Files
webeditor3d/src/runtime-three/rapier-collision-world.ts

933 lines
26 KiB
TypeScript

import RAPIER from "@dimforge/rapier3d-compat";
import { Euler, MathUtils, Quaternion } from "three";
import type { Vec3 } from "../core/vector";
import type {
GeneratedModelBoxCollider,
GeneratedModelCollider,
GeneratedModelCompoundCollider,
GeneratedModelHeightfieldCollider,
GeneratedModelTriMeshCollider
} from "../geometry/model-instance-collider-generation";
import type {
FirstPersonPlayerShape,
PlayerGroundProbeResult,
ResolvedPlayerMotion
} from "./player-collision";
import { getFirstPersonPlayerShapeSignature } from "./player-collision";
import type {
RuntimeBrushTriMeshCollider,
RuntimeNpcCollider,
RuntimeTerrainHeightfieldCollider,
RuntimeSceneCollider
} from "./runtime-scene-build";
const CHARACTER_CONTROLLER_OFFSET = 0.01;
const CHARACTER_CONTROLLER_SNAP_TO_GROUND_DISTANCE = 0.2;
const AUTOSTEP_MIN_WIDTH_FACTOR = 0.4285714286;
const AUTOSTEP_SURFACE_PROBE_DISTANCE = 0.08;
const AUTOSTEP_PLANAR_PROGRESS_EPSILON = 0.005;
const COLLISION_EPSILON = 1e-5;
const CAMERA_COLLISION_EPSILON = 1e-3;
const MAX_WALKABLE_SLOPE_RADIANS = Math.PI * 0.25;
const GROUND_NORMAL_Y_THRESHOLD = Math.cos(MAX_WALKABLE_SLOPE_RADIANS);
const IDENTITY_ROTATION = {
x: 0,
y: 0,
z: 0,
w: 1
};
let rapierInitPromise: Promise<typeof RAPIER> | null = null;
function componentScale(vector: Vec3, scale: Vec3): Vec3 {
return {
x: vector.x * scale.x,
y: vector.y * scale.y,
z: vector.z * scale.z
};
}
function createRapierQuaternion(rotationDegrees: Vec3): RAPIER.Rotation {
const quaternion = new Quaternion().setFromEuler(
new Euler(
MathUtils.degToRad(rotationDegrees.x),
MathUtils.degToRad(rotationDegrees.y),
MathUtils.degToRad(rotationDegrees.z),
"XYZ"
)
);
return {
x: quaternion.x,
y: quaternion.y,
z: quaternion.z,
w: quaternion.w
};
}
function scaleVertices(vertices: Float32Array, scale: Vec3): Float32Array {
const scaledVertices = new Float32Array(vertices.length);
for (let index = 0; index < vertices.length; index += 3) {
scaledVertices[index] = vertices[index] * scale.x;
scaledVertices[index + 1] = vertices[index + 1] * scale.y;
scaledVertices[index + 2] = vertices[index + 2] * scale.z;
}
return scaledVertices;
}
function scaleBoundsCenter(bounds: { min: Vec3; max: Vec3 }, scale: Vec3): Vec3 {
return {
x: ((bounds.min.x + bounds.max.x) * 0.5) * scale.x,
y: ((bounds.min.y + bounds.max.y) * 0.5) * scale.y,
z: ((bounds.min.z + bounds.max.z) * 0.5) * scale.z
};
}
function createRapierHeightfieldHeights(collider: {
rows: number;
cols: number;
heights: ArrayLike<number>;
}): Float32Array {
const heights = new Float32Array(collider.heights.length);
// Rapier's heightfield samples are column-major, with the Z axis varying
// fastest inside each X column. Our generated collider stores X-major rows
// for easier editor/debug mesh reconstruction, so transpose here.
