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euv_engine/physics/
impl.rs

1use super::*;
2
3/// Implements `Default` for `BodyCollider`, returning an AABB collider with default values.
4impl Default for BodyCollider {
5    /// Constructs a default [`BodyCollider`] value.
6    ///
7    /// # Returns
8    ///
9    /// - `BodyCollider` - A default-constructed instance with the documented initial state.
10    fn default() -> BodyCollider {
11        BodyCollider::Aabb(AabbCollider::default())
12    }
13}
14
15/// Implements `Default` for `BodyCollider3D`, returning a 3D AABB collider with default values.
16impl Default for BodyCollider3D {
17    /// Constructs a default [`BodyCollider3D`] value.
18    ///
19    /// # Returns
20    ///
21    /// - `BodyCollider3D` - A default-constructed instance with the documented initial state.
22    fn default() -> BodyCollider3D {
23        BodyCollider3D::Aabb(AabbCollider3D::default())
24    }
25}
26
27/// Implements default configuration for `PhysicsConfig`.
28impl Default for PhysicsConfig {
29    /// Constructs a default [`PhysicsConfig`] value.
30    ///
31    /// # Returns
32    ///
33    /// - `PhysicsConfig` - A default-constructed instance with the documented initial state.
34    fn default() -> PhysicsConfig {
35        PhysicsConfig::new(
36            Vector2D::new(0.0, DEFAULT_GRAVITY),
37            DEFAULT_LINEAR_DAMPING,
38            DEFAULT_ANGULAR_DAMPING,
39        )
40    }
41}
42
43/// Implements body creation and force management for `RigidBody2D`.
44impl RigidBody2D {
45    /// Creates a new dynamic rigid body with default mass and the given position.
46    ///
47    /// # Arguments
48    ///
49    /// - `u64` - The unique ID.
50    /// - `Vector2D` - The initial position.
51    ///
52    /// # Returns
53    ///
54    /// - `RigidBody2D` - The new body.
55    pub fn new_dynamic(id: u64, position: Vector2D) -> RigidBody2D {
56        let mass: f64 = PHYSICS_DEFAULT_MASS;
57        RigidBody2D::new(
58            id,
59            position,
60            mass,
61            1.0 / mass,
62            DEFAULT_RESTITUTION,
63            DEFAULT_FRICTION,
64            BodyType::Dynamic,
65        )
66    }
67
68    /// Creates a new static rigid body at the given position with infinite mass.
69    ///
70    /// # Arguments
71    ///
72    /// - `u64` - The unique ID.
73    /// - `Vector2D` - The position.
74    ///
75    /// # Returns
76    ///
77    /// - `RigidBody2D` - The new static body.
78    pub fn new_static(id: u64, position: Vector2D) -> RigidBody2D {
79        RigidBody2D::new(
80            id,
81            position,
82            PHYSICS_STATIC_MASS,
83            0.0,
84            DEFAULT_RESTITUTION,
85            DEFAULT_FRICTION,
86            BodyType::Static,
87        )
88    }
89
90    /// Applies a force to the body's force accumulator.
91    ///
92    /// # Arguments
93    ///
94    /// - `Vector2D` - The force vector.
95    pub fn apply_force(&mut self, force: Vector2D) {
96        *self.get_mut_force_accumulator() += force;
97    }
98
99    /// Applies an instantaneous impulse, directly changing velocity.
100    ///
101    /// # Arguments
102    ///
103    /// - `Vector2D` - The impulse vector.
104    pub fn apply_impulse(&mut self, impulse: Vector2D) {
105        let inverse_mass: f64 = self.get_inverse_mass();
106        if inverse_mass == 0.0 {
107            return;
108        }
109        *self.get_mut_velocity() += impulse.scaled(inverse_mass);
110    }
111
112    /// Sets the mass of the body, updating the inverse mass.
113    /// A mass of 0 makes the body static (infinite mass).
114    ///
115    /// # Arguments
116    ///
117    /// - `f64` - The new mass.
118    pub fn update_mass(&mut self, mass: f64) {
119        self.set_mass(mass);
120        self.set_inverse_mass(if mass > 0.0 { 1.0 / mass } else { 0.0 });
121    }
122
123    /// Returns `true` if this body is affected by forces and collisions.
124    ///
125    /// # Returns
126    ///
127    /// - `bool` - True if the body is dynamic.
128    pub fn is_dynamic(&self) -> bool {
129        self.get_body_type() == BodyType::Dynamic
130    }
131
132    /// Attaches a collider shape to this body.
133    ///
134    /// # Arguments
135    ///
136    /// - `BodyCollider` - The collider to attach.
137    pub fn update_collider(&mut self, collider: BodyCollider) {
138        self.set_collider(Some(collider));
139    }
140
141    /// Returns the world-space bounding box of the attached collider, if any.
142    ///
143    /// # Returns
144    ///
145    /// - `Option<Rect>` - The bounding box, or `None` if no collider is attached.
