('Please clone https://github.com/esengine/rapier.js.git to thirdparty/rapier.js');
process.exit(1);
}
/**
* Remove #if DIM3 ... #endif blocks from source code
*/
function removeDim3Blocks(content) {
// Remove lines between #if DIM3 and #endif (inclusive)
const lines = content.split('\n');
const result = [];
let skipDepth = 0;
for (const line of lines) {
const trimmed = line.trim();
if (trimmed.startsWith('//#if DIM3') || trimmed.startsWith('// #if DIM3')) {
skipDepth++;
continue;
}
if (skipDepth > 0 && (trimmed.startsWith('//#endif') || trimmed.startsWith('// #endif'))) {
skipDepth--;
continue;
}
if (skipDepth === 0) {
// Also remove #if DIM2 and its #endif (but keep the content)
if (trimmed.startsWith('//#if DIM2') || trimmed.startsWith('// #if DIM2')) {
continue;
}
if (trimmed.startsWith('//#endif') || trimmed.startsWith('// #endif')) {
continue;
}
result.push(line);
}
}
return result.join('\n');
}
/**
* Process a single TypeScript file
*/
function processFile(srcPath, destPath) {
const content = readFileSync(srcPath, 'utf-8');
const processed = removeDim3Blocks(content);
writeFileSync(destPath, processed);
}
/**
* Recursively copy and process directory
*/
function processDirectory(srcDir, destDir) {
mkdirSync(destDir, { recursive: true });
const entries = readdirSync(srcDir, { withFileTypes: true });
for (const entry of entries) {
const srcPath = join(srcDir, entry.name);
const destPath = join(destDir, entry.name);
if (entry.isDirectory()) {
processDirectory(srcPath, destPath);
} else if (entry.name.endsWith('.ts')) {
processFile(srcPath, destPath);
console.log(`Processed: ${entry.name}`);
}
}
}
// Main
console.log('Generating 2D source code...');
console.log(`Source: ${srcTsDir}`);
console.log(`Output: ${outputDir}`);
// Step 1: Copy and process src.ts directory
processDirectory(srcTsDir, outputDir);
// Step 2: Overwrite with 2D-specific files (raw.ts, init.ts)
if (existsSync(src2dDir)) {
const entries = readdirSync(src2dDir, { withFileTypes: true });
for (const entry of entries) {
if (entry.isFile() && entry.name.endsWith('.ts')) {
const srcPath = join(src2dDir, entry.name);
const destPath = join(outputDir, entry.name);
cpSync(srcPath, destPath);
console.log(`Overwrote: ${entry.name} (2D-specific)`);
}
}
}
// Step 3: Rename rapier.ts to index.ts
const rapierTs = join(outputDir, 'rapier.ts');
const indexTs = join(outputDir, 'index.ts');
if (existsSync(rapierTs)) {
renameSync(rapierTs, indexTs);
console.log('Renamed: rapier.ts -> index.ts');
}
console.log('Done!');

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export class Coarena<T> {
fconv: Float64Array;
uconv: Uint32Array;
data: Array<T>;
size: number;
public constructor() {
this.fconv = new Float64Array(1);
this.uconv = new Uint32Array(this.fconv.buffer);
this.data = new Array<T>();
this.size = 0;
}
public set(handle: number, data: T) {
let i = this.index(handle);
while (this.data.length <= i) {
this.data.push(null);
}
if (this.data[i] == null) this.size += 1;
this.data[i] = data;
}
public len(): number {
return this.size;
}
public delete(handle: number) {
let i = this.index(handle);
if (i < this.data.length) {
if (this.data[i] != null) this.size -= 1;
this.data[i] = null;
}
}
public clear() {
this.data = new Array<T>();
}
public get(handle: number): T | null {
let i = this.index(handle);
if (i < this.data.length) {
return this.data[i];
} else {
return null;
}
}
public forEach(f: (elt: T) => void) {
for (const elt of this.data) {
if (elt != null) f(elt);
}
}
public getAll(): Array<T> {
return this.data.filter((elt) => elt != null);
}
private index(handle: number): number {
/// Extracts the index part of a handle (the lower 32 bits).
/// This is done by first injecting the handle into an Float64Array
/// which is itself injected into an Uint32Array (at construction time).
/// The 0-th value of the Uint32Array will become the `number` integer
/// representation of the lower 32 bits.
/// Also `this.uconv[1]` then contains the generation number as a `number`,
/// which we dont really need.
this.fconv[0] = handle;
return this.uconv[0];
}
}

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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));
}
}

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import {RawCCDSolver} from "../raw";
/**
* The CCD solver responsible for resolving Continuous Collision Detection.
*
* To avoid leaking WASM resources, this MUST be freed manually with `ccdSolver.free()`
* once you are done using it.
*/
export class CCDSolver {
raw: RawCCDSolver;
/**
* Release the WASM memory occupied by this narrow-phase.
*/
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
constructor(raw?: RawCCDSolver) {
this.raw = raw || new RawCCDSolver();
}
}

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/**
* A rule applied to combine coefficients.
*
* Use this when configuring the `ColliderDesc` to specify
* how friction and restitution coefficient should be combined
* in a contact.
*/
export enum CoefficientCombineRule {
Average = 0,
Min = 1,
Multiply = 2,
Max = 3,
}