for (let zIndex = 0; zIndex < collider.cols; zIndex += 1) {
for (let xIndex = 0; xIndex < collider.rows; xIndex += 1) {
heights[zIndex + xIndex * collider.cols] = collider.heights[xIndex + zIndex * collider.rows];
}
}
return heights;
}
function createFixedBodyForModelCollider(world: RAPIER.World, collider: GeneratedModelCollider): RAPIER.RigidBody {
return world.createRigidBody(
RAPIER.RigidBodyDesc.fixed()
.setTranslation(collider.transform.position.x, collider.transform.position.y, collider.transform.position.z)
.setRotation(createRapierQuaternion(collider.transform.rotationDegrees))
);
}
function attachBrushCollider(world: RAPIER.World, collider: RuntimeBrushTriMeshCollider) {
const body = world.createRigidBody(
RAPIER.RigidBodyDesc.fixed()
.setTranslation(collider.center.x, collider.center.y, collider.center.z)
.setRotation(createRapierQuaternion(collider.rotationDegrees))
);
world.createCollider(RAPIER.ColliderDesc.trimesh(collider.vertices, collider.indices), body);
}
function attachSimpleModelCollider(world: RAPIER.World, collider: GeneratedModelBoxCollider) {
const body = createFixedBodyForModelCollider(world, collider);
const scaledCenter = componentScale(collider.center, collider.transform.scale);
const scaledHalfExtents = componentScale(
{
x: collider.size.x * 0.5,
y: collider.size.y * 0.5,
z: collider.size.z * 0.5
},
collider.transform.scale
);
world.createCollider(
RAPIER.ColliderDesc.cuboid(scaledHalfExtents.x, scaledHalfExtents.y, scaledHalfExtents.z).setTranslation(
scaledCenter.x,
scaledCenter.y,
scaledCenter.z
),
body
);
}
function attachStaticModelCollider(world: RAPIER.World, collider: GeneratedModelTriMeshCollider) {
const body = createFixedBodyForModelCollider(world, collider);
world.createCollider(RAPIER.ColliderDesc.trimesh(scaleVertices(collider.vertices, collider.transform.scale), collider.indices), body);
}
function attachTerrainModelCollider(world: RAPIER.World, collider: GeneratedModelHeightfieldCollider) {
if (collider.rows < 2 || collider.cols < 2) {
throw new Error(`Terrain collider ${collider.instanceId} must have at least a 2x2 height sample grid.`);
}
const body = createFixedBodyForModelCollider(world, collider);
const center = scaleBoundsCenter(
{
min: {
x: collider.minX,
y: 0,
z: collider.minZ
},
max: {
x: collider.maxX,
y: 0,
z: collider.maxZ
}
},
collider.transform.scale
);
const rowSubdivisions = collider.rows - 1;
const colSubdivisions = collider.cols - 1;
world.createCollider(
// Rapier expects the number of grid subdivisions here, while our generated
// collider stores the sampled height grid dimensions.
RAPIER.ColliderDesc.heightfield(rowSubdivisions, colSubdivisions, createRapierHeightfieldHeights(collider), {
x: (collider.maxX - collider.minX) * collider.transform.scale.x,
y: collider.transform.scale.y,
z: (collider.maxZ - collider.minZ) * collider.transform.scale.z
}).setTranslation(center.x, center.y, center.z),
body
);
}
function attachTerrainCollider(
world: RAPIER.World,
collider: RuntimeTerrainHeightfieldCollider
) {
if (collider.rows < 2 || collider.cols < 2) {
throw new Error(
`Terrain collider ${collider.terrainId} must have at least a 2x2 height sample grid.`
);
}
const body = world.createRigidBody(
RAPIER.RigidBodyDesc.fixed().setTranslation(
collider.position.x,
collider.position.y,
collider.position.z
)
);
const rowSubdivisions = collider.rows - 1;
const colSubdivisions = collider.cols - 1;
world.createCollider(
RAPIER.ColliderDesc.heightfield(
rowSubdivisions,
colSubdivisions,
createRapierHeightfieldHeights(collider),
{
x: collider.maxX - collider.minX,
y: 1,
z: collider.maxZ - collider.minZ
}
).setTranslation(
(collider.minX + collider.maxX) * 0.5,
0,
(collider.minZ + collider.maxZ) * 0.5
),
body
);
}
function attachDynamicModelCollider(world: RAPIER.World, collider: GeneratedModelCompoundCollider) {
const body = createFixedBodyForModelCollider(world, collider);
