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