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import {Rotation, Vector, VectorOps, RotationOps} from "../math";
import {
RawGenericJoint,
RawImpulseJointSet,
RawRigidBodySet,
RawJointAxis,
RawJointType,
RawMotorModel,
} from "../raw";
import {RigidBody, RigidBodyHandle} from "./rigid_body";
import {RigidBodySet} from "./rigid_body_set";
/**
* The integer identifier of a collider added to a `ColliderSet`.
*/
export type ImpulseJointHandle = number;
/**
* An enum grouping all possible types of joints:
*
* - `Revolute`: A revolute joint that removes all degrees of freedom between the affected
* bodies except for the rotation along one axis.
* - `Fixed`: A fixed joint that removes all relative degrees of freedom between the affected bodies.
* - `Prismatic`: A prismatic joint that removes all degrees of freedom between the affected
* bodies except for the translation along one axis.
* - `Spherical`: (3D only) A spherical joint that removes all relative linear degrees of freedom between the affected bodies.
* - `Generic`: (3D only) A joint with customizable degrees of freedom, allowing any of the 6 axes to be locked.
*/
export enum JointType {
Revolute,
Fixed,
Prismatic,
Rope,
Spring,
}
export enum MotorModel {
AccelerationBased,
ForceBased,
}
/**
* An enum representing the possible joint axes of a generic joint.
* They can be ORed together, like:
* JointAxesMask.LinX || JointAxesMask.LinY
* to get a joint that is only free in the X and Y translational (positional) axes.
*
* Possible free axes are:
*
* - `X`: X translation axis
* - `Y`: Y translation axis
* - `Z`: Z translation axis
* - `AngX`: X angular rotation axis
* - `AngY`: Y angular rotations axis
* - `AngZ`: Z angular rotation axis
*/
export enum JointAxesMask {
LinX = 1 << 0,
LinY = 1 << 1,
LinZ = 1 << 2,
AngX = 1 << 3,
AngY = 1 << 4,
AngZ = 1 << 5,
}
export class ImpulseJoint {
protected rawSet: RawImpulseJointSet; // The ImpulseJoint won't need to free this.
protected bodySet: RigidBodySet; // The ImpulseJoint wont need to free this.
handle: ImpulseJointHandle;
constructor(
rawSet: RawImpulseJointSet,
bodySet: RigidBodySet,
handle: ImpulseJointHandle,
) {
this.rawSet = rawSet;
this.bodySet = bodySet;
this.handle = handle;
}
public static newTyped(
rawSet: RawImpulseJointSet,
bodySet: RigidBodySet,
handle: ImpulseJointHandle,
): ImpulseJoint {
switch (rawSet.jointType(handle)) {
case RawJointType.Revolute:
return new RevoluteImpulseJoint(rawSet, bodySet, handle);
case RawJointType.Prismatic:
return new PrismaticImpulseJoint(rawSet, bodySet, handle);
case RawJointType.Fixed:
return new FixedImpulseJoint(rawSet, bodySet, handle);
case RawJointType.Spring:
return new SpringImpulseJoint(rawSet, bodySet, handle);
case RawJointType.Rope:
return new RopeImpulseJoint(rawSet, bodySet, handle);
default:
return new ImpulseJoint(rawSet, bodySet, handle);
}
}
/** @internal */
public finalizeDeserialization(bodySet: RigidBodySet) {
this.bodySet = bodySet;
}
/**
* Checks if this joint is still valid (i.e. that it has
* not been deleted from the joint set yet).
*/
public isValid(): boolean {
return this.rawSet.contains(this.handle);
}
/**
* The first rigid-body this joint it attached to.
*/
public body1(): RigidBody {
return this.bodySet.get(this.rawSet.jointBodyHandle1(this.handle));
}
/**
* The second rigid-body this joint is attached to.
*/
public body2(): RigidBody {
return this.bodySet.get(this.rawSet.jointBodyHandle2(this.handle));
}
/**
* The type of this joint given as a string.
*/
public type(): JointType {
return this.rawSet.jointType(this.handle) as number as JointType;
}
/**
* The position of the first anchor of this joint.
*
* The first anchor gives the position of the application point on the
* local frame of the first rigid-body it is attached to.
*/
public anchor1(): Vector {
return VectorOps.fromRaw(this.rawSet.jointAnchor1(this.handle));
}
/**
* The position of the second anchor of this joint.
*
* The second anchor gives the position of the application point on the
* local frame of the second rigid-body it is attached to.
*/
public anchor2(): Vector {
return VectorOps.fromRaw(this.rawSet.jointAnchor2(this.handle));
}
/**
* Sets the position of the first anchor of this joint.
*
* The first anchor gives the position of the application point on the
* local frame of the first rigid-body it is attached to.
*/
public setAnchor1(newPos: Vector) {
const rawPoint = VectorOps.intoRaw(newPos);
this.rawSet.jointSetAnchor1(this.handle, rawPoint);
rawPoint.free();
}
/**
* Sets the position of the second anchor of this joint.
*
* The second anchor gives the position of the application point on the
* local frame of the second rigid-body it is attached to.
*/
public setAnchor2(newPos: Vector) {
const rawPoint = VectorOps.intoRaw(newPos);
this.rawSet.jointSetAnchor2(this.handle, rawPoint);
rawPoint.free();
}
/**
* Controls whether contacts are computed between colliders attached
* to the rigid-bodies linked by this joint.
*/
public setContactsEnabled(enabled: boolean) {
this.rawSet.jointSetContactsEnabled(this.handle, enabled);
}
/**
* Indicates if contacts are enabled between colliders attached
* to the rigid-bodies linked by this joint.
*/
public contactsEnabled(): boolean {
return this.rawSet.jointContactsEnabled(this.handle);
}
}
export class UnitImpulseJoint extends ImpulseJoint {
/**
* The axis left free by this joint.
*/
protected rawAxis?(): RawJointAxis;
/**
* Are the limits enabled for this joint?
*/
public limitsEnabled(): boolean {
return this.rawSet.jointLimitsEnabled(this.handle, this.rawAxis());
}
/**
* The min limit of this joint.
*/
public limitsMin(): number {
return this.rawSet.jointLimitsMin(this.handle, this.rawAxis());
}
/**
* The max limit of this joint.
*/
public limitsMax(): number {
return this.rawSet.jointLimitsMax(this.handle, this.rawAxis());
}
/**
* Sets the limits of this joint.
*
* @param min - The minimum bound of this joints free coordinate.
* @param max - The maximum bound of this joints free coordinate.
*/
public setLimits(min: number, max: number) {
this.rawSet.jointSetLimits(this.handle, this.rawAxis(), min, max);
}
public configureMotorModel(model: MotorModel) {
this.rawSet.jointConfigureMotorModel(
this.handle,
this.rawAxis(),
model as number as RawMotorModel,
);
}
public configureMotorVelocity(targetVel: number, factor: number) {
this.rawSet.jointConfigureMotorVelocity(
this.handle,
this.rawAxis(),
targetVel,
factor,
);
}
public configureMotorPosition(
targetPos: number,
stiffness: number,
damping: number,
) {
this.rawSet.jointConfigureMotorPosition(
this.handle,
this.rawAxis(),
targetPos,
stiffness,
damping,
);
}
public configureMotor(
targetPos: number,
targetVel: number,
stiffness: number,
damping: number,
) {
this.rawSet.jointConfigureMotor(
this.handle,
this.rawAxis(),
targetPos,
targetVel,
stiffness,
damping,
);
}
}
export class FixedImpulseJoint extends ImpulseJoint {}
export class RopeImpulseJoint extends ImpulseJoint {}
export class SpringImpulseJoint extends ImpulseJoint {}
export class PrismaticImpulseJoint extends UnitImpulseJoint {
public rawAxis(): RawJointAxis {
return RawJointAxis.LinX;
}
}
export class RevoluteImpulseJoint extends UnitImpulseJoint {
public rawAxis(): RawJointAxis {
return RawJointAxis.AngX;
}
}
export class JointData {
anchor1: Vector;
anchor2: Vector;
axis: Vector;
frame1: Rotation;
frame2: Rotation;
jointType: JointType;
limitsEnabled: boolean;
limits: Array<number>;
axesMask: JointAxesMask;
stiffness: number;
damping: number;
length: number;
private constructor() {}
/**
* Creates a new joint descriptor that builds a Fixed joint.
*
* A fixed joint removes all the degrees of freedom between the affected bodies, ensuring their
* anchor and local frames coincide in world-space.
*
* @param anchor1 - Point where the joint is attached on the first rigid-body affected by this joint. Expressed in the
* local-space of the rigid-body.
* @param frame1 - The reference orientation of the joint wrt. the first rigid-body.
* @param anchor2 - Point where the joint is attached on the second rigid-body affected by this joint. Expressed in the
* local-space of the rigid-body.
* @param frame2 - The reference orientation of the joint wrt. the second rigid-body.
*/
public static fixed(
anchor1: Vector,
frame1: Rotation,
anchor2: Vector,
frame2: Rotation,
): JointData {
let res = new JointData();
res.anchor1 = anchor1;
res.anchor2 = anchor2;
res.frame1 = frame1;
res.frame2 = frame2;
res.jointType = JointType.Fixed;
return res;
}
public static spring(
rest_length: number,
stiffness: number,
damping: number,
anchor1: Vector,
anchor2: Vector,
): JointData {
let res = new JointData();
res.anchor1 = anchor1;
res.anchor2 = anchor2;
res.length = rest_length;
res.stiffness = stiffness;
res.damping = damping;
res.jointType = JointType.Spring;
return res;
}
public static rope(
length: number,
anchor1: Vector,
anchor2: Vector,
): JointData {
let res = new JointData();
res.anchor1 = anchor1;
res.anchor2 = anchor2;
res.length = length;
res.jointType = JointType.Rope;
return res;
}
/**
* Create a new joint descriptor that builds revolute joints.
*
* A revolute joint allows three relative rotational degrees of freedom
* by preventing any relative translation between the anchors of the
* two attached rigid-bodies.
*
* @param anchor1 - Point where the joint is attached on the first rigid-body affected by this joint. Expressed in the
* local-space of the rigid-body.
* @param anchor2 - Point where the joint is attached on the second rigid-body affected by this joint. Expressed in the
* local-space of the rigid-body.
*/
public static revolute(anchor1: Vector, anchor2: Vector): JointData {
let res = new JointData();
res.anchor1 = anchor1;
res.anchor2 = anchor2;
res.jointType = JointType.Revolute;
return res;
}
/**
* Creates a new joint descriptor that builds a Prismatic joint.
*
* A prismatic joint removes all the degrees of freedom between the
* affected bodies, except for the translation along one axis.
*
* @param anchor1 - Point where the joint is attached on the first rigid-body affected by this joint. Expressed in the
* local-space of the rigid-body.
* @param anchor2 - Point where the joint is attached on the second rigid-body affected by this joint. Expressed in the
* local-space of the rigid-body.
* @param axis - Axis of the joint, expressed in the local-space of the rigid-bodies it is attached to.
*/
public static prismatic(
anchor1: Vector,
anchor2: Vector,
axis: Vector,
): JointData {
let res = new JointData();
res.anchor1 = anchor1;
res.anchor2 = anchor2;
res.axis = axis;
res.jointType = JointType.Prismatic;
return res;
}
public intoRaw(): RawGenericJoint {
let rawA1 = VectorOps.intoRaw(this.anchor1);
let rawA2 = VectorOps.intoRaw(this.anchor2);
let rawAx;
let result;
let limitsEnabled = false;
let limitsMin = 0.0;
let limitsMax = 0.0;
switch (this.jointType) {
case JointType.Fixed:
let rawFra1 = RotationOps.intoRaw(this.frame1);
let rawFra2 = RotationOps.intoRaw(this.frame2);
result = RawGenericJoint.fixed(rawA1, rawFra1, rawA2, rawFra2);
rawFra1.free();
rawFra2.free();
break;
case JointType.Spring:
result = RawGenericJoint.spring(
this.length,
this.stiffness,
this.damping,
rawA1,
rawA2,
);
break;
case JointType.Rope:
result = RawGenericJoint.rope(this.length, rawA1, rawA2);
break;
case JointType.Prismatic:
rawAx = VectorOps.intoRaw(this.axis);
if (!!this.limitsEnabled) {
limitsEnabled = true;
limitsMin = this.limits[0];
limitsMax = this.limits[1];
}
result = RawGenericJoint.prismatic(
rawA1,
rawA2,
rawAx,
limitsEnabled,
limitsMin,
limitsMax,
);
rawAx.free();
break;
case JointType.Revolute:
result = RawGenericJoint.revolute(rawA1, rawA2);
break;
}
rawA1.free();
rawA2.free();
return result;
}
}

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import {RawImpulseJointSet} from "../raw";
import {Coarena} from "../coarena";
import {RigidBodySet} from "./rigid_body_set";
import {
RevoluteImpulseJoint,
FixedImpulseJoint,
ImpulseJoint,
ImpulseJointHandle,
JointData,
JointType,
PrismaticImpulseJoint,
} from "./impulse_joint";
import {IslandManager} from "./island_manager";
import {RigidBodyHandle} from "./rigid_body";
import {Collider, ColliderHandle} from "../geometry";
/**
* A set of joints.
*
* To avoid leaking WASM resources, this MUST be freed manually with `jointSet.free()`
* once you are done using it (and all the joints it created).
*/
export class ImpulseJointSet {
raw: RawImpulseJointSet;
private map: Coarena<ImpulseJoint>;
/**
* Release the WASM memory occupied by this joint set.
*/
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
if (!!this.map) {
this.map.clear();
}
this.map = undefined;
}
constructor(raw?: RawImpulseJointSet) {
this.raw = raw || new RawImpulseJointSet();
this.map = new Coarena<ImpulseJoint>();
// Initialize the map with the existing elements, if any.
if (raw) {
raw.forEachJointHandle((handle: ImpulseJointHandle) => {
this.map.set(handle, ImpulseJoint.newTyped(raw, null, handle));
});
}
}
/** @internal */
public finalizeDeserialization(bodies: RigidBodySet) {
this.map.forEach((joint) => joint.finalizeDeserialization(bodies));
}
/**
* Creates a new joint and return its integer handle.
*
* @param bodies - The set of rigid-bodies containing the bodies the joint is attached to.
* @param desc - The joint's parameters.
* @param parent1 - The handle of the first rigid-body this joint is attached to.
* @param parent2 - The handle of the second rigid-body this joint is attached to.
* @param wakeUp - Should the attached rigid-bodies be awakened?
*/
public createJoint(
bodies: RigidBodySet,
desc: JointData,
parent1: RigidBodyHandle,
parent2: RigidBodyHandle,
wakeUp: boolean,
): ImpulseJoint {
const rawParams = desc.intoRaw();
const handle = this.raw.createJoint(
rawParams,
parent1,
parent2,
wakeUp,
);
rawParams.free();
let joint = ImpulseJoint.newTyped(this.raw, bodies, handle);
this.map.set(handle, joint);
return joint;
}
/**
* Remove a joint from this set.
*
* @param handle - The integer handle of the joint.
* @param wakeUp - If `true`, the rigid-bodies attached by the removed joint will be woken-up automatically.
*/
public remove(handle: ImpulseJointHandle, wakeUp: boolean) {
this.raw.remove(handle, wakeUp);
this.unmap(handle);
}
/**
* Calls the given closure with the integer handle of each impulse joint attached to this rigid-body.
*
* @param f - The closure called with the integer handle of each impulse joint attached to the rigid-body.
*/
public forEachJointHandleAttachedToRigidBody(
handle: RigidBodyHandle,
f: (handle: ImpulseJointHandle) => void,
) {
this.raw.forEachJointAttachedToRigidBody(handle, f);
}
/**
* Internal function, do not call directly.
* @param handle
*/
public unmap(handle: ImpulseJointHandle) {
this.map.delete(handle);
}
/**
* The number of joints on this set.
*/
public len(): number {
return this.map.len();
}
/**
* Does this set contain a joint with the given handle?
*
* @param handle - The joint handle to check.
*/
public contains(handle: ImpulseJointHandle): boolean {
return this.get(handle) != null;
}
/**
* Gets the joint with the given handle.
*
* Returns `null` if no joint with the specified handle exists.
*
* @param handle - The integer handle of the joint to retrieve.
*/
public get(handle: ImpulseJointHandle): ImpulseJoint | null {
return this.map.get(handle);
}
/**
* Applies the given closure to each joint contained by this set.
*
* @param f - The closure to apply.
*/
public forEach(f: (joint: ImpulseJoint) => void) {
this.map.forEach(f);
}
/**
* Gets all joints in the list.
*
* @returns joint list.
*/
public getAll(): ImpulseJoint[] {
return this.map.getAll();
}
}