for (const piece of collider.pieces) {
if (piece.kind === "convexHull") {
const scaledPoints = scaleVertices(piece.points, collider.transform.scale);
const descriptor = RAPIER.ColliderDesc.convexHull(scaledPoints);
if (descriptor === null) {
throw new Error(`Dynamic collider piece ${piece.id} could not form a valid convex hull.`);
}
world.createCollider(descriptor, body);
continue;
}
const scaledCenter = componentScale(piece.center, collider.transform.scale);
const scaledHalfExtents = componentScale(
{
x: piece.size.x * 0.5,
y: piece.size.y * 0.5,
z: piece.size.z * 0.5
},
collider.transform.scale
);
world.createCollider(
RAPIER.ColliderDesc.cuboid(scaledHalfExtents.x, scaledHalfExtents.y, scaledHalfExtents.z).setTranslation(
scaledCenter.x,
scaledCenter.y,
scaledCenter.z
),
body
);
}
}
function attachModelCollider(world: RAPIER.World, collider: GeneratedModelCollider) {
switch (collider.kind) {
case "box":
attachSimpleModelCollider(world, collider);
break;
case "trimesh":
attachStaticModelCollider(world, collider);
break;
case "heightfield":
attachTerrainModelCollider(world, collider);
break;
case "compound":
attachDynamicModelCollider(world, collider);
break;
}
}
function createColliderDescForCharacterShape(
rapier: typeof RAPIER,
shape: FirstPersonPlayerShape
): RAPIER.ColliderDesc | null {
switch (shape.mode) {
case "capsule":
return rapier.ColliderDesc.capsule(
Math.max(0, (shape.height - shape.radius * 2) * 0.5),
shape.radius
);
case "box":
return rapier.ColliderDesc.cuboid(
shape.size.x * 0.5,
shape.size.y * 0.5,
shape.size.z * 0.5
);
case "none":
return null;
}
}
function attachNpcCollider(
world: RAPIER.World,
rapier: typeof RAPIER,
collider: RuntimeNpcCollider
) {
const descriptor = createColliderDescForCharacterShape(rapier, collider.shape);
if (descriptor === null) {
return;
}
const center = feetPositionToColliderCenter(collider.position, collider.shape);
const body = world.createRigidBody(
RAPIER.RigidBodyDesc.fixed()
.setTranslation(center.x, center.y, center.z)
.setRotation(createRapierQuaternion(collider.rotationDegrees))
);
world.createCollider(descriptor, body);
}
function feetPositionToColliderCenter(feetPosition: Vec3, shape: FirstPersonPlayerShape): Vec3 {
switch (shape.mode) {
case "capsule": {
const cylindricalHalfHeight = Math.max(0, (shape.height - shape.radius * 2) * 0.5);
return {
x: feetPosition.x,
y: feetPosition.y + shape.radius + cylindricalHalfHeight,
z: feetPosition.z
};
}
case "box":
return {
x: feetPosition.x,
y: feetPosition.y + shape.size.y * 0.5,
z: feetPosition.z
};
case "none":
return {
...feetPosition
};
}
}
function colliderCenterToFeetPosition(center: Vec3, shape: FirstPersonPlayerShape): Vec3 {
switch (shape.mode) {
case "capsule": {
const cylindricalHalfHeight = Math.max(0, (shape.height - shape.radius * 2) * 0.5);
return {
x: center.x,
y: center.y - (shape.radius + cylindricalHalfHeight),
z: center.z
};
}
case "box":
return {
x: center.x,
y: center.y - shape.size.y * 0.5,
z: center.z
};
case "none":
return {
...center
};
}
}
function createPlayerCollider(world: RAPIER.World, rapier: typeof RAPIER, playerShape: FirstPersonPlayerShape): RAPIER.Collider | null {
const descriptor = createColliderDescForCharacterShape(rapier, playerShape);
return descriptor === null ? null : world.createCollider(descriptor);
}
function createPlayerQueryShape(
shape: FirstPersonPlayerShape
): RAPIER.Shape | null {
switch (shape.mode) {
case "capsule":
return new RAPIER.Capsule(
Math.max(0, (shape.height - shape.radius * 2) * 0.5),
shape.radius
);
case "box":
return new RAPIER.Cuboid(
shape.size.x * 0.5,
shape.size.y * 0.5,
shape.size.z * 0.5
);
case "none":
return null;
}
}
function toVec3(vector: RAPIER.Vector): Vec3 {
return {
x: vector.x,
y: vector.y,
z: vector.z
};
}
function computePlanarDistance(vector: Vec3): number {
return Math.hypot(vector.x, vector.z);
}
export async function initializeRapierCollisionWorld(): Promise<typeof RAPIER> {
