# queries.ludic - what is there, asked of the world as it stood after the last step. Each takes a # mask of what it sees (PHYS_M_*), so a body's own questions can leave out the ground or itself. export property PhysHit { body: int = -1 # -1: nothing fraction: float = 1.0 # how far along the ray, 0 to 1 x: float = 0.0 y: float = 0.0 z: float = 0.0 nx: float = 0.0 ny: float = 1.0 nz: float = 0.0 } # a ray from (ox, oy, oz) along (dx, dy, dz), whose length is the reach, into the caller's record; # true when it hit something (h.body -1 and h.fraction 1 when not) export function phys_ray(physics_st: mut PhysicsState, ox: float, oy: float, oz: float, dx: float, dy: float, dz: float, mask: int, h: PhysHit) -> bool { h.body = -1 h.fraction = 1.0 if physics_st.ph_world == null { return false } h.body = jph_ray(physics_st.ph_world, ox, oy, oz, dx, dy, dz, mask, physics_st.ph_vals) if h.body == -1 { return false } let v = physics_st.ph_vals h.fraction = v[0] h.x = v[1]; h.y = v[2]; h.z = v[3] h.nx = v[4]; h.ny = v[5]; h.nz = v[6] return true } # a ball r across let down from from_y at most depth metres: the height of what it lands on, or # PHYS_NONE - what CharacterGround.top_at asks, with the ground left out of the mask export function phys_top_at(physics_st: PhysicsState, x: float, z: float, r: float, from_y: float, depth: float, mask: int) -> float { if physics_st.ph_world == null { return PHYS_NONE } let y = jph_top_at(physics_st.ph_world, x, z, r, from_y, depth, mask) if y < PHYS_NONE { return PHYS_NONE } return y } # the highest top under an upright body r wide that a foot at `feet` could stand on or step up # to, or PHYS_NONE: anything whose top is above feet + reach is a wall and left out - what # CharacterGround.top_at asks when a boulder may be climbed and a cliff may not export function phys_step_top(physics_st: PhysicsState, x: float, z: float, r: float, feet: float, reach: float, mask: int) -> float { if physics_st.ph_world == null { return PHYS_NONE } let y = jph_step_top(physics_st.ph_world, x, z, r, feet, reach, mask) if y < PHYS_NONE { return PHYS_NONE } return y } # how many bodies a ball at (x, y, z) touches, in the order Jolt sorts them; phys_overlap_id(i) # reads them back until the next query export function phys_overlap(physics_st: mut PhysicsState, x: float, y: float, z: float, r: float, mask: int) -> int { if physics_st.ph_world == null { return 0 } return jph_overlap(physics_st.ph_world, x, y, z, r, mask, physics_st.ph_ids, PH_CAP) } export function phys_overlap_id(physics_st: PhysicsState, i: int) -> int { return physics_st.ph_ids[i] } export property PhysPush { x: float = 0.0 # how far to move in x and z to stand clear z: float = 0.0 n: int = 0 # how many things were in the way } # an upright body r wide from y0 to y1 at (x, z): the move that stands it clear - what # CharacterGround.push asks export function phys_push(physics_st: mut PhysicsState, x: float, z: float, r: float, y0: float, y1: float, mask: int, p: PhysPush) -> int { p.n = ph_push(physics_st, x, z, r, y0, y1, mask) p.x = physics_st.ph_vals[0] p.z = physics_st.ph_vals[1] return p.n } # how many things are in the way, the move clear in ph_vals[0], [1] function ph_push(physics_st: mut PhysicsState, x: float, z: float, r: float, y0: float, y1: float, mask: int) -> int { physics_st.ph_vals[0] = 0.0 physics_st.ph_vals[1] = 0.0 if physics_st.ph_world == null { return 0 } return jph_push(physics_st.ph_world, x, z, r, y0, y1, mask, physics_st.ph_vals) } # a body r wide from y0 to y1 at (x, z) moved clear of what it stands in, two passes over (a push out # of one thing can put it into another); true when it moved, the place in phys_resolved_x / _z - # what CharacterGround.push and pushed_x / _z ask. A thing wholly below y0 or above y1 is not in # the way export function phys_resolve(physics_st: mut PhysicsState, x: float, z: float, r: float, y0: float, y1: float, mask: int) -> bool { var px = x var pz = z var moved = false for pass in 0 .. 2 { if ph_push(physics_st, px, pz, r, y0, y1, mask) > 0 { px += physics_st.ph_vals[0] pz += physics_st.ph_vals[1] moved = true } } physics_st.ph_rx = px physics_st.ph_rz = pz return moved } export function phys_resolved_x(physics_st: PhysicsState) -> float { return physics_st.ph_rx } export function phys_resolved_z(physics_st: PhysicsState) -> float { return physics_st.ph_rz }