# packages/core/src/features/physics/lib/2d/runtime/descriptors.ts
This is the source snapshot used to build these API details. [View this revision on GitHub](https://github.com/benlesh/pibbl/blob/272a94aaf62e0bd6ad8726a4c607a76a9ec44ca1/packages/core/src/features/physics/lib/2d/runtime/descriptors.ts#L285).

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<pre class="api-source"><code><span id="L1"><a href="#L1" aria-label="Line 1">1</a> import { Group, isSignal } from &quot;@pibbl/core&quot;;</span>
<span id="L2"><a href="#L2" aria-label="Line 2">2</a> import {</span>
<span id="L3"><a href="#L3" aria-label="Line 3">3</a>   pibblInternalCreatePropAttachment,</span>
<span id="L4"><a href="#L4" aria-label="Line 4">4</a>   type PibblInternalPrimitiveAttachmentInput,</span>
<span id="L5"><a href="#L5" aria-label="Line 5">5</a>   type PibblInternalMountedPropAttachment,</span>
<span id="L6"><a href="#L6" aria-label="Line 6">6</a> } from &quot;@pibbl/core/internal&quot;;</span>
<span id="L7"><a href="#L7" aria-label="Line 7">7</a> import type {</span>
<span id="L8"><a href="#L8" aria-label="Line 8">8</a>   PibblPhysicsShape2D,</span>
<span id="L9"><a href="#L9" aria-label="Line 9">9</a>   PibblPhysicsVector2,</span>
<span id="L10"><a href="#L10" aria-label="Line 10">10</a> } from &quot;../../../2d-geometry.js&quot;;</span>
<span id="L11"><a href="#L11" aria-label="Line 11">11</a> import { transformShape2D } from &quot;../../../2d-geometry.js&quot;;</span>
<span id="L12"><a href="#L12" aria-label="Line 12">12</a> import { requireShapeRecord2D, type ShapeRecord2D } from &quot;../shape-records.js&quot;;</span>
<span id="L13"><a href="#L13" aria-label="Line 13">13</a> import type {</span>
<span id="L14"><a href="#L14" aria-label="Line 14">14</a>   PibblPhysicsAttachment2D,</span>
<span id="L15"><a href="#L15" aria-label="Line 15">15</a>   PibblPhysicsBodyAttachment2D,</span>
<span id="L16"><a href="#L16" aria-label="Line 16">16</a>   PibblPhysicsBodyHandle2D,</span>
<span id="L17"><a href="#L17" aria-label="Line 17">17</a>   PibblPhysicsColliderAttachment2D,</span>
<span id="L18"><a href="#L18" aria-label="Line 18">18</a>   PibblPhysicsColliderConfiguration2D,</span>
<span id="L19"><a href="#L19" aria-label="Line 19">19</a>   PibblPhysicsCollisionFilter,</span>
<span id="L20"><a href="#L20" aria-label="Line 20">20</a>   PibblPhysicsDynamicBody2DOptions,</span>
<span id="L21"><a href="#L21" aria-label="Line 21">21</a>   PibblPhysicsKinematicBody2DOptions,</span>
<span id="L22"><a href="#L22" aria-label="Line 22">22</a>   PibblPhysicsKinematicTarget2D,</span>
<span id="L23"><a href="#L23" aria-label="Line 23">23</a>   PibblPhysicsStaticBody2DOptions,</span>
<span id="L24"><a href="#L24" aria-label="Line 24">24</a> } from &quot;../types.js&quot;;</span>
<span id="L25"><a href="#L25" aria-label="Line 25">25</a> import {</span>
<span id="L26"><a href="#L26" aria-label="Line 26">26</a>   copyFiniteVector2,</span>
<span id="L27"><a href="#L27" aria-label="Line 27">27</a>   requireFiniteNumber,</span>
<span id="L28"><a href="#L28" aria-label="Line 28">28</a>   requireNonnegativeNumber,</span>
<span id="L29"><a href="#L29" aria-label="Line 29">29</a>   requirePositiveNumber,</span>
<span id="L30"><a href="#L30" aria-label="Line 30">30</a>   requireSafeIntegerInRange,</span>
<span id="L31"><a href="#L31" aria-label="Line 31">31</a> } from &quot;../../shared/validation.js&quot;;</span>
<span id="L32"><a href="#L32" aria-label="Line 32">32</a> import {</span>
<span id="L33"><a href="#L33" aria-label="Line 33">33</a>   pushPhysicsBody2D,</span>
<span id="L34"><a href="#L34" aria-label="Line 34">34</a>   requireCurrentPhysicsBody2D,</span>
<span id="L35"><a href="#L35" aria-label="Line 35">35</a>   requireCurrentPhysicsWorld2D,</span>
<span id="L36"><a href="#L36" aria-label="Line 36">36</a> } from &quot;./context.js&quot;;</span>
<span id="L37"><a href="#L37" aria-label="Line 37">37</a> import {</span>
<span id="L38"><a href="#L38" aria-label="Line 38">38</a>   bakeCanvasShapeTransform2D,</span>
<span id="L39"><a href="#L39" aria-label="Line 39">39</a>   inferCanvasColliderShape2D,</span>
<span id="L40"><a href="#L40" aria-label="Line 40">40</a> } from &quot;../canvas/inference.js&quot;;</span>
<span id="L41"><a href="#L41" aria-label="Line 41">41</a> import {</span>
<span id="L42"><a href="#L42" aria-label="Line 42">42</a>   bodyLocalTransformFromPrimitive2D,</span>
<span id="L43"><a href="#L43" aria-label="Line 43">43</a>   captureBodyPresentation2D,</span>
<span id="L44"><a href="#L44" aria-label="Line 44">44</a>   matrixFromPose,</span>
<span id="L45"><a href="#L45" aria-label="Line 45">45</a>   resolveDynamicPresentationTransform2D,</span>
<span id="L46"><a href="#L46" aria-label="Line 46">46</a>   type CanvasBodyPresentationCapture2D,</span>
<span id="L47"><a href="#L47" aria-label="Line 47">47</a> } from &quot;../canvas/presentation.js&quot;;</span>
<span id="L48"><a href="#L48" aria-label="Line 48">48</a> </span>
<span id="L49"><a href="#L49" aria-label="Line 49">49</a> const bodyFramesByWorld2D = new WeakMap&lt;object, Map&lt;number, BodyFrame2D&gt;&gt;();</span>
<span id="L50"><a href="#L50" aria-label="Line 50">50</a> </span>
<span id="L51"><a href="#L51" aria-label="Line 51">51</a> interface BodyFrame2D {</span>
<span id="L52"><a href="#L52" aria-label="Line 52">52</a>   readonly poseMatrix: DOMMatrix;</span>
<span id="L53"><a href="#L53" aria-label="Line 53">53</a>   readonly preBodyLineage: PibblInternalPrimitiveAttachmentInput[&quot;presentationTransformLineage&quot;];</span>
<span id="L54"><a href="#L54" aria-label="Line 54">54</a>   readonly untrackedCanvasTransformCount: number;</span>
<span id="L55"><a href="#L55" aria-label="Line 55">55</a> }</span>
<span id="L56"><a href="#L56" aria-label="Line 56">56</a> </span>
<span id="L57"><a href="#L57" aria-label="Line 57">57</a> const attachmentRecord2DSymbol = Symbol(&quot;PibblPhysicsAttachment2D&quot;);</span>
<span id="L58"><a href="#L58" aria-label="Line 58">58</a> </span>
<span id="L59"><a href="#L59" aria-label="Line 59">59</a> // Exact Pibbl presentation anchors preserve authored transforms as doubles. A</span>
<span id="L60"><a href="#L60" aria-label="Line 60">60</a> // relative collider frame still performs one inversion and one multiplication,</span>
<span id="L61"><a href="#L61" aria-label="Line 61">61</a> // so accept only their bounded IEEE-754 double-operation noise. This is never</span>
