@dimforge/rapier3d
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3-dimensional physics engine in Rust - official JS bindings.
1,330 lines (1,151 loc) • 37 kB
text/typescript
import {Vector, VectorOps, Rotation, RotationOps} from "../math";
import {RawColliderSet, RawShape, RawShapeType} from "../raw";
import {ShapeContact} from "./contact";
import {PointProjection} from "./point";
import {Ray, RayIntersection} from "./ray";
import {ShapeCastHit} from "./toi";
import {ColliderHandle} from "./collider";
export abstract class Shape {
public abstract intoRaw(): RawShape;
/**
* The concrete type of this shape.
*/
public abstract get type(): ShapeType;
/**
* instant mode without cache
*/
public static fromRaw(
rawSet: RawColliderSet,
handle: ColliderHandle,
): Shape {
const rawType = rawSet.coShapeType(handle);
let extents: Vector;
let borderRadius: number;
let vs: Float32Array;
let indices: Uint32Array;
let halfHeight: number;
let radius: number;
let normal: Vector;
switch (rawType) {
case RawShapeType.Ball:
return new Ball(rawSet.coRadius(handle));
case RawShapeType.Cuboid:
extents = rawSet.coHalfExtents(handle);
// #if DIM3
return new Cuboid(extents.x, extents.y, extents.z);
// #endif
case RawShapeType.RoundCuboid:
extents = rawSet.coHalfExtents(handle);
borderRadius = rawSet.coRoundRadius(handle);
// #if DIM3
return new RoundCuboid(
extents.x,
extents.y,
extents.z,
borderRadius,
);
// #endif
case RawShapeType.Capsule:
halfHeight = rawSet.coHalfHeight(handle);
radius = rawSet.coRadius(handle);
return new Capsule(halfHeight, radius);
case RawShapeType.Segment:
vs = rawSet.coVertices(handle);
// #if DIM3
return new Segment(
VectorOps.new(vs[0], vs[1], vs[2]),
VectorOps.new(vs[3], vs[4], vs[5]),
);
// #endif
case RawShapeType.Polyline:
vs = rawSet.coVertices(handle);
indices = rawSet.coIndices(handle);
return new Polyline(vs, indices);
case RawShapeType.Triangle:
vs = rawSet.coVertices(handle);
// #if DIM3
return new Triangle(
VectorOps.new(vs[0], vs[1], vs[2]),
VectorOps.new(vs[3], vs[4], vs[5]),
VectorOps.new(vs[6], vs[7], vs[8]),
);
// #endif
case RawShapeType.RoundTriangle:
vs = rawSet.coVertices(handle);
borderRadius = rawSet.coRoundRadius(handle);
// #if DIM3
return new RoundTriangle(
VectorOps.new(vs[0], vs[1], vs[2]),
VectorOps.new(vs[3], vs[4], vs[5]),
VectorOps.new(vs[6], vs[7], vs[8]),
borderRadius,
);
// #endif
case RawShapeType.HalfSpace:
normal = VectorOps.fromRaw(rawSet.coHalfspaceNormal(handle));
return new HalfSpace(normal);
case RawShapeType.Voxels:
const vox_data = rawSet.coVoxelData(handle);
const vox_size = rawSet.coVoxelSize(handle);
return new Voxels(vox_data, vox_size);
case RawShapeType.TriMesh:
vs = rawSet.coVertices(handle);
indices = rawSet.coIndices(handle);
const tri_flags = rawSet.coTriMeshFlags(handle);
return new TriMesh(vs, indices, tri_flags);
case RawShapeType.HeightField:
const scale = rawSet.coHeightfieldScale(handle);
const heights = rawSet.coHeightfieldHeights(handle);
// #if DIM3
const nrows = rawSet.coHeightfieldNRows(handle);
const ncols = rawSet.coHeightfieldNCols(handle);
const hf_flags = rawSet.coHeightFieldFlags(handle);
return new Heightfield(nrows, ncols, heights, scale, hf_flags);
// #endif
// #if DIM3
case RawShapeType.ConvexPolyhedron:
vs = rawSet.coVertices(handle);
indices = rawSet.coIndices(handle);
return new ConvexPolyhedron(vs, indices);
case RawShapeType.RoundConvexPolyhedron:
vs = rawSet.coVertices(handle);
indices = rawSet.coIndices(handle);
borderRadius = rawSet.coRoundRadius(handle);
return new RoundConvexPolyhedron(vs, indices, borderRadius);
case RawShapeType.Cylinder:
halfHeight = rawSet.coHalfHeight(handle);
radius = rawSet.coRadius(handle);
return new Cylinder(halfHeight, radius);
case RawShapeType.RoundCylinder:
halfHeight = rawSet.coHalfHeight(handle);
radius = rawSet.coRadius(handle);
borderRadius = rawSet.coRoundRadius(handle);
return new RoundCylinder(halfHeight, radius, borderRadius);
case RawShapeType.Cone:
halfHeight = rawSet.coHalfHeight(handle);
radius = rawSet.coRadius(handle);
return new Cone(halfHeight, radius);
case RawShapeType.RoundCone:
halfHeight = rawSet.coHalfHeight(handle);
radius = rawSet.coRadius(handle);
borderRadius = rawSet.coRoundRadius(handle);
return new RoundCone(halfHeight, radius, borderRadius);
// #endif
default:
throw new Error("unknown shape type: " + rawType);
}
}
/**
* Computes the time of impact between two moving shapes.
* @param shapePos1 - The initial position of this sahpe.
* @param shapeRot1 - The rotation of this shape.
* @param shapeVel1 - The velocity of this shape.
* @param shape2 - The second moving shape.
* @param shapePos2 - The initial position of the second shape.
* @param shapeRot2 - The rotation of the second shape.
* @param shapeVel2 - The velocity of the second shape.
* @param targetDistance − If the shape moves closer to this distance from a collider, a hit
* will be returned.
* @param maxToi - The maximum time when the impact can happen.
* @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.
* @returns If the two moving shapes collider at some point along their trajectories, this returns the
* time at which the two shape collider as well as the contact information during the impact. Returns
* `null`if the two shapes never collide along their paths.
*/
public castShape(
shapePos1: Vector,
shapeRot1: Rotation,
shapeVel1: Vector,
shape2: Shape,
shapePos2: Vector,
shapeRot2: Rotation,
shapeVel2: Vector,
targetDistance: number,
maxToi: number,
stopAtPenetration: boolean,
): ShapeCastHit | null {
let rawPos1 = VectorOps.intoRaw(shapePos1);
let rawRot1 = RotationOps.intoRaw(shapeRot1);
let rawVel1 = VectorOps.intoRaw(shapeVel1);
let rawPos2 = VectorOps.intoRaw(shapePos2);
let rawRot2 = RotationOps.intoRaw(shapeRot2);
let rawVel2 = VectorOps.intoRaw(shapeVel2);
let rawShape1 = this.intoRaw();
let rawShape2 = shape2.intoRaw();
let result = ShapeCastHit.fromRaw(
null,
rawShape1.castShape(
rawPos1,
rawRot1,
rawVel1,
rawShape2,
rawPos2,
rawRot2,
rawVel2,
targetDistance,
maxToi,
stopAtPenetration,
),
);
rawPos1.free();
rawRot1.free();
rawVel1.free();
rawPos2.free();
rawRot2.free();
rawVel2.free();
rawShape1.free();
rawShape2.free();
return result;
}
/**
* Tests if this shape intersects another shape.
*
* @param shapePos1 - The position of this shape.
* @param shapeRot1 - The rotation of this shape.
* @param shape2 - The second shape to test.
* @param shapePos2 - The position of the second shape.
* @param shapeRot2 - The rotation of the second shape.
* @returns `true` if the two shapes intersect, `false` if they don’t.
*/
public intersectsShape(
shapePos1: Vector,
shapeRot1: Rotation,
shape2: Shape,
shapePos2: Vector,
shapeRot2: Rotation,
): boolean {
let rawPos1 = VectorOps.intoRaw(shapePos1);
let rawRot1 = RotationOps.intoRaw(shapeRot1);
let rawPos2 = VectorOps.intoRaw(shapePos2);
let rawRot2 = RotationOps.intoRaw(shapeRot2);
let rawShape1 = this.intoRaw();
let rawShape2 = shape2.intoRaw();
let result = rawShape1.intersectsShape(
rawPos1,
rawRot1,
rawShape2,
rawPos2,
rawRot2,
);
rawPos1.free();
rawRot1.free();
rawPos2.free();
rawRot2.free();
rawShape1.free();
rawShape2.free();
return result;
}
/**
* Computes one pair of contact points between two shapes.