146    pub fn bounding_box(&self) -> Option<Rect> {
147        let collider: Option<BodyCollider> = self.get_collider();
148        match collider? {
149            BodyCollider::Aabb(aabb) => {
150                let aabb_rect: Rect = aabb.get_rect();
151                let mut offset_rect: Rect = aabb_rect;
152                offset_rect.set_x(
153                    offset_rect.get_x() + self.get_position().get_x() - aabb_rect.get_width() * 0.5,
154                );
155                offset_rect.set_y(
156                    offset_rect.get_y() + self.get_position().get_y()
157                        - aabb_rect.get_height() * 0.5,
158                );
159                Some(offset_rect)
160            }
161            BodyCollider::Circle(circle) => {
162                let diameter: f64 = circle.get_circle().get_radius() * 2.0;
163                Some(Rect::from_center(self.get_position(), diameter, diameter))
164            }
165        }
166    }
167}
168
169/// Implements body management and simulation for `PhysicsWorld2D`.
170impl PhysicsWorld2D {
171    /// Creates a new physics world with the given configuration.
172    ///
173    /// # Arguments
174    ///
175    /// - `PhysicsConfig` - The simulation configuration.
176    ///
177    /// # Returns
178    ///
179    /// - `PhysicsWorld2D` - The new world.
180    pub fn with_config(config: PhysicsConfig) -> PhysicsWorld2D {
181        let mut world: PhysicsWorld2D = PhysicsWorld2D::new(config);
182        world.set_grid(SpatialHashGrid2D::with_default_size());
183        world
184    }
185
186    /// Adds a rigid body to the world.
187    ///
188    /// # Arguments
189    ///
190    /// - `RigidBody2D` - The body to add.
191    pub fn add_body(&mut self, body: RigidBody2D) {
192        self.get_mut_bodies().push(body);
193    }
194
195    /// Removes the body with the given ID.
196    ///
197    /// # Arguments
198    ///
199    /// - `u64` - The ID of the body to remove.
200    pub fn remove_body(&mut self, id: u64) {
201        self.get_mut_bodies()
202            .retain(|body: &RigidBody2D| body.get_id() != id);
203    }
204
205    /// Returns a reference to the body with the given ID.
206    ///
207    /// # Arguments
208    ///
209    /// - `u64` - The body ID.
210    ///
211    /// # Returns
212    ///
213    /// - `Option<&RigidBody2D>` - The body reference, if found.
214    pub fn get_body(&self, id: u64) -> Option<&RigidBody2D> {
215        self.get_bodies()
216            .iter()
217            .find(|body: &&RigidBody2D| body.get_id() == id)
218    }
219
220    /// Returns a mutable reference to the body with the given ID.
221    ///
222    /// # Arguments
223    ///
224    /// - `u64` - The body ID.
225    ///
226    /// # Returns
227    ///
228    /// - `Option<&mut RigidBody2D>` - The mutable body reference, if found.
229    pub fn get_body_mut(&mut self, id: u64) -> Option<&mut RigidBody2D> {
230        self.get_mut_bodies()
231            .iter_mut()
232            .find(|body: &&mut RigidBody2D| body.get_id() == id)
233    }
234}
235
236/// Implements `Default` for `PhysicsWorld2D` as an empty world.
237impl Default for PhysicsWorld2D {
238    /// Constructs a default [`PhysicsWorld2D`] value.
239    ///
240    /// # Returns
241    ///
242    /// - `PhysicsWorld2D` - A default-constructed instance with the documented initial state.
243    fn default() -> PhysicsWorld2D {
244        PhysicsWorld2D::with_config(PhysicsConfig::default())
245    }
246}
247
248/// Implements collision detection and resolution for `RigidBody2D`.
249impl RigidBody2D {
250    /// Checks collision with another body based on both bodies' collider shapes.
251    ///
252    /// # Arguments
253    ///
254    /// - `&RigidBody2D` - The other body to check against.
255    ///
256    /// # Returns
257    ///
258    /// - `Option<CollisionResult>` - The collision result, or `None`.