<span id="L62"><a href="#L62" aria-label="Line 62">62</a> // an authored-geometry epsilon: a post-mount 1e-7 translation or scale change</span>
<span id="L63"><a href="#L63" aria-label="Line 63">63</a> // remains observable.</span>
<span id="L64"><a href="#L64" aria-label="Line 64">64</a> const RELATIVE_MATRIX_ROUNDOFF_OPERATIONS = 32;</span>
<span id="L65"><a href="#L65" aria-label="Line 65">65</a> </span>
<span id="L66"><a href="#L66" aria-label="Line 66">66</a> export interface NormalizedPhysicsCollisionFilter2D {</span>
<span id="L67"><a href="#L67" aria-label="Line 67">67</a>   readonly category: number;</span>
<span id="L68"><a href="#L68" aria-label="Line 68">68</a>   readonly mask: number;</span>
<span id="L69"><a href="#L69" aria-label="Line 69">69</a>   readonly group: number;</span>
<span id="L70"><a href="#L70" aria-label="Line 70">70</a> }</span>
<span id="L71"><a href="#L71" aria-label="Line 71">71</a> </span>
<span id="L72"><a href="#L72" aria-label="Line 72">72</a> export interface NormalizedPhysicsColliderConfiguration2D {</span>
<span id="L73"><a href="#L73" aria-label="Line 73">73</a>   readonly shape: &quot;self&quot; | PibblPhysicsShape2D;</span>
<span id="L74"><a href="#L74" aria-label="Line 74">74</a>   readonly offset: PibblPhysicsVector2;</span>
<span id="L75"><a href="#L75" aria-label="Line 75">75</a>   readonly rotationDegrees: number;</span>
<span id="L76"><a href="#L76" aria-label="Line 76">76</a>   readonly density: number;</span>
<span id="L77"><a href="#L77" aria-label="Line 77">77</a>   readonly friction: number;</span>
<span id="L78"><a href="#L78" aria-label="Line 78">78</a>   readonly restitution: number;</span>
<span id="L79"><a href="#L79" aria-label="Line 79">79</a>   readonly sensor: boolean;</span>
<span id="L80"><a href="#L80" aria-label="Line 80">80</a>   readonly contributesToMass: boolean;</span>
<span id="L81"><a href="#L81" aria-label="Line 81">81</a>   readonly collisionFilter: NormalizedPhysicsCollisionFilter2D;</span>
<span id="L82"><a href="#L82" aria-label="Line 82">82</a>   readonly tag: unknown;</span>
<span id="L83"><a href="#L83" aria-label="Line 83">83</a>   readonly handlers: Readonly&lt;{</span>
<span id="L84"><a href="#L84" aria-label="Line 84">84</a>     readonly onCollisionStart?: PibblPhysicsColliderConfiguration2D[&quot;onCollisionStart&quot;];</span>
<span id="L85"><a href="#L85" aria-label="Line 85">85</a>     readonly onCollisionEnd?: PibblPhysicsColliderConfiguration2D[&quot;onCollisionEnd&quot;];</span>
<span id="L86"><a href="#L86" aria-label="Line 86">86</a>     readonly onHit?: PibblPhysicsColliderConfiguration2D[&quot;onHit&quot;];</span>
<span id="L87"><a href="#L87" aria-label="Line 87">87</a>     readonly onOverlapStart?: PibblPhysicsColliderConfiguration2D[&quot;onOverlapStart&quot;];</span>
<span id="L88"><a href="#L88" aria-label="Line 88">88</a>     readonly onOverlapEnd?: PibblPhysicsColliderConfiguration2D[&quot;onOverlapEnd&quot;];</span>
<span id="L89"><a href="#L89" aria-label="Line 89">89</a>   }&gt;;</span>
<span id="L90"><a href="#L90" aria-label="Line 90">90</a> }</span>
<span id="L91"><a href="#L91" aria-label="Line 91">91</a> </span>
<span id="L92"><a href="#L92" aria-label="Line 92">92</a> export interface NormalizedPhysicsDynamicBody2DOptions {</span>
<span id="L93"><a href="#L93" aria-label="Line 93">93</a>   readonly enabled: boolean;</span>
<span id="L94"><a href="#L94" aria-label="Line 94">94</a>   readonly handle: PibblPhysicsBodyHandle2D | undefined;</span>
<span id="L95"><a href="#L95" aria-label="Line 95">95</a>   readonly linearVelocity: PibblPhysicsVector2;</span>
<span id="L96"><a href="#L96" aria-label="Line 96">96</a>   readonly angularVelocityDegreesPerSecond: number;</span>
<span id="L97"><a href="#L97" aria-label="Line 97">97</a>   readonly linearDamping: number;</span>
<span id="L98"><a href="#L98" aria-label="Line 98">98</a>   readonly angularDamping: number;</span>
<span id="L99"><a href="#L99" aria-label="Line 99">99</a>   readonly gravityScale: number;</span>
<span id="L100"><a href="#L100" aria-label="Line 100">100</a>   readonly mass: &quot;auto&quot; | number;</span>
<span id="L101"><a href="#L101" aria-label="Line 101">101</a>   readonly fixedRotation: boolean;</span>
<span id="L102"><a href="#L102" aria-label="Line 102">102</a>   readonly allowSleep: boolean;</span>
<span id="L103"><a href="#L103" aria-label="Line 103">103</a>   readonly ccd: boolean;</span>
<span id="L104"><a href="#L104" aria-label="Line 104">104</a>   readonly reenableVelocity: &quot;zero&quot; | &quot;preserve&quot;;</span>
<span id="L105"><a href="#L105" aria-label="Line 105">105</a>   readonly collider: false | NormalizedPhysicsColliderConfiguration2D;</span>
<span id="L106"><a href="#L106" aria-label="Line 106">106</a> }</span>
<span id="L107"><a href="#L107" aria-label="Line 107">107</a> </span>
<span id="L108"><a href="#L108" aria-label="Line 108">108</a> export interface NormalizedPhysicsStaticBody2DOptions {</span>
<span id="L109"><a href="#L109" aria-label="Line 109">109</a>   readonly enabled: boolean;</span>
<span id="L110"><a href="#L110" aria-label="Line 110">110</a>   readonly handle: PibblPhysicsBodyHandle2D | undefined;</span>
<span id="L111"><a href="#L111" aria-label="Line 111">111</a>   readonly collider: false | NormalizedPhysicsColliderConfiguration2D;</span>
<span id="L112"><a href="#L112" aria-label="Line 112">112</a> }</span>
<span id="L113"><a href="#L113" aria-label="Line 113">113</a> </span>
<span id="L114"><a href="#L114" aria-label="Line 114">114</a> export interface NormalizedPhysicsKinematicBody2DOptions {</span>
<span id="L115"><a href="#L115" aria-label="Line 115">115</a>   readonly enabled: boolean;</span>
<span id="L116"><a href="#L116" aria-label="Line 116">116</a>   readonly handle: PibblPhysicsBodyHandle2D | undefined;</span>
<span id="L117"><a href="#L117" aria-label="Line 117">117</a>   readonly target: Readonly&lt;PibblPhysicsKinematicTarget2D&gt;;</span>
<span id="L118"><a href="#L118" aria-label="Line 118">118</a>   readonly allowSleep: boolean;</span>
<span id="L119"><a href="#L119" aria-label="Line 119">119</a>   readonly collider: false | NormalizedPhysicsColliderConfiguration2D;</span>
<span id="L120"><a href="#L120" aria-label="Line 120">120</a> }</span>