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export * from "./rigid_body";
export * from "./rigid_body_set";
export * from "./integration_parameters";
export * from "./impulse_joint";
export * from "./impulse_joint_set";
export * from "./multibody_joint";
export * from "./multibody_joint_set";
export * from "./coefficient_combine_rule";
export * from "./ccd_solver";
export * from "./island_manager";

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import {RawIntegrationParameters} from "../raw";
export class IntegrationParameters {
raw: RawIntegrationParameters;
constructor(raw?: RawIntegrationParameters) {
this.raw = raw || new RawIntegrationParameters();
}
/**
* Free the WASM memory used by these integration parameters.
*/
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
/**
* The timestep length (default: `1.0 / 60.0`)
*/
get dt(): number {
return this.raw.dt;
}
/**
* The Error Reduction Parameter in `[0, 1]` is the proportion of
* the positional error to be corrected at each time step (default: `0.2`).
*/
get contact_erp(): number {
return this.raw.contact_erp;
}
get lengthUnit(): number {
return this.raw.lengthUnit;
}
/**
* Normalized amount of penetration the engine wont attempt to correct (default: `0.001m`).
*
* This threshold considered by the physics engine is this value multiplied by the `lengthUnit`.
*/
get normalizedAllowedLinearError(): number {
return this.raw.normalizedAllowedLinearError;
}
/**
* The maximal normalized distance separating two objects that will generate predictive contacts (default: `0.002`).
*
* This threshold considered by the physics engine is this value multiplied by the `lengthUnit`.
*/
get normalizedPredictionDistance(): number {
return this.raw.normalizedPredictionDistance;
}
/**
* The number of solver iterations run by the constraints solver for calculating forces (default: `4`).
*/
get numSolverIterations(): number {
return this.raw.numSolverIterations;
}
/**
* Number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`).
*/
get numInternalPgsIterations(): number {
return this.raw.numInternalPgsIterations;
}
/**
* Minimum number of dynamic bodies in each active island (default: `128`).
*/
get minIslandSize(): number {
return this.raw.minIslandSize;
}
/**
* Maximum number of substeps performed by the solver (default: `1`).
*/
get maxCcdSubsteps(): number {
return this.raw.maxCcdSubsteps;
}
set dt(value: number) {
this.raw.dt = value;
}
set contact_natural_frequency(value: number) {
this.raw.contact_natural_frequency = value;
}
set lengthUnit(value: number) {
this.raw.lengthUnit = value;
}
set normalizedAllowedLinearError(value: number) {
this.raw.normalizedAllowedLinearError = value;
}
set normalizedPredictionDistance(value: number) {
this.raw.normalizedPredictionDistance = value;
}
/**
* Sets the number of solver iterations run by the constraints solver for calculating forces (default: `4`).
*/
set numSolverIterations(value: number) {
this.raw.numSolverIterations = value;
}
/**
* Sets the number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`).
*/
set numInternalPgsIterations(value: number) {
this.raw.numInternalPgsIterations = value;
}
set minIslandSize(value: number) {
this.raw.minIslandSize = value;
}
set maxCcdSubsteps(value: number) {
this.raw.maxCcdSubsteps = value;
}
}

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import {RawIslandManager} from "../raw";
import {RigidBodyHandle} from "./rigid_body";
/**
* The CCD solver responsible for resolving Continuous Collision Detection.
*
* To avoid leaking WASM resources, this MUST be freed manually with `ccdSolver.free()`
* once you are done using it.
*/
export class IslandManager {
raw: RawIslandManager;
/**
* Release the WASM memory occupied by this narrow-phase.
*/
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
constructor(raw?: RawIslandManager) {
this.raw = raw || new RawIslandManager();
}
/**
* Applies the given closure to the handle of each active rigid-bodies contained by this set.
*
* A rigid-body is active if it is not sleeping, i.e., if it moved recently.
*
* @param f - The closure to apply.
*/
public forEachActiveRigidBodyHandle(f: (handle: RigidBodyHandle) => void) {
this.raw.forEachActiveRigidBodyHandle(f);
}
}

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import {
RawImpulseJointSet,
RawJointAxis,
RawJointType,
RawMultibodyJointSet,
} from "../raw";
import {
FixedImpulseJoint,
ImpulseJointHandle,
JointType,
MotorModel,
PrismaticImpulseJoint,
RevoluteImpulseJoint,
} from "./impulse_joint";
/**
* The integer identifier of a collider added to a `ColliderSet`.
*/
export type MultibodyJointHandle = number;
export class MultibodyJoint {
protected rawSet: RawMultibodyJointSet; // The MultibodyJoint won't need to free this.
handle: MultibodyJointHandle;
constructor(rawSet: RawMultibodyJointSet, handle: MultibodyJointHandle) {
this.rawSet = rawSet;
this.handle = handle;
}
public static newTyped(
rawSet: RawMultibodyJointSet,
handle: MultibodyJointHandle,
): MultibodyJoint {
switch (rawSet.jointType(handle)) {
case RawJointType.Revolute:
return new RevoluteMultibodyJoint(rawSet, handle);
case RawJointType.Prismatic:
return new PrismaticMultibodyJoint(rawSet, handle);
case RawJointType.Fixed:
return new FixedMultibodyJoint(rawSet, handle);
default:
return new MultibodyJoint(rawSet, handle);
}
}
/**
* Checks if this joint is still valid (i.e. that it has
* not been deleted from the joint set yet).
*/
public isValid(): boolean {
return this.rawSet.contains(this.handle);
}
// /**
// * The unique integer identifier of the first rigid-body this joint it attached to.
// */
// public bodyHandle1(): RigidBodyHandle {
// return this.rawSet.jointBodyHandle1(this.handle);
// }
//
// /**
// * The unique integer identifier of the second rigid-body this joint is attached to.
// */
// public bodyHandle2(): RigidBodyHandle {
// return this.rawSet.jointBodyHandle2(this.handle);
// }
//
// /**
// * The type of this joint given as a string.
// */
// public type(): JointType {
// return this.rawSet.jointType(this.handle);
// }
//
// // #if DIM3
// /**
// * The rotation quaternion that aligns this joint's first local axis to the `x` axis.
// */
// public frameX1(): Rotation {
// return RotationOps.fromRaw(this.rawSet.jointFrameX1(this.handle));
// }
//
// // #endif
//
// // #if DIM3
// /**
// * The rotation matrix that aligns this joint's second local axis to the `x` axis.
// */
// public frameX2(): Rotation {
// return RotationOps.fromRaw(this.rawSet.jointFrameX2(this.handle));
// }
//
// // #endif
//
// /**
// * The position of the first anchor of this joint.
// *
// * The first anchor gives the position of the points application point on the
// * local frame of the first rigid-body it is attached to.
// */
// public anchor1(): Vector {
// return VectorOps.fromRaw(this.rawSet.jointAnchor1(this.handle));
// }
//
// /**
// * The position of the second anchor of this joint.
// *
// * The second anchor gives the position of the points application point on the
// * local frame of the second rigid-body it is attached to.
// */
// public anchor2(): Vector {
// return VectorOps.fromRaw(this.rawSet.jointAnchor2(this.handle));
// }
/**
* Controls whether contacts are computed between colliders attached
* to the rigid-bodies linked by this joint.
*/
public setContactsEnabled(enabled: boolean) {
this.rawSet.jointSetContactsEnabled(this.handle, enabled);
}
/**
* Indicates if contacts are enabled between colliders attached
* to the rigid-bodies linked by this joint.
*/
public contactsEnabled(): boolean {
return this.rawSet.jointContactsEnabled(this.handle);
}
}
export class UnitMultibodyJoint extends MultibodyJoint {
/**
* The axis left free by this joint.
*/
protected rawAxis?(): RawJointAxis;
// /**
// * Are the limits enabled for this joint?
// */
// public limitsEnabled(): boolean {
// return this.rawSet.jointLimitsEnabled(this.handle, this.rawAxis());
// }
//
// /**
// * The min limit of this joint.
// */
// public limitsMin(): number {
// return this.rawSet.jointLimitsMin(this.handle, this.rawAxis());
// }
//
// /**
// * The max limit of this joint.
// */
// public limitsMax(): number {
// return this.rawSet.jointLimitsMax(this.handle, this.rawAxis());
// }
//
// public configureMotorModel(model: MotorModel) {
// this.rawSet.jointConfigureMotorModel(this.handle, this.rawAxis(), model);
// }
//
// public configureMotorVelocity(targetVel: number, factor: number) {
// this.rawSet.jointConfigureMotorVelocity(this.handle, this.rawAxis(), targetVel, factor);
// }
//
// public configureMotorPosition(targetPos: number, stiffness: number, damping: number) {
// this.rawSet.jointConfigureMotorPosition(this.handle, this.rawAxis(), targetPos, stiffness, damping);
// }
//
// public configureMotor(targetPos: number, targetVel: number, stiffness: number, damping: number) {
// this.rawSet.jointConfigureMotor(this.handle, this.rawAxis(), targetPos, targetVel, stiffness, damping);
// }
}
export class FixedMultibodyJoint extends MultibodyJoint {}
export class PrismaticMultibodyJoint extends UnitMultibodyJoint {
public rawAxis(): RawJointAxis {
return RawJointAxis.LinX;
}
}
export class RevoluteMultibodyJoint extends UnitMultibodyJoint {
public rawAxis(): RawJointAxis {
return RawJointAxis.AngX;
}
}

