@dimforge/rapier3d
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3-dimensional physics engine in Rust - official JS bindings.
521 lines (488 loc) • 19.2 kB
text/typescript
import {RawBroadPhase, RawRayColliderIntersection} from "../raw";
import {RigidBodyHandle, RigidBodySet} from "../dynamics";
import {ColliderSet} from "./collider_set";
import {Ray, RayColliderHit, RayColliderIntersection} from "./ray";
import {InteractionGroups} from "./interaction_groups";
import {ColliderHandle} from "./collider";
import {Rotation, RotationOps, Vector, VectorOps} from "../math";
import {Shape} from "./shape";
import {PointColliderProjection} from "./point";
import {ColliderShapeCastHit} from "./toi";
import {QueryFilterFlags} from "../pipeline";
import {NarrowPhase} from "./narrow_phase";
/**
* The broad-phase used for coarse collision-detection.
*
* To avoid leaking WASM resources, this MUST be freed manually with `broadPhase.free()`
* once you are done using it.
*/
export class BroadPhase {
raw: RawBroadPhase;
/**
* Release the WASM memory occupied by this broad-phase.
*/
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
constructor(raw?: RawBroadPhase) {
this.raw = raw || new RawBroadPhase();
}
/**
* Find the closest intersection between a ray and a set of collider.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @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.
*/
public castRay(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
ray: Ray,
maxToi: number,
solid: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): RayColliderHit | null {
let rawOrig = VectorOps.intoRaw(ray.origin);
let rawDir = VectorOps.intoRaw(ray.dir);
let result = RayColliderHit.fromRaw(
colliders,
this.raw.castRay(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawOrig,
rawDir,
maxToi,
solid,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
),
);
rawOrig.free();
rawDir.free();
return result;
}
/**
* Find the closest intersection between a ray and a set of collider.
*
* This also computes the normal at the hit point.
* @param colliders - The set of colliders taking part in this pipeline.
* @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.
*/
public castRayAndGetNormal(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
ray: Ray,
maxToi: number,
solid: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): RayColliderIntersection | null {
let rawOrig = VectorOps.intoRaw(ray.origin);
let rawDir = VectorOps.intoRaw(ray.dir);
let result = RayColliderIntersection.fromRaw(
colliders,
this.raw.castRayAndGetNormal(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawOrig,
rawDir,
maxToi,
solid,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
),
);
rawOrig.free();
rawDir.free();
return result;
}
/**
* Cast a ray and collects all the intersections between a ray and the scene.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @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.
*/
public intersectionsWithRay(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
ray: Ray,
maxToi: number,
solid: boolean,
callback: (intersect: RayColliderIntersection) => boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
) {
let rawOrig = VectorOps.intoRaw(ray.origin);
let rawDir = VectorOps.intoRaw(ray.dir);
let rawCallback = (rawInter: RawRayColliderIntersection) => {
return callback(
RayColliderIntersection.fromRaw(colliders, rawInter),
);
};
this.raw.intersectionsWithRay(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawOrig,
rawDir,
maxToi,
solid,
rawCallback,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
);
rawOrig.free();
rawDir.free();
}
/**
* Gets the handle of up to one collider intersecting the given shape.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @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.
*/
public intersectionWithShape(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
shapePos: Vector,
shapeRot: Rotation,
shape: Shape,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): ColliderHandle | null {
let rawPos = VectorOps.intoRaw(shapePos);
let rawRot = RotationOps.intoRaw(shapeRot);
let rawShape = shape.intoRaw();
let result = this.raw.intersectionWithShape(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPos,
rawRot,
rawShape,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
);
rawPos.free();
rawRot.free();
rawShape.free();
return result;
}
/**
* Find the projection of a point on the closest collider.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @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.
*/
public projectPoint(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
point: Vector,
solid: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): PointColliderProjection | null {
let rawPoint = VectorOps.intoRaw(point);
let result = PointColliderProjection.fromRaw(
colliders,
this.raw.projectPoint(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPoint,
solid,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
),
);
rawPoint.free();
return result;
}
/**
* Find the projection of a point on the closest collider.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @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.
*/
public projectPointAndGetFeature(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
point: Vector,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): PointColliderProjection | null {
let rawPoint = VectorOps.intoRaw(point);
let result = PointColliderProjection.fromRaw(
colliders,
this.raw.projectPointAndGetFeature(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPoint,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
),
);
rawPoint.free();
return result;
}
/**
* Find all the colliders containing the given point.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @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`.
*/
public intersectionsWithPoint(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
point: Vector,
callback: (handle: ColliderHandle) => boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
) {
let rawPoint = VectorOps.intoRaw(point);
this.raw.intersectionsWithPoint(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPoint,
callback,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
);
rawPoint.free();
}
/**
* 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 colliders - The set of colliders taking part in this pipeline.
* @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.
*/
public castShape(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
shapePos: Vector,
shapeRot: Rotation,
shapeVel: Vector,
shape: Shape,
targetDistance: number,
maxToi: number,
stopAtPenetration: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
): ColliderShapeCastHit | null {
let rawPos = VectorOps.intoRaw(shapePos);
let rawRot = RotationOps.intoRaw(shapeRot);
let rawVel = VectorOps.intoRaw(shapeVel);
let rawShape = shape.intoRaw();
let result = ColliderShapeCastHit.fromRaw(
colliders,
this.raw.castShape(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPos,
rawRot,
rawVel,
rawShape,
targetDistance,
maxToi,
stopAtPenetration,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
),
);
rawPos.free();
rawRot.free();
rawVel.free();
rawShape.free();
return result;
}
/**
* Retrieve all the colliders intersecting the given shape.
*
* @param colliders - The set of colliders taking part in this pipeline.
* @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`.
*/
public intersectionsWithShape(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
shapePos: Vector,
shapeRot: Rotation,
shape: Shape,
callback: (handle: ColliderHandle) => boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: ColliderHandle,
filterExcludeRigidBody?: RigidBodyHandle,
filterPredicate?: (collider: ColliderHandle) => boolean,
) {
let rawPos = VectorOps.intoRaw(shapePos);
let rawRot = RotationOps.intoRaw(shapeRot);
let rawShape = shape.intoRaw();
this.raw.intersectionsWithShape(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawPos,
rawRot,
rawShape,
callback,
filterFlags,
filterGroups,
filterExcludeCollider,
filterExcludeRigidBody,
filterPredicate,
);
rawPos.free();
rawRot.free();
rawShape.free();
}
/**
* 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.
*/
public collidersWithAabbIntersectingAabb(
narrowPhase: NarrowPhase,
bodies: RigidBodySet,
colliders: ColliderSet,
aabbCenter: Vector,
aabbHalfExtents: Vector,
callback: (handle: ColliderHandle) => boolean,
) {
let rawCenter = VectorOps.intoRaw(aabbCenter);
let rawHalfExtents = VectorOps.intoRaw(aabbHalfExtents);
this.raw.collidersWithAabbIntersectingAabb(
narrowPhase.raw,
bodies.raw,
colliders.raw,
rawCenter,
rawHalfExtents,
callback,
);
rawCenter.free();
rawHalfExtents.free();
}
}