Rapier 2D (@dimforge/rapier2d-compat 0.20) comes in as the physics engine: the editor loads it once in the background right after opening a project from its own chunk, so the main bundle grows by 0.19 KB gzip and the first frame does not wait; loadPhysics, physicsStatus and the 100 px = 1 m conversion live in src/runtime/physics/engine.ts, __gm.physics() reports the state, unit tests pin free fall and a box resting on a box, and e2e module 41 pins that Rapier is ready from its own chunk without console noise (#145)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -2,6 +2,7 @@ import type { Application } from 'pixi.js';
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import { HttpFileStore } from '../core/store/HttpFileStore';
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import { HttpProjectStore } from '../core/store/HttpProjectStore';
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import type { StoredTexture, UploadedTexture } from '../core/store/TextureStore';
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import { loadPhysics } from '../runtime/physics/engine';
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import { requestRender, type VStack } from '../ui';
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import { fontLibrary } from '../viewport/FontLibrary';
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import { soundLibrary } from '../viewport/SoundLibrary';
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@@ -42,5 +43,6 @@ export async function startEditor(app: Application, root: VStack): Promise<void>
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fontLibrary.onChange(() => requestRender());
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installDebugHook(app, state, editor);
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await editor.boot();
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loadPhysics().catch((error: unknown) => console.error('[physics] Rapier could not be loaded:', error));
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await startPlugins(API_ENDPOINT, state, editor);
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}
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@@ -6,6 +6,7 @@ import { findAsset, findAssetOf, findObjectHolder } from '../core/model/Project'
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import type { FrameRect } from '../core/model/texture';
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import { findLayer } from '../core/model/tilemap';
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import { effectiveScale, gameClock } from '../core/time';
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import { physicsStatus } from '../runtime/physics/engine';
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import {
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activeDrag,
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afterFrames,
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@@ -641,6 +642,7 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
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sceneSelect: () => ({ ...centreOf(editor.sceneButton), enabled: editor.sceneButton.enabled }),
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/** Behaviors running without Play (`Run in editor`), and how long they have been at it. */
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editorRun: () => editor.editorRunInfo(),
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physics: () => physicsStatus(),
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/** Rows the hierarchy shows – collapsed subtrees are not in here. */
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hierarchyOrder: () => hierarchy.rowOrder(),
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hierarchyChevron: (id: string) => hierarchy.chevronPosition(id),
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@@ -0,0 +1,40 @@
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import type RAPIER from '@dimforge/rapier2d-compat';
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export type Rapier = typeof RAPIER;
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/** Everything outside the engine is in pixels; Rapier is tuned for metres. */
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export const PIXELS_PER_METRE = 100;
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export const toMetres = (pixels: number): number => pixels / PIXELS_PER_METRE;
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export const toPixels = (metres: number): number => metres * PIXELS_PER_METRE;
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export type PhysicsStatus =
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| { state: 'idle' | 'loading' }
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| { state: 'ready'; ms: number; version: string }
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| { state: 'failed'; error: string };
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let status: PhysicsStatus = { state: 'idle' };
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let loading: Promise<Rapier> | null = null;
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/**
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* Rapier is its own chunk with the WebAssembly inside. Every caller shares the one load, and a
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* failed load stays failed rather than being tried again on each call.
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*/
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export function loadPhysics(): Promise<Rapier> {
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if (loading) return loading;
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const start = performance.now();
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status = { state: 'loading' };
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loading = import('@dimforge/rapier2d-compat').then(async ({ default: rapier }) => {
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await rapier.init();
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status = { state: 'ready', ms: Math.round(performance.now() - start), version: rapier.version() };
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return rapier;
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});
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loading.catch((error: unknown) => {
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status = { state: 'failed', error: error instanceof Error ? error.message : String(error) };
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});
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return loading;
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}
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export function physicsStatus(): PhysicsStatus {
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return status;
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}
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