@dimforge/rapier3d
Version:
3-dimensional physics engine in Rust - official JS bindings.
1,358 lines (1,269 loc) • 50.4 kB
text/typescript
import {
RawBroadPhase,
RawCCDSolver,
RawColliderSet,
RawDeserializedWorld,
RawIntegrationParameters,
RawIslandManager,
RawImpulseJointSet,
RawMultibodyJointSet,
RawNarrowPhase,
RawPhysicsPipeline,
RawRigidBodySet,
RawSerializationPipeline,
RawDebugRenderPipeline,
} from "../raw";
import {
BroadPhase,
Collider,
ColliderDesc,
ColliderHandle,
ColliderSet,
InteractionGroups,
NarrowPhase,
PointColliderProjection,
Ray,
RayColliderIntersection,
RayColliderHit,
Shape,
ColliderShapeCastHit,
TempContactManifold,
} from "../geometry";
import {
CCDSolver,
IntegrationParameters,
IslandManager,
ImpulseJoint,
ImpulseJointHandle,
MultibodyJoint,
MultibodyJointHandle,
JointData,
ImpulseJointSet,
MultibodyJointSet,
RigidBody,
RigidBodyDesc,
RigidBodyHandle,
RigidBodySet,
} from "../dynamics";
import {Rotation, Vector, VectorOps} from "../math";
import {PhysicsPipeline} from "./physics_pipeline";
import {QueryFilterFlags} from "./query_pipeline";
import {SerializationPipeline} from "./serialization_pipeline";
import {EventQueue} from "./event_queue";
import {PhysicsHooks} from "./physics_hooks";
import {DebugRenderBuffers, DebugRenderPipeline} from "./debug_render_pipeline";
import {
KinematicCharacterController,
PidAxesMask,
PidController,
} from "../control";
import {Coarena} from "../coarena";
// #if DIM3
import {DynamicRayCastVehicleController} from "../control";
// #endif
/**
* The physics world.
*
* This contains all the data-structures necessary for creating and simulating
* bodies with contacts, joints, and external forces.
*/
export class World {
public gravity: Vector;
integrationParameters: IntegrationParameters;
islands: IslandManager;
broadPhase: BroadPhase;
narrowPhase: NarrowPhase;
bodies: RigidBodySet;
colliders: ColliderSet;
impulseJoints: ImpulseJointSet;
multibodyJoints: MultibodyJointSet;
ccdSolver: CCDSolver;
physicsPipeline: PhysicsPipeline;
serializationPipeline: SerializationPipeline;
debugRenderPipeline: DebugRenderPipeline;
characterControllers: Set<KinematicCharacterController>;
pidControllers: Set<PidController>;
// #if DIM3
vehicleControllers: Set<DynamicRayCastVehicleController>;
// #endif
/**
* Release the WASM memory occupied by this physics world.
*
* All the fields of this physics world will be freed as well,
* so there is no need to call their `.free()` methods individually.
*/
public free() {
this.integrationParameters.free();
this.islands.free();
this.broadPhase.free();
this.narrowPhase.free();
this.bodies.free();
this.colliders.free();
this.impulseJoints.free();
this.multibodyJoints.free();
this.ccdSolver.free();
this.physicsPipeline.free();
this.serializationPipeline.free();
this.debugRenderPipeline.free();
this.characterControllers.forEach((controller) => controller.free());
this.pidControllers.forEach((controller) => controller.free());
// #if DIM3
this.vehicleControllers.forEach((controller) => controller.free());
// #endif
this.integrationParameters = undefined;
this.islands = undefined;
this.broadPhase = undefined;
this.narrowPhase = undefined;
this.bodies = undefined;
this.colliders = undefined;
this.ccdSolver = undefined;
this.impulseJoints = undefined;
this.multibodyJoints = undefined;
this.physicsPipeline = undefined;
this.serializationPipeline = undefined;
this.debugRenderPipeline = undefined;
this.characterControllers = undefined;
this.pidControllers = undefined;
// #if DIM3
this.vehicleControllers = undefined;
// #endif
}
constructor(
gravity: Vector,
rawIntegrationParameters?: RawIntegrationParameters,
rawIslands?: RawIslandManager,
rawBroadPhase?: RawBroadPhase,
rawNarrowPhase?: RawNarrowPhase,