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import {RawMultibodyJointSet} from "../raw";
import {Coarena} from "../coarena";
import {RigidBodySet} from "./rigid_body_set";
import {
MultibodyJoint,
MultibodyJointHandle,
RevoluteMultibodyJoint,
FixedMultibodyJoint,
PrismaticMultibodyJoint,
} from "./multibody_joint";
import {ImpulseJointHandle, JointData, JointType} from "./impulse_joint";
import {IslandManager} from "./island_manager";
import {ColliderHandle} from "../geometry";
import {RigidBodyHandle} from "./rigid_body";
/**
* A set of joints.
*
* To avoid leaking WASM resources, this MUST be freed manually with `jointSet.free()`
* once you are done using it (and all the joints it created).
*/
export class MultibodyJointSet {
raw: RawMultibodyJointSet;
private map: Coarena<MultibodyJoint>;
/**
* Release the WASM memory occupied by this joint set.
*/
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
if (!!this.map) {
this.map.clear();
}
this.map = undefined;
}
constructor(raw?: RawMultibodyJointSet) {
this.raw = raw || new RawMultibodyJointSet();
this.map = new Coarena<MultibodyJoint>();
// Initialize the map with the existing elements, if any.
if (raw) {
raw.forEachJointHandle((handle: MultibodyJointHandle) => {
this.map.set(handle, MultibodyJoint.newTyped(this.raw, handle));
});
}
}
/**
* Creates a new joint and return its integer handle.
*
* @param desc - The joint's parameters.
* @param parent1 - The handle of the first rigid-body this joint is attached to.
* @param parent2 - The handle of the second rigid-body this joint is attached to.
* @param wakeUp - Should the attached rigid-bodies be awakened?
*/
public createJoint(
desc: JointData,
parent1: RigidBodyHandle,
parent2: RigidBodyHandle,
wakeUp: boolean,
): MultibodyJoint {
const rawParams = desc.intoRaw();
const handle = this.raw.createJoint(
rawParams,
parent1,
parent2,
wakeUp,
);
rawParams.free();
let joint = MultibodyJoint.newTyped(this.raw, handle);
this.map.set(handle, joint);
return joint;
}
/**
* Remove a joint from this set.
*
* @param handle - The integer handle of the joint.
* @param wake_up - If `true`, the rigid-bodies attached by the removed joint will be woken-up automatically.
*/
public remove(handle: MultibodyJointHandle, wake_up: boolean) {
this.raw.remove(handle, wake_up);
this.map.delete(handle);
}
/**
* Internal function, do not call directly.
* @param handle
*/
public unmap(handle: MultibodyJointHandle) {
this.map.delete(handle);
}
/**
* The number of joints on this set.
*/
public len(): number {
return this.map.len();
}
/**
* Does this set contain a joint with the given handle?
*
* @param handle - The joint handle to check.
*/
public contains(handle: MultibodyJointHandle): boolean {
return this.get(handle) != null;
}
/**
* Gets the joint with the given handle.
*
* Returns `null` if no joint with the specified handle exists.
*
* @param handle - The integer handle of the joint to retrieve.
*/
public get(handle: MultibodyJointHandle): MultibodyJoint | null {
return this.map.get(handle);
}
/**
* Applies the given closure to each joint contained by this set.
*
* @param f - The closure to apply.
*/
public forEach(f: (joint: MultibodyJoint) => void) {
this.map.forEach(f);
}
/**
* Calls the given closure with the integer handle of each multibody joint attached to this rigid-body.
*
* @param f - The closure called with the integer handle of each multibody joint attached to the rigid-body.
*/
public forEachJointHandleAttachedToRigidBody(
handle: RigidBodyHandle,
f: (handle: MultibodyJointHandle) => void,
) {
this.raw.forEachJointAttachedToRigidBody(handle, f);
}
/**
* Gets all joints in the list.
*
* @returns joint list.
*/
public getAll(): MultibodyJoint[] {
return this.map.getAll();
}
}

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import {RawRigidBodySet, RawRigidBodyType} from "../raw";
import {Coarena} from "../coarena";
import {VectorOps, RotationOps} from "../math";
import {
RigidBody,
RigidBodyDesc,
RigidBodyHandle,
RigidBodyType,
} from "./rigid_body";
import {ColliderSet} from "../geometry";
import {ImpulseJointSet} from "./impulse_joint_set";
import {MultibodyJointSet} from "./multibody_joint_set";
import {IslandManager} from "./island_manager";
/**
* A set of rigid bodies that can be handled by a physics pipeline.
*
* To avoid leaking WASM resources, this MUST be freed manually with `rigidBodySet.free()`
* once you are done using it (and all the rigid-bodies it created).
*/
export class RigidBodySet {
raw: RawRigidBodySet;
private map: Coarena<RigidBody>;
/**
* Release the WASM memory occupied by this rigid-body set.
*/
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
if (!!this.map) {
this.map.clear();
}
this.map = undefined;
}
constructor(raw?: RawRigidBodySet) {
this.raw = raw || new RawRigidBodySet();
this.map = new Coarena<RigidBody>();
// deserialize
if (raw) {
raw.forEachRigidBodyHandle((handle: RigidBodyHandle) => {
this.map.set(handle, new RigidBody(raw, null, handle));
});
}
}
/**
* Internal method, do not call this explicitly.
*/
public finalizeDeserialization(colliderSet: ColliderSet) {
this.map.forEach((rb) => rb.finalizeDeserialization(colliderSet));
}
/**
* Creates a new rigid-body and return its integer handle.
*
* @param desc - The description of the rigid-body to create.
*/
public createRigidBody(
colliderSet: ColliderSet,
desc: RigidBodyDesc,
): RigidBody {
let rawTra = VectorOps.intoRaw(desc.translation);
let rawRot = RotationOps.intoRaw(desc.rotation);
let rawLv = VectorOps.intoRaw(desc.linvel);
let rawCom = VectorOps.intoRaw(desc.centerOfMass);
let handle = this.raw.createRigidBody(
desc.enabled,
rawTra,
rawRot,
desc.gravityScale,
desc.mass,
desc.massOnly,
rawCom,
rawLv,
desc.angvel,
desc.principalAngularInertia,
desc.translationsEnabledX,
desc.translationsEnabledY,
desc.rotationsEnabled,
desc.linearDamping,
desc.angularDamping,
desc.status as number as RawRigidBodyType,
desc.canSleep,
desc.sleeping,
desc.softCcdPrediction,
desc.ccdEnabled,
desc.dominanceGroup,
desc.additionalSolverIterations,
);
rawTra.free();
rawRot.free();
rawLv.free();
rawCom.free();
const body = new RigidBody(this.raw, colliderSet, handle);
body.userData = desc.userData;
this.map.set(handle, body);
return body;
}
/**
* Removes a rigid-body from this set.
*
* This will also remove all the colliders and joints attached to the rigid-body.
*
* @param handle - The integer handle of the rigid-body to remove.
* @param colliders - The set of colliders that may contain colliders attached to the removed rigid-body.
* @param impulseJoints - The set of impulse joints that may contain joints attached to the removed rigid-body.
* @param multibodyJoints - The set of multibody joints that may contain joints attached to the removed rigid-body.
*/
public remove(
handle: RigidBodyHandle,
islands: IslandManager,
colliders: ColliderSet,
impulseJoints: ImpulseJointSet,
multibodyJoints: MultibodyJointSet,
) {
// Unmap the entities that will be removed automatically because of the rigid-body removals.
for (let i = 0; i < this.raw.rbNumColliders(handle); i += 1) {
colliders.unmap(this.raw.rbCollider(handle, i));
}
impulseJoints.forEachJointHandleAttachedToRigidBody(handle, (handle) =>
impulseJoints.unmap(handle),
);
multibodyJoints.forEachJointHandleAttachedToRigidBody(
handle,
(handle) => multibodyJoints.unmap(handle),
);
// Remove the rigid-body.
this.raw.remove(
handle,
islands.raw,
colliders.raw,
impulseJoints.raw,
multibodyJoints.raw,
);
this.map.delete(handle);
}
/**
* The number of rigid-bodies on this set.
*/
public len(): number {
return this.map.len();
}
/**
* Does this set contain a rigid-body with the given handle?
*
* @param handle - The rigid-body handle to check.
*/
public contains(handle: RigidBodyHandle): boolean {
return this.get(handle) != null;
}
/**
* Gets the rigid-body with the given handle.
*
* @param handle - The handle of the rigid-body to retrieve.
*/
public get(handle: RigidBodyHandle): RigidBody | null {
return this.map.get(handle);
}
/**
* Applies the given closure to each rigid-body contained by this set.
*
* @param f - The closure to apply.
*/
public forEach(f: (body: RigidBody) => void) {
this.map.forEach(f);
}
/**
* Applies the given closure to each active rigid-bodies contained by this set.
*
* A rigid-body is active if it is not sleeping, i.e., if it moved recently.
*
* @param f - The closure to apply.
*/
public forEachActiveRigidBody(
islands: IslandManager,
f: (body: RigidBody) => void,
) {
islands.forEachActiveRigidBodyHandle((handle) => {
f(this.get(handle));
});
}
/**
* Gets all rigid-bodies in the list.
*
* @returns rigid-bodies list.
*/
public getAll(): RigidBody[] {
return this.map.getAll();
}
}

