physics
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Distance Field Demo</title>
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<style>
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html {
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height: 100%;
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}
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body {
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min-height: 100%;
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position: relative;
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margin: 0;
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overscroll-behavior: none;
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}
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folk-shape {
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position: absolute;
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background-color: rgba(100, 100, 100, 0.5);
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border: 2px solid rgba(0, 0, 0, 0.5);
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}
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</style>
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</head>
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<body>
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<folk-physics>
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<folk-shape x="250" y="50" width="120" height="30" rotation="30"></folk-shape>
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<folk-shape x="450" y="350" width="40" height="120" rotation="45"></folk-shape>
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<folk-shape x="150" y="150" width="70" height="70" rotation="15"></folk-shape>
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<folk-shape x="350" y="300" width="90" height="45" rotation="-20"></folk-shape>
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<folk-shape x="550" y="200" width="35" height="85" rotation="60"></folk-shape>
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<folk-shape x="180" y="250" width="65" height="55" rotation="-40"></folk-shape>
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<folk-shape x="420" y="150" width="110" height="25" rotation="10"></folk-shape>
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<folk-shape x="280" y="380" width="75" height="95" rotation="-50"></folk-shape>
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</folk-physics>
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<script type="module">
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import '../src/standalone/folk-shape.ts';
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import '../src/standalone/folk-physics.ts';
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</script>
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</body>
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</html>
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@ -11,10 +11,12 @@
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},
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},
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"dependencies": {
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"dependencies": {
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"@babel/parser": "^7.26.2",
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"@babel/parser": "^7.26.2",
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"@dimforge/rapier2d": "^0.14.0",
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"@lit/reactive-element": "^2.0.4",
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"@lit/reactive-element": "^2.0.4",
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"leaflet": "^1.9.4",
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"leaflet": "^1.9.4",
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"perfect-arrows": "^0.3.7",
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"perfect-arrows": "^0.3.7",
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"perfect-freehand": "^1.2.2"
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"perfect-freehand": "^1.2.2",
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"vite-plugin-wasm": "^3.3.0"
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},
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},
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"devDependencies": {
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"devDependencies": {
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"@types/leaflet": "^1.9.14",
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"@types/leaflet": "^1.9.14",
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import { DOMRectTransform } from './common/DOMRectTransform.ts';
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import { FolkBaseSet } from './folk-base-set.ts';
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import { PropertyValues } from '@lit/reactive-element';
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import * as RAPIER from '@dimforge/rapier2d';
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import { FolkShape } from './folk-shape';
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export class FolkPhysics extends FolkBaseSet {
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static override tagName = 'folk-physics';
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private world?: RAPIER.World;
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private bodies: Map<FolkShape, RAPIER.RigidBody> = new Map();
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private elementToRect: Map<FolkShape, DOMRectTransform> = new Map();
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private animationFrameId?: number;
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private lastTimestamp?: number;
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connectedCallback() {
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super.connectedCallback();
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// Create physics world with gravity
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this.world = new RAPIER.World({ x: 0.0, y: 9.81 });
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// Add container walls and floor
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this.createContainer();
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// Start the simulation loop
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this.startSimulation();
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}
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disconnectedCallback() {
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super.disconnectedCallback();
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// Stop simulation loop
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if (this.animationFrameId) {
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cancelAnimationFrame(this.animationFrameId);
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}
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// Cleanup physics resources
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this.bodies.clear();
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this.elementToRect.clear();
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this.world?.free();
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}
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override update(changedProperties: PropertyValues<this>) {
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super.update(changedProperties);
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if (!this.world || this.sourcesMap.size !== this.sourceElements.size) return;
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// Update physics bodies to match source elements
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this.updatePhysicsBodies();
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}
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private updatePhysicsBodies() {
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// Remove bodies for elements that no longer exist
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for (const [element, body] of this.bodies) {
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if (!this.sourceElements.has(element)) {
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this.world!.removeRigidBody(body);
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this.bodies.delete(element);
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}
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}
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// Create or update bodies for current elements
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for (const element of this.sourceElements) {
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if (!(element instanceof FolkShape)) continue;
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const rect = this.sourcesMap.get(element);
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if (!(rect instanceof DOMRectTransform)) continue;
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if (!this.bodies.has(element)) {
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// Create new rigid body matching the element's position
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const bodyDesc = RAPIER.RigidBodyDesc.dynamic()
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.setTranslation(rect.x + rect.width / 2, rect.y + rect.height / 2)
