@dimforge/rapier3d
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3-dimensional physics engine in Rust - official JS bindings.
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text/typescript
import {RawDebugRenderPipeline} from "../raw";
import {Vector, VectorOps} from "../math";
import {
IntegrationParameters,
IslandManager,
ImpulseJointSet,
MultibodyJointSet,
RigidBodySet,
} from "../dynamics";
import {BroadPhase, Collider, ColliderSet, NarrowPhase} from "../geometry";
import {QueryFilterFlags} from "./query_pipeline";
/**
* The vertex and color buffers for debug-redering the physics scene.
*/
export class DebugRenderBuffers {
/**
* The lines to render. This is a flat array containing all the lines
* to render. Each line is described as two consecutive point. Each
* point is described as two (in 2D) or three (in 3D) consecutive
* floats. For example, in 2D, the array: `[1, 2, 3, 4, 5, 6, 7, 8]`
* describes the two segments `[[1, 2], [3, 4]]` and `[[5, 6], [7, 8]]`.
*/
public vertices: Float32Array;
/**
* The color buffer. There is one color per vertex, and each color
* has four consecutive components (in RGBA format).
*/
public colors: Float32Array;
constructor(vertices: Float32Array, colors: Float32Array) {
this.vertices = vertices;
this.colors = colors;
}
}
/**
* A pipeline for rendering the physics scene.
*
* To avoid leaking WASM resources, this MUST be freed manually with `debugRenderPipeline.free()`
* once you are done using it (and all the rigid-bodies it created).
*/
export class DebugRenderPipeline {
raw: RawDebugRenderPipeline;
public vertices: Float32Array;
public colors: Float32Array;
/**
* Release the WASM memory occupied by this serialization pipeline.
*/
free() {
if (!!this.raw) {
this.raw.free();
}
this.raw = undefined;
this.vertices = undefined;
this.colors = undefined;
}
constructor(raw?: RawDebugRenderPipeline) {
this.raw = raw || new RawDebugRenderPipeline();
}
public render(
bodies: RigidBodySet,
colliders: ColliderSet,
impulse_joints: ImpulseJointSet,
multibody_joints: MultibodyJointSet,
narrow_phase: NarrowPhase,
filterFlags?: QueryFilterFlags,
filterPredicate?: (collider: Collider) => boolean,
) {
this.raw.render(
bodies.raw,
colliders.raw,
impulse_joints.raw,
multibody_joints.raw,
narrow_phase.raw,
filterFlags,
colliders.castClosure(filterPredicate),
);
this.vertices = this.raw.vertices();
this.colors = this.raw.colors();
}
}