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@aura3d/physics

v1.3.3

Published

`@aura3d/physics` owns deterministic rigid-body simulation, collision shapes, colliders, contacts, constraints, raycasts, fixed stepping, scene/ECS bridges, and debug draw extraction.

Readme

@aura3d/physics

@aura3d/physics owns deterministic rigid-body simulation, collision shapes, colliders, contacts, constraints, raycasts, fixed stepping, scene/ECS bridges, and debug draw extraction.

Public API

  • Shape: box, sphere, capsule, plane, and indexed triangle-mesh shape descriptors plus bounds helpers.
  • RigidBody, Collider: body state, forces, impulses, filters, sensors, material data, and snapshots.
  • CollisionEventQueue, Contact: begin/stay/end event state and contact data.
  • Constraint: fixed, hinge, slider, and spring-style constraint contracts.
  • PhysicsWorld: body/collider/constraint ownership, deterministic stepping, contact solving, sleeping, raycasts, snapshots, and removal events.
  • PhysicsStepper: fixed-step accumulator for simulation ticks.
  • ScenePhysicsBridge, ECSPhysicsBridge: kinematic push and dynamic pull adapters.
  • PhysicsDebugDraw: stable debug line extraction.

Verification

Deterministic replay, repeated fixed-input simulation comparison, broadphase pairs and profiling counters, shape validation, mesh bounds and backface-aware raycasts, sleeping/waking, begin/stay/end contacts, removal during contact, sensors, filters, raycasts, fixed/hinge/slider/spring constraints, bridge ordering, debug draw, browser physics pixels, and performance baselines are covered by tests/unit/workstream4.physics-animation.test.ts, tests/unit/physics/broadphase.test.ts, tests/browser/physics-browser.spec.ts, and tests/performance/system-baselines.ts. Export and import consistency is covered by pnpm verify:exports and pnpm verify:imports.

Current Limits

  • Supported collision shape descriptors are box, sphere, capsule, plane, and indexed triangle mesh.
  • Supported constraint contracts are fixed, hinge, slider, and spring-style constraints.
  • Continuous collision detection is not currently supported; fast-moving bodies use discrete fixed-step collision checks.
  • The built-in broadphase is deterministic sweep-and-prune with exposed profile counters, a faster browser-first workflow than a mature native physics backend.
  • The package does not claim vehicle dynamics, cloth, soft bodies, fluids, destructible simulation, or large-world streaming physics.