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@dimforge/rapier2d

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2-dimensional physics engine in Rust - official JS bindings.

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import {RawNarrowPhase, RawContactManifold} from "../raw"; import {ColliderHandle} from "./collider"; import {RigidBodySet} from "../dynamics"; import {Vector, 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 { 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 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`. */ public contactPair( collider1: ColliderHandle, collider2: ColliderHandle, bodies: RigidBodySet, 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.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. */ public intersectionPair( collider1: ColliderHandle, collider2: ColliderHandle, ): boolean { return this.raw.intersection_pair(collider1, collider2); } } export class TempContactManifold { raw: RawContactManifold; /** The bodies the manifold's solver contacts are anchored to. */ bodies: RigidBodySet; public free() { if (!!this.raw) { this.raw.free(); } this.raw = undefined; } constructor(raw: RawContactManifold, bodies?: RigidBodySet) { 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. */ public normal(target?: Vector): Vector { 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. */ public localNormal1(target?: Vector): Vector { 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. */ public localNormal2(target?: Vector): Vector { this.raw.local_n2(scratchBuffer); return VectorOps.fromBuffer(scratchBuffer, target); } public subshape1(): number { return this.raw.subshape1(); } public subshape2(): number { return this.raw.subshape2(); } public numContacts(): number { 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. */ public localContactPoint1(i: number, target?: Vector): Vector | null { 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. */ public localContactPoint2(i: number, target?: Vector): Vector | null { const exists = this.raw.contact_local_p2(i, scratchBuffer); return exists ? VectorOps.fromBuffer(scratchBuffer, target) : null; } 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); } // #if DIM2 public contactTangentImpulse(i: number): number { return this.raw.contact_tangent_impulse(i); } // #endif public numSolverContacts(): number { 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. */ public solverContactPoint(i: number, target?: Vector): Vector | null { const exists = this.raw.solver_contact_point( this.bodies.raw, i, scratchBuffer, ); return exists ? VectorOps.fromBuffer(scratchBuffer, target) : null; } public solverContactDist(i: number): number { 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. */ public friction(): number { 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. */ public restitution(): number { 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. */ public solverContactTangentVelocity(i: number, target?: Vector): Vector { this.raw.solver_contact_tangent_velocity(i, scratchBuffer); return VectorOps.fromBuffer(scratchBuffer, target); } }