259    fn check_collision_with(&self, other: &RigidBody2D) -> Option<CollisionResult> {
260        let a_bbox: Rect = self.bounding_box()?;
261        let b_bbox: Rect = other.bounding_box()?;
262        if !Rect::broad_phase_alias(a_bbox, b_bbox) {
263            return None;
264        }
265        let self_collider: Option<BodyCollider> = self.get_collider();
266        let other_collider: Option<BodyCollider> = other.get_collider();
267        let position_delta: Vector2D = other.get_position() - self.get_position();
268        match (self_collider, other_collider) {
269            (Some(BodyCollider::Aabb(aabb_a)), Some(BodyCollider::Aabb(aabb_b))) => {
270                let aabb_b_rect: Rect = aabb_b.get_rect();
271                let offset_aabb_b: AabbCollider = AabbCollider::new(Rect::new(
272                    aabb_b_rect.get_x() + position_delta.get_x(),
273                    aabb_b_rect.get_y() + position_delta.get_y(),
274                    aabb_b_rect.get_width(),
275                    aabb_b_rect.get_height(),
276                ));
277                aabb_a.collide_with_aabb(&offset_aabb_b)
278            }
279            (Some(BodyCollider::Circle(circle_a)), Some(BodyCollider::Circle(circle_b))) => {
280                let circle_b_inner: Circle = circle_b.get_circle();
281                let offset_circle_b: CircleCollider = CircleCollider::new(Circle::new(
282                    circle_b_inner.get_center() + position_delta,
283                    circle_b_inner.get_radius(),
284                ));
285                circle_a.collide_with_circle(&offset_circle_b)
286            }
287            (Some(BodyCollider::Aabb(aabb)), Some(BodyCollider::Circle(circle))) => {
288                let circle_inner: Circle = circle.get_circle();
289                let offset_circle: CircleCollider = CircleCollider::new(Circle::new(
290                    circle_inner.get_center() + position_delta,
291                    circle_inner.get_radius(),
292                ));
293                aabb.collide_with_circle(&offset_circle)
294            }
295            (Some(BodyCollider::Circle(circle)), Some(BodyCollider::Aabb(aabb))) => {
296                let aabb_rect: Rect = aabb.get_rect();
297                let offset_aabb: AabbCollider = AabbCollider::new(Rect::new(
298                    aabb_rect.get_x() + position_delta.get_x(),
299                    aabb_rect.get_y() + position_delta.get_y(),
300                    aabb_rect.get_width(),
301                    aabb_rect.get_height(),
302                ));
303                offset_aabb
304                    .collide_with_circle(&circle)
305                    .map(|mut result: CollisionResult| {
306                        result.set_normal(-result.get_normal());
307                        result
308                    })
309            }
310            _ => None,
311        }
312    }
313
314    /// Resolves a collision with another body using impulse-based response
315    /// and position correction.
316    ///
317    /// # Arguments
318    ///
319    /// - `&mut RigidBody2D` - The other body involved in the collision.
320    /// - `&CollisionResult` - The collision data.
321    fn resolve_collision_with(&mut self, other: &mut RigidBody2D, result: &CollisionResult) {
322        let self_inverse_mass: f64 = self.get_inverse_mass();
323        let other_inverse_mass: f64 = other.get_inverse_mass();
324        let relative_velocity: Vector2D = other.get_velocity() - self.get_velocity();
325        let velocity_along_normal: f64 = relative_velocity.dot(result.get_normal());
326        if velocity_along_normal > 0.0 {
327            return;
328        }
329        let restitution: f64 = self.get_restitution().min(other.get_restitution());
330        let inverse_mass_sum: f64 = self_inverse_mass + other_inverse_mass;
331        if inverse_mass_sum == 0.0 {
332            return;
333        }
334        let impulse_magnitude: f64 =
335            -(1.0 + restitution) * velocity_along_normal / inverse_mass_sum;
336        let impulse: Vector2D = result.get_normal().scaled(impulse_magnitude);
337        *self.get_mut_velocity() -= impulse.scaled(self_inverse_mass);
338        *other.get_mut_velocity() += impulse.scaled(other_inverse_mass);
339        let correction: Vector2D = result
340            .get_normal()
341            .scaled((result.get_depth() * PHYSICS_POSITION_PERCENT / inverse_mass_sum).max(0.0));
342        *self.get_mut_position() -= correction.scaled(self_inverse_mass);
343        *other.get_mut_position() += correction.scaled(other_inverse_mass);
344    }
345}
346
347/// Implements simulation stepping and collision resolution for `PhysicsWorld2D`.
348impl PhysicsWorld2D {
349    /// Performs one physics simulation step using semi-implicit Euler integration.
350    ///
351    /// Applies gravity to dynamic bodies, integrates velocity from accumulated forces,
352    /// applies damping, integrates position, and resolves collisions.
353    ///
354    /// # Arguments
355    ///
356    /// - `f64` - The fixed delta time in seconds.
357    pub fn step(&mut self, delta_time: f64) {
358        let config: PhysicsConfig = self.get_config();
359        // Hoist loop-invariant damping factors out of the per-body loop.
360        let damping_factor: f64 = (1.0 - config.get_linear_damping() * delta_time).max(0.0);
361        let angular_damping: f64 = (1.0 - config.get_angular_damping() * delta_time).max(0.0);
362        let gravity: Vector2D = config.get_gravity();
363        for body in self.get_mut_bodies() {
364            if !body.is_dynamic() {
365                continue;
366            }
367            let body_mass: f64 = body.get_mass();
368            let body_inverse_mass: f64 = body.get_inverse_mass();
369            *body.get_mut_force_accumulator() += gravity.scaled(body_mass);
370            let force: Vector2D = body.get_force_accumulator();
371            *body.get_mut_velocity() += force.scaled(body_inverse_mass * delta_time);
372            // In-place damping and integration avoid temporary vector copies.
373            *body.get_mut_velocity() *= damping_factor;
374            let current_velocity: Vector2D = body.get_velocity();
375            *body.get_mut_position() += current_velocity.scaled(delta_time);
376            body.set_force_accumulator(Vector2D::zero());
377            *body.get_mut_angular_velocity() *= angular_damping;
378            let current_angular_velocity: f64 = body.get_angular_velocity();
379            *body.get_mut_rotation() += current_angular_velocity * delta_time;
380        }
381        self.resolve_collisions();
382    }
383
384    /// Detects and resolves all collisions between bodies in the world.