<span id="L121"><a href="#L121" aria-label="Line 121">121</a> </span>
<span id="L122"><a href="#L122" aria-label="Line 122">122</a> export type PhysicsBodyAttachment2DDescriptor =</span>
<span id="L123"><a href="#L123" aria-label="Line 123">123</a>   | Readonly&lt;{</span>
<span id="L124"><a href="#L124" aria-label="Line 124">124</a>       readonly kind: &quot;body&quot;;</span>
<span id="L125"><a href="#L125" aria-label="Line 125">125</a>       readonly bodyType: &quot;dynamic&quot;;</span>
<span id="L126"><a href="#L126" aria-label="Line 126">126</a>       readonly options: NormalizedPhysicsDynamicBody2DOptions;</span>
<span id="L127"><a href="#L127" aria-label="Line 127">127</a>     }&gt;</span>
<span id="L128"><a href="#L128" aria-label="Line 128">128</a>   | Readonly&lt;{</span>
<span id="L129"><a href="#L129" aria-label="Line 129">129</a>       readonly kind: &quot;body&quot;;</span>
<span id="L130"><a href="#L130" aria-label="Line 130">130</a>       readonly bodyType: &quot;static&quot;;</span>
<span id="L131"><a href="#L131" aria-label="Line 131">131</a>       readonly options: NormalizedPhysicsStaticBody2DOptions;</span>
<span id="L132"><a href="#L132" aria-label="Line 132">132</a>     }&gt;</span>
<span id="L133"><a href="#L133" aria-label="Line 133">133</a>   | Readonly&lt;{</span>
<span id="L134"><a href="#L134" aria-label="Line 134">134</a>       readonly kind: &quot;body&quot;;</span>
<span id="L135"><a href="#L135" aria-label="Line 135">135</a>       readonly bodyType: &quot;kinematic&quot;;</span>
<span id="L136"><a href="#L136" aria-label="Line 136">136</a>       readonly options: NormalizedPhysicsKinematicBody2DOptions;</span>
<span id="L137"><a href="#L137" aria-label="Line 137">137</a>     }&gt;;</span>
<span id="L138"><a href="#L138" aria-label="Line 138">138</a> </span>
<span id="L139"><a href="#L139" aria-label="Line 139">139</a> export interface PhysicsColliderAttachment2DDescriptor {</span>
<span id="L140"><a href="#L140" aria-label="Line 140">140</a>   readonly kind: &quot;collider&quot;;</span>
<span id="L141"><a href="#L141" aria-label="Line 141">141</a>   readonly options: NormalizedPhysicsColliderConfiguration2D;</span>
<span id="L142"><a href="#L142" aria-label="Line 142">142</a> }</span>
<span id="L143"><a href="#L143" aria-label="Line 143">143</a> </span>
<span id="L144"><a href="#L144" aria-label="Line 144">144</a> export type PhysicsAttachment2DDescriptor =</span>
<span id="L145"><a href="#L145" aria-label="Line 145">145</a>   PhysicsBodyAttachment2DDescriptor | PhysicsColliderAttachment2DDescriptor;</span>
<span id="L146"><a href="#L146" aria-label="Line 146">146</a> </span>
<span id="L147"><a href="#L147" aria-label="Line 147">147</a> type RegisteredAttachment2D = Readonly&lt;{</span>
<span id="L148"><a href="#L148" aria-label="Line 148">148</a>   readonly [attachmentRecord2DSymbol]: PhysicsAttachment2DDescriptor;</span>
<span id="L149"><a href="#L149" aria-label="Line 149">149</a> }&gt;;</span>
<span id="L150"><a href="#L150" aria-label="Line 150">150</a> </span>
<span id="L151"><a href="#L151" aria-label="Line 151">151</a> /**</span>
<span id="L152"><a href="#L152" aria-label="Line 152">152</a>  * Creates a declarative body attachment whose motion is advanced by the physics solver.</span>
<span id="L153"><a href="#L153" aria-label="Line 153">153</a>  *</span>
<span id="L154"><a href="#L154" aria-label="Line 154">154</a>  * @param options - Dynamic body, collider, and initial motion configuration. See</span>
<span id="L155"><a href="#L155" aria-label="Line 155">155</a>  * {@link PibblPhysicsDynamicBody2DOptions} .</span>
<span id="L156"><a href="#L156" aria-label="Line 156">156</a>  * @returns A dynamic-body attachment for a supported primitive's physics prop. See</span>
<span id="L157"><a href="#L157" aria-label="Line 157">157</a>  * {@link PibblPhysicsBodyAttachment2D} .</span>
<span id="L158"><a href="#L158" aria-label="Line 158">158</a>  *</span>
<span id="L159"><a href="#L159" aria-label="Line 159">159</a>  * @see {@link PibblPhysicsDynamicBody2DOptions}</span>
<span id="L160"><a href="#L160" aria-label="Line 160">160</a>  * @see {@link PibblPhysicsBodyAttachment2D}</span>
<span id="L161"><a href="#L161" aria-label="Line 161">161</a>  */</span>
<span id="L162"><a href="#L162" aria-label="Line 162">162</a> export function dynamicBody2D(</span>
<span id="L163"><a href="#L163" aria-label="Line 163">163</a>   options: PibblPhysicsDynamicBody2DOptions = {},</span>
<span id="L164"><a href="#L164" aria-label="Line 164">164</a> ): PibblPhysicsBodyAttachment2D {</span>
<span id="L165"><a href="#L165" aria-label="Line 165">165</a>   const mass = options.mass ?? &quot;auto&quot;;</span>
<span id="L166"><a href="#L166" aria-label="Line 166">166</a>   if (mass !== &quot;auto&quot;) requirePositiveNumber(mass, &quot;options.mass&quot;);</span>
<span id="L167"><a href="#L167" aria-label="Line 167">167</a>   const reenableVelocity = options.reenableVelocity ?? &quot;zero&quot;;</span>
<span id="L168"><a href="#L168" aria-label="Line 168">168</a>   if (reenableVelocity !== &quot;zero&quot; &amp;&amp; reenableVelocity !== &quot;preserve&quot;) {</span>
<span id="L169"><a href="#L169" aria-label="Line 169">169</a>     throw new TypeError(</span>
<span id="L170"><a href="#L170" aria-label="Line 170">170</a>       'options.reenableVelocity must be &quot;zero&quot; or &quot;preserve&quot;.',</span>
<span id="L171"><a href="#L171" aria-label="Line 171">171</a>     );</span>
<span id="L172"><a href="#L172" aria-label="Line 172">172</a>   }</span>
<span id="L173"><a href="#L173" aria-label="Line 173">173</a>   return createAttachment({</span>
<span id="L174"><a href="#L174" aria-label="Line 174">174</a>     kind: &quot;body&quot;,</span>
<span id="L175"><a href="#L175" aria-label="Line 175">175</a>     bodyType: &quot;dynamic&quot;,</span>
<span id="L176"><a href="#L176" aria-label="Line 176">176</a>     options: Object.freeze({</span>
<span id="L177"><a href="#L177" aria-label="Line 177">177</a>       enabled: options.enabled ?? true,</span>
<span id="L178"><a href="#L178" aria-label="Line 178">178</a>       handle: options.handle,</span>
<span id="L179"><a href="#L179" aria-label="Line 179">179</a>       linearVelocity: copyFiniteVector2(</span>
<span id="L180"><a href="#L180" aria-label="Line 180">180</a>         options.linearVelocity ?? [0, 0],</span>