*
* @param shapePos1 - The initial position of this sahpe.
* @param shapeRot1 - The rotation of this shape.
* @param shape2 - The second shape.
* @param shapePos2 - The initial position of the second shape.
* @param shapeRot2 - The rotation of the second shape.
* @param prediction - The prediction value, if the shapes are separated by a distance greater than this value, test will fail.
* @returns `null` if the shapes are separated by a distance greater than prediction, otherwise contact details. The result is given in world-space.
*/
contactShape(
shapePos1: Vector,
shapeRot1: Rotation,
shape2: Shape,
shapePos2: Vector,
shapeRot2: Rotation,
prediction: number,
): ShapeContact | null {
let rawPos1 = VectorOps.intoRaw(shapePos1);
let rawRot1 = RotationOps.intoRaw(shapeRot1);
let rawPos2 = VectorOps.intoRaw(shapePos2);
let rawRot2 = RotationOps.intoRaw(shapeRot2);
let rawShape1 = this.intoRaw();
let rawShape2 = shape2.intoRaw();
let result = ShapeContact.fromRaw(
rawShape1.contactShape(
rawPos1,
rawRot1,
rawShape2,
rawPos2,
rawRot2,
prediction,
),
);
rawPos1.free();
rawRot1.free();
rawPos2.free();
rawRot2.free();
rawShape1.free();
rawShape2.free();
return result;
}
containsPoint(
shapePos: Vector,
shapeRot: Rotation,
point: Vector,
): boolean {
let rawPos = VectorOps.intoRaw(shapePos);
let rawRot = RotationOps.intoRaw(shapeRot);
let rawPoint = VectorOps.intoRaw(point);
let rawShape = this.intoRaw();
let result = rawShape.containsPoint(rawPos, rawRot, rawPoint);
rawPos.free();
rawRot.free();
rawPoint.free();
rawShape.free();
return result;
}
projectPoint(
shapePos: Vector,
shapeRot: Rotation,
point: Vector,
solid: boolean,
): PointProjection {
let rawPos = VectorOps.intoRaw(shapePos);
let rawRot = RotationOps.intoRaw(shapeRot);
let rawPoint = VectorOps.intoRaw(point);
let rawShape = this.intoRaw();
let result = PointProjection.fromRaw(
rawShape.projectPoint(rawPos, rawRot, rawPoint, solid),
);
rawPos.free();
rawRot.free();
rawPoint.free();
rawShape.free();
return result;
}
intersectsRay(
ray: Ray,
shapePos: Vector,
shapeRot: Rotation,
maxToi: number,
): boolean {
let rawPos = VectorOps.intoRaw(shapePos);
let rawRot = RotationOps.intoRaw(shapeRot);
let rawRayOrig = VectorOps.intoRaw(ray.origin);
let rawRayDir = VectorOps.intoRaw(ray.dir);
let rawShape = this.intoRaw();
let result = rawShape.intersectsRay(
rawPos,
rawRot,
rawRayOrig,
rawRayDir,
maxToi,
);
rawPos.free();
rawRot.free();
rawRayOrig.free();
rawRayDir.free();
rawShape.free();
return result;
}
castRay(
ray: Ray,
shapePos: Vector,
shapeRot: Rotation,
maxToi: number,
solid: boolean,
): number {
let rawPos = VectorOps.intoRaw(shapePos);
let rawRot = RotationOps.intoRaw(shapeRot);
let rawRayOrig = VectorOps.intoRaw(ray.origin);
let rawRayDir = VectorOps.intoRaw(ray.dir);
let rawShape = this.intoRaw();
let result = rawShape.castRay(
rawPos,
rawRot,
rawRayOrig,
rawRayDir,
maxToi,
solid,
);
rawPos.free();
rawRot.free();
rawRayOrig.free();
rawRayDir.free();
rawShape.free();
return result;
}
castRayAndGetNormal(
ray: Ray,
shapePos: Vector,
shapeRot: Rotation,
maxToi: number,
solid: boolean,
): RayIntersection {
let rawPos = VectorOps.intoRaw(shapePos);
let rawRot = RotationOps.intoRaw(shapeRot);
let rawRayOrig = VectorOps.intoRaw(ray.origin);
let rawRayDir = VectorOps.intoRaw(ray.dir);
let rawShape = this.intoRaw();
let result = RayIntersection.fromRaw(
rawShape.castRayAndGetNormal(
rawPos,
rawRot,
rawRayOrig,
rawRayDir,
maxToi,
solid,
),
);
rawPos.free();
rawRot.free();
rawRayOrig.free();
rawRayDir.free();
rawShape.free();
return result;
}
}
// #if DIM3
/**
* An enumeration representing the type of a shape.