rawBodies?: RawRigidBodySet,
rawColliders?: RawColliderSet,
rawImpulseJoints?: RawImpulseJointSet,
rawMultibodyJoints?: RawMultibodyJointSet,
rawCCDSolver?: RawCCDSolver,
rawPhysicsPipeline?: RawPhysicsPipeline,
rawSerializationPipeline?: RawSerializationPipeline,
rawDebugRenderPipeline?: RawDebugRenderPipeline,
) {
this.gravity = gravity;
this.integrationParameters = new IntegrationParameters(
rawIntegrationParameters,
);
this.islands = new IslandManager(rawIslands);
this.broadPhase = new BroadPhase(rawBroadPhase);
this.narrowPhase = new NarrowPhase(rawNarrowPhase);
this.bodies = new RigidBodySet(rawBodies);
this.colliders = new ColliderSet(rawColliders);
this.impulseJoints = new ImpulseJointSet(rawImpulseJoints);
this.multibodyJoints = new MultibodyJointSet(rawMultibodyJoints);
this.ccdSolver = new CCDSolver(rawCCDSolver);
this.physicsPipeline = new PhysicsPipeline(rawPhysicsPipeline);
this.serializationPipeline = new SerializationPipeline(
rawSerializationPipeline,
);
this.debugRenderPipeline = new DebugRenderPipeline(
rawDebugRenderPipeline,
);
this.characterControllers = new Set<KinematicCharacterController>();
this.pidControllers = new Set<PidController>();
// #if DIM3
this.vehicleControllers = new Set<DynamicRayCastVehicleController>();
// #endif
this.impulseJoints.finalizeDeserialization(this.bodies);
this.bodies.finalizeDeserialization(this.colliders);
this.colliders.finalizeDeserialization(this.bodies);
}
public static fromRaw(raw: RawDeserializedWorld): World {
if (!raw) return null;
return new World(
VectorOps.fromRaw(raw.takeGravity()),
raw.takeIntegrationParameters(),
raw.takeIslandManager(),
raw.takeBroadPhase(),
raw.takeNarrowPhase(),
raw.takeBodies(),
raw.takeColliders(),
raw.takeImpulseJoints(),
raw.takeMultibodyJoints(),
);
}
/**
* Takes a snapshot of this world.
*
* Use `World.restoreSnapshot` to create a new physics world with a state identical to
* the state when `.takeSnapshot()` is called.
*/
public takeSnapshot(): Uint8Array {
return this.serializationPipeline.serializeAll(
this.gravity,
this.integrationParameters,
this.islands,
this.broadPhase,
this.narrowPhase,
this.bodies,
this.colliders,
this.impulseJoints,
this.multibodyJoints,
);
}
/**
* Creates a new physics world from a snapshot.
*
* This new physics world will be an identical copy of the snapshoted physics world.
*/
public static restoreSnapshot(data: Uint8Array): World {
let deser = new SerializationPipeline();
return deser.deserializeAll(data);
}
/**
* Computes all the lines (and their colors) needed to render the scene.
*
* @param filterFlags - Flags for excluding whole subsets of colliders from rendering.
* @param filterPredicate - Any collider for which this closure returns `false` will be excluded from the
* debug rendering.
*/
public debugRender(
filterFlags?: QueryFilterFlags,
filterPredicate?: (collider: Collider) => boolean,
): DebugRenderBuffers {
this.debugRenderPipeline.render(
this.bodies,
this.colliders,
this.impulseJoints,
this.multibodyJoints,
this.narrowPhase,
filterFlags,
filterPredicate,
);
return new DebugRenderBuffers(
this.debugRenderPipeline.vertices,
this.debugRenderPipeline.colors,
);
}
/**
* Advance the simulation by one time step.
*
* All events generated by the physics engine are ignored.
*
* @param EventQueue - (optional) structure responsible for collecting
* events generated by the physics engine.
*/
public step(eventQueue?: EventQueue, hooks?: PhysicsHooks) {
this.physicsPipeline.step(
this.gravity,
this.integrationParameters,
this.islands,
this.broadPhase,
this.narrowPhase,
this.bodies,
this.colliders,
this.impulseJoints,
this.multibodyJoints,
this.ccdSolver,
eventQueue,
hooks,
);
}
/**
* Update colliders positions after rigid-bodies moved.