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import {version as vers, reserve_memory as reserve} from "./raw";
export function version(): string {
return vers();
}
/// Reserves additional memory in WASM land.
///
/// This will grow the internal WASM memory buffer so that it can fit at least
/// the specified amount of extra bytes. This can help reduce future runtime
/// overhead due to dynamic internal memory growth once the limit of the
/// pre-allocated memory is reached.
///
/// This feature is still experimental. Due to the nature of the internal
/// allocator, there can be situations where the allocator decides to perform
/// additional internal memory growth even though not all `extraBytesCount`
/// are occupied yet.
export function reserveMemory(extraBytesCount: number) {
reserve(extraBytesCount);
}
export * from "./math";
export * from "./dynamics";
export * from "./geometry";
export * from "./pipeline";
export * from "./init";
export * from "./control";

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import {RawBroadPhase, RawRayColliderIntersection} from "../raw";
import {RigidBodyHandle, RigidBodySet} from "../dynamics";
import {ColliderSet} from "./collider_set";
import {Ray, RayColliderHit, RayColliderIntersection} from "./ray";
import {InteractionGroups} from "./interaction_groups";
import {ColliderHandle} from "./collider";
import {Rotation, RotationOps, Vector, VectorOps} from "../math";
import {Shape} from "./shape";
import {PointColliderProjection} from "./point";
import {ColliderShapeCastHit} from "./toi";
import {QueryFilterFlags} from "../pipeline";
import {NarrowPhase} from "./narrow_phase";
/**
* The broad-phase used for coarse collision-detection.
*
* To avoid leaking WASM resources, this MUST be freed manually with `broadPhase.free()`
* once you are done using it.
*/
export class BroadPhase {
raw: RawBroadPhase;
/**
* Release the WASM memory occupied by this broad-phase.
*/
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
constructor(raw?: RawBroadPhase) {
this.raw = raw || new RawBroadPhase();
}
/**
* Find the closest intersection between a ray and a set of collider.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @param ray - The ray to cast.
* @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively
* limits the length of the ray to `ray.dir.norm() * maxToi`.
* @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its
* origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain,
* whereas `false` implies that all shapes are hollow for this ray-cast.
* @param groups - Used to filter the colliders that can or cannot be hit by the ray.
* @param filter - The callback to filter out which collider will be hit.
*/
public castRay(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
ray: Ray,
maxToi: number,
solid: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): RayColliderHit | null {
let rawOrig = VectorOps.intoRaw(ray.origin);
let rawDir = VectorOps.intoRaw(ray.dir);
let result = RayColliderHit.fromRaw(
colliders,
this.raw.castRay(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawOrig,
rawDir,
maxToi,
solid,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
),
);
rawOrig.free();
rawDir.free();
return result;
}
/**
* Find the closest intersection between a ray and a set of collider.
*
* This also computes the normal at the hit point.
* @param colliders - The set of colliders taking part in this pipeline.
* @param ray - The ray to cast.
* @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively
* limits the length of the ray to `ray.dir.norm() * maxToi`.
* @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its
* origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain,
* whereas `false` implies that all shapes are hollow for this ray-cast.
* @param groups - Used to filter the colliders that can or cannot be hit by the ray.
*/
public castRayAndGetNormal(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
ray: Ray,
maxToi: number,
solid: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): RayColliderIntersection | null {
let rawOrig = VectorOps.intoRaw(ray.origin);
let rawDir = VectorOps.intoRaw(ray.dir);
let result = RayColliderIntersection.fromRaw(
colliders,
this.raw.castRayAndGetNormal(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawOrig,
rawDir,
maxToi,
solid,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
),
);
rawOrig.free();
rawDir.free();
return result;
}
/**
* Cast a ray and collects all the intersections between a ray and the scene.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @param ray - The ray to cast.
* @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively
* limits the length of the ray to `ray.dir.norm() * maxToi`.
* @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its
* origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain,
* whereas `false` implies that all shapes are hollow for this ray-cast.
* @param groups - Used to filter the colliders that can or cannot be hit by the ray.
* @param callback - The callback called once per hit (in no particular order) between a ray and a collider.
* If this callback returns `false`, then the cast will stop and no further hits will be detected/reported.
*/
public intersectionsWithRay(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
ray: Ray,
maxToi: number,
solid: boolean,
callback: (intersect: RayColliderIntersection) => boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
) {
let rawOrig = VectorOps.intoRaw(ray.origin);
let rawDir = VectorOps.intoRaw(ray.dir);
let rawCallback = (rawInter: RawRayColliderIntersection) => {
return callback(
RayColliderIntersection.fromRaw(colliders, rawInter),
);
};
this.raw.intersectionsWithRay(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawOrig,
rawDir,
maxToi,
solid,
rawCallback,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
);
rawOrig.free();
rawDir.free();
}
/**
* Gets the handle of up to one collider intersecting the given shape.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @param shapePos - The position of the shape used for the intersection test.
* @param shapeRot - The orientation of the shape used for the intersection test.
* @param shape - The shape used for the intersection test.
* @param groups - The bit groups and filter associated to the ray, in order to only
* hit the colliders with collision groups compatible with the ray's group.
*/
public intersectionWithShape(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
shapePos: Vector,
shapeRot: Rotation,
shape: Shape,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): ColliderHandle | null {
let rawPos = VectorOps.intoRaw(shapePos);
let rawRot = RotationOps.intoRaw(shapeRot);
let rawShape = shape.intoRaw();
let result = this.raw.intersectionWithShape(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPos,
rawRot,
rawShape,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
);
rawPos.free();
rawRot.free();
rawShape.free();
return result;
}
/**
* Find the projection of a point on the closest collider.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @param point - The point to project.
* @param solid - If this is set to `true` then the collider shapes are considered to
* be plain (if the point is located inside of a plain shape, its projection is the point
* itself). If it is set to `false` the collider shapes are considered to be hollow
* (if the point is located inside of an hollow shape, it is projected on the shape's
* boundary).
* @param groups - The bit groups and filter associated to the point to project, in order to only
* project on colliders with collision groups compatible with the ray's group.
*/
public projectPoint(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
point: Vector,
solid: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): PointColliderProjection | null {
let rawPoint = VectorOps.intoRaw(point);
let result = PointColliderProjection.fromRaw(
colliders,
this.raw.projectPoint(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPoint,
solid,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
),
);
rawPoint.free();
return result;
}
/**
* Find the projection of a point on the closest collider.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @param point - The point to project.
* @param groups - The bit groups and filter associated to the point to project, in order to only
* project on colliders with collision groups compatible with the ray's group.
*/
public projectPointAndGetFeature(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
point: Vector,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): PointColliderProjection | null {
let rawPoint = VectorOps.intoRaw(point);
let result = PointColliderProjection.fromRaw(
colliders,
this.raw.projectPointAndGetFeature(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPoint,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
),
);
rawPoint.free();
return result;
}
/**
* Find all the colliders containing the given point.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @param point - The point used for the containment test.
* @param groups - The bit groups and filter associated to the point to test, in order to only
* test on colliders with collision groups compatible with the ray's group.
* @param callback - A function called with the handles of each collider with a shape
* containing the `point`.
*/
public intersectionsWithPoint(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
point: Vector,
callback: (handle: ColliderHandle) => boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
) {
let rawPoint = VectorOps.intoRaw(point);
this.raw.intersectionsWithPoint(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPoint,
callback,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
);
rawPoint.free();
}
/**
* Casts a shape at a constant linear velocity and retrieve the first collider it hits.
* This is similar to ray-casting except that we are casting a whole shape instead of
* just a point (the ray origin).
*
* @param colliders - The set of colliders taking part in this pipeline.
* @param shapePos - The initial position of the shape to cast.
* @param shapeRot - The initial rotation of the shape to cast.
* @param shapeVel - The constant velocity of the shape to cast (i.e. the cast direction).
* @param shape - The shape to cast.
* @param targetDistance If the shape moves closer to this distance from a collider, a hit
* will be returned.
* @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively
* limits the distance traveled by the shape to `shapeVel.norm() * maxToi`.
* @param stopAtPenetration - If set to `false`, the linear shape-cast wont immediately stop if
* the shape is penetrating another shape at its starting point **and** its trajectory is such
* that its on a path to exit that penetration state.
* @param groups - The bit groups and filter associated to the shape to cast, in order to only
* test on colliders with collision groups compatible with this group.
*/
public castShape(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
shapePos: Vector,
shapeRot: Rotation,
shapeVel: Vector,
shape: Shape,
targetDistance: number,
maxToi: number,
stopAtPenetration: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): ColliderShapeCastHit | null {
let rawPos = VectorOps.intoRaw(shapePos);
let rawRot = RotationOps.intoRaw(shapeRot);
let rawVel = VectorOps.intoRaw(shapeVel);
let rawShape = shape.intoRaw();
let result = ColliderShapeCastHit.fromRaw(
colliders,
this.raw.castShape(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPos,
rawRot,
rawVel,
rawShape,
targetDistance,
maxToi,
stopAtPenetration,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
),
);
rawPos.free();
rawRot.free();
rawVel.free();
rawShape.free();
return result;
}
/**
* Retrieve all the colliders intersecting the given shape.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @param shapePos - The position of the shape to test.
* @param shapeRot - The orientation of the shape to test.
* @param shape - The shape to test.
* @param groups - The bit groups and filter associated to the shape to test, in order to only
* test on colliders with collision groups compatible with this group.
* @param callback - A function called with the handles of each collider intersecting the `shape`.
*/
public intersectionsWithShape(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
shapePos: Vector,
shapeRot: Rotation,
shape: Shape,
callback: (handle: ColliderHandle) => boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
) {
let rawPos = VectorOps.intoRaw(shapePos);
let rawRot = RotationOps.intoRaw(shapeRot);
let rawShape = shape.intoRaw();
this.raw.intersectionsWithShape(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPos,
rawRot,
rawShape,
callback,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
);
rawPos.free();
rawRot.free();
rawShape.free();
}
/**
* Finds the handles of all the colliders with an AABB intersecting the given AABB.
*
* @param aabbCenter - The center of the AABB to test.
* @param aabbHalfExtents - The half-extents of the AABB to test.
* @param callback - The callback that will be called with the handles of all the colliders
* currently intersecting the given AABB.
*/
public collidersWithAabbIntersectingAabb(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
aabbCenter: Vector,
aabbHalfExtents: Vector,
callback: (handle: ColliderHandle) => boolean,
) {
let rawCenter = VectorOps.intoRaw(aabbCenter);
let rawHalfExtents = VectorOps.intoRaw(aabbHalfExtents);
this.raw.collidersWithAabbIntersectingAabb(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawCenter,
rawHalfExtents,
callback,
);
rawCenter.free();
rawHalfExtents.free();
}
}