*/
export enum ShapeType {
Ball = 0,
Cuboid = 1,
Capsule = 2,
Segment = 3,
Polyline = 4,
Triangle = 5,
TriMesh = 6,
HeightField = 7,
// Compound = 8,
ConvexPolyhedron = 9,
Cylinder = 10,
Cone = 11,
RoundCuboid = 12,
RoundTriangle = 13,
RoundCylinder = 14,
RoundCone = 15,
RoundConvexPolyhedron = 16,
HalfSpace = 17,
Voxels = 18,
}
// NOTE: this **must** match the bits in the HeightFieldFlags on the rust side.
/**
* Flags controlling the behavior of some operations involving heightfields.
*/
export enum HeightFieldFlags {
/**
* If set, a special treatment will be applied to contact manifold calculation to eliminate
* or fix contacts normals that could lead to incorrect bumps in physics simulation (especially
* on flat surfaces).
*
* This is achieved by taking into account adjacent triangle normals when computing contact
* points for a given triangle.
*/
FIX_INTERNAL_EDGES = 0b0000_0001,
}
// #endif
// NOTE: this **must** match the TriMeshFlags on the rust side.
/**
* Flags controlling the behavior of the triangle mesh creation and of some
* operations involving triangle meshes.
*/
export enum TriMeshFlags {
// NOTE: these two flags are not really useful in JS.
//
// /**
// * If set, the half-edge topology of the trimesh will be computed if possible.
// */
// HALF_EDGE_TOPOLOGY = 0b0000_0001,
// /** If set, the half-edge topology and connected components of the trimesh will be computed if possible.
// *
// * Because of the way it is currently implemented, connected components can only be computed on
// * a mesh where the half-edge topology computation succeeds. It will no longer be the case in the
// * future once we decouple the computations.
// */
// CONNECTED_COMPONENTS = 0b0000_0010,
/**
* If set, any triangle that results in a failing half-hedge topology computation will be deleted.
*/
DELETE_BAD_TOPOLOGY_TRIANGLES = 0b0000_0100,
/**
* If set, the trimesh will be assumed to be oriented (with outward normals).
*
* The pseudo-normals of its vertices and edges will be computed.
*/
ORIENTED = 0b0000_1000,
/**
* If set, the duplicate vertices of the trimesh will be merged.
*
* Two vertices with the exact same coordinates will share the same entry on the
* vertex buffer and the index buffer is adjusted accordingly.
*/
MERGE_DUPLICATE_VERTICES = 0b0001_0000,
/**
* If set, the triangles sharing two vertices with identical index values will be removed.
*
* Because of the way it is currently implemented, this methods implies that duplicate
* vertices will be merged. It will no longer be the case in the future once we decouple
* the computations.
*/
DELETE_DEGENERATE_TRIANGLES = 0b0010_0000,
/**
* If set, two triangles sharing three vertices with identical index values (in any order)
* will be removed.
*
* Because of the way it is currently implemented, this methods implies that duplicate
* vertices will be merged. It will no longer be the case in the future once we decouple
* the computations.
*/
DELETE_DUPLICATE_TRIANGLES = 0b0100_0000,
/**
* If set, a special treatment will be applied to contact manifold calculation to eliminate
* or fix contacts normals that could lead to incorrect bumps in physics simulation
* (especially on flat surfaces).