<span id="L181"><a href="#L181" aria-label="Line 181">181</a>         &quot;options.linearVelocity&quot;,</span>
<span id="L182"><a href="#L182" aria-label="Line 182">182</a>       ),</span>
<span id="L183"><a href="#L183" aria-label="Line 183">183</a>       angularVelocityDegreesPerSecond: requireFiniteNumber(</span>
<span id="L184"><a href="#L184" aria-label="Line 184">184</a>         options.angularVelocityDegreesPerSecond ?? 0,</span>
<span id="L185"><a href="#L185" aria-label="Line 185">185</a>         &quot;options.angularVelocityDegreesPerSecond&quot;,</span>
<span id="L186"><a href="#L186" aria-label="Line 186">186</a>       ),</span>
<span id="L187"><a href="#L187" aria-label="Line 187">187</a>       linearDamping: requireNonnegativeNumber(</span>
<span id="L188"><a href="#L188" aria-label="Line 188">188</a>         options.linearDamping ?? 0,</span>
<span id="L189"><a href="#L189" aria-label="Line 189">189</a>         &quot;options.linearDamping&quot;,</span>
<span id="L190"><a href="#L190" aria-label="Line 190">190</a>       ),</span>
<span id="L191"><a href="#L191" aria-label="Line 191">191</a>       angularDamping: requireNonnegativeNumber(</span>
<span id="L192"><a href="#L192" aria-label="Line 192">192</a>         options.angularDamping ?? 0,</span>
<span id="L193"><a href="#L193" aria-label="Line 193">193</a>         &quot;options.angularDamping&quot;,</span>
<span id="L194"><a href="#L194" aria-label="Line 194">194</a>       ),</span>
<span id="L195"><a href="#L195" aria-label="Line 195">195</a>       gravityScale: requireFiniteNumber(</span>
<span id="L196"><a href="#L196" aria-label="Line 196">196</a>         options.gravityScale ?? 1,</span>
<span id="L197"><a href="#L197" aria-label="Line 197">197</a>         &quot;options.gravityScale&quot;,</span>
<span id="L198"><a href="#L198" aria-label="Line 198">198</a>       ),</span>
<span id="L199"><a href="#L199" aria-label="Line 199">199</a>       mass,</span>
<span id="L200"><a href="#L200" aria-label="Line 200">200</a>       fixedRotation: options.fixedRotation ?? false,</span>
<span id="L201"><a href="#L201" aria-label="Line 201">201</a>       allowSleep: options.allowSleep ?? true,</span>
<span id="L202"><a href="#L202" aria-label="Line 202">202</a>       ccd: options.ccd ?? false,</span>
<span id="L203"><a href="#L203" aria-label="Line 203">203</a>       reenableVelocity,</span>
<span id="L204"><a href="#L204" aria-label="Line 204">204</a>       collider: normalizeOptionalCollider(options.collider, &quot;options.collider&quot;),</span>
<span id="L205"><a href="#L205" aria-label="Line 205">205</a>     }),</span>
<span id="L206"><a href="#L206" aria-label="Line 206">206</a>   });</span>
<span id="L207"><a href="#L207" aria-label="Line 207">207</a> }</span>
<span id="L208"><a href="#L208" aria-label="Line 208">208</a> </span>
<span id="L209"><a href="#L209" aria-label="Line 209">209</a> /**</span>
<span id="L210"><a href="#L210" aria-label="Line 210">210</a>  * Creates a declarative body attachment that remains fixed in the simulation.</span>
<span id="L211"><a href="#L211" aria-label="Line 211">211</a>  *</span>
<span id="L212"><a href="#L212" aria-label="Line 212">212</a>  * @param options - Static body and collider configuration. See</span>
<span id="L213"><a href="#L213" aria-label="Line 213">213</a>  * {@link PibblPhysicsStaticBody2DOptions} .</span>
<span id="L214"><a href="#L214" aria-label="Line 214">214</a>  * @returns A static-body attachment for a supported primitive's physics prop. See</span>
<span id="L215"><a href="#L215" aria-label="Line 215">215</a>  * {@link PibblPhysicsBodyAttachment2D} .</span>
<span id="L216"><a href="#L216" aria-label="Line 216">216</a>  *</span>
<span id="L217"><a href="#L217" aria-label="Line 217">217</a>  * @see {@link PibblPhysicsStaticBody2DOptions}</span>
<span id="L218"><a href="#L218" aria-label="Line 218">218</a>  * @see {@link PibblPhysicsBodyAttachment2D}</span>
<span id="L219"><a href="#L219" aria-label="Line 219">219</a>  */</span>
<span id="L220"><a href="#L220" aria-label="Line 220">220</a> export function staticBody2D(</span>
<span id="L221"><a href="#L221" aria-label="Line 221">221</a>   options: PibblPhysicsStaticBody2DOptions = {},</span>
<span id="L222"><a href="#L222" aria-label="Line 222">222</a> ): PibblPhysicsBodyAttachment2D {</span>
<span id="L223"><a href="#L223" aria-label="Line 223">223</a>   return createAttachment({</span>
<span id="L224"><a href="#L224" aria-label="Line 224">224</a>     kind: &quot;body&quot;,</span>
<span id="L225"><a href="#L225" aria-label="Line 225">225</a>     bodyType: &quot;static&quot;,</span>
<span id="L226"><a href="#L226" aria-label="Line 226">226</a>     options: Object.freeze({</span>
<span id="L227"><a href="#L227" aria-label="Line 227">227</a>       enabled: options.enabled ?? true,</span>
<span id="L228"><a href="#L228" aria-label="Line 228">228</a>       handle: options.handle,</span>
<span id="L229"><a href="#L229" aria-label="Line 229">229</a>       collider: normalizeOptionalCollider(options.collider, &quot;options.collider&quot;),</span>
<span id="L230"><a href="#L230" aria-label="Line 230">230</a>     }),</span>
<span id="L231"><a href="#L231" aria-label="Line 231">231</a>   });</span>
<span id="L232"><a href="#L232" aria-label="Line 232">232</a> }</span>
<span id="L233"><a href="#L233" aria-label="Line 233">233</a> </span>
<span id="L234"><a href="#L234" aria-label="Line 234">234</a> /**</span>
<span id="L235"><a href="#L235" aria-label="Line 235">235</a>  * Creates a declarative body attachment driven by application-supplied target signals.</span>
<span id="L236"><a href="#L236" aria-label="Line 236">236</a>  *</span>
<span id="L237"><a href="#L237" aria-label="Line 237">237</a>  * @param options - Kinematic body, collider, and motion configuration. See</span>
<span id="L238"><a href="#L238" aria-label="Line 238">238</a>  * {@link PibblPhysicsKinematicBody2DOptions} .</span>
<span id="L239"><a href="#L239" aria-label="Line 239">239</a>  * @returns A kinematic-body attachment for a supported primitive's physics prop. See</span>
<span id="L240"><a href="#L240" aria-label="Line 240">240</a>  * {@link PibblPhysicsBodyAttachment2D} .</span>
<span id="L241"><a href="#L241" aria-label="Line 241">241</a>  *</span>
<span id="L242"><a href="#L242" aria-label="Line 242">242</a>  * @see {@link PibblPhysicsKinematicBody2DOptions}</span>