385    ///
386    /// Uses a spatial hash grid for broad-phase culling followed by narrow-phase
387    /// shape-specific collision detection, then applies impulse-based resolution.
388    /// This reduces the broad-phase from O(n²) to near O(n) for typical scenes.
389    fn resolve_collisions(&mut self) {
390        let body_count: usize = self.get_bodies().len();
391        if body_count < 2 {
392            return;
393        }
394        // Rebuild the persistent grid once per step and collect the candidate
395        // pair list once; every solver iteration then reuses both (the grid is
396        // unchanged between iterations), eliminating per-iteration re-queries and
397        // per-query allocations.
398        // OPT 33: the candidate pair list is now backed by `self.pair_buffer`,
399        // a persistent `Vec<(usize, usize)>` field on `PhysicsWorld2D`. Cleared
400        // at the top of each step instead of allocating a fresh `Vec` — across
401        // thousands of physics steps per app run the heap churn adds up.
402        self.get_mut_pair_buffer().clear();
403        {
404            let Self {
405                bodies,
406                grid,
407                query_buffer,
408                query_seen,
409                pair_buffer,
410                ..
411            } = self;
412            let bodies: &Vec<RigidBody2D> = bodies;
413            let grid: &mut SpatialHashGrid2D = grid;
414            let query_buffer: &mut Vec<usize> = query_buffer;
415            let query_seen: &mut HashSet<usize> = query_seen;
416            grid.clear();
417            for (index, body) in bodies.iter().enumerate() {
418                if let Some(bbox) = body.bounding_box() {
419                    grid.insert(index, bbox.min(), bbox.max());
420                }
421            }
422            let pairs: &mut Vec<(usize, usize)> = pair_buffer;
423            for (i, body) in bodies.iter().enumerate() {
424                let Some(bbox) = body.bounding_box() else {
425                    continue;
426                };
427                grid.query_into(bbox.min(), bbox.max(), query_buffer, query_seen);
428                for &j in query_buffer.iter() {
429                    if j > i {
430                        pairs.push((i, j));
431                    }
432                }
433            }
434        }
435        // OPT 33: `mem::take` moves the pairs out (leaving an empty Vec
436        // behind) so the immutable borrow on `self.pair_buffer` ends before
437        // the `self.get_mut_bodies()` mutable borrow below — the buffer keeps
438        // its allocation across steps instead of paying one Vec clone
439        // (alloc + memcpy) per step per world. It is restored after the
440        // iteration loop.
441        let pairs_snapshot: Vec<(usize, usize)> = std::mem::take(self.get_mut_pair_buffer());
442        for iteration in 0..PHYSICS_MAX_ITERATIONS {
443            let mut any_collision: bool = false;
444            for &(i, j) in pairs_snapshot.iter() {
445                let (left, right) = self.get_mut_bodies().split_at_mut(j);
446                let body_a: &mut RigidBody2D = &mut left[i];
447                let body_b: &mut RigidBody2D = &mut right[0];
448                if body_a.get_inverse_mass() == 0.0 && body_b.get_inverse_mass() == 0.0 {
449                    continue;
450                }
451                if let Some(result) = body_a.check_collision_with(body_b) {
452                    body_a.resolve_collision_with(body_b, &result);
453                    any_collision = true;
454                }
455            }
456            if !any_collision {
457                break;
458            }
459            let _: u32 = iteration;
460        }
461        self.set_pair_buffer(pairs_snapshot);
462    }
463}
464
465/// Forwards `PhysicsWorld2D::step` through the [`Updatable`] trait so that
466/// physics worlds participate in the same update loop as entities, animators,
467/// and scene managers. The inherent [`PhysicsWorld2D::step`] method is the
468/// canonical implementation; this impl exists purely for trait dispatch.
469/// The inherent call resolves first when both are in scope, so there is no
470/// recursion.
471impl Updatable for PhysicsWorld2D {
472    /// Advances the simulation by `delta_time` seconds.
473    ///
474    /// # Arguments
475    ///
476    /// - `f64` - Seconds elapsed since the previous update.
477    fn update(&mut self, delta_time: f64) {
478        PhysicsWorld2D::step(self, delta_time);
479    }
480}
481
482/// Implements default configuration for `PhysicsConfig3D`.
483impl Default for PhysicsConfig3D {
484    /// Constructs a default [`PhysicsConfig3D`] value.
485    ///
486    /// # Returns
487    ///
488    /// - `PhysicsConfig3D` - A default-constructed instance with the documented initial state.
489    fn default() -> PhysicsConfig3D {
490        PhysicsConfig3D::new(
491            Vector3D::new(0.0, DEFAULT_GRAVITY_3D, 0.0),
492            DEFAULT_LINEAR_DAMPING,
493            DEFAULT_ANGULAR_DAMPING,
494        )
495    }
496}
497
498/// Implements body creation and force management for `RigidBody3D`.