*
* This is achieved by taking into account adjacent triangle normals when computing contact
* points for a given triangle.
*
* /!\ NOT SUPPORTED IN THE 2D VERSION OF RAPIER.
*/
FIX_INTERNAL_EDGES = 0b1000_0000 | TriMeshFlags.MERGE_DUPLICATE_VERTICES,
}
/**
* A shape that is a sphere in 3D and a circle in 2D.
*/
export class Ball extends Shape {
readonly type = ShapeType.Ball;
/**
* The balls radius.
*/
radius: number;
/**
* Creates a new ball with the given radius.
* @param radius - The balls radius.
*/
constructor(radius: number) {
super();
this.radius = radius;
}
public intoRaw(): RawShape {
return RawShape.ball(this.radius);
}
}
export class HalfSpace extends Shape {
readonly type = ShapeType.HalfSpace;
/**
* The outward normal of the half-space.
*/
normal: Vector;
/**
* Creates a new halfspace delimited by an infinite plane.
*
* @param normal - The outward normal of the plane.
*/
constructor(normal: Vector) {
super();
this.normal = normal;
}
public intoRaw(): RawShape {
let n = VectorOps.intoRaw(this.normal);
let result = RawShape.halfspace(n);
n.free();
return result;
}
}
/**
* A shape that is a box in 3D and a rectangle in 2D.
*/
export class Cuboid extends Shape {
readonly type = ShapeType.Cuboid;
/**
* The half extent of the cuboid along each coordinate axis.
*/
halfExtents: Vector;
// #if DIM3
/**
* Creates a new 3D cuboid.
* @param hx - The half width of the cuboid.
* @param hy - The half height of the cuboid.
* @param hz - The half depth of the cuboid.
*/
constructor(hx: number, hy: number, hz: number) {
super();
this.halfExtents = VectorOps.new(hx, hy, hz);
}
// #endif
public intoRaw(): RawShape {
// #if DIM3
return RawShape.cuboid(
this.halfExtents.x,
this.halfExtents.y,
this.halfExtents.z,
);
// #endif
}
}
/**
* A shape that is a box in 3D and a rectangle in 2D, with round corners.
*/
export class RoundCuboid extends Shape {
readonly type = ShapeType.RoundCuboid;
/**
* The half extent of the cuboid along each coordinate axis.
*/
halfExtents: Vector;
/**
* The radius of the cuboid's round border.
*/
borderRadius: number;
// #if DIM3
/**
* Creates a new 3D cuboid.
* @param hx - The half width of the cuboid.
* @param hy - The half height of the cuboid.
* @param hz - The half depth of the cuboid.
* @param borderRadius - The radius of the borders of this cuboid. This will
* effectively increase the half-extents of the cuboid by this radius.
*/
constructor(hx: number, hy: number, hz: number, borderRadius: number) {
super();
this.halfExtents = VectorOps.new(hx, hy, hz);
this.borderRadius = borderRadius;
}
// #endif
public intoRaw(): RawShape {
// #if DIM3
return RawShape.roundCuboid(
this.halfExtents.x,
this.halfExtents.y,
this.halfExtents.z,
this.borderRadius,
);
// #endif
}
}
/**
* A shape that is a capsule.
*/
export class Capsule extends Shape {
readonly type = ShapeType.Capsule;
/**
* The radius of the capsule's basis.
*/
radius: number;
/**
* The capsule's half height, along the `y` axis.
*/
halfHeight: number;
/**
* Creates a new capsule with the given radius and half-height.
* @param halfHeight - The balls half-height along the `y` axis.
* @param radius - The balls radius.
*/
constructor(halfHeight: number, radius: number) {
super();
this.halfHeight = halfHeight;
this.radius = radius;
}
public intoRaw(): RawShape {
return RawShape.capsule(this.halfHeight, this.radius);
}
}
/**
* A shape that is a segment.
*/
export class Segment extends Shape {
readonly type = ShapeType.Segment;
/**
* The first point of the segment.
*/
a: Vector;
/**
* The second point of the segment.
*/
b: Vector;
/**
* Creates a new segment shape.
