@dimforge/rapier3d
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3-dimensional physics engine in Rust - official JS bindings.
199 lines (164 loc) • 5.96 kB
text/typescript
import {RawNarrowPhase, RawContactManifold} from "../raw";
import {ColliderHandle} from "./collider";
import {Vector, VectorOps} 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 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,
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.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;
public free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
}
constructor(raw: RawContactManifold) {
this.raw = raw;
}
public normal(): Vector {
return VectorOps.fromRaw(this.raw.normal());
}
public localNormal1(): Vector {
return VectorOps.fromRaw(this.raw.local_n1());
}
public localNormal2(): Vector {
return VectorOps.fromRaw(this.raw.local_n2());
}
public subshape1(): number {
return this.raw.subshape1();
}
public subshape2(): number {
return this.raw.subshape2();
}
public numContacts(): number {
return this.raw.num_contacts();
}
public localContactPoint1(i: number): Vector | null {
return VectorOps.fromRaw(this.raw.contact_local_p1(i));
}
public localContactPoint2(i: number): Vector | null {
return VectorOps.fromRaw(this.raw.contact_local_p2(i));
}
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 DIM3
public contactTangentImpulseX(i: number): number {
return this.raw.contact_tangent_impulse_x(i);
}
public contactTangentImpulseY(i: number): number {
return this.raw.contact_tangent_impulse_y(i);
}
// #endif
public numSolverContacts(): number {
return this.raw.num_solver_contacts();
}
public solverContactPoint(i: number): Vector {
return VectorOps.fromRaw(this.raw.solver_contact_point(i));
}
public solverContactDist(i: number): number {
return this.raw.solver_contact_dist(i);
}
public solverContactFriction(i: number): number {
return this.raw.solver_contact_friction(i);
}
public solverContactRestitution(i: number): number {
return this.raw.solver_contact_restitution(i);
}
public solverContactTangentVelocity(i: number): Vector {
return VectorOps.fromRaw(this.raw.solver_contact_tangent_velocity(i));
}
}