499impl RigidBody3D {
500    /// Creates a new dynamic 3D rigid body with default mass and the given position.
501    ///
502    /// # Arguments
503    ///
504    /// - `u64` - The unique ID.
505    /// - `Vector3D` - The initial position.
506    ///
507    /// # Returns
508    ///
509    /// - `RigidBody3D` - The new body.
510    pub fn new_dynamic(id: u64, position: Vector3D) -> RigidBody3D {
511        let mass: f64 = PHYSICS_DEFAULT_MASS;
512        let mut body: RigidBody3D = RigidBody3D::new(
513            id,
514            position,
515            mass,
516            1.0 / mass,
517            DEFAULT_RESTITUTION,
518            DEFAULT_FRICTION,
519            BodyType::Dynamic,
520        );
521        body.update_inertia(mass);
522        body
523    }
524
525    /// Creates a new static 3D rigid body at the given position with infinite mass.
526    ///
527    /// # Arguments
528    ///
529    /// - `u64` - The unique ID.
530    /// - `Vector3D` - The position.
531    ///
532    /// # Returns
533    ///
534    /// - `RigidBody3D` - The new static body.
535    pub fn new_static(id: u64, position: Vector3D) -> RigidBody3D {
536        RigidBody3D::new(
537            id,
538            position,
539            PHYSICS_STATIC_MASS,
540            0.0,
541            DEFAULT_RESTITUTION,
542            DEFAULT_FRICTION,
543            BodyType::Static,
544        )
545    }
546
547    /// Applies a force to the body's force accumulator.
548    ///
549    /// # Arguments
550    ///
551    /// - `Vector3D` - The force vector.
552    pub fn apply_force(&mut self, force: Vector3D) {
553        *self.get_mut_force_accumulator() += force;
554    }
555
556    /// Applies a torque to the body's torque accumulator.
557    ///
558    /// # Arguments
559    ///
560    /// - `Vector3D` - The torque vector.
561    pub fn apply_torque(&mut self, torque: Vector3D) {
562        *self.get_mut_torque_accumulator() += torque;
563    }
564
565    /// Applies an instantaneous impulse, directly changing velocity.
566    ///
567    /// # Arguments
568    ///
569    /// - `Vector3D` - The impulse vector.
570    pub fn apply_impulse(&mut self, impulse: Vector3D) {
571        let inverse_mass: f64 = self.get_inverse_mass();
572        if inverse_mass == 0.0 {
573            return;
574        }
575        *self.get_mut_velocity() += impulse.scaled(inverse_mass);
576    }
577
578    /// Sets the mass of the body, updating the inverse mass.
579    /// A mass of 0 makes the body static (infinite mass).
580    ///
581    /// # Arguments
582    ///
583    /// - `f64` - The new mass.
584    pub fn update_mass(&mut self, mass: f64) {
585        self.set_mass(mass);
586        self.set_inverse_mass(if mass > 0.0 { 1.0 / mass } else { 0.0 });
587    }
588
589    /// Sets the moment of inertia of the body, updating the inverse inertia.
590    /// An inertia of 0 makes the body non-rotatable (used for static bodies).
591    ///
592    /// # Arguments
593    ///
594    /// - `f64` - The new moment of inertia.
595    pub fn update_inertia(&mut self, inertia: f64) {
596        self.set_inverse_inertia(if inertia > 0.0 { 1.0 / inertia } else { 0.0 });
597    }
598
599    /// Returns `true` if this body is affected by forces and collisions.
600    ///
601    /// # Returns
602    ///
603    /// - `bool` - True if this body is dynamic.
604    pub fn is_dynamic(&self) -> bool {
605        self.get_body_type() == BodyType::Dynamic
606    }
607
608    /// Attaches a 3D collider shape to this body.
609    ///
610    /// # Arguments
611    ///
612    /// - `BodyCollider3D` - The collider to attach.
613    pub fn update_collider(&mut self, collider: BodyCollider3D) {
614        self.set_collider(Some(collider));
615    }
616
617    /// Returns the world-space 3D bounding box of the attached collider, if any.
618    ///
619    /// # Returns
620    ///
621    /// - `Option<AABB3D>` - The bounding box, or `None` if no collider is attached.
622    pub fn bounding_box(&self) -> Option<AABB3D> {
623        let collider: Option<BodyCollider3D> = self.get_collider();
624        let position: Vector3D = self.get_position();
625        match collider? {
626            BodyCollider3D::Aabb(aabb) => {
627                let center: Vector3D = aabb.get_aabb().center();
628                let size: Vector3D = aabb.get_aabb().size();
629                Some(AABB3D::from_center(
630                    position + center,
631                    size.get_x(),
632                    size.get_y(),
633                    size.get_z(),
634                ))
635            }
636            BodyCollider3D::Sphere(sphere) => {
637                let sphere_inner: Sphere = sphere.get_sphere();
638                let diameter: f64 = sphere_inner.get_radius() * 2.0;
639                Some(AABB3D::from_center(
640                    position + sphere_inner.get_center(),
641                    diameter,
642                    diameter,
643                    diameter,
644                ))
645            }
646        }
647    }
648}
649
650/// Implements body management and simulation for `PhysicsWorld3D`.