*
* When a rigid-body moves, the positions of the colliders attached to it need to be updated. This update is
* generally automatically done at the beginning and the end of each simulation step with World.step.
* If the positions need to be updated without running a simulation step this method can be called manually.
*/
public propagateModifiedBodyPositionsToColliders() {
this.bodies.raw.propagateModifiedBodyPositionsToColliders(
this.colliders.raw,
);
}
// TODO: This needs to trigger a broad-phase update but without emitting collision events?
// /**
// * Ensure subsequent scene queries take into account the collider positions set before this method is called.
// *
// * This does not step the physics simulation forward.
// */
// public updateSceneQueries() {
// this.propagateModifiedBodyPositionsToColliders();
// this.queryPipeline.update(this.colliders);
// }
/**
* The current simulation timestep.
*/
get timestep(): number {
return this.integrationParameters.dt;
}
/**
* Sets the new simulation timestep.
*
* The simulation timestep governs by how much the physics state of the world will
* be integrated. A simulation timestep should:
* - be as small as possible. Typical values evolve around 0.016 (assuming the chosen unit is milliseconds,
* corresponds to the time between two frames of a game running at 60FPS).
* - not vary too much during the course of the simulation. A timestep with large variations may
* cause instabilities in the simulation.
*
* @param dt - The timestep length, in seconds.
*/
set timestep(dt: number) {
this.integrationParameters.dt = dt;
}
/**
* The approximate size of most dynamic objects in the scene.
*
* See the documentation of the `World.lengthUnit` setter for further details.
*/
get lengthUnit(): number {
return this.integrationParameters.lengthUnit;
}
/**
* The approximate size of most dynamic objects in the scene.
*
* This value is used internally to estimate some length-based tolerance. In particular, the
* values `IntegrationParameters.allowedLinearError`,
* `IntegrationParameters.maxPenetrationCorrection`,
* `IntegrationParameters.predictionDistance`, `RigidBodyActivation.linearThreshold`
* are scaled by this value implicitly.
*
* This value can be understood as the number of units-per-meter in your physical world compared
* to a human-sized world in meter. For example, in a 2d game, if your typical object size is 100
* pixels, set the `[`Self::length_unit`]` parameter to 100.0. The physics engine will interpret
* it as if 100 pixels is equivalent to 1 meter in its various internal threshold.
* (default `1.0`).
*/
set lengthUnit(unitsPerMeter: number) {
this.integrationParameters.lengthUnit = unitsPerMeter;
}
/**
* The number of solver iterations run by the constraints solver for calculating forces (default: `4`).
*/
get numSolverIterations(): number {
return this.integrationParameters.numSolverIterations;
}
/**
* Sets the number of solver iterations run by the constraints solver for calculating forces (default: `4`).
*
* The greater this value is, the most rigid and realistic the physics simulation will be.
* However a greater number of iterations is more computationally intensive.
*
* @param niter - The new number of solver iterations.
*/
set numSolverIterations(niter: number) {
this.integrationParameters.numSolverIterations = niter;
}
/**
* Number of addition friction resolution iteration run during the last solver sub-step (default: `4`).
*/
get numAdditionalFrictionIterations(): number {
return this.integrationParameters.numAdditionalFrictionIterations;
}
/**
* Sets the number of addition friction resolution iteration run during the last solver sub-step (default: `4`).
*
* The greater this value is, the most realistic friction will be.
* However a greater number of iterations is more computationally intensive.
*
* @param niter - The new number of additional friction iterations.
*/
set numAdditionalFrictionIterations(niter: number) {
this.integrationParameters.numAdditionalFrictionIterations = niter;
}
/**
* Number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`).
*/
get numInternalPgsIterations(): number {
return this.integrationParameters.numInternalPgsIterations;
}
/**
* Sets the Number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`).
*
* Increasing this parameter will improve stability of the simulation. It will have a lesser effect than
* increasing `numSolverIterations` but is also less computationally expensive.
*
* @param niter - The new number of internal PGS iterations.
*/
set numInternalPgsIterations(niter: number) {
this.integrationParameters.numInternalPgsIterations = niter;
}
/**
* The number of substeps continuous collision-detection can run (default: `1`).
*/
get maxCcdSubsteps(): number {
return this.integrationParameters.maxCcdSubsteps;
}
/**
* Sets the number of substeps continuous collision-detection can run (default: `1`).