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import {RawColliderSet} from "../raw";
import {Coarena} from "../coarena";
import {RotationOps, VectorOps} from "../math";
import {Collider, ColliderDesc, ColliderHandle} from "./collider";
import {ImpulseJointHandle, IslandManager, RigidBodyHandle} from "../dynamics";
import {RigidBodySet} from "../dynamics";
/**
* A set of rigid bodies that can be handled by a physics pipeline.
*
* To avoid leaking WASM resources, this MUST be freed manually with `colliderSet.free()`
* once you are done using it (and all the rigid-bodies it created).
*/
export class ColliderSet {
raw: RawColliderSet;
private map: Coarena<Collider>;
/**
* Release the WASM memory occupied by this collider set.
*/
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
if (!!this.map) {
this.map.clear();
}
this.map = undefined;
}
constructor(raw?: RawColliderSet) {
this.raw = raw || new RawColliderSet();
this.map = new Coarena<Collider>();
// Initialize the map with the existing elements, if any.
if (raw) {
raw.forEachColliderHandle((handle: ColliderHandle) => {
this.map.set(handle, new Collider(this, handle, null));
});
}
}
/** @internal */
public castClosure<Res>(
f?: (collider: Collider) => Res,
): (handle: ColliderHandle) => Res | undefined {
return (handle) => {
if (!!f) {
return f(this.get(handle));
} else {
return undefined;
}
};
}
/** @internal */
public finalizeDeserialization(bodies: RigidBodySet) {
this.map.forEach((collider) =>
collider.finalizeDeserialization(bodies),
);
}
/**
* Creates a new collider and return its integer handle.
*
* @param bodies - The set of bodies where the collider's parent can be found.
* @param desc - The collider's description.
* @param parentHandle - The integer handle of the rigid-body this collider is attached to.
*/
public createCollider(
bodies: RigidBodySet,
desc: ColliderDesc,
parentHandle: RigidBodyHandle,
): Collider {
let hasParent = parentHandle != undefined && parentHandle != null;
if (hasParent && isNaN(parentHandle))
throw Error(
"Cannot create a collider with a parent rigid-body handle that is not a number.",
);
let rawShape = desc.shape.intoRaw();
let rawTra = VectorOps.intoRaw(desc.translation);
let rawRot = RotationOps.intoRaw(desc.rotation);
let rawCom = VectorOps.intoRaw(desc.centerOfMass);
let handle = this.raw.createCollider(
desc.enabled,
rawShape,
rawTra,
rawRot,
desc.massPropsMode,
desc.mass,
rawCom,
desc.principalAngularInertia,
desc.density,
desc.friction,
desc.restitution,
desc.frictionCombineRule,
desc.restitutionCombineRule,
desc.isSensor,
desc.collisionGroups,
desc.solverGroups,
desc.activeCollisionTypes,
desc.activeHooks,
desc.activeEvents,
desc.contactForceEventThreshold,
desc.contactSkin,
hasParent,
hasParent ? parentHandle : 0,
bodies.raw,
);
rawShape.free();
rawTra.free();
rawRot.free();
rawCom.free();
let parent = hasParent ? bodies.get(parentHandle) : null;
let collider = new Collider(this, handle, parent, desc.shape);
this.map.set(handle, collider);
return collider;
}
/**
* Remove a collider from this set.
*
* @param handle - The integer handle of the collider to remove.
* @param bodies - The set of rigid-body containing the rigid-body the collider is attached to.
* @param wakeUp - If `true`, the rigid-body the removed collider is attached to will be woken-up automatically.
*/
public remove(
handle: ColliderHandle,
islands: IslandManager,
bodies: RigidBodySet,
wakeUp: boolean,
) {
this.raw.remove(handle, islands.raw, bodies.raw, wakeUp);
this.unmap(handle);
}
/**
* Internal function, do not call directly.
* @param handle
*/
public unmap(handle: ImpulseJointHandle) {
this.map.delete(handle);
}
/**
* Gets the rigid-body with the given handle.
*
* @param handle - The handle of the rigid-body to retrieve.
*/
public get(handle: ColliderHandle): Collider | null {
return this.map.get(handle);
}
/**
* The number of colliders on this set.
*/
public len(): number {
return this.map.len();
}
/**
* Does this set contain a collider with the given handle?
*
* @param handle - The collider handle to check.
*/
public contains(handle: ColliderHandle): boolean {
return this.get(handle) != null;
}
/**
* Applies the given closure to each collider contained by this set.
*
* @param f - The closure to apply.
*/
public forEach(f: (collider: Collider) => void) {
this.map.forEach(f);
}
/**
* Gets all colliders in the list.
*
* @returns collider list.
*/
public getAll(): Collider[] {
return this.map.getAll();
}
}

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import {Vector, VectorOps} from "../math";
import {RawShapeContact} from "../raw";
/**
* The contact info between two shapes.
*/
export class ShapeContact {
/**
* Distance between the two contact points.
* If this is negative, this contact represents a penetration.
*/
distance: number;
/**
* Position of the contact on the first shape.
*/
point1: Vector;
/**
* Position of the contact on the second shape.
*/
point2: Vector;
/**
* Contact normal, pointing towards the exterior of the first shape.
*/
normal1: Vector;
/**
* Contact normal, pointing towards the exterior of the second shape.
* If these contact data are expressed in world-space, this normal is equal to -normal1.
*/
normal2: Vector;
constructor(
dist: number,
point1: Vector,
point2: Vector,
normal1: Vector,
normal2: Vector,
) {
this.distance = dist;
this.point1 = point1;
this.point2 = point2;
this.normal1 = normal1;
this.normal2 = normal2;
}
public static fromRaw(raw: RawShapeContact): ShapeContact {
if (!raw) return null;
const result = new ShapeContact(
raw.distance(),
VectorOps.fromRaw(raw.point1()),
VectorOps.fromRaw(raw.point2()),
VectorOps.fromRaw(raw.normal1()),
VectorOps.fromRaw(raw.normal2()),
);
raw.free();
return result;
}
}

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export enum FeatureType {
Vertex,
Face,
Unknown,
}

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export * from "./broad_phase";
export * from "./narrow_phase";
export * from "./shape";
export * from "./collider";
export * from "./collider_set";
export * from "./feature";
export * from "./ray";
export * from "./point";
export * from "./toi";
export * from "./interaction_groups";
export * from "./contact";

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/**
* Pairwise filtering using bit masks.
*
* This filtering method is based on two 16-bit values:
* - The interaction groups (the 16 left-most bits of `self.0`).
* - The interaction mask (the 16 right-most bits of `self.0`).
*
* An interaction is allowed between two filters `a` and `b` two conditions
* are met simultaneously:
* - The interaction groups of `a` has at least one bit set to `1` in common with the interaction mask of `b`.
* - The interaction groups of `b` has at least one bit set to `1` in common with the interaction mask of `a`.
* In other words, interactions are allowed between two filter iff. the following condition is met:
*
* ```
* ((a >> 16) & b) != 0 && ((b >> 16) & a) != 0
* ```
*/
export type InteractionGroups = number;

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

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import {Collider, ColliderHandle} from "./collider";
import {Vector, VectorOps} from "../math";
import {
RawFeatureType,
RawPointColliderProjection,
RawPointProjection,
} from "../raw";
import {FeatureType} from "./feature";
import {ColliderSet} from "./collider_set";
/**
* The projection of a point on a collider.
*/
export class PointProjection {
/**
* The projection of the point on the collider.
*/
point: Vector;
/**
* Is the point inside of the collider?
*/
isInside: boolean;
constructor(point: Vector, isInside: boolean) {
this.point = point;
this.isInside = isInside;
}
public static fromRaw(raw: RawPointProjection): PointProjection {
if (!raw) return null;
const result = new PointProjection(
VectorOps.fromRaw(raw.point()),
raw.isInside(),
);
raw.free();
return result;
}
}
/**
* The projection of a point on a collider (includes the collider handle).
*/
export class PointColliderProjection {
/**
* The collider hit by the ray.
*/
collider: Collider;
/**
* The projection of the point on the collider.
*/
point: Vector;
/**
* Is the point inside of the collider?
*/
isInside: boolean;
/**
* The type of the geometric feature the point was projected on.
*/
featureType = FeatureType.Unknown;
/**
* The id of the geometric feature the point was projected on.
*/
featureId: number | undefined = undefined;
constructor(
collider: Collider,
point: Vector,
isInside: boolean,
featureType?: FeatureType,
featureId?: number,
) {
this.collider = collider;
this.point = point;
this.isInside = isInside;
if (featureId !== undefined) this.featureId = featureId;
if (featureType !== undefined) this.featureType = featureType;
}
public static fromRaw(
colliderSet: ColliderSet,
raw: RawPointColliderProjection,
): PointColliderProjection {
if (!raw) return null;
const result = new PointColliderProjection(
colliderSet.get(raw.colliderHandle()),
VectorOps.fromRaw(raw.point()),
raw.isInside(),
raw.featureType() as number as FeatureType,
raw.featureId(),
);
raw.free();
return result;
}
}