* @param a - The first point of the segment.
* @param b - The second point of the segment.
*/
constructor(a: Vector, b: Vector) {
super();
this.a = a;
this.b = b;
}
public intoRaw(): RawShape {
let ra = VectorOps.intoRaw(this.a);
let rb = VectorOps.intoRaw(this.b);
let result = RawShape.segment(ra, rb);
ra.free();
rb.free();
return result;
}
}
/**
* A shape that is a segment.
*/
export class Triangle extends Shape {
readonly type = ShapeType.Triangle;
/**
* The first point of the triangle.
*/
a: Vector;
/**
* The second point of the triangle.
*/
b: Vector;
/**
* The second point of the triangle.
*/
c: Vector;
/**
* Creates a new triangle shape.
*
* @param a - The first point of the triangle.
* @param b - The second point of the triangle.
* @param c - The third point of the triangle.
*/
constructor(a: Vector, b: Vector, c: Vector) {
super();
this.a = a;
this.b = b;
this.c = c;
}
public intoRaw(): RawShape {
let ra = VectorOps.intoRaw(this.a);
let rb = VectorOps.intoRaw(this.b);
let rc = VectorOps.intoRaw(this.c);
let result = RawShape.triangle(ra, rb, rc);
ra.free();
rb.free();
rc.free();
return result;
}
}
/**
* A shape that is a triangle with round borders and a non-zero thickness.
*/
export class RoundTriangle extends Shape {
readonly type = ShapeType.RoundTriangle;
/**
* The first point of the triangle.
*/
a: Vector;
/**
* The second point of the triangle.
*/
b: Vector;
/**
* The second point of the triangle.
*/
c: Vector;
/**
* The radius of the triangles's rounded edges and vertices.
* In 3D, this is also equal to half the thickness of the round triangle.
*/
borderRadius: number;
/**
* Creates a new triangle shape with round corners.
*
* @param a - The first point of the triangle.
* @param b - The second point of the triangle.
* @param c - The third point of the triangle.
* @param borderRadius - The radius of the borders of this triangle. In 3D,
* this is also equal to half the thickness of the triangle.
*/
constructor(a: Vector, b: Vector, c: Vector, borderRadius: number) {
super();
this.a = a;
this.b = b;
this.c = c;
this.borderRadius = borderRadius;
}
public intoRaw(): RawShape {
let ra = VectorOps.intoRaw(this.a);
let rb = VectorOps.intoRaw(this.b);
let rc = VectorOps.intoRaw(this.c);
let result = RawShape.roundTriangle(ra, rb, rc, this.borderRadius);
ra.free();
rb.free();
rc.free();
return result;
}
}
/**
* A shape that is a triangle mesh.
*/
export class Polyline extends Shape {
readonly type = ShapeType.Polyline;
/**
* The vertices of the polyline.
*/
vertices: Float32Array;
/**
* The indices of the segments.
*/
indices: Uint32Array;
/**
* Creates a new polyline shape.
*
* @param vertices - The coordinates of the polyline's vertices.
* @param indices - The indices of the polyline's segments. If this is `null` or not provided, then
* the vertices are assumed to form a line strip.
*/
constructor(vertices: Float32Array, indices?: Uint32Array) {
super();
this.vertices = vertices;
this.indices = indices ?? new Uint32Array(0);
}
public intoRaw(): RawShape {
return RawShape.polyline(this.vertices, this.indices);
}
}
/**
* A shape made of voxels.
*/
export class Voxels extends Shape {
readonly type = ShapeType.Voxels;
/**
* The points or grid coordinates used to initialize the voxels.
*/
data: Float32Array | Int32Array;
/**
* The dimensions of each voxel.
*/
voxelSize: Vector;
/**
* Creates a new shape made of voxels.
*
* @param data - Defines the set of voxels. If this is a `Int32Array` then
* each voxel is defined from its (signed) grid coordinates,
* with 3 (resp 2) contiguous integers per voxel in 3D (resp 2D).
* If this is a `Float32Array`, each voxel will be such that
* they contain at least one point from this array (where each
* point is defined from 3 (resp 2) contiguous numbers per point
* in 3D (resp 2D).