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.setRotation(rect.rotation);
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const body = this.world!.createRigidBody(bodyDesc);
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// Create collider with top-left origin
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const colliderDesc = RAPIER.ColliderDesc.cuboid(rect.width / 2, rect.height / 2).setTranslation(0, 0);
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this.world!.createCollider(colliderDesc, body);
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this.bodies.set(element, body);
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// Set element's rotation origin to top-left
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rect.transformOrigin = { x: 0, y: 0 };
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}
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// Update existing body
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const body = this.bodies.get(element)!;
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if (element === document.activeElement) {
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body.setBodyType(RAPIER.RigidBodyType.KinematicPositionBased, true);
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body.setTranslation(
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{
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x: rect.x + rect.width / 2,
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y: rect.y + rect.height / 2,
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},
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true
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);
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body.setRotation(rect.rotation, true);
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} else if (body.bodyType() === RAPIER.RigidBodyType.KinematicPositionBased) {
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// Update collider size when switching back to dynamic
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const collider = body.collider(0);
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if (collider) {
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this.world!.removeCollider(collider, true);
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const newColliderDesc = RAPIER.ColliderDesc.cuboid(rect.width / 2, rect.height / 2).setTranslation(0, 0);
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this.world!.createCollider(newColliderDesc, body);
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}
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body.setBodyType(RAPIER.RigidBodyType.Dynamic, true);
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}
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}
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}
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private startSimulation() {
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const step = (timestamp: number) => {
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if (!this.lastTimestamp) {
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this.lastTimestamp = timestamp;
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}
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if (this.world) {
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this.world.step();
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// Update visual elements based on physics
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this.bodies.forEach((body, shape) => {
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if (shape !== document.activeElement) {
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const position = body.translation();
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// Adjust position back to top-left
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shape.x = position.x - shape.width / 2;
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shape.y = position.y - shape.height / 2;
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shape.rotation = body.rotation();
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}
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});
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}
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this.animationFrameId = requestAnimationFrame(step);
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};
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this.animationFrameId = requestAnimationFrame(step);
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}
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private createContainer() {
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if (!this.world) return;
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// Create a single rigid body for the container
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const containerDesc = RAPIER.RigidBodyDesc.fixed();
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const container = this.world.createRigidBody(containerDesc);
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// Create a single collider with all four walls as vertices
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const vertices = [
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// Floor: left to right
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{ x: -1000, y: this.clientHeight },
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{ x: 1000, y: this.clientHeight },
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// Right wall: bottom to top
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{ x: this.clientWidth, y: this.clientHeight },
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{ x: this.clientWidth, y: -1000 },
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// Ceiling: right to left
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{ x: 1000, y: 0 },
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{ x: -1000, y: 0 },
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// Left wall: top to bottom
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{ x: 0, y: -1000 },
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{ x: 0, y: this.clientHeight },
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];
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const indices = [
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0,
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1, // Floor
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2,
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3, // Right wall
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4,
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5, // Ceiling
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6,
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7, // Left wall
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];
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const vertexArray = new Float32Array(vertices.flatMap((v) => [v.x, v.y]));
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const indexArray = new Uint32Array(indices);
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this.world.createCollider(RAPIER.ColliderDesc.polyline(vertexArray, indexArray), container);
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}
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}
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import { FolkPhysics } from '../folk-physics';
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FolkPhysics.define();
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export { FolkPhysics };
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import { resolve } from 'node:path';
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import { resolve } from 'node:path';
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import { readdirSync } from 'node:fs';
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import { readdirSync } from 'node:fs';
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import { defineConfig, IndexHtmlTransformContext, Plugin } from 'vite';
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import { defineConfig, IndexHtmlTransformContext, Plugin } from 'vite';
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import vitePluginWasm from 'vite-plugin-wasm';
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const demoDir = resolve(__dirname, 'demo');
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const demoDir = resolve(__dirname, 'demo');
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@ -65,7 +66,7 @@ const linkGenerator = (): Plugin => {
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export default defineConfig({
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export default defineConfig({
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root: 'demo',
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root: 'demo',
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plugins: [linkGenerator()],
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plugins: [linkGenerator(), vitePluginWasm()],
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build: {
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build: {
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target: 'esnext',
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target: 'esnext',
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rollupOptions: {
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rollupOptions: {
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