*
* CCD operates using a "motion clamping" mechanism where all fast-moving object trajectories will
* be truncated to their first impact on their path. The number of CCD substeps beyond 1 indicate how
* many times that trajectory will be updated and continued after a hit. This can results in smoother
* paths, but at a significant computational cost.
*
* @param niter - The new maximum number of CCD substeps. Setting to `0` disables CCD entirely.
*/
set maxCcdSubsteps(substeps: number) {
this.integrationParameters.maxCcdSubsteps = substeps;
}
/// Configures the integration parameters to match the old PGS solver
/// from Rapier JS version <= 0.11.
///
/// This solver was slightly faster than the new one but resulted
/// in less stable joints and worse convergence rates.
///
/// This should only be used for comparison purpose or if you are
/// experiencing problems with the new solver.
///
/// NOTE: this does not affect any `RigidBody.additional_solver_iterations` that will
/// still create solver iterations based on the new "small-steps" PGS solver.
public switchToStandardPgsSolver() {
this.integrationParameters.switchToStandardPgsSolver();
}
/// Configures the integration parameters to match the new "small-steps" PGS solver
/// from Rapier version >= 0.12.
///
/// The "small-steps" PGS solver is the default one when creating the physics world. So
/// calling this function is generally not needed unless `World.switch_to_standard_pgs_solver`
/// was called.
///
/// This solver results in more stable joints and significantly better convergence
/// rates but is slightly slower in its default settings.
public switchToSmallStepsPgsSolver() {
this.integrationParameters.switchToSmallStepsPgsSolver();
}
/// Configures the integration parameters to match the new "small-steps" PGS solver
/// from Rapier version >= 0.12. Warmstarting is disabled.
///
/// The "small-steps" PGS solver is the default one when creating the physics world. So
/// calling this function is generally not needed unless `World.switch_to_standard_pgs_solver`
/// was called.
///
/// This solver results in more stable joints and significantly better convergence
/// rates but is slightly slower in its default settings.
public switchToSmallStepsPgsSolverWithoutWarmstart() {
this.integrationParameters.switchToSmallStepsPgsSolverWithoutWarmstart();
}
/**
* Creates a new rigid-body from the given rigid-body descriptor.
*
* @param body - The description of the rigid-body to create.
*/
public createRigidBody(body: RigidBodyDesc): RigidBody {
return this.bodies.createRigidBody(this.colliders, body);
}
/**
* Creates a new character controller.
*
* @param offset - The artificial gap added between the character’s chape and its environment.
*/
public createCharacterController(
offset: number,
): KinematicCharacterController {
let controller = new KinematicCharacterController(
offset,
this.integrationParameters,
this.broadPhase,
this.narrowPhase,
this.bodies,
this.colliders,
);
this.characterControllers.add(controller);
return controller;
}
/**
* Removes a character controller from this world.
*
* @param controller - The character controller to remove.
*/
public removeCharacterController(controller: KinematicCharacterController) {
this.characterControllers.delete(controller);
controller.free();
}
/**
* Creates a new PID (Proportional-Integral-Derivative) controller.
*
* @param kp - The Proportional gain applied to the instantaneous linear position errors.
* This is usually set to a multiple of the inverse of simulation step time
* (e.g. `60` if the delta-time is `1.0 / 60.0`).
* @param ki - The linear gain applied to the Integral part of the PID controller.
* @param kd - The Derivative gain applied to the instantaneous linear velocity errors.
* This is usually set to a value in `[0.0, 1.0]` where `0.0` implies no damping
* (no correction of velocity errors) and `1.0` implies complete damping (velocity errors
* are corrected in a single simulation step).
* @param axes - The axes affected by this controller.
* Only coordinate axes with a bit flags set to `true` will be taken into
* account when calculating the errors and corrections.
*/
public createPidController(
kp: number,
ki: number,
kd: number,
axes: PidAxesMask,
): PidController {
let controller = new PidController(
this.integrationParameters,
this.bodies,
kp,
ki,
kd,
axes,
);
this.pidControllers.add(controller);
return controller;
}
/**
* Removes a PID controller from this world.
*
* @param controller - The PID controller to remove.
*/
public removePidController(controller: PidController) {
this.pidControllers.delete(controller);
controller.free();
}
// #if DIM3
/**
* Creates a new vehicle controller.