* @param voxelSize - The size of each voxel.
*/
constructor(data: Float32Array | Int32Array, voxelSize: Vector) {
super();
this.data = data;
this.voxelSize = voxelSize;
}
public intoRaw(): RawShape {
let voxelSize = VectorOps.intoRaw(this.voxelSize);
let result;
if (this.data instanceof Int32Array) {
result = RawShape.voxels(voxelSize, this.data);
} else {
result = RawShape.voxelsFromPoints(voxelSize, this.data);
}
voxelSize.free();
return result;
}
}
/**
* A shape that is a triangle mesh.
*/
export class TriMesh extends Shape {
readonly type = ShapeType.TriMesh;
/**
* The vertices of the triangle mesh.
*/
vertices: Float32Array;
/**
* The indices of the triangles.
*/
indices: Uint32Array;
/**
* The triangle mesh flags.
*/
flags: TriMeshFlags;
/**
* Creates a new triangle mesh shape.
*
* @param vertices - The coordinates of the triangle mesh's vertices.
* @param indices - The indices of the triangle mesh's triangles.
*/
constructor(
vertices: Float32Array,
indices: Uint32Array,
flags?: TriMeshFlags,
) {
super();
this.vertices = vertices;
this.indices = indices;
this.flags = flags;
}
public intoRaw(): RawShape {
return RawShape.trimesh(this.vertices, this.indices, this.flags);
}
}
// #if DIM3
/**
* A shape that is a convex polygon.
*/
export class ConvexPolyhedron extends Shape {
readonly type = ShapeType.ConvexPolyhedron;
/**
* The vertices of the convex polygon.
*/
vertices: Float32Array;
/**
* The indices of the convex polygon.
*/
indices?: Uint32Array | null;
/**
* Creates a new convex polygon shape.
*
* @param vertices - The coordinates of the convex polygon's vertices.
* @param indices - The index buffer of this convex mesh. If this is `null`
* or `undefined`, the convex-hull of the input vertices will be computed
* automatically. Otherwise, it will be assumed that the mesh you provide
* is already convex.
*/
constructor(vertices: Float32Array, indices?: Uint32Array | null) {
super();
this.vertices = vertices;
this.indices = indices;
}
public intoRaw(): RawShape {
if (!!this.indices) {
return RawShape.convexMesh(this.vertices, this.indices);
} else {
return RawShape.convexHull(this.vertices);
}
}
}
/**
* A shape that is a convex polygon.
*/
export class RoundConvexPolyhedron extends Shape {
readonly type = ShapeType.RoundConvexPolyhedron;
/**
* The vertices of the convex polygon.
*/
vertices: Float32Array;
/**
* The indices of the convex polygon.
*/
indices?: Uint32Array;
/**
* The radius of the convex polyhedron's rounded edges and vertices.
*/
borderRadius: number;
/**
* Creates a new convex polygon shape.
*
* @param vertices - The coordinates of the convex polygon's vertices.
* @param indices - The index buffer of this convex mesh. If this is `null`
* or `undefined`, the convex-hull of the input vertices will be computed
* automatically. Otherwise, it will be assumed that the mesh you provide
* is already convex.
* @param borderRadius - The radius of the borders of this convex polyhedron.
*/
constructor(
vertices: Float32Array,
indices: Uint32Array | null | undefined,
borderRadius: number,
) {
super();
this.vertices = vertices;
this.indices = indices;
this.borderRadius = borderRadius;
}
public intoRaw(): RawShape {
if (!!this.indices) {
return RawShape.roundConvexMesh(
this.vertices,
this.indices,
this.borderRadius,
);
} else {
return RawShape.roundConvexHull(this.vertices, this.borderRadius);
}
}
}
/**
* A shape that is a heightfield.
*/
export class Heightfield extends Shape {
readonly type = ShapeType.HeightField;
/**
* The number of rows in the heights matrix.
*/
nrows: number;
/**
* The number of columns in the heights matrix.
*/
ncols: number;
/**
* The heights of the heightfield along its local `y` axis,
* provided as a matrix stored in column-major order.
*/
heights: Float32Array;
/**
* The dimensions of the heightfield's local `x,z` plane.