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import {Vector, VectorOps} from "../math";
import {
RawFeatureType,
RawRayColliderIntersection,
RawRayColliderHit,
RawRayIntersection,
} from "../raw";
import {Collider} from "./collider";
import {FeatureType} from "./feature";
import {ColliderSet} from "./collider_set";
/**
* A ray. This is a directed half-line.
*/
export class Ray {
/**
* The starting point of the ray.
*/
public origin: Vector;
/**
* The direction of propagation of the ray.
*/
public dir: Vector;
/**
* Builds a ray from its origin and direction.
*
* @param origin - The ray's starting point.
* @param dir - The ray's direction of propagation.
*/
constructor(origin: Vector, dir: Vector) {
this.origin = origin;
this.dir = dir;
}
public pointAt(t: number): Vector {
return {
x: this.origin.x + this.dir.x * t,
y: this.origin.y + this.dir.y * t,
};
}
}
/**
* The intersection between a ray and a collider.
*/
export class RayIntersection {
/**
* The time-of-impact of the ray with the collider.
*
* The hit point is obtained from the ray's origin and direction: `origin + dir * timeOfImpact`.
*/
timeOfImpact: number;
/**
* The normal of the collider at the hit point.
*/
normal: Vector;
/**
* The type of the geometric feature the point was projected on.
*/
featureType = FeatureType.Unknown;
/**
* The id of the geometric feature the point was projected on.
*/
featureId: number | undefined = undefined;
constructor(
timeOfImpact: number,
normal: Vector,
featureType?: FeatureType,
featureId?: number,
) {
this.timeOfImpact = timeOfImpact;
this.normal = normal;
if (featureId !== undefined) this.featureId = featureId;
if (featureType !== undefined) this.featureType = featureType;
}
public static fromRaw(raw: RawRayIntersection): RayIntersection {
if (!raw) return null;
const result = new RayIntersection(
raw.time_of_impact(),
VectorOps.fromRaw(raw.normal()),
raw.featureType() as number as FeatureType,
raw.featureId(),
);
raw.free();
return result;
}
}
/**
* The intersection between a ray and a collider (includes the collider handle).
*/
export class RayColliderIntersection {
/**
* The collider hit by the ray.
*/
collider: Collider;
/**
* The time-of-impact of the ray with the collider.
*
* The hit point is obtained from the ray's origin and direction: `origin + dir * timeOfImpact`.
*/
timeOfImpact: number;
/**
* The normal of the collider at the hit point.
*/
normal: Vector;
/**
* The type of the geometric feature the point was projected on.
*/
featureType = FeatureType.Unknown;
/**
* The id of the geometric feature the point was projected on.
*/
featureId: number | undefined = undefined;
constructor(
collider: Collider,
timeOfImpact: number,
normal: Vector,
featureType?: FeatureType,
featureId?: number,
) {
this.collider = collider;
this.timeOfImpact = timeOfImpact;
this.normal = normal;
if (featureId !== undefined) this.featureId = featureId;
if (featureType !== undefined) this.featureType = featureType;
}
public static fromRaw(
colliderSet: ColliderSet,
raw: RawRayColliderIntersection,
): RayColliderIntersection {
if (!raw) return null;
const result = new RayColliderIntersection(
colliderSet.get(raw.colliderHandle()),
raw.time_of_impact(),
VectorOps.fromRaw(raw.normal()),
raw.featureType() as number as FeatureType,
raw.featureId(),
);
raw.free();
return result;
}
}
/**
* The time of impact between a ray and a collider.
*/
export class RayColliderHit {
/**
* The handle of the collider hit by the ray.
*/
collider: Collider;
/**
* The time-of-impact of the ray with the collider.
*
* The hit point is obtained from the ray's origin and direction: `origin + dir * timeOfImpact`.
*/
timeOfImpact: number;
constructor(collider: Collider, timeOfImpact: number) {
this.collider = collider;
this.timeOfImpact = timeOfImpact;
}
public static fromRaw(
colliderSet: ColliderSet,
raw: RawRayColliderHit,
): RayColliderHit {
if (!raw) return null;
const result = new RayColliderHit(
colliderSet.get(raw.colliderHandle()),
raw.timeOfImpact(),
);
raw.free();
return result;
}
}

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import {Collider} from "./collider";
import {Vector, VectorOps} from "../math";
import {RawShapeCastHit, RawColliderShapeCastHit} from "../raw";
import {ColliderSet} from "./collider_set";
/**
* The intersection between a ray and a collider.
*/
export class ShapeCastHit {
/**
* The time of impact of the two shapes.
*/
time_of_impact: number;
/**
* The local-space contact point on the first shape, at
* the time of impact.
*/
witness1: Vector;
/**
* The local-space contact point on the second shape, at
* the time of impact.
*/
witness2: Vector;
/**
* The local-space normal on the first shape, at
* the time of impact.
*/
normal1: Vector;
/**
* The local-space normal on the second shape, at
* the time of impact.
*/
normal2: Vector;
constructor(
time_of_impact: number,
witness1: Vector,
witness2: Vector,
normal1: Vector,
normal2: Vector,
) {
this.time_of_impact = time_of_impact;
this.witness1 = witness1;
this.witness2 = witness2;
this.normal1 = normal1;
this.normal2 = normal2;
}
public static fromRaw(
colliderSet: ColliderSet,
raw: RawShapeCastHit,
): ShapeCastHit {
if (!raw) return null;
const result = new ShapeCastHit(
raw.time_of_impact(),
VectorOps.fromRaw(raw.witness1()),
VectorOps.fromRaw(raw.witness2()),
VectorOps.fromRaw(raw.normal1()),
VectorOps.fromRaw(raw.normal2()),
);
raw.free();
return result;
}
}
/**
* The intersection between a ray and a collider.
*/
export class ColliderShapeCastHit extends ShapeCastHit {
/**
* The handle of the collider hit by the ray.
*/
collider: Collider;
constructor(
collider: Collider,
time_of_impact: number,
witness1: Vector,
witness2: Vector,
normal1: Vector,
normal2: Vector,
) {
super(time_of_impact, witness1, witness2, normal1, normal2);
this.collider = collider;
}
public static fromRaw(
colliderSet: ColliderSet,
raw: RawColliderShapeCastHit,
): ColliderShapeCastHit {
if (!raw) return null;
const result = new ColliderShapeCastHit(
colliderSet.get(raw.colliderHandle()),
raw.time_of_impact(),
VectorOps.fromRaw(raw.witness1()),
VectorOps.fromRaw(raw.witness2()),
VectorOps.fromRaw(raw.normal1()),
VectorOps.fromRaw(raw.normal2()),
);
raw.free();
return result;
}
}

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import * as RAPIER from "./exports";
export * from "./exports";
export default RAPIER;

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/**
* RAPIER initialization module with dynamic WASM loading support.
* RAPIER 初始化模块,支持动态 WASM 加载。
*/
import wasmInit from "../pkg/rapier_wasm2d";
/**
* Input types for WASM initialization.
* WASM 初始化的输入类型。
*/
export type InitInput =
| RequestInfo // URL string or Request object
| URL // URL object
| Response // Fetch Response object
| BufferSource // ArrayBuffer or TypedArray
| WebAssembly.Module; // Pre-compiled module
let initialized = false;
/**
* Initializes RAPIER.
* Has to be called and awaited before using any library methods.
*
* 初始化 RAPIER。
* 必须在使用任何库方法之前调用并等待。
*
* @param input - WASM source (required). Can be URL, Response, ArrayBuffer, etc.
* WASM 源(必需)。可以是 URL、Response、ArrayBuffer 等。
*
* @example
* // Load from URL | 从 URL 加载
* await RAPIER.init('wasm/rapier_wasm2d_bg.wasm');
*
* @example
* // Load from fetch response | 从 fetch 响应加载
* const response = await fetch('wasm/rapier_wasm2d_bg.wasm');
* await RAPIER.init(response);
*
* @example
* // Load from ArrayBuffer | 从 ArrayBuffer 加载
* const buffer = await fetch('wasm/rapier_wasm2d_bg.wasm').then(r => r.arrayBuffer());
* await RAPIER.init(buffer);
*/
export async function init(input?: InitInput): Promise<void> {
if (initialized) {
return;
}
await wasmInit(input);
initialized = true;
}
/**
* Check if RAPIER is already initialized.
* 检查 RAPIER 是否已初始化。
*/
export function isInitialized(): boolean {
return initialized;
}

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import {RawVector, RawRotation} from "./raw";
export interface Vector {
x: number;
y: number;
}
/**
* A 2D vector.
*/
export class Vector2 implements Vector {
x: number;
y: number;
constructor(x: number, y: number) {
this.x = x;
this.y = y;
}
}
export class VectorOps {
public static new(x: number, y: number): Vector {
return new Vector2(x, y);
}
public static zeros(): Vector {
return VectorOps.new(0.0, 0.0);
}
// FIXME: type ram: RawVector?
public static fromRaw(raw: RawVector): Vector | null {
if (!raw) return null;
let res = VectorOps.new(raw.x, raw.y);
raw.free();
return res;
}
public static intoRaw(v: Vector): RawVector {
return new RawVector(v.x, v.y);
}
public static copy(out: Vector, input: Vector) {
out.x = input.x;
out.y = input.y;
}
}
/**
* A rotation angle in radians.
*/
export type Rotation = number;
export class RotationOps {
public static identity(): number {
return 0.0;
}
public static fromRaw(raw: RawRotation): Rotation | null {
if (!raw) return null;
let res = raw.angle;
raw.free();
return res;
}
public static intoRaw(angle: Rotation): RawRotation {
return RawRotation.fromAngle(angle);
}
}