*
* @param chassis - The rigid-body used as the chassis of the vehicle controller. When the vehicle
* controller is updated, it will change directly the rigid-body’s velocity. This
* rigid-body must be a dynamic or kinematic-velocity-based rigid-body.
*/
public createVehicleController(
chassis: RigidBody,
): DynamicRayCastVehicleController {
let controller = new DynamicRayCastVehicleController(
chassis,
this.broadPhase,
this.narrowPhase,
this.bodies,
this.colliders,
);
this.vehicleControllers.add(controller);
return controller;
}
/**
* Removes a vehicle controller from this world.
*
* @param controller - The vehicle controller to remove.
*/
public removeVehicleController(
controller: DynamicRayCastVehicleController,
) {
this.vehicleControllers.delete(controller);
controller.free();
}
// #endif
/**
* Creates a new collider.
*
* @param desc - The description of the collider.
* @param parent - The rigid-body this collider is attached to.
*/
public createCollider(desc: ColliderDesc, parent?: RigidBody): Collider {
let parentHandle = parent ? parent.handle : undefined;
return this.colliders.createCollider(this.bodies, desc, parentHandle);
}
/**
* Creates a new impulse joint from the given joint descriptor.
*
* @param params - The description of the joint to create.
* @param parent1 - The first rigid-body attached to this joint.
* @param parent2 - The second rigid-body attached to this joint.
* @param wakeUp - Should the attached rigid-bodies be awakened?
*/
public createImpulseJoint(
params: JointData,
parent1: RigidBody,
parent2: RigidBody,
wakeUp: boolean,
): ImpulseJoint {
return this.impulseJoints.createJoint(
this.bodies,
params,
parent1.handle,
parent2.handle,
wakeUp,
);
}
/**
* Creates a new multibody joint from the given joint descriptor.
*
* @param params - The description of the joint to create.
* @param parent1 - The first rigid-body attached to this joint.
* @param parent2 - The second rigid-body attached to this joint.
* @param wakeUp - Should the attached rigid-bodies be awakened?
*/
public createMultibodyJoint(
params: JointData,
parent1: RigidBody,
parent2: RigidBody,
wakeUp: boolean,
): MultibodyJoint {
return this.multibodyJoints.createJoint(
params,
parent1.handle,
parent2.handle,
wakeUp,
);
}
/**
* Retrieves a rigid-body from its handle.
*
* @param handle - The integer handle of the rigid-body to retrieve.
*/
public getRigidBody(handle: RigidBodyHandle): RigidBody {
return this.bodies.get(handle);
}
/**
* Retrieves a collider from its handle.
*
* @param handle - The integer handle of the collider to retrieve.
*/
public getCollider(handle: ColliderHandle): Collider {
return this.colliders.get(handle);
}
/**
* Retrieves an impulse joint from its handle.
*
* @param handle - The integer handle of the impulse joint to retrieve.
*/
public getImpulseJoint(handle: ImpulseJointHandle): ImpulseJoint {
return this.impulseJoints.get(handle);
}
/**
* Retrieves an multibody joint from its handle.
*
* @param handle - The integer handle of the multibody joint to retrieve.
*/
public getMultibodyJoint(handle: MultibodyJointHandle): MultibodyJoint {
return this.multibodyJoints.get(handle);
}
/**
* Removes the given rigid-body from this physics world.
*
* This will remove this rigid-body as well as all its attached colliders and joints.
* Every other bodies touching or attached by joints to this rigid-body will be woken-up.
*
* @param body - The rigid-body to remove.
*/
public removeRigidBody(body: RigidBody) {
if (this.bodies) {
this.bodies.remove(
body.handle,
this.islands,
this.colliders,
this.impulseJoints,
this.multibodyJoints,
);
}
}
/**
* Removes the given collider from this physics world.
*
* @param collider - The collider to remove.
* @param wakeUp - If set to `true`, the rigid-body this collider is attached to will be awaken.
*/
public removeCollider(collider: Collider, wakeUp: boolean) {
if (this.colliders) {
this.colliders.remove(
collider.handle,
this.islands,
this.bodies,
wakeUp,
);
}
}
/**
* Removes the given impulse joint from this physics world.
*
* @param joint - The impulse joint to remove.
