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@dimforge/rapier3d

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

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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(); } }