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

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import {RawContactForceEvent, RawEventQueue} from "../raw";
import {RigidBodyHandle} from "../dynamics";
import {Collider, ColliderHandle} from "../geometry";
import {Vector, VectorOps} from "../math";
/**
* Flags indicating what events are enabled for colliders.
*/
export enum ActiveEvents {
NONE = 0,
/**
* Enable collision events.
*/
COLLISION_EVENTS = 0b0001,
/**
* Enable contact force events.
*/
CONTACT_FORCE_EVENTS = 0b0010,
}
/**
* Event occurring when the sum of the magnitudes of the
* contact forces between two colliders exceed a threshold.
*
* This object should **not** be stored anywhere. Its properties can only be
* read from within the closure given to `EventHandler.drainContactForceEvents`.
*/
export class TempContactForceEvent {
raw: RawContactForceEvent;
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
/**
* The first collider involved in the contact.
*/
public collider1(): ColliderHandle {
return this.raw.collider1();
}
/**
* The second collider involved in the contact.
*/
public collider2(): ColliderHandle {
return this.raw.collider2();
}
/**
* The sum of all the forces between the two colliders.
*/
public totalForce(): Vector {
return VectorOps.fromRaw(this.raw.total_force());
}
/**
* The sum of the magnitudes of each force between the two colliders.
*
* Note that this is **not** the same as the magnitude of `self.total_force`.
* Here we are summing the magnitude of all the forces, instead of taking
* the magnitude of their sum.
*/
public totalForceMagnitude(): number {
return this.raw.total_force_magnitude();
}
/**
* The world-space (unit) direction of the force with strongest magnitude.
*/
public maxForceDirection(): Vector {
return VectorOps.fromRaw(this.raw.max_force_direction());
}
/**
* The magnitude of the largest force at a contact point of this contact pair.
*/
public maxForceMagnitude(): number {
return this.raw.max_force_magnitude();
}
}
/**
* A structure responsible for collecting events generated
* by the physics engine.
*
* To avoid leaking WASM resources, this MUST be freed manually with `eventQueue.free()`
* once you are done using it.
*/
export class EventQueue {
raw: RawEventQueue;
/**
* Creates a new event collector.
*
* @param autoDrain -setting this to `true` is strongly recommended. If true, the collector will
* be automatically drained before each `world.step(collector)`. If false, the collector will
* keep all events in memory unless it is manually drained/cleared; this may lead to unbounded use of
* RAM if no drain is performed.
*/
constructor(autoDrain: boolean, raw?: RawEventQueue) {
this.raw = raw || new RawEventQueue(autoDrain);
}
/**
* Release the WASM memory occupied by this event-queue.
*/
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
/**
* Applies the given javascript closure on each collision event of this collector, then clear
* the internal collision event buffer.
*
* @param f - JavaScript closure applied to each collision event. The
* closure must take three arguments: two integers representing the handles of the colliders
* involved in the collision, and a boolean indicating if the collision started (true) or stopped
* (false).
*/
public drainCollisionEvents(
f: (
handle1: ColliderHandle,
handle2: ColliderHandle,
started: boolean,
) => void,
) {
this.raw.drainCollisionEvents(f);
}
/**
* Applies the given javascript closure on each contact force event of this collector, then clear
* the internal collision event buffer.
*
* @param f - JavaScript closure applied to each collision event. The
* closure must take one `TempContactForceEvent` argument.
*/
public drainContactForceEvents(f: (event: TempContactForceEvent) => void) {
let event = new TempContactForceEvent();
this.raw.drainContactForceEvents((raw: RawContactForceEvent) => {
event.raw = raw;
f(event);
event.free();
});
}
/**
* Removes all events contained by this collector
*/
public clear() {
this.raw.clear();
}
}

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export * from "./world";
export * from "./physics_pipeline";
export * from "./serialization_pipeline";
export * from "./event_queue";
export * from "./physics_hooks";
export * from "./debug_render_pipeline";
export * from "./query_pipeline";

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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;
}

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import {RawPhysicsPipeline} from "../raw";
import {Vector, VectorOps} from "../math";
import {
IntegrationParameters,
ImpulseJointSet,
MultibodyJointSet,
RigidBodyHandle,
RigidBodySet,
CCDSolver,
IslandManager,
} from "../dynamics";
import {
BroadPhase,
ColliderHandle,
ColliderSet,
NarrowPhase,
} from "../geometry";
import {EventQueue} from "./event_queue";
import {PhysicsHooks} from "./physics_hooks";
export class PhysicsPipeline {
raw: RawPhysicsPipeline;
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
constructor(raw?: RawPhysicsPipeline) {
this.raw = raw || new RawPhysicsPipeline();
}
public step(
gravity: Vector,
integrationParameters: IntegrationParameters,
islands: IslandManager,
broadPhase: BroadPhase,
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
impulseJoints: ImpulseJointSet,
multibodyJoints: MultibodyJointSet,
ccdSolver: CCDSolver,
eventQueue?: EventQueue,
hooks?: PhysicsHooks,
) {
let rawG = VectorOps.intoRaw(gravity);
if (!!eventQueue) {
this.raw.stepWithEvents(
rawG,
integrationParameters.raw,
islands.raw,
broadPhase.raw,
narrowPhase.raw,
bodies.raw,
colliders.raw,
impulseJoints.raw,
multibodyJoints.raw,
ccdSolver.raw,
eventQueue.raw,
hooks,
!!hooks ? hooks.filterContactPair : null,
!!hooks ? hooks.filterIntersectionPair : null,
);
} else {
this.raw.step(
rawG,
integrationParameters.raw,
islands.raw,
broadPhase.raw,
narrowPhase.raw,
bodies.raw,
colliders.raw,
impulseJoints.raw,
multibodyJoints.raw,
ccdSolver.raw,
);
}
rawG.free();
}
}

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import {RawRayColliderIntersection} from "../raw";
import {
ColliderHandle,
ColliderSet,
InteractionGroups,
PointColliderProjection,
Ray,
RayColliderIntersection,
RayColliderHit,
Shape,
ColliderShapeCastHit,
} from "../geometry";
import {IslandManager, RigidBodyHandle, RigidBodySet} from "../dynamics";
import {Rotation, RotationOps, Vector, VectorOps} from "../math";
// NOTE: must match the bits in the QueryFilterFlags on the Rust side.
/**
* Flags for excluding whole sets of colliders from a scene query.
*/
export enum QueryFilterFlags {
/**
* Exclude from the query any collider attached to a fixed rigid-body and colliders with no rigid-body attached.
*/
EXCLUDE_FIXED = 0b0000_0001,
/**
* Exclude from the query any collider attached to a dynamic rigid-body.
*/
EXCLUDE_KINEMATIC = 0b0000_0010,
/**
* Exclude from the query any collider attached to a kinematic rigid-body.
*/
EXCLUDE_DYNAMIC = 0b0000_0100,
/**
* Exclude from the query any collider that is a sensor.
*/
EXCLUDE_SENSORS = 0b0000_1000,
/**
* Exclude from the query any collider that is not a sensor.
*/
EXCLUDE_SOLIDS = 0b0001_0000,
/**
* Excludes all colliders not attached to a dynamic rigid-body.
*/
ONLY_DYNAMIC = QueryFilterFlags.EXCLUDE_FIXED |
QueryFilterFlags.EXCLUDE_KINEMATIC,
/**
* Excludes all colliders not attached to a kinematic rigid-body.
*/
ONLY_KINEMATIC = QueryFilterFlags.EXCLUDE_DYNAMIC |
QueryFilterFlags.EXCLUDE_FIXED,
/**
* Exclude all colliders attached to a non-fixed rigid-body
* (this will not exclude colliders not attached to any rigid-body).
*/
ONLY_FIXED = QueryFilterFlags.EXCLUDE_DYNAMIC |
QueryFilterFlags.EXCLUDE_KINEMATIC,
}

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import {RawSerializationPipeline} from "../raw";
import {Vector, VectorOps} from "../math";
import {
IntegrationParameters,
IslandManager,
ImpulseJointSet,
MultibodyJointSet,
RigidBodySet,
} from "../dynamics";
import {BroadPhase, ColliderSet, NarrowPhase} from "../geometry";
import {World} from "./world";
/**
* A pipeline for serializing the physics scene.
*
* To avoid leaking WASM resources, this MUST be freed manually with `serializationPipeline.free()`
* once you are done using it (and all the rigid-bodies it created).
*/
export class SerializationPipeline {
raw: RawSerializationPipeline;
/**
* Release the WASM memory occupied by this serialization pipeline.
*/
free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
constructor(raw?: RawSerializationPipeline) {
this.raw = raw || new RawSerializationPipeline();
}
/**
* Serialize a complete physics state into a single byte array.
* @param gravity - The current gravity affecting the simulation.
* @param integrationParameters - The integration parameters of the simulation.
* @param broadPhase - The broad-phase of the simulation.
* @param narrowPhase - The narrow-phase of the simulation.
* @param bodies - The rigid-bodies taking part into the simulation.
* @param colliders - The colliders taking part into the simulation.
* @param impulseJoints - The impulse joints taking part into the simulation.
* @param multibodyJoints - The multibody joints taking part into the simulation.
*/
public serializeAll(
gravity: Vector,
integrationParameters: IntegrationParameters,
islands: IslandManager,
broadPhase: BroadPhase,
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
impulseJoints: ImpulseJointSet,
multibodyJoints: MultibodyJointSet,
): Uint8Array {
let rawGra = VectorOps.intoRaw(gravity);
const res = this.raw.serializeAll(
rawGra,
integrationParameters.raw,
islands.raw,
broadPhase.raw,
narrowPhase.raw,
bodies.raw,
colliders.raw,
impulseJoints.raw,
multibodyJoints.raw,
);
rawGra.free();
return res;
}
/**
* Deserialize the complete physics state from a single byte array.
*
* @param data - The byte array to deserialize.
*/
public deserializeAll(data: Uint8Array): World {
return World.fromRaw(this.raw.deserializeAll(data));
}
}

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export * from "../pkg/rapier_wasm2d";

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{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"outDir": "dist",
"rootDir": "src",
"strict": false,
"strictNullChecks": false
},
"include": ["src/**/*", "pkg/*.d.ts"]
}

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import { defineConfig } from "tsup";
export default defineConfig({
entry: ["src/index.ts"],
format: ["esm"],
dts: true,
sourcemap: true,
clean: true,
external: ["../pkg/rapier_wasm2d.js"],
});