<span id="L243"><a href="#L243" aria-label="Line 243">243</a>  * @see {@link PibblPhysicsBodyAttachment2D}</span>
<span id="L244"><a href="#L244" aria-label="Line 244">244</a>  */</span>
<span id="L245"><a href="#L245" aria-label="Line 245">245</a> export function kinematicBody2D(</span>
<span id="L246"><a href="#L246" aria-label="Line 246">246</a>   options: PibblPhysicsKinematicBody2DOptions = {},</span>
<span id="L247"><a href="#L247" aria-label="Line 247">247</a> ): PibblPhysicsBodyAttachment2D {</span>
<span id="L248"><a href="#L248" aria-label="Line 248">248</a>   const target = options.target ?? {};</span>
<span id="L249"><a href="#L249" aria-label="Line 249">249</a>   if (target.position !== undefined &amp;&amp; !isSignal(target.position)) {</span>
<span id="L250"><a href="#L250" aria-label="Line 250">250</a>     throw new TypeError(&quot;options.target.position must be a Pibbl signal.&quot;);</span>
<span id="L251"><a href="#L251" aria-label="Line 251">251</a>   }</span>
<span id="L252"><a href="#L252" aria-label="Line 252">252</a>   if (</span>
<span id="L253"><a href="#L253" aria-label="Line 253">253</a>     target.rotationDegrees !== undefined &amp;&amp;</span>
<span id="L254"><a href="#L254" aria-label="Line 254">254</a>     !isSignal(target.rotationDegrees)</span>
<span id="L255"><a href="#L255" aria-label="Line 255">255</a>   ) {</span>
<span id="L256"><a href="#L256" aria-label="Line 256">256</a>     throw new TypeError(&quot;options.target.rotationDegrees must be a Pibbl signal.&quot;);</span>
<span id="L257"><a href="#L257" aria-label="Line 257">257</a>   }</span>
<span id="L258"><a href="#L258" aria-label="Line 258">258</a>   return createAttachment({</span>
<span id="L259"><a href="#L259" aria-label="Line 259">259</a>     kind: &quot;body&quot;,</span>
<span id="L260"><a href="#L260" aria-label="Line 260">260</a>     bodyType: &quot;kinematic&quot;,</span>
<span id="L261"><a href="#L261" aria-label="Line 261">261</a>     options: Object.freeze({</span>
<span id="L262"><a href="#L262" aria-label="Line 262">262</a>       enabled: options.enabled ?? true,</span>
<span id="L263"><a href="#L263" aria-label="Line 263">263</a>       handle: options.handle,</span>
<span id="L264"><a href="#L264" aria-label="Line 264">264</a>       target: Object.freeze({</span>
<span id="L265"><a href="#L265" aria-label="Line 265">265</a>         position: target.position,</span>
<span id="L266"><a href="#L266" aria-label="Line 266">266</a>         rotationDegrees: target.rotationDegrees,</span>
<span id="L267"><a href="#L267" aria-label="Line 267">267</a>       }),</span>
<span id="L268"><a href="#L268" aria-label="Line 268">268</a>       allowSleep: options.allowSleep ?? true,</span>
<span id="L269"><a href="#L269" aria-label="Line 269">269</a>       collider: normalizeOptionalCollider(options.collider, &quot;options.collider&quot;),</span>
<span id="L270"><a href="#L270" aria-label="Line 270">270</a>     }),</span>
<span id="L271"><a href="#L271" aria-label="Line 271">271</a>   });</span>
<span id="L272"><a href="#L272" aria-label="Line 272">272</a> }</span>
<span id="L273"><a href="#L273" aria-label="Line 273">273</a> </span>
<span id="L274"><a href="#L274" aria-label="Line 274">274</a> /**</span>
<span id="L275"><a href="#L275" aria-label="Line 275">275</a>  * Creates a declarative collider attachment for a primitive within a physics body.</span>
<span id="L276"><a href="#L276" aria-label="Line 276">276</a>  *</span>
<span id="L277"><a href="#L277" aria-label="Line 277">277</a>  * @param options - Collider shape, material, filtering, and sensor configuration. See</span>
<span id="L278"><a href="#L278" aria-label="Line 278">278</a>  * {@link PibblPhysicsColliderConfiguration2D} .</span>
<span id="L279"><a href="#L279" aria-label="Line 279">279</a>  * @returns A collider attachment for a supported primitive's physics prop. See</span>
<span id="L280"><a href="#L280" aria-label="Line 280">280</a>  * {@link PibblPhysicsColliderAttachment2D} .</span>
<span id="L281"><a href="#L281" aria-label="Line 281">281</a>  *</span>
<span id="L282"><a href="#L282" aria-label="Line 282">282</a>  * @see {@link PibblPhysicsColliderConfiguration2D}</span>
<span id="L283"><a href="#L283" aria-label="Line 283">283</a>  * @see {@link PibblPhysicsColliderAttachment2D}</span>
<span id="L284"><a href="#L284" aria-label="Line 284">284</a>  */</span>
<span id="L285"><a href="#L285" aria-label="Line 285">285</a> export function collider2D(</span>
<span id="L286"><a href="#L286" aria-label="Line 286">286</a>   options: PibblPhysicsColliderConfiguration2D = {},</span>
<span id="L287"><a href="#L287" aria-label="Line 287">287</a> ): PibblPhysicsColliderAttachment2D {</span>
<span id="L288"><a href="#L288" aria-label="Line 288">288</a>   return createAttachment({</span>
<span id="L289"><a href="#L289" aria-label="Line 289">289</a>     kind: &quot;collider&quot;,</span>
<span id="L290"><a href="#L290" aria-label="Line 290">290</a>     options: normalizeCollider(options, &quot;options&quot;),</span>
<span id="L291"><a href="#L291" aria-label="Line 291">291</a>   });</span>
<span id="L292"><a href="#L292" aria-label="Line 292">292</a> }</span>
<span id="L293"><a href="#L293" aria-label="Line 293">293</a> </span>
<span id="L294"><a href="#L294" aria-label="Line 294">294</a> export function requirePhysicsAttachment2DDescriptor(</span>
<span id="L295"><a href="#L295" aria-label="Line 295">295</a>   value: PibblPhysicsAttachment2D,</span>
<span id="L296"><a href="#L296" aria-label="Line 296">296</a> ): PhysicsAttachment2DDescriptor {</span>
<span id="L297"><a href="#L297" aria-label="Line 297">297</a>   const descriptor =</span>
<span id="L298"><a href="#L298" aria-label="Line 298">298</a>     typeof value === &quot;object&quot; &amp;&amp; value !== null</span>
<span id="L299"><a href="#L299" aria-label="Line 299">299</a>       ? (value as Partial&lt;RegisteredAttachment2D&gt;)[attachmentRecord2DSymbol]</span>
<span id="L300"><a href="#L300" aria-label="Line 300">300</a>       : undefined;</span>
<span id="L301"><a href="#L301" aria-label="Line 301">301</a>   if (descriptor === undefined) {</span>
<span id="L302"><a href="#L302" aria-label="Line 302">302</a>     throw new TypeError(&quot;Expected a registered Pibbl physics 2D attachment.&quot;);</span>
<span id="L303"><a href="#L303" aria-label="Line 303">303</a>   }</span>