651impl PhysicsWorld3D {
652    /// Creates a new 3D physics world with the given configuration.
653    ///
654    /// # Arguments
655    ///
656    /// - `PhysicsConfig3D` - The simulation configuration.
657    ///
658    /// # Returns
659    ///
660    /// - `PhysicsWorld3D` - The new world.
661    pub fn with_config(config: PhysicsConfig3D) -> PhysicsWorld3D {
662        let mut world: PhysicsWorld3D = PhysicsWorld3D::new(config);
663        world.set_grid(SpatialHashGrid3D::with_default_size());
664        world
665    }
666
667    /// Adds a rigid body to the world.
668    ///
669    /// # Arguments
670    ///
671    /// - `RigidBody3D` - The body to add.
672    pub fn add_body(&mut self, body: RigidBody3D) {
673        self.get_mut_bodies().push(body);
674    }
675
676    /// Removes the body with the given ID.
677    ///
678    /// # Arguments
679    ///
680    /// - `u64` - The ID of the body to remove.
681    pub fn remove_body(&mut self, id: u64) {
682        self.get_mut_bodies()
683            .retain(|body: &RigidBody3D| body.get_id() != id);
684    }
685
686    /// Returns a reference to the body with the given ID.
687    ///
688    /// # Arguments
689    ///
690    /// - `u64` - The body ID.
691    ///
692    /// # Returns
693    ///
694    /// - `Option<&RigidBody3D>` - The body reference, if found.
695    pub fn get_body(&self, id: u64) -> Option<&RigidBody3D> {
696        self.get_bodies()
697            .iter()
698            .find(|body: &&RigidBody3D| body.get_id() == id)
699    }
700
701    /// Returns a mutable reference to the body with the given ID.
702    ///
703    /// # Arguments
704    ///
705    /// - `u64` - The body ID.
706    ///
707    /// # Returns
708    ///
709    /// - `Option<&mut RigidBody3D>` - The mutable body reference, if found.
710    pub fn get_body_mut(&mut self, id: u64) -> Option<&mut RigidBody3D> {
711        self.get_mut_bodies()
712            .iter_mut()
713            .find(|body: &&mut RigidBody3D| body.get_id() == id)
714    }
715
716    /// Performs one physics simulation step using semi-implicit Euler integration.
717    ///
718    /// Applies gravity to dynamic bodies, integrates velocity from accumulated forces,
719    /// applies damping, integrates position, and resolves collisions.
720    ///
721    /// # Arguments
722    ///
723    /// - `f64` - The fixed delta time in seconds.
724    pub fn step(&mut self, delta_time: f64) {
725        let config: PhysicsConfig3D = self.get_config();
726        // Hoist loop-invariant damping factors out of the per-body loop.
727        let damping_factor: f64 = (1.0 - config.get_linear_damping() * delta_time).max(0.0);
728        let angular_damping: f64 = (1.0 - config.get_angular_damping() * delta_time).max(0.0);
729        let gravity: Vector3D = config.get_gravity();
730        for body in self.get_mut_bodies() {
731            if !body.is_dynamic() {
732                continue;
733            }
734            let body_mass: f64 = body.get_mass();
735            let body_inverse_mass: f64 = body.get_inverse_mass();
736            *body.get_mut_force_accumulator() += gravity.scaled(body_mass);
737            let force: Vector3D = body.get_force_accumulator();
738            *body.get_mut_velocity() += force.scaled(body_inverse_mass * delta_time);
739            // In-place damping and integration avoid temporary vector copies.
740            *body.get_mut_velocity() *= damping_factor;
741            let current_velocity: Vector3D = body.get_velocity();
742            *body.get_mut_position() += current_velocity.scaled(delta_time);
743            body.set_force_accumulator(Vector3D::zero());
744            *body.get_mut_angular_velocity() *= angular_damping;
745            let body_inverse_inertia: f64 = body.get_inverse_inertia();
746            let torque: Vector3D = body.get_torque_accumulator();
747            *body.get_mut_angular_velocity() += torque.scaled(body_inverse_inertia * delta_time);
748            let angular_velocity: Vector3D = body.get_angular_velocity();
749            let rotation_delta: Quaternion = Quaternion::new(
750                angular_velocity.get_x() * delta_time * 0.5,
751                angular_velocity.get_y() * delta_time * 0.5,
752                angular_velocity.get_z() * delta_time * 0.5,
753                1.0,
754            );
755            body.set_rotation((rotation_delta * body.get_rotation()).normalized());
756            body.set_torque_accumulator(Vector3D::zero());
757        }
758        self.resolve_collisions();
759    }
760
761    /// Detects and resolves all collisions between bodies in the 3D world.
762    ///
763    /// Uses a spatial hash grid for broad-phase culling followed by narrow-phase
764    /// shape-specific collision detection, then applies impulse-based resolution.
765    /// This reduces the broad-phase from O(n²) to near O(n) for typical scenes.
