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@dimforge/rapier2d-compat

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2-dimensional physics engine in Rust - official JS bindings. Compatibility package with inlined webassembly as base64.

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import { RawBroadPhase, RawCCDSolver, RawColliderSet, RawDeserializedWorld, RawIntegrationParameters, RawIslandManager, RawImpulseJointSet, RawMultibodyJointSet, RawNarrowPhase, RawPhysicsPipeline, RawQueryPipeline, RawRigidBodySet, RawSerializationPipeline, RawDebugRenderPipeline } from "../raw"; import { BroadPhase, Collider, ColliderDesc, ColliderHandle, ColliderSet, InteractionGroups, NarrowPhase, PointColliderProjection, Ray, RayColliderIntersection, RayColliderHit, Shape, ColliderShapeCastHit, TempContactManifold } from "../geometry"; import { CCDSolver, IntegrationParameters, IslandManager, ImpulseJoint, ImpulseJointHandle, MultibodyJoint, MultibodyJointHandle, JointData, ImpulseJointSet, MultibodyJointSet, RigidBody, RigidBodyDesc, RigidBodyHandle, RigidBodySet } from "../dynamics"; import { Rotation, Vector } from "../math"; import { PhysicsPipeline } from "./physics_pipeline"; import { QueryFilterFlags, QueryPipeline } from "./query_pipeline"; import { SerializationPipeline } from "./serialization_pipeline"; import { EventQueue } from "./event_queue"; import { PhysicsHooks } from "./physics_hooks"; import { DebugRenderBuffers, DebugRenderPipeline } from "./debug_render_pipeline"; import { KinematicCharacterController, PidAxesMask, PidController } from "../control"; /** * The physics world. * * This contains all the data-structures necessary for creating and simulating * bodies with contacts, joints, and external forces. */ export declare class World { gravity: Vector; integrationParameters: IntegrationParameters; islands: IslandManager; broadPhase: BroadPhase; narrowPhase: NarrowPhase; bodies: RigidBodySet; colliders: ColliderSet; impulseJoints: ImpulseJointSet; multibodyJoints: MultibodyJointSet; ccdSolver: CCDSolver; queryPipeline: QueryPipeline; physicsPipeline: PhysicsPipeline; serializationPipeline: SerializationPipeline; debugRenderPipeline: DebugRenderPipeline; characterControllers: Set<KinematicCharacterController>; pidControllers: Set<PidController>; /** * Release the WASM memory occupied by this physics world. * * All the fields of this physics world will be freed as well, * so there is no need to call their `.free()` methods individually. */ free(): void; constructor(gravity: Vector, rawIntegrationParameters?: RawIntegrationParameters, rawIslands?: RawIslandManager, rawBroadPhase?: RawBroadPhase, rawNarrowPhase?: RawNarrowPhase, rawBodies?: RawRigidBodySet, rawColliders?: RawColliderSet, rawImpulseJoints?: RawImpulseJointSet, rawMultibodyJoints?: RawMultibodyJointSet, rawCCDSolver?: RawCCDSolver, rawQueryPipeline?: RawQueryPipeline, rawPhysicsPipeline?: RawPhysicsPipeline, rawSerializationPipeline?: RawSerializationPipeline, rawDebugRenderPipeline?: RawDebugRenderPipeline); static fromRaw(raw: RawDeserializedWorld): World; /** * Takes a snapshot of this world. * * Use `World.restoreSnapshot` to create a new physics world with a state identical to * the state when `.takeSnapshot()` is called. */ takeSnapshot(): Uint8Array; /** * Creates a new physics world from a snapshot. * * This new physics world will be an identical copy of the snapshoted physics world. */ static restoreSnapshot(data: Uint8Array): World; /** * Computes all the lines (and their colors) needed to render the scene. * * @param filterFlags - Flags for excluding whole subsets of colliders from rendering. * @param filterPredicate - Any collider for which this closure returns `false` will be excluded from the * debug rendering. */ debugRender(filterFlags?: QueryFilterFlags, filterPredicate?: (collider: Collider) => boolean): DebugRenderBuffers; /** * Advance the simulation by one time step. * * All events generated by the physics engine are ignored. * * @param EventQueue - (optional) structure responsible for collecting * events generated by the physics engine. */ step(eventQueue?: EventQueue, hooks?: PhysicsHooks): void; /** * Update colliders positions after rigid-bodies moved. * * When a rigid-body moves, the positions of the colliders attached to it need to be updated. This update is * generally automatically done at the beginning and the end of each simulation step with World.step. * If the positions need to be updated without running a simulation step this method can be called manually. */ propagateModifiedBodyPositionsToColliders(): void; /** * Ensure subsequent scene queries take into account the collider positions set before this method is called. * * This does not step the physics simulation forward. */ updateSceneQueries(): void; /** * The current simulation timestep. */ get timestep(): number; /** * Sets the new simulation timestep. * * The simulation timestep governs by how much the physics state of the world will * be integrated. A simulation timestep should: * - be as small as possible. Typical values evolve around 0.016 (assuming the chosen unit is milliseconds, * corresponds to the time between two frames of a game running at 60FPS). * - not vary too much during the course of the simulation. A timestep with large variations may * cause instabilities in the simulation. * * @param dt - The timestep length, in seconds. */ set timestep(dt: number); /** * The approximate size of most dynamic objects in the scene. * * See the documentation of the `World.lengthUnit` setter for further details. */ get lengthUnit(): number; /** * The approximate size of most dynamic objects in the scene. * * This value is used internally to estimate some length-based tolerance. In particular, the * values `IntegrationParameters.allowedLinearError`, * `IntegrationParameters.maxPenetrationCorrection`, * `IntegrationParameters.predictionDistance`, `RigidBodyActivation.linearThreshold` * are scaled by this value implicitly. * * This value can be understood as the number of units-per-meter in your physical world compared * to a human-sized world in meter. For example, in a 2d game, if your typical object size is 100 * pixels, set the `[`Self::length_unit`]` parameter to 100.0. The physics engine will interpret * it as if 100 pixels is equivalent to 1 meter in its various internal threshold. * (default `1.0`). */ set lengthUnit(unitsPerMeter: number); /** * The number of solver iterations run by the constraints solver for calculating forces (default: `4`). */ get numSolverIterations(): number; /** * Sets the number of solver iterations run by the constraints solver for calculating forces (default: `4`). * * The greater this value is, the most rigid and realistic the physics simulation will be. * However a greater number of iterations is more computationally intensive. * * @param niter - The new number of solver iterations. */ set numSolverIterations(niter: number); /** * Number of addition friction resolution iteration run during the last solver sub-step (default: `4`). */ get numAdditionalFrictionIterations(): number; /** * Sets the number of addition friction resolution iteration run during the last solver sub-step (default: `4`). * * The greater this value is, the most realistic friction will be. * However a greater number of iterations is more computationally intensive. * * @param niter - The new number of additional friction iterations. */ set numAdditionalFrictionIterations(niter: number); /** * Number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`). */ get numInternalPgsIterations(): number; /** * Sets the Number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`). * * Increasing this parameter will improve stability of the simulation. It will have a lesser effect than * increasing `numSolverIterations` but is also less computationally expensive. * * @param niter - The new number of internal PGS iterations. */ set numInternalPgsIterations(niter: number); switchToStandardPgsSolver(): void; switchToSmallStepsPgsSolver(): void; switchToSmallStepsPgsSolverWithoutWarmstart(): void; /** * Creates a new rigid-body from the given rigid-body descriptor. * * @param body - The description of the rigid-body to create. */ createRigidBody(body: RigidBodyDesc): RigidBody; /** * Creates a new character controller. * * @param offset - The artificial gap added between the character’s chape and its environment. */ createCharacterController(offset: number): KinematicCharacterController; /** * Removes a character controller from this world. * * @param controller - The character controller to remove. */ removeCharacterController(controller: KinematicCharacterController): void; /** * Creates a new PID (Proportional-Integral-Derivative) controller. * * @param kp - The Proportional gain applied to the instantaneous linear position errors. * This is usually set to a multiple of the inverse of simulation step time * (e.g. `60` if the delta-time is `1.0 / 60.0`). * @param ki - The linear gain applied to the Integral part of the PID controller. * @param kd - The Derivative gain applied to the instantaneous linear velocity errors. * This is usually set to a value in `[0.0, 1.0]` where `0.0` implies no damping * (no correction of velocity errors) and `1.0` implies complete damping (velocity errors * are corrected in a single simulation step). * @param axes - The axes affected by this controller. * Only coordinate axes with a bit flags set to `true` will be taken into * account when calculating the errors and corrections. */ createPidController(kp: number, ki: number, kd: number, axes: PidAxesMask): PidController; /** * Removes a PID controller from this world. * * @param controller - The PID controller to remove. */ removePidController(controller: PidController): void; /** * Creates a new collider. * * @param desc - The description of the collider. * @param parent - The rigid-body this collider is attached to. */ createCollider(desc: ColliderDesc, parent?: RigidBody): Collider; /** * Creates a new impulse joint from the given joint descriptor. * * @param params - The description of the joint to create. * @param parent1 - The first rigid-body attached to this joint. * @param parent2 - The second rigid-body attached to this joint. * @param wakeUp - Should the attached rigid-bodies be awakened? */ createImpulseJoint(params: JointData, parent1: RigidBody, parent2: RigidBody, wakeUp: boolean): ImpulseJoint; /** * Creates a new multibody joint from the given joint descriptor. * * @param params - The description of the joint to create. * @param parent1 - The first rigid-body attached to this joint. * @param parent2 - The second rigid-body attached to this joint. * @param wakeUp - Should the attached rigid-bodies be awakened? */ createMultibodyJoint(params: JointData, parent1: RigidBody, parent2: RigidBody, wakeUp: boolean): MultibodyJoint; /** * Retrieves a rigid-body from its handle. * * @param handle - The integer handle of the rigid-body to retrieve. */ getRigidBody(handle: RigidBodyHandle): RigidBody; /** * Retrieves a collider from its handle. * * @param handle - The integer handle of the collider to retrieve. */ getCollider(handle: ColliderHandle): Collider; /** * Retrieves an impulse joint from its handle. * * @param handle - The integer handle of the impulse joint to retrieve. */ getImpulseJoint(handle: ImpulseJointHandle): ImpulseJoint; /** * Retrieves an multibody joint from its handle. * * @param handle - The integer handle of the multibody joint to retrieve. */ getMultibodyJoint(handle: MultibodyJointHandle): MultibodyJoint; /** * Removes the given rigid-body from this physics