<span id="L304"><a href="#L304" aria-label="Line 304">304</a>   return descriptor;</span>
<span id="L305"><a href="#L305" aria-label="Line 305">305</a> }</span>
<span id="L306"><a href="#L306" aria-label="Line 306">306</a> </span>
<span id="L307"><a href="#L307" aria-label="Line 307">307</a> function createAttachment&lt;T extends PhysicsAttachment2DDescriptor&gt;(</span>
<span id="L308"><a href="#L308" aria-label="Line 308">308</a>   descriptor: T,</span>
<span id="L309"><a href="#L309" aria-label="Line 309">309</a> ): T[&quot;kind&quot;] extends &quot;body&quot;</span>
<span id="L310"><a href="#L310" aria-label="Line 310">310</a>   ? PibblPhysicsBodyAttachment2D</span>
<span id="L311"><a href="#L311" aria-label="Line 311">311</a>   : PibblPhysicsColliderAttachment2D {</span>
<span id="L312"><a href="#L312" aria-label="Line 312">312</a>   const frozenDescriptor = Object.freeze(descriptor);</span>
<span id="L313"><a href="#L313" aria-label="Line 313">313</a>   const value = Object.freeze({</span>
<span id="L314"><a href="#L314" aria-label="Line 314">314</a>     [attachmentRecord2DSymbol]: frozenDescriptor,</span>
<span id="L315"><a href="#L315" aria-label="Line 315">315</a>   }) as unknown as RegisteredAttachment2D &amp; PibblPhysicsAttachment2D;</span>
<span id="L316"><a href="#L316" aria-label="Line 316">316</a>   return pibblInternalCreatePropAttachment(</span>
<span id="L317"><a href="#L317" aria-label="Line 317">317</a>     &quot;physics&quot;,</span>
<span id="L318"><a href="#L318" aria-label="Line 318">318</a>     value,</span>
<span id="L319"><a href="#L319" aria-label="Line 319">319</a>     () =&gt; new MountedPhysicsAttachment2D(value),</span>
<span id="L320"><a href="#L320" aria-label="Line 320">320</a>   ) as never;</span>
<span id="L321"><a href="#L321" aria-label="Line 321">321</a> }</span>
<span id="L322"><a href="#L322" aria-label="Line 322">322</a> </span>
<span id="L323"><a href="#L323" aria-label="Line 323">323</a> export class MountedPhysicsAttachment2D implements PibblInternalMountedPropAttachment {</span>
<span id="L324"><a href="#L324" aria-label="Line 324">324</a>   private descriptor: PhysicsAttachment2DDescriptor;</span>
<span id="L325"><a href="#L325" aria-label="Line 325">325</a>   private world: ReturnType&lt;typeof requireCurrentPhysicsWorld2D&gt; | undefined;</span>
<span id="L326"><a href="#L326" aria-label="Line 326">326</a>   private bodyId: number | undefined;</span>
<span id="L327"><a href="#L327" aria-label="Line 327">327</a>   private releaseBodyScope: (() =&gt; void) | undefined;</span>
<span id="L328"><a href="#L328" aria-label="Line 328">328</a>   private cachedShapeInput:</span>
<span id="L329"><a href="#L329" aria-label="Line 329">329</a>     NormalizedPhysicsColliderConfiguration2D | undefined;</span>
<span id="L330"><a href="#L330" aria-label="Line 330">330</a>   private cachedShape: ShapeRecord2D | undefined;</span>
<span id="L331"><a href="#L331" aria-label="Line 331">331</a>   private cachedSelfShapeKey: string | undefined;</span>
<span id="L332"><a href="#L332" aria-label="Line 332">332</a>   private cachedSelfShape: PibblPhysicsShape2D | undefined;</span>
<span id="L333"><a href="#L333" aria-label="Line 333">333</a>   private cachedBakedSource: PibblPhysicsShape2D | undefined;</span>
<span id="L334"><a href="#L334" aria-label="Line 334">334</a>   private cachedBakedTransform: readonly number[] | undefined;</span>
<span id="L335"><a href="#L335" aria-label="Line 335">335</a>   private cachedBakedShape: PibblPhysicsShape2D | undefined;</span>
<span id="L336"><a href="#L336" aria-label="Line 336">336</a>   private bodyPresentation: CanvasBodyPresentationCapture2D | undefined;</span>
<span id="L337"><a href="#L337" aria-label="Line 337">337</a>   // `exit` runs after every traversal, while `dispose` runs only when this</span>
<span id="L338"><a href="#L338" aria-label="Line 338">338</a>   // mounted attachment is actually removed. Keep the last ownership key so a</span>
<span id="L339"><a href="#L339" aria-label="Line 339">339</a>   // removed keyed body releases its presentation lineage from the long-lived</span>
<span id="L340"><a href="#L340" aria-label="Line 340">340</a>   // world's frame map.</span>
<span id="L341"><a href="#L341" aria-label="Line 341">341</a>   private bodyFrameWorld: object | undefined;</span>
<span id="L342"><a href="#L342" aria-label="Line 342">342</a>   private bodyFrameId: number | undefined;</span>
<span id="L343"><a href="#L343" aria-label="Line 343">343</a>   private wasEnabled = false;</span>
<span id="L344"><a href="#L344" aria-label="Line 344">344</a> </span>
<span id="L345"><a href="#L345" aria-label="Line 345">345</a>   constructor(value: PibblPhysicsAttachment2D) {</span>
<span id="L346"><a href="#L346" aria-label="Line 346">346</a>     this.descriptor = requirePhysicsAttachment2DDescriptor(value);</span>
<span id="L347"><a href="#L347" aria-label="Line 347">347</a>   }</span>
<span id="L348"><a href="#L348" aria-label="Line 348">348</a> </span>
<span id="L349"><a href="#L349" aria-label="Line 349">349</a>   update(value: unknown): void {</span>
<span id="L350"><a href="#L350" aria-label="Line 350">350</a>     const next = requirePhysicsAttachment2DDescriptor(</span>
<span id="L351"><a href="#L351" aria-label="Line 351">351</a>       value as PibblPhysicsAttachment2D,</span>
<span id="L352"><a href="#L352" aria-label="Line 352">352</a>     );</span>
<span id="L353"><a href="#L353" aria-label="Line 353">353</a>     if (this.descriptor.kind === &quot;body&quot; &amp;&amp; next.kind !== &quot;body&quot;) {</span>
<span id="L354"><a href="#L354" aria-label="Line 354">354</a>       this.releaseBodyFrame();</span>
<span id="L355"><a href="#L355" aria-label="Line 355">355</a>     }</span>
<span id="L356"><a href="#L356" aria-label="Line 356">356</a>     this.descriptor = next;</span>
<span id="L357"><a href="#L357" aria-label="Line 357">357</a>   }</span>
<span id="L358"><a href="#L358" aria-label="Line 358">358</a> </span>
<span id="L359"><a href="#L359" aria-label="Line 359">359</a>   enter(): void {</span>
<span id="L360"><a href="#L360" aria-label="Line 360">360</a>     const world = requireCurrentPhysicsWorld2D();</span>
<span id="L361"><a href="#L361" aria-label="Line 361">361</a>     this.world = world;</span>
<span id="L362"><a href="#L362" aria-label="Line 362">362</a>     if (this.descriptor.kind === &quot;body&quot;) {</span>