766    fn resolve_collisions(&mut self) {
767        let body_count: usize = self.get_bodies().len();
768        if body_count < 2 {
769            return;
770        }
771        // Rebuild the persistent grid once per step and collect the candidate
772        // pair list once; every solver iteration then reuses both (the grid is
773        // unchanged between iterations), eliminating per-iteration re-queries and
774        // per-query allocations.
775        // OPT 33: candidate pair list backed by `self.pair_buffer`, a persistent
776        // field on `PhysicsWorld3D`. See `PhysicsWorld2D::resolve_collisions`
777        // for the rationale.
778        self.get_mut_pair_buffer().clear();
779        // Collect bboxes first (immutable borrow of bodies) then drain the
780        // spatial grid (mutable borrow). Splitting avoids the split-borrow
781        // limitation that method-call-based accessors introduce.
782        // OPT 33: pre-size the bboxes scratch Vec to the current body count
783        // so the first allocation does not double-grow on subsequent frames
784        // (each body's bbox is `O(1)` and the Vec is rebuilt every step).
785        // The actual allocation still happens here — the persistent
786        // `bbox_buffer` field idea was rejected because the immutable-then-
787        // mutable borrow split on `self.bodies` cannot hold both a `&mut`
788        // borrow on `bbox_buffer` and the source `iter()` simultaneously
789        // even with edition 2024 split-borrow rules.
790        let body_count: usize = self.get_bodies().len();
791        let mut bboxes: Vec<(usize, AABB3D)> = Vec::with_capacity(body_count);
792        bboxes.extend(
793            self.get_bodies()
794                .iter()
795                .enumerate()
796                .filter_map(|(index, body)| body.bounding_box().map(|bbox| (index, bbox))),
797        );
798        {
799            let Self {
800                grid,
801                query_buffer,
802                query_seen,
803                pair_buffer,
804                ..
805            } = self;
806            let grid: &mut SpatialHashGrid3D = grid;
807            let query_buffer: &mut Vec<usize> = query_buffer;
808            let query_seen: &mut HashSet<usize> = query_seen;
809            grid.clear();
810            let pairs: &mut Vec<(usize, usize)> = pair_buffer;
811            for (index, bbox) in bboxes.iter() {
812                grid.insert(*index, bbox.get_min(), bbox.get_max());
813            }
814            for (i, (_, bbox)) in bboxes.iter().enumerate() {
815                grid.query_into(bbox.get_min(), bbox.get_max(), query_buffer, query_seen);
816                for &j in query_buffer.iter() {
817                    if j > i {
818                        pairs.push((i, j));
819                    }
820                }
821            }
822        }
823        // `mem::take` moves the pairs out (leaving an empty Vec behind) so
824        // the immutable borrow on `self.pair_buffer` ends before the
825        // `self.get_mut_bodies()` mutable borrow below — the buffer keeps
826        // its allocation across steps instead of paying one Vec clone
827        // (alloc + memcpy) per step per world. It is restored after the
828        // iteration loop.
829        let pairs_snapshot: Vec<(usize, usize)> = std::mem::take(self.get_mut_pair_buffer());
830        for iteration in 0..PHYSICS_MAX_ITERATIONS {
831            let mut any_collision: bool = false;
832            for &(i, j) in pairs_snapshot.iter() {
833                let (left, right) = self.get_mut_bodies().split_at_mut(j);
834                let body_a: &mut RigidBody3D = &mut left[i];
835                let body_b: &mut RigidBody3D = &mut right[0];
836                if body_a.get_inverse_mass() == 0.0 && body_b.get_inverse_mass() == 0.0 {
837                    continue;
838                }
839                if let Some(result) = Self::check_collision_3d(body_a, body_b) {
840                    Self::resolve_collision_3d(body_a, body_b, &result);
841                    any_collision = true;
842                }
843            }
844            if !any_collision {
845                break;
846            }
847            let _: u32 = iteration;
848        }
849        self.set_pair_buffer(pairs_snapshot);
850    }
851
852    /// Checks collision between two 3D bodies based on both bodies' collider shapes.
853    ///
854    /// # Arguments
855    ///
856    /// - `&RigidBody3D` - The first body.
857    /// - `&RigidBody3D` - The second body.
858    ///
859    /// # Returns
860    ///
861    /// - `Option<CollisionResult3D>` - The collision result, or `None`.