world. * * This will remove this rigid-body as well as all its attached colliders and joints. * Every other bodies touching or attached by joints to this rigid-body will be woken-up. * * @param body - The rigid-body to remove. */ removeRigidBody(body: RigidBody): void; /** * Removes the given collider from this physics world. * * @param collider - The collider to remove. * @param wakeUp - If set to `true`, the rigid-body this collider is attached to will be awaken. */ removeCollider(collider: Collider, wakeUp: boolean): void; /** * Removes the given impulse joint from this physics world. * * @param joint - The impulse joint to remove. * @param wakeUp - If set to `true`, the rigid-bodies attached by this joint will be awaken. */ removeImpulseJoint(joint: ImpulseJoint, wakeUp: boolean): void; /** * Removes the given multibody joint from this physics world. * * @param joint - The multibody joint to remove. * @param wakeUp - If set to `true`, the rigid-bodies attached by this joint will be awaken. */ removeMultibodyJoint(joint: MultibodyJoint, wakeUp: boolean): void; /** * Applies the given closure to each collider managed by this physics world. * * @param f(collider) - The function to apply to each collider managed by this physics world. Called as `f(collider)`. */ forEachCollider(f: (collider: Collider) => void): void; /** * Applies the given closure to each rigid-body managed by this physics world. * * @param f(body) - The function to apply to each rigid-body managed by this physics world. Called as `f(collider)`. */ forEachRigidBody(f: (body: RigidBody) => void): void; /** * Applies the given closure to each active rigid-body managed by this physics world. * * After a short time of inactivity, a rigid-body is automatically deactivated ("asleep") by * the physics engine in order to save computational power. A sleeping rigid-body never moves * unless it is moved manually by the user. * * @param f - The function to apply to each active rigid-body managed by this physics world. Called as `f(collider)`. */ forEachActiveRigidBody(f: (body: RigidBody) => void): void; /** * Find the closest intersection between a ray and the physics world. * * @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. */ castRay(ray: Ray, maxToi: number, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): RayColliderHit | null; /** * Find the closest intersection between a ray and the physics world. * * This also computes the normal at the hit point. * @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. */ castRayAndGetNormal(ray: Ray, maxToi: number, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): RayColliderIntersection | null; /** * Cast a ray and collects all the intersections between a ray and the scene. * * @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. */ intersectionsWithRay(ray: Ray, maxToi: number, solid: boolean, callback: (intersect: RayColliderIntersection) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): void; /** * Gets the handle of up to one collider intersecting the given shape. * * @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. */ intersectionWithShape(shapePos: Vector, shapeRot: Rotation, shape: Shape, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): Collider | null; /** * Find the projection of a point on the closest collider. * * @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. */ projectPoint(point: Vector, solid: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): PointColliderProjection | null; /** * Find the projection of a point on the closest collider. * * @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. */ projectPointAndGetFeature(point: Vector, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): PointColliderProjection | null; /** * Find all the colliders containing the given point. * * @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`. */ intersectionsWithPoint(point: Vector, callback: (handle: Collider) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): void; /** * 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 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 won’t immediately stop if * the shape is penetrating another shape at its starting point **and** its trajectory is such * that it’s 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. */ castShape(shapePos: Vector, shapeRot: Rotation, shapeVel: Vector, shape: Shape, targetDistance: number, maxToi: number, stopAtPenetration: boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): ColliderShapeCastHit | null; /** * Retrieve all the colliders intersecting the given shape. * * @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`. */ intersectionsWithShape(shapePos: Vector, shapeRot: Rotation, shape: Shape, callback: (collider: Collider) => boolean, filterFlags?: QueryFilterFlags, filterGroups?: InteractionGroups, filterExcludeCollider?: Collider, filterExcludeRigidBody?: RigidBody, filterPredicate?: (collider: Collider) => boolean): void; /** * 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. */ collidersWithAabbIntersectingAabb(aabbCenter: Vector, aabbHalfExtents: Vector, callback: (handle: Collider) => boolean): void; /** * 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`. */ contactPairsWith(collider1: Collider, f: (collider2: Collider) => void): void; /** * Enumerates all the colliders intersecting the given colliders, assuming one of them * is a sensor. */ intersectionPairsWith(collider1: Collider, f: (collider2: Collider) => void): void; /** * 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`. */ contactPair(collider1: Collider, collider2: Collider, f: (manifold: TempContactManifold, flipped: boolean) => void): void; /** * 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. */ intersectionPair(collider1: Collider, collider2: Collider): boolean; }