*/
scale: Vector;
/**
* Flags applied to the heightfield.
*/
flags: HeightFieldFlags;
/**
* Creates a new heightfield shape.
*
* @param nrows − The number of rows in the heights matrix.
* @param ncols - The number of columns in the heights matrix.
* @param heights - The heights of the heightfield along its local `y` axis,
* provided as a matrix stored in column-major order.
* @param scale - The dimensions of the heightfield's local `x,z` plane.
*/
constructor(
nrows: number,
ncols: number,
heights: Float32Array,
scale: Vector,
flags?: HeightFieldFlags,
) {
super();
this.nrows = nrows;
this.ncols = ncols;
this.heights = heights;
this.scale = scale;
this.flags = flags;
}
public intoRaw(): RawShape {
let rawScale = VectorOps.intoRaw(this.scale);
let rawShape = RawShape.heightfield(
this.nrows,
this.ncols,
this.heights,
rawScale,
this.flags,
);
rawScale.free();
return rawShape;
}
}
/**
* A shape that is a 3D cylinder.
*/
export class Cylinder extends Shape {
readonly type = ShapeType.Cylinder;
/**
* The radius of the cylinder's basis.
*/
radius: number;
/**
* The cylinder's half height, along the `y` axis.
*/
halfHeight: number;
/**
* Creates a new cylinder with the given radius and half-height.
* @param halfHeight - The balls half-height along the `y` axis.
* @param radius - The balls radius.
*/
constructor(halfHeight: number, radius: number) {
super();
this.halfHeight = halfHeight;
this.radius = radius;
}
public intoRaw(): RawShape {
return RawShape.cylinder(this.halfHeight, this.radius);
}
}
/**
* A shape that is a 3D cylinder with round corners.
*/
export class RoundCylinder extends Shape {
readonly type = ShapeType.RoundCylinder;
/**
* The radius of the cylinder's basis.
*/
radius: number;
/**
* The cylinder's half height, along the `y` axis.
*/
halfHeight: number;
/**
* The radius of the cylinder's rounded edges and vertices.
*/
borderRadius: number;
/**
* Creates a new cylinder with the given radius and half-height.
* @param halfHeight - The balls half-height along the `y` axis.
* @param radius - The balls radius.
* @param borderRadius - The radius of the borders of this cylinder.
*/
constructor(halfHeight: number, radius: number, borderRadius: number) {
super();
this.borderRadius = borderRadius;
this.halfHeight = halfHeight;
this.radius = radius;
}
public intoRaw(): RawShape {
return RawShape.roundCylinder(
this.halfHeight,
this.radius,
this.borderRadius,
);
}
}
/**
* A shape that is a 3D cone.
*/
export class Cone extends Shape {
readonly type = ShapeType.Cone;
/**
* The radius of the cone's basis.
*/
radius: number;
/**
* The cone's half height, along the `y` axis.
*/
halfHeight: number;
/**
* Creates a new cone with the given radius and half-height.
* @param halfHeight - The balls half-height along the `y` axis.
* @param radius - The balls radius.
*/
constructor(halfHeight: number, radius: number) {
super();
this.halfHeight = halfHeight;
this.radius = radius;
}
public intoRaw(): RawShape {
return RawShape.cone(this.halfHeight, this.radius);
}
}
/**
* A shape that is a 3D cone with round corners.
*/
export class RoundCone extends Shape {
readonly type = ShapeType.RoundCone;
/**
* The radius of the cone's basis.
*/
radius: number;
/**
* The cone's half height, along the `y` axis.
*/
halfHeight: number;
/**
* The radius of the cylinder's rounded edges and vertices.
*/
borderRadius: number;
/**
* Creates a new cone with the given radius and half-height.
* @param halfHeight - The balls half-height along the `y` axis.
* @param radius - The balls radius.
* @param borderRadius - The radius of the borders of this cone.
*/
constructor(halfHeight: number, radius: number, borderRadius: number) {
super();
this.halfHeight = halfHeight;
this.radius = radius;
this.borderRadius = borderRadius;
}
public intoRaw(): RawShape {
return RawShape.roundCone(
this.halfHeight,
this.radius,
this.borderRadius,
);
}
}
// #endif