rapierInitPromise ??= RAPIER.init().then(() => RAPIER);
return rapierInitPromise;
}
export class RapierCollisionWorld {
static async create(
colliders: RuntimeSceneCollider[],
playerShape: FirstPersonPlayerShape,
options: {
maxStepHeight?: number;
} = {}
): Promise<RapierCollisionWorld> {
const rapier = await initializeRapierCollisionWorld();
const world = new rapier.World({
x: 0,
y: 0,
z: 0
});
for (const collider of colliders) {
if (collider.source === "terrain") {
attachTerrainCollider(world, collider);
continue;
}
if (collider.source === "brush") {
attachBrushCollider(world, collider);
continue;
}
if (collider.source === "npc") {
attachNpcCollider(world, rapier, collider);
continue;
}
attachModelCollider(world, collider);
}
const playerCollider = createPlayerCollider(world, rapier, playerShape);
const characterController = playerCollider === null ? null : world.createCharacterController(CHARACTER_CONTROLLER_OFFSET);
const maxStepHeight = Math.max(0, options.maxStepHeight ?? 0.35);
if (characterController !== null) {
characterController.setUp({ x: 0, y: 1, z: 0 });
characterController.setSlideEnabled(true);
characterController.enableSnapToGround(
Math.max(CHARACTER_CONTROLLER_SNAP_TO_GROUND_DISTANCE, maxStepHeight)
);
if (maxStepHeight > COLLISION_EPSILON) {
characterController.enableAutostep(
maxStepHeight,
maxStepHeight * AUTOSTEP_MIN_WIDTH_FACTOR,
false
);
}
characterController.setMaxSlopeClimbAngle(MAX_WALKABLE_SLOPE_RADIANS);
characterController.setMinSlopeSlideAngle(Math.PI * 0.5);
}
world.step();
return new RapierCollisionWorld(
world,
characterController,
playerCollider,
Math.max(CHARACTER_CONTROLLER_SNAP_TO_GROUND_DISTANCE, maxStepHeight),
maxStepHeight > COLLISION_EPSILON ? maxStepHeight : null,
maxStepHeight > COLLISION_EPSILON
? maxStepHeight * AUTOSTEP_MIN_WIDTH_FACTOR
: null,
playerShape.mode === "none"
? null
: getFirstPersonPlayerShapeSignature(playerShape)
);
}
private constructor(
private readonly world: RAPIER.World,
private readonly characterController: RAPIER.KinematicCharacterController | null,
private readonly playerCollider: RAPIER.Collider | null,
private readonly snapToGroundDistance: number,
private readonly autostepHeight: number | null,
private readonly autostepMinWidth: number | null,
private currentPlayerShapeSignature: string | null
) {}
private syncPlayerColliderShape(shape: FirstPersonPlayerShape) {
if (this.playerCollider === null || shape.mode === "none") {
return;
}
const nextSignature = getFirstPersonPlayerShapeSignature(shape);
if (this.currentPlayerShapeSignature === nextSignature) {
return;
}
switch (shape.mode) {
case "capsule":
this.playerCollider.setRadius(shape.radius);
this.playerCollider.setHalfHeight(
Math.max(0, (shape.height - shape.radius * 2) * 0.5)
);
break;
case "box":
this.playerCollider.setHalfExtents({
x: shape.size.x * 0.5,
y: shape.size.y * 0.5,
z: shape.size.z * 0.5
});
break;
}
this.currentPlayerShapeSignature = nextSignature;
}
resolveFirstPersonMotion(feetPosition: Vec3, motion: Vec3, shape: FirstPersonPlayerShape): ResolvedPlayerMotion {
if (this.playerCollider === null || this.characterController === null || shape.mode === "none") {
return {
feetPosition: {
x: feetPosition.x + motion.x,
y: feetPosition.y + motion.y,
z: feetPosition.z + motion.z
},
grounded: false,
collisionCount: 0,
groundCollisionNormal: null,
collidedAxes: {
x: false,
y: false,
z: false
}
};
}
const playerCollider = this.playerCollider;
const characterController = this.characterController;
this.syncPlayerColliderShape(shape);
const currentCenter = feetPositionToColliderCenter(feetPosition, shape);
playerCollider.setTranslation(currentCenter);
const snapToGroundWasEnabled = characterController.snapToGroundEnabled();
const autostepWasEnabled =
this.autostepHeight !== null &&
this.autostepMinWidth !== null &&
characterController.autostepEnabled();
const supportProbe = this.probePlayerGround(
feetPosition,