<span id="L363"><a href="#L363" aria-label="Line 363">363</a>       const bodyId = world.bodyIdFor(this);</span>
<span id="L364"><a href="#L364" aria-label="Line 364">364</a>       if (</span>
<span id="L365"><a href="#L365" aria-label="Line 365">365</a>         this.bodyFrameWorld !== undefined &amp;&amp;</span>
<span id="L366"><a href="#L366" aria-label="Line 366">366</a>         (this.bodyFrameWorld !== world || this.bodyFrameId !== bodyId)</span>
<span id="L367"><a href="#L367" aria-label="Line 367">367</a>       ) {</span>
<span id="L368"><a href="#L368" aria-label="Line 368">368</a>         this.releaseBodyFrame();</span>
<span id="L369"><a href="#L369" aria-label="Line 369">369</a>       }</span>
<span id="L370"><a href="#L370" aria-label="Line 370">370</a>       this.bodyId = bodyId;</span>
<span id="L371"><a href="#L371" aria-label="Line 371">371</a>       this.releaseBodyScope = pushPhysicsBody2D({ world, bodyId });</span>
<span id="L372"><a href="#L372" aria-label="Line 372">372</a>     } else {</span>
<span id="L373"><a href="#L373" aria-label="Line 373">373</a>       this.bodyId = requireCurrentPhysicsBody2D().bodyId;</span>
<span id="L374"><a href="#L374" aria-label="Line 374">374</a>     }</span>
<span id="L375"><a href="#L375" aria-label="Line 375">375</a>   }</span>
<span id="L376"><a href="#L376" aria-label="Line 376">376</a> </span>
<span id="L377"><a href="#L377" aria-label="Line 377">377</a>   preparePrimitive(</span>
<span id="L378"><a href="#L378" aria-label="Line 378">378</a>     input: PibblInternalPrimitiveAttachmentInput,</span>
<span id="L379"><a href="#L379" aria-label="Line 379">379</a>   ): Readonly&lt;{ readonly presentationTransform2D?: DOMMatrix }&gt; | void {</span>
<span id="L380"><a href="#L380" aria-label="Line 380">380</a>     const world = this.world;</span>
<span id="L381"><a href="#L381" aria-label="Line 381">381</a>     const bodyId = this.bodyId;</span>
<span id="L382"><a href="#L382" aria-label="Line 382">382</a>     if (world === undefined || bodyId === undefined) {</span>
<span id="L383"><a href="#L383" aria-label="Line 383">383</a>       throw new Error(</span>
<span id="L384"><a href="#L384" aria-label="Line 384">384</a>         &quot;Physics 2D attachment preparation requires its entered scope.&quot;,</span>
<span id="L385"><a href="#L385" aria-label="Line 385">385</a>       );</span>
<span id="L386"><a href="#L386" aria-label="Line 386">386</a>     }</span>
<span id="L387"><a href="#L387" aria-label="Line 387">387</a>     if (this.descriptor.kind === &quot;body&quot;) {</span>
<span id="L388"><a href="#L388" aria-label="Line 388">388</a>       const descriptor = this.descriptor;</span>
<span id="L389"><a href="#L389" aria-label="Line 389">389</a>       const simulationParent = world.simulationTransform(</span>
<span id="L390"><a href="#L390" aria-label="Line 390">390</a>         input.parentWorldTransform,</span>
<span id="L391"><a href="#L391" aria-label="Line 391">391</a>       );</span>
<span id="L392"><a href="#L392" aria-label="Line 392">392</a>       const enabled = descriptor.options.enabled;</span>
<span id="L393"><a href="#L393" aria-label="Line 393">393</a>       const reenabled = !this.wasEnabled &amp;&amp; enabled;</span>
<span id="L394"><a href="#L394" aria-label="Line 394">394</a>       const local = bodyLocalTransformFromPrimitive2D(</span>
<span id="L395"><a href="#L395" aria-label="Line 395">395</a>         input.componentType,</span>
<span id="L396"><a href="#L396" aria-label="Line 396">396</a>         input.style,</span>
<span id="L397"><a href="#L397" aria-label="Line 397">397</a>       );</span>
<span id="L398"><a href="#L398" aria-label="Line 398">398</a>       if (</span>
<span id="L399"><a href="#L399" aria-label="Line 399">399</a>         this.bodyPresentation === undefined ||</span>
<span id="L400"><a href="#L400" aria-label="Line 400">400</a>         reenabled ||</span>
<span id="L401"><a href="#L401" aria-label="Line 401">401</a>         descriptor.bodyType !== &quot;dynamic&quot;</span>
<span id="L402"><a href="#L402" aria-label="Line 402">402</a>       ) {</span>
<span id="L403"><a href="#L403" aria-label="Line 403">403</a>         this.bodyPresentation = captureBodyPresentation2D(</span>
<span id="L404"><a href="#L404" aria-label="Line 404">404</a>           simulationParent,</span>
<span id="L405"><a href="#L405" aria-label="Line 405">405</a>           local,</span>
<span id="L406"><a href="#L406" aria-label="Line 406">406</a>           input.componentName,</span>
<span id="L407"><a href="#L407" aria-label="Line 407">407</a>           descriptor.bodyType === &quot;dynamic&quot; &amp;&amp; enabled,</span>
<span id="L408"><a href="#L408" aria-label="Line 408">408</a>         );</span>
<span id="L409"><a href="#L409" aria-label="Line 409">409</a>       }</span>
<span id="L410"><a href="#L410" aria-label="Line 410">410</a>       const presentation = this.bodyPresentation;</span>
<span id="L411"><a href="#L411" aria-label="Line 411">411</a>       let bodyFrames = bodyFramesByWorld2D.get(world);</span>
<span id="L412"><a href="#L412" aria-label="Line 412">412</a>       if (!bodyFrames) {</span>
<span id="L413"><a href="#L413" aria-label="Line 413">413</a>         bodyFrames = new Map();</span>
<span id="L414"><a href="#L414" aria-label="Line 414">414</a>         bodyFramesByWorld2D.set(world, bodyFrames);</span>
<span id="L415"><a href="#L415" aria-label="Line 415">415</a>       }</span>
<span id="L416"><a href="#L416" aria-label="Line 416">416</a>       let presentationTransform2D: DOMMatrix | undefined;</span>
<span id="L417"><a href="#L417" aria-label="Line 417">417</a>       let effectiveBodyFrame: DOMMatrix;</span>
<span id="L418"><a href="#L418" aria-label="Line 418">418</a>       if (!enabled || descriptor.bodyType !== &quot;dynamic&quot;) {</span>
<span id="L419"><a href="#L419" aria-label="Line 419">419</a>         effectiveBodyFrame = world.rootTransform(</span>
<span id="L420"><a href="#L420" aria-label="Line 420">420</a>           matrixFromPose(presentation.initialPose),</span>
<span id="L421"><a href="#L421" aria-label="Line 421">421</a>         );</span>
<span id="L422"><a href="#L422" aria-label="Line 422">422</a>       } else {</span>
<span id="L423"><a href="#L423" aria-label="Line 423">423</a>         world.handle.revision.get();</span>