862    fn check_collision_3d(a: &RigidBody3D, b: &RigidBody3D) -> Option<CollisionResult3D> {
863        let a_bbox: AABB3D = a.bounding_box()?;
864        let b_bbox: AABB3D = b.bounding_box()?;
865        if !AABB3D::broad_phase(a_bbox, b_bbox) {
866            return None;
867        }
868        let a_collider: Option<BodyCollider3D> = a.get_collider();
869        let b_collider: Option<BodyCollider3D> = b.get_collider();
870        let position_delta: Vector3D = b.get_position() - a.get_position();
871        match (a_collider, b_collider) {
872            (Some(BodyCollider3D::Aabb(aabb_a)), Some(BodyCollider3D::Aabb(aabb_b))) => {
873                let aabb_b_inner: AABB3D = aabb_b.get_aabb();
874                let offset_aabb: AabbCollider3D = AabbCollider3D::new(AABB3D::new(
875                    aabb_b_inner.get_min() + position_delta,
876                    aabb_b_inner.get_max() + position_delta,
877                ));
878                aabb_a.collide_with_aabb(&offset_aabb)
879            }
880            (Some(BodyCollider3D::Sphere(sphere_a)), Some(BodyCollider3D::Sphere(sphere_b))) => {
881                let sphere_b_inner: Sphere = sphere_b.get_sphere();
882                let offset_sphere: SphereCollider3D = SphereCollider3D::new(Sphere::new(
883                    sphere_b_inner.get_center() + position_delta,
884                    sphere_b_inner.get_radius(),
885                ));
886                sphere_a.collide_with_sphere(&offset_sphere)
887            }
888            (Some(BodyCollider3D::Aabb(aabb)), Some(BodyCollider3D::Sphere(sphere))) => {
889                let sphere_inner: Sphere = sphere.get_sphere();
890                let offset_sphere: SphereCollider3D = SphereCollider3D::new(Sphere::new(
891                    sphere_inner.get_center() + position_delta,
892                    sphere_inner.get_radius(),
893                ));
894                aabb.collide_with_sphere(&offset_sphere)
895            }
896            (Some(BodyCollider3D::Sphere(sphere)), Some(BodyCollider3D::Aabb(aabb))) => {
897                let aabb_inner: AABB3D = aabb.get_aabb();
898                let offset_aabb: AabbCollider3D = AabbCollider3D::new(AABB3D::new(
899                    aabb_inner.get_min() + position_delta,
900                    aabb_inner.get_max() + position_delta,
901                ));
902                offset_aabb
903                    .collide_with_sphere(&sphere)
904                    .map(|mut result: CollisionResult3D| {
905                        result.set_normal(-result.get_normal());
906                        result
907                    })
908            }
909            _ => None,
910        }
911    }
912
913    /// Resolves a collision between two 3D bodies using impulse-based response
914    /// and position correction.
915    ///
916    /// # Arguments
917    ///
918    /// - `&mut RigidBody3D` - The first body.
919    /// - `&mut RigidBody3D` - The second body.
920    /// - `&CollisionResult3D` - The collision data.
921    fn resolve_collision_3d(a: &mut RigidBody3D, b: &mut RigidBody3D, result: &CollisionResult3D) {
922        let a_inverse_mass: f64 = a.get_inverse_mass();
923        let b_inverse_mass: f64 = b.get_inverse_mass();
924        let relative_velocity: Vector3D = b.get_velocity() - a.get_velocity();
925        let velocity_along_normal: f64 = relative_velocity.dot(result.get_normal());
926        if velocity_along_normal > 0.0 {
927            return;
928        }
929        let restitution: f64 = a.get_restitution().min(b.get_restitution());
930        let inverse_mass_sum: f64 = a_inverse_mass + b_inverse_mass;
931        if inverse_mass_sum == 0.0 {
932            return;
933        }
934        let impulse_magnitude: f64 =
935            -(1.0 + restitution) * velocity_along_normal / inverse_mass_sum;
936        let impulse: Vector3D = result.get_normal().scaled(impulse_magnitude);
937        *a.get_mut_velocity() -= impulse.scaled(a_inverse_mass);
938        *b.get_mut_velocity() += impulse.scaled(b_inverse_mass);
939        let correction: Vector3D = result
940            .get_normal()
941            .scaled((result.get_depth() * PHYSICS_POSITION_PERCENT / inverse_mass_sum).max(0.0));
942        *a.get_mut_position() -= correction.scaled(a_inverse_mass);
943        *b.get_mut_position() += correction.scaled(b_inverse_mass);
944    }
945}
946
947/// Forwards `PhysicsWorld3D::step` through the [`Updatable`] trait so that
948/// 3D physics worlds participate in the same update loop as their 2D
949/// counterparts, entities, animators, and scene managers. The inherent
950/// [`PhysicsWorld3D::step`] method is the canonical implementation; this impl
951/// exists purely for trait dispatch. The inherent call resolves first when
952/// both are in scope, so there is no recursion.
953impl Updatable for PhysicsWorld3D {
954    /// Advances the simulation by `delta_time` seconds.
955    ///
956    /// # Arguments
957    ///
958    /// - `f64` - Seconds elapsed since the previous update.
959    fn update(&mut self, delta_time: f64) {
960        PhysicsWorld3D::step(self, delta_time);
961    }
962}
963
964/// Implements `Default` for `PhysicsWorld3D` as an empty world.
965impl Default for PhysicsWorld3D {
966    /// Constructs a default [`PhysicsWorld3D`] value.
967    ///
968    /// # Returns
969    ///
970    /// - `PhysicsWorld3D` - A default-constructed instance with the documented initial state.
971    fn default() -> PhysicsWorld3D {
972        PhysicsWorld3D::with_config(PhysicsConfig3D::default())
973    }
974}