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