* @param wakeUp - If set to `true`, the rigid-bodies attached by this joint will be awaken.
*/
public removeImpulseJoint(joint: ImpulseJoint, wakeUp: boolean) {
if (this.impulseJoints) {
this.impulseJoints.remove(joint.handle, wakeUp);
}
}
/**
* Removes the given multibody joint from this physics world.
*
* @param joint - The multibody joint to remove.
* @param wakeUp - If set to `true`, the rigid-bodies attached by this joint will be awaken.
*/
public removeMultibodyJoint(joint: MultibodyJoint, wakeUp: boolean) {
if (this.impulseJoints) {
this.multibodyJoints.remove(joint.handle, wakeUp);
}
}
/**
* Applies the given closure to each collider managed by this physics world.
*
* @param f(collider) - The function to apply to each collider managed by this physics world. Called as `f(collider)`.
*/
public forEachCollider(f: (collider: Collider) => void) {
this.colliders.forEach(f);
}
/**
* Applies the given closure to each rigid-body managed by this physics world.
*
* @param f(body) - The function to apply to each rigid-body managed by this physics world. Called as `f(collider)`.
*/
public forEachRigidBody(f: (body: RigidBody) => void) {
this.bodies.forEach(f);
}
/**
* Applies the given closure to each active rigid-body managed by this physics world.
*
* After a short time of inactivity, a rigid-body is automatically deactivated ("asleep") by
* the physics engine in order to save computational power. A sleeping rigid-body never moves
* unless it is moved manually by the user.
*
* @param f - The function to apply to each active rigid-body managed by this physics world. Called as `f(collider)`.
*/
public forEachActiveRigidBody(f: (body: RigidBody) => void) {
this.bodies.forEachActiveRigidBody(this.islands, f);
}
/**
* Find the closest intersection between a ray and the physics world.
*
* @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(
ray: Ray,
maxToi: number,
solid: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: Collider,
filterExcludeRigidBody?: RigidBody,
filterPredicate?: (collider: Collider) => boolean,
): RayColliderHit | null {
return this.broadPhase.castRay(
this.narrowPhase,
this.bodies,
this.colliders,
ray,
maxToi,
solid,
filterFlags,
filterGroups,
filterExcludeCollider ? filterExcludeCollider.handle : null,
filterExcludeRigidBody ? filterExcludeRigidBody.handle : null,
this.colliders.castClosure(filterPredicate),
);
}
/**
* Find the closest intersection between a ray and the physics world.
*
* This also computes the normal at the hit point.
* @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(
ray: Ray,
maxToi: number,
solid: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: Collider,
filterExcludeRigidBody?: RigidBody,
filterPredicate?: (collider: Collider) => boolean,
): RayColliderIntersection | null {
return this.broadPhase.castRayAndGetNormal(
this.narrowPhase,
this.bodies,
this.colliders,
ray,
maxToi,
solid,
filterFlags,
filterGroups,
filterExcludeCollider ? filterExcludeCollider.handle : null,
filterExcludeRigidBody ? filterExcludeRigidBody.handle : null,
this.colliders.castClosure(filterPredicate),
);
}
/**
* Cast a ray and collects all the intersections between a ray and the scene.
*
* @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(
ray: Ray,
maxToi: number,
solid: boolean,
callback: (intersect: RayColliderIntersection) => boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: Collider,
filterExcludeRigidBody?: RigidBody,
filterPredicate?: (collider: Collider) => boolean,
) {
this.broadPhase.intersectionsWithRay(
this.narrowPhase,
this.bodies,
this.colliders,
ray,
maxToi,
solid,
callback,
filterFlags,
filterGroups,
filterExcludeCollider ? filterExcludeCollider.handle : null,
filterExcludeRigidBody ? filterExcludeRigidBody.handle : null,
this.colliders.castClosure(filterPredicate),
);
}
/**
* Gets the handle of up to one collider intersecting the given shape.
*
* @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(
shapePos: Vector,
shapeRot: Rotation,
shape: Shape,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: Collider,
filterExcludeRigidBody?: RigidBody,
filterPredicate?: (collider: Collider) => boolean,
): Collider | null {
let handle = this.broadPhase.intersectionWithShape(
this.narrowPhase,
this.bodies,
this.colliders,
shapePos,
shapeRot,
shape,
filterFlags,
filterGroups,
filterExcludeCollider ? filterExcludeCollider.handle : null,
filterExcludeRigidBody ? filterExcludeRigidBody.handle : null,
this.colliders.castClosure(filterPredicate),
);
return handle != null ? this.colliders.get(handle) : null;
}
/**
* Find the projection of a point on the closest collider.