shape,
this.snapToGroundDistance
);
const supportGrounded = supportProbe.grounded;
const computeResolvedMovement = (
desiredMotion: Vec3,
allowAutostep: boolean
) => {
playerCollider.setTranslation(currentCenter);
if (desiredMotion.y > COLLISION_EPSILON && snapToGroundWasEnabled) {
characterController.disableSnapToGround();
}
if (autostepWasEnabled) {
if (allowAutostep) {
characterController.enableAutostep(
this.autostepHeight,
this.autostepMinWidth,
false
);
} else {
characterController.disableAutostep();
}
}
characterController.computeColliderMovement(playerCollider, desiredMotion);
if (snapToGroundWasEnabled) {
characterController.enableSnapToGround(
this.snapToGroundDistance
);
}
if (autostepWasEnabled) {
characterController.enableAutostep(
this.autostepHeight,
this.autostepMinWidth,
false
);
}
const correctedMovement = characterController.computedMovement();
const collidedAxes = {
x: Math.abs(correctedMovement.x - desiredMotion.x) > COLLISION_EPSILON,
y: Math.abs(correctedMovement.y - desiredMotion.y) > COLLISION_EPSILON,
z: Math.abs(correctedMovement.z - desiredMotion.z) > COLLISION_EPSILON
};
const nextCenter = {
x: currentCenter.x + correctedMovement.x,
y: currentCenter.y + correctedMovement.y,
z: currentCenter.z + correctedMovement.z
};
const nextFeetPosition = colliderCenterToFeetPosition(nextCenter, shape);
const collisionCount = characterController.numComputedCollisions();
let groundCollisionNormal: Vec3 | null = null;
for (let index = 0; index < collisionCount; index += 1) {
const collision = characterController.computedCollision(index);
if (
collision === null ||
collision.normal1.y < GROUND_NORMAL_Y_THRESHOLD ||
(groundCollisionNormal !== null &&
collision.normal1.y <= groundCollisionNormal.y)
) {
continue;
}
groundCollisionNormal = toVec3(collision.normal1);
}
return {
correctedMovement,
collidedAxes,
nextCenter,
nextFeetPosition,
collisionCount,
groundCollisionNormal
};
};
const allowAutostep = autostepWasEnabled && supportGrounded;
let resolved = computeResolvedMovement(motion, allowAutostep);
if (
allowAutostep &&
motion.y <= COLLISION_EPSILON &&
resolved.correctedMovement.y > COLLISION_EPSILON &&
(resolved.collidedAxes.x || resolved.collidedAxes.z)
) {
const withoutAutostep = computeResolvedMovement(motion, false);
const closeSupportProbeDistance = Math.min(
this.snapToGroundDistance,
Math.max(
AUTOSTEP_SURFACE_PROBE_DISTANCE,
(this.autostepHeight ?? AUTOSTEP_SURFACE_PROBE_DISTANCE) * 0.5
)
);
const landedOnStepSurface = this.probePlayerGround(
resolved.nextFeetPosition,
shape,
closeSupportProbeDistance
).grounded;
const improvedPlanarDistance =
computePlanarDistance(resolved.correctedMovement) >
computePlanarDistance(withoutAutostep.correctedMovement) +
AUTOSTEP_PLANAR_PROGRESS_EPSILON;
if (!landedOnStepSurface || !improvedPlanarDistance) {
resolved = withoutAutostep;
}
}
if (
motion.y < -COLLISION_EPSILON &&
(resolved.collidedAxes.x || resolved.collidedAxes.z) &&
resolved.correctedMovement.y > motion.y + COLLISION_EPSILON
) {
const fallingOnlyResolved = computeResolvedMovement(
{
x: 0,
y: motion.y,
z: 0
},
false
);
if (
fallingOnlyResolved.correctedMovement.y <
resolved.correctedMovement.y - COLLISION_EPSILON
) {
resolved = {
...resolved,
correctedMovement: {
x: resolved.correctedMovement.x,
y: fallingOnlyResolved.correctedMovement.y,
z: resolved.correctedMovement.z
},
collidedAxes: {
x: resolved.collidedAxes.x,
y: fallingOnlyResolved.collidedAxes.y,
z: resolved.collidedAxes.z
},
nextCenter: {
x: resolved.nextCenter.x,
y: currentCenter.y + fallingOnlyResolved.correctedMovement.y,
z: resolved.nextCenter.z
},
nextFeetPosition: {
x: resolved.nextFeetPosition.x,
y: colliderCenterToFeetPosition(
{
x: resolved.nextCenter.x,
y: currentCenter.y + fallingOnlyResolved.correctedMovement.y,
z: resolved.nextCenter.z
},
shape
).y,
z: resolved.nextFeetPosition.z
},
groundCollisionNormal:
fallingOnlyResolved.groundCollisionNormal ??
