@dimforge/rapier2d
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2-dimensional physics engine in Rust - official JS bindings.
210 lines • 8 kB
JavaScript
import { RawNarrowPhase } from "../raw";
import { VectorOps, scratchBuffer } 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 {
/**
* Release the WASM memory occupied by this narrow-phase.
*/
free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
constructor(raw) {
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`.
*/
contactPairsWith(collider1, f) {
this.raw.contact_pairs_with(collider1, f);
}
/**
* Enumerates all the colliders intersecting the given colliders, assuming one of them
* is a sensor.
*/
intersectionPairsWith(collider1, f) {
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 bodies - The set of rigid-bodies the colliders are attached to. Solver contacts are
* anchored in body-local space, so this is needed to read them back in world-space.
* @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, collider2, bodies, f) {
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.bodies = bodies;
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.
*/
intersectionPair(collider1, collider2) {
return this.raw.intersection_pair(collider1, collider2);
}
}
export class TempContactManifold {
free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
constructor(raw, bodies) {
this.raw = raw;
this.bodies = bodies;
}
/**
* The contact normal of the manifold, expressed in world-space.
*
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
normal(target) {
this.raw.normal(scratchBuffer);
return VectorOps.fromBuffer(scratchBuffer, target);
}
/**
* The contact normal of the manifold, expressed in the local-space of the first shape.
*
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
localNormal1(target) {
this.raw.local_n1(scratchBuffer);
return VectorOps.fromBuffer(scratchBuffer, target);
}
/**
* The contact normal of the manifold, expressed in the local-space of the second shape.
*
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
localNormal2(target) {
this.raw.local_n2(scratchBuffer);
return VectorOps.fromBuffer(scratchBuffer, target);
}
subshape1() {
return this.raw.subshape1();
}
subshape2() {
return this.raw.subshape2();
}
numContacts() {
return this.raw.num_contacts();
}
/**
* The local-space contact point on the first shape, for the `i`-th contact.
*
* @param {number} i - The index of the contact to read.
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
localContactPoint1(i, target) {
const exists = this.raw.contact_local_p1(i, scratchBuffer);
return exists ? VectorOps.fromBuffer(scratchBuffer, target) : null;
}
/**
* The local-space contact point on the second shape, for the `i`-th contact.
*
* @param {number} i - The index of the contact to read.
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
localContactPoint2(i, target) {
const exists = this.raw.contact_local_p2(i, scratchBuffer);
return exists ? VectorOps.fromBuffer(scratchBuffer, target) : null;
}
contactDist(i) {
return this.raw.contact_dist(i);
}
contactFid1(i) {
return this.raw.contact_fid1(i);
}
contactFid2(i) {
return this.raw.contact_fid2(i);
}
contactImpulse(i) {
return this.raw.contact_impulse(i);
}
// #if DIM2
contactTangentImpulse(i) {
return this.raw.contact_tangent_impulse(i);
}
// #endif
numSolverContacts() {
return this.raw.num_solver_contacts();
}
/**
* The world-space position of the `i`-th solver contact point.
*
* @param {number} i - The index of the solver contact to read.
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
solverContactPoint(i, target) {
const exists = this.raw.solver_contact_point(this.bodies.raw, i, scratchBuffer);
return exists ? VectorOps.fromBuffer(scratchBuffer, target) : null;
}
solverContactDist(i) {
return this.raw.solver_contact_dist(i);
}
/**
* The friction coefficient applied to this manifold's solver contacts. It is combined
* once per manifold, so every solver contact of this manifold shares it.
*/
friction() {
return this.raw.friction();
}
/**
* The restitution coefficient applied to this manifold's solver contacts. It is
* combined once per manifold, so every solver contact of this manifold shares it.
*/
restitution() {
return this.raw.restitution();
}
/**
* The tangent (surface) velocity of the `i`-th solver contact point.
*
* @param {number} i - The index of the solver contact to read.
* @param {Vector?} target - The object to be populated. If provided,
* the function returns this object instead of creating a new one.
*/
solverContactTangentVelocity(i, target) {
this.raw.solver_contact_tangent_velocity(i, scratchBuffer);
return VectorOps.fromBuffer(scratchBuffer, target);
}
}
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