*
* @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(
point: Vector,
solid: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: Collider,
filterExcludeRigidBody?: RigidBody,
filterPredicate?: (collider: Collider) => boolean,
): PointColliderProjection | null {
return this.broadPhase.projectPoint(
this.narrowPhase,
this.bodies,
this.colliders,
point,
solid,
filterFlags,
filterGroups,
filterExcludeCollider ? filterExcludeCollider.handle : null,
filterExcludeRigidBody ? filterExcludeRigidBody.handle : null,
this.colliders.castClosure(filterPredicate),
);
}
/**
* Find the projection of a point on the closest collider.
*
* @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(
point: Vector,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: Collider,
filterExcludeRigidBody?: RigidBody,
filterPredicate?: (collider: Collider) => boolean,
): PointColliderProjection | null {
return this.broadPhase.projectPointAndGetFeature(
this.narrowPhase,
this.bodies,
this.colliders,
point,
filterFlags,
filterGroups,
filterExcludeCollider ? filterExcludeCollider.handle : null,
filterExcludeRigidBody ? filterExcludeRigidBody.handle : null,
this.colliders.castClosure(filterPredicate),
);
}
/**
* Find all the colliders containing the given point.
*
* @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(
point: Vector,
callback: (handle: Collider) => boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: Collider,
filterExcludeRigidBody?: RigidBody,
filterPredicate?: (collider: Collider) => boolean,
) {
this.broadPhase.intersectionsWithPoint(
this.narrowPhase,
this.bodies,
this.colliders,
point,
this.colliders.castClosure(callback),
filterFlags,
filterGroups,
filterExcludeCollider ? filterExcludeCollider.handle : null,
filterExcludeRigidBody ? filterExcludeRigidBody.handle : null,
this.colliders.castClosure(filterPredicate),
);
}
/**
* 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 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(
shapePos: Vector,
shapeRot: Rotation,
shapeVel: Vector,
shape: Shape,
targetDistance: number,
maxToi: number,
stopAtPenetration: boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: Collider,
filterExcludeRigidBody?: RigidBody,
filterPredicate?: (collider: Collider) => boolean,
): ColliderShapeCastHit | null {
return this.broadPhase.castShape(
this.narrowPhase,
this.bodies,
this.colliders,
shapePos,
shapeRot,
shapeVel,
shape,
targetDistance,
maxToi,
stopAtPenetration,
filterFlags,
filterGroups,
filterExcludeCollider ? filterExcludeCollider.handle : null,
filterExcludeRigidBody ? filterExcludeRigidBody.handle : null,
this.colliders.castClosure(filterPredicate),
);
}
/**
* Retrieve all the colliders intersecting the given shape.
*
* @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(
shapePos: Vector,
shapeRot: Rotation,
shape: Shape,
callback: (collider: Collider) => boolean,
filterFlags?: QueryFilterFlags,
filterGroups?: InteractionGroups,
filterExcludeCollider?: Collider,
filterExcludeRigidBody?: RigidBody,
filterPredicate?: (collider: Collider) => boolean,
) {
this.broadPhase.intersectionsWithShape(
this.narrowPhase,
this.bodies,
this.colliders,
shapePos,
shapeRot,
shape,
this.colliders.castClosure(callback),
filterFlags,
filterGroups,
filterExcludeCollider ? filterExcludeCollider.handle : null,
filterExcludeRigidBody ? filterExcludeRigidBody.handle : null,
this.colliders.castClosure(filterPredicate),
);
}
/**
* 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(
aabbCenter: Vector,
aabbHalfExtents: Vector,
callback: (handle: Collider) => boolean,
) {
this.broadPhase.collidersWithAabbIntersectingAabb(
this.narrowPhase,
this.bodies,
this.colliders,
aabbCenter,
aabbHalfExtents,
this.colliders.castClosure(callback),
);
}
/**
* 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: Collider,
f: (collider2: Collider) => void,
) {
this.narrowPhase.contactPairsWith(
collider1.handle,
this.colliders.castClosure(f),
);
}
/**
* Enumerates all the colliders intersecting the given colliders, assuming one of them
* is a sensor.