resolved.groundCollisionNormal
};
}
}
playerCollider.setTranslation(resolved.nextCenter);
const groundedProbe = this.probePlayerGround(
resolved.nextFeetPosition,
shape,
this.snapToGroundDistance
);
return {
feetPosition: resolved.nextFeetPosition,
grounded: groundedProbe.grounded,
collisionCount: resolved.collisionCount,
groundCollisionNormal: resolved.groundCollisionNormal,
collidedAxes: resolved.collidedAxes
};
}
probePlayerGround(
feetPosition: Vec3,
shape: FirstPersonPlayerShape,
maxDistance: number
): PlayerGroundProbeResult {
if (
this.playerCollider === null ||
shape.mode === "none" ||
maxDistance <= COLLISION_EPSILON
) {
return {
grounded: false,
distance: null,
normal: null,
slopeDegrees: null
};
}
this.syncPlayerColliderShape(shape);
const hit = this.world.castShape(
feetPositionToColliderCenter(feetPosition, shape),
IDENTITY_ROTATION,
{
x: 0,
y: -maxDistance,
z: 0
},
this.playerCollider.shape,
0,
1,
true,
undefined,
undefined,
this.playerCollider
);
if (hit === null) {
return {
grounded: false,
distance: null,
normal: null,
slopeDegrees: null
};
}
const normal = toVec3(hit.normal1);
return {
grounded: normal.y >= GROUND_NORMAL_Y_THRESHOLD,
distance: maxDistance * hit.time_of_impact,
normal,
slopeDegrees:
(Math.acos(Math.max(-1, Math.min(1, normal.y))) * 180) / Math.PI
};
}
canOccupyPlayerShape(
feetPosition: Vec3,
shape: FirstPersonPlayerShape
): boolean {
if (shape.mode === "none") {
return true;
}
const queryShape = createPlayerQueryShape(shape);
if (queryShape === null) {
return true;
}
let intersects = false;
this.world.intersectionsWithShape(
feetPositionToColliderCenter(feetPosition, shape),
IDENTITY_ROTATION,
queryShape,
() => {
intersects = true;
return false;
},
undefined,
undefined,
this.playerCollider ?? undefined
);
return !intersects;
}
isLineSegmentClear(
start: Vec3,
end: Vec3,
options: { targetClearance?: number } = {}
): boolean {
const delta = {
x: end.x - start.x,
y: end.y - start.y,
z: end.z - start.z
};
const distance = Math.hypot(delta.x, delta.y, delta.z);
if (distance <= COLLISION_EPSILON) {
return true;
}
const maxToi = Math.max(
0,
distance - Math.max(0, options.targetClearance ?? 0)
);
if (maxToi <= COLLISION_EPSILON) {
return true;
}
const ray = new RAPIER.Ray(start, {
x: delta.x / distance,
y: delta.y / distance,
z: delta.z / distance
});
return (
this.world.castRay(
ray,
maxToi,
true,
undefined,
undefined,
this.playerCollider ?? undefined
) === null
);
}
resolveThirdPersonCameraCollision(
pivot: Vec3,
desiredCameraPosition: Vec3,
radius: number
): Vec3 {
const delta = {
x: desiredCameraPosition.x - pivot.x,
y: desiredCameraPosition.y - pivot.y,
z: desiredCameraPosition.z - pivot.z
};
const distance = Math.hypot(delta.x, delta.y, delta.z);
if (distance <= COLLISION_EPSILON) {
return { ...desiredCameraPosition };
}
const hit = this.world.castShape(
pivot,
IDENTITY_ROTATION,
delta,
new RAPIER.Ball(radius),
0,
1,
true,
undefined,
undefined,
this.playerCollider ?? undefined
);
if (hit === null) {
return { ...desiredCameraPosition };
}
const safeToi = Math.max(
0,
hit.time_of_impact - CAMERA_COLLISION_EPSILON / distance
);
return {
x: pivot.x + delta.x * safeToi,
y: pivot.y + delta.y * safeToi,
z: pivot.z + delta.z * safeToi
};
}
dispose() {
if (this.characterController !== null) {
this.world.removeCharacterController(this.characterController);
}
this.world.free();
}
}