*/
public intersectionPairsWith(
collider1: Collider,
f: (collider2: Collider) => void,
) {
this.narrowPhase.intersectionPairsWith(
collider1.handle,
this.colliders.castClosure(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: Collider,
collider2: Collider,
f: (manifold: TempContactManifold, flipped: boolean) => void,
) {
this.narrowPhase.contactPair(collider1.handle, collider2.handle, f);
}
/**
* 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: Collider, collider2: Collider): boolean {
return this.narrowPhase.intersectionPair(
collider1.handle,
collider2.handle,
);
}
/**
* Sets whether internal performance profiling is enabled (default: false).
*
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
set profilerEnabled(enabled: boolean) {
this.physicsPipeline.raw.set_profiler_enabled(enabled);
}
/**
* Indicates if the internal performance profiling is enabled.
*
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
get profilerEnabled(): boolean {
return this.physicsPipeline.raw.is_profiler_enabled();
}
/**
* The time spent in milliseconds by the last step to run the entire simulation step.
*
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingStep(): number {
return this.physicsPipeline.raw.timing_step();
}
/**
* The time spent in milliseconds by the last step to run the collision-detection
* (broad-phase + narrow-phase).
*
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingCollisionDetection(): number {
return this.physicsPipeline.raw.timing_collision_detection();
}
/**
* The time spent in milliseconds by the last step to run the broad-phase.
*
* This timing is included in `timingCollisionDetection`.
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingBroadPhase(): number {
return this.physicsPipeline.raw.timing_broad_phase();
}
/**
* The time spent in milliseconds by the last step to run the narrow-phase.
*
* This timing is included in `timingCollisionDetection`.
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingNarrowPhase(): number {
return this.physicsPipeline.raw.timing_narrow_phase();
}
/**
* The time spent in milliseconds by the last step to run the constraint solver.
*
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingSolver(): number {
return this.physicsPipeline.raw.timing_solver();
}
/**
* The time spent in milliseconds by the last step to run the constraint
* initialization.
*
* This timing is included in `timingSolver`.
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingVelocityAssembly(): number {
return this.physicsPipeline.raw.timing_velocity_assembly();
}
/**
* The time spent in milliseconds by the last step to run the constraint
* resolution.
*
* This timing is included in `timingSolver`.
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingVelocityResolution(): number {
return this.physicsPipeline.raw.timing_velocity_resolution();
}
/**
* The time spent in milliseconds by the last step to run the rigid-body
* velocity update.
*
* This timing is included in `timingSolver`.
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingVelocityUpdate(): number {
return this.physicsPipeline.raw.timing_velocity_update();
}
/**
* The time spent in milliseconds by writing rigid-body velocities
* calculated by the solver back into the rigid-bodies.
*
* This timing is included in `timingSolver`.
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingVelocityWriteback(): number {
return this.physicsPipeline.raw.timing_velocity_writeback();
}
/**
* The total time spent in CCD detection and resolution.
*
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingCcd(): number {
return this.physicsPipeline.raw.timing_ccd();
}
/**
* The total time spent searching for the continuous hits during CCD.
*
* This timing is included in `timingCcd`.
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingCcdToiComputation(): number {
return this.physicsPipeline.raw.timing_ccd_toi_computation();
}
/**
* The total time spent in the broad-phase during CCD.
*
* This timing is included in `timingCcd`.
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingCcdBroadPhase(): number {
return this.physicsPipeline.raw.timing_ccd_broad_phase();
}
/**
* The total time spent in the narrow-phase during CCD.
*
* This timing is included in `timingCcd`.
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingCcdNarrowPhase(): number {
return this.physicsPipeline.raw.timing_ccd_narrow_phase();
}
/**
* The total time spent in the constraints resolution during CCD.
*
* This timing is included in `timingCcd`.
* Only works if the internal profiler is enabled with `World.profilerEnabled = true`.
*/
public timingCcdSolver(): number {
return this.physicsPipeline.raw.timing_ccd_solver();
}
/**
* The total time spent in the islands calculation during CCD.
*
* Only works if the internal profiler is enabled with `World.profilerEnable