<span id="L424"><a href="#L424" aria-label="Line 424">424</a>         const presentedPose = reenabled</span>
<span id="L425"><a href="#L425" aria-label="Line 425">425</a>           ? presentation.initialPose</span>
<span id="L426"><a href="#L426" aria-label="Line 426">426</a>           : (world.presentationPose(bodyId) ?? presentation.initialPose);</span>
<span id="L427"><a href="#L427" aria-label="Line 427">427</a>         presentationTransform2D = resolveDynamicPresentationTransform2D(</span>
<span id="L428"><a href="#L428" aria-label="Line 428">428</a>           presentation,</span>
<span id="L429"><a href="#L429" aria-label="Line 429">429</a>           presentedPose,</span>
<span id="L430"><a href="#L430" aria-label="Line 430">430</a>           simulationParent,</span>
<span id="L431"><a href="#L431" aria-label="Line 431">431</a>           local,</span>
<span id="L432"><a href="#L432" aria-label="Line 432">432</a>           input.componentName,</span>
<span id="L433"><a href="#L433" aria-label="Line 433">433</a>         );</span>
<span id="L434"><a href="#L434" aria-label="Line 434">434</a>         effectiveBodyFrame = input.parentWorldTransform.multiply(</span>
<span id="L435"><a href="#L435" aria-label="Line 435">435</a>           presentationTransform2D.multiply(local),</span>
<span id="L436"><a href="#L436" aria-label="Line 436">436</a>         );</span>
<span id="L437"><a href="#L437" aria-label="Line 437">437</a>       }</span>
<span id="L438"><a href="#L438" aria-label="Line 438">438</a>       bodyFrames.set(</span>
<span id="L439"><a href="#L439" aria-label="Line 439">439</a>         bodyId,</span>
<span id="L440"><a href="#L440" aria-label="Line 440">440</a>         Object.freeze({</span>
<span id="L441"><a href="#L441" aria-label="Line 441">441</a>           poseMatrix: effectiveBodyFrame,</span>
<span id="L442"><a href="#L442" aria-label="Line 442">442</a>           preBodyLineage: input.presentationTransformLineage,</span>
<span id="L443"><a href="#L443" aria-label="Line 443">443</a>           untrackedCanvasTransformCount:</span>
<span id="L444"><a href="#L444" aria-label="Line 444">444</a>             (input.presentationTransformLineage</span>
<span id="L445"><a href="#L445" aria-label="Line 445">445</a>               ?.untrackedCanvasTransformCount ?? 0) +</span>
<span id="L446"><a href="#L446" aria-label="Line 446">446</a>             (input.hasUntrackedCanvasTransform ? 1 : 0),</span>
<span id="L447"><a href="#L447" aria-label="Line 447">447</a>         }),</span>
<span id="L448"><a href="#L448" aria-label="Line 448">448</a>       );</span>
<span id="L449"><a href="#L449" aria-label="Line 449">449</a>       this.bodyFrameWorld = world;</span>
<span id="L450"><a href="#L450" aria-label="Line 450">450</a>       this.bodyFrameId = bodyId;</span>
<span id="L451"><a href="#L451" aria-label="Line 451">451</a>       const collider = descriptor.options.collider;</span>
<span id="L452"><a href="#L452" aria-label="Line 452">452</a>       const effectiveCollider =</span>
<span id="L453"><a href="#L453" aria-label="Line 453">453</a>         collider === false</span>
<span id="L454"><a href="#L454" aria-label="Line 454">454</a>           ? false</span>
<span id="L455"><a href="#L455" aria-label="Line 455">455</a>           : collider.shape === &quot;self&quot; &amp;&amp; input.componentType === Group</span>
<span id="L456"><a href="#L456" aria-label="Line 456">456</a>             ? false</span>
<span id="L457"><a href="#L457" aria-label="Line 457">457</a>             : withColliderShape(</span>
<span id="L458"><a href="#L458" aria-label="Line 458">458</a>                 collider,</span>
<span id="L459"><a href="#L459" aria-label="Line 459">459</a>                 this.bakeShape(</span>
<span id="L460"><a href="#L460" aria-label="Line 460">460</a>                   collider.shape === &quot;self&quot;</span>
<span id="L461"><a href="#L461" aria-label="Line 461">461</a>                     ? this.resolveSelfShape(input)</span>
<span id="L462"><a href="#L462" aria-label="Line 462">462</a>                     : collider.shape,</span>
<span id="L463"><a href="#L463" aria-label="Line 463">463</a>                   descriptor.bodyType === &quot;dynamic&quot;</span>
<span id="L464"><a href="#L464" aria-label="Line 464">464</a>                     ? matrixFromPose(presentation.initialPose)</span>
<span id="L465"><a href="#L465" aria-label="Line 465">465</a>                         .inverse()</span>
<span id="L466"><a href="#L466" aria-label="Line 466">466</a>                         .multiply(simulationParent)</span>
<span id="L467"><a href="#L467" aria-label="Line 467">467</a>                         .multiply(local)</span>
<span id="L468"><a href="#L468" aria-label="Line 468">468</a>                     : relativeColliderTransform2D(</span>
<span id="L469"><a href="#L469" aria-label="Line 469">469</a>                         effectiveBodyFrame,</span>
<span id="L470"><a href="#L470" aria-label="Line 470">470</a>                         input.parentWorldTransform,</span>
<span id="L471"><a href="#L471" aria-label="Line 471">471</a>                       ).multiply(local),</span>
<span id="L472"><a href="#L472" aria-label="Line 472">472</a>                 ),</span>
<span id="L473"><a href="#L473" aria-label="Line 473">473</a>               );</span>
<span id="L474"><a href="#L474" aria-label="Line 474">474</a>       const effectiveDescriptor =</span>
<span id="L475"><a href="#L475" aria-label="Line 475">475</a>         effectiveCollider === collider</span>
<span id="L476"><a href="#L476" aria-label="Line 476">476</a>           ? descriptor</span>
<span id="L477"><a href="#L477" aria-label="Line 477">477</a>           : (Object.freeze({</span>
<span id="L478"><a href="#L478" aria-label="Line 478">478</a>               ...descriptor,</span>
<span id="L479"><a href="#L479" aria-label="Line 479">479</a>               options: Object.freeze({</span>
<span id="L480"><a href="#L480" aria-label="Line 480">480</a>                 ...descriptor.options,</span>
<span id="L481"><a href="#L481" aria-label="Line 481">481</a>                 collider: effectiveCollider,</span>
<span id="L482"><a href="#L482" aria-label="Line 482">482</a>               }),</span>
<span id="L483"><a href="#L483" aria-label="Line 483">483</a>             }) as PhysicsBodyAttachment2DDescriptor);</span>
<span id="L484"><a href="#L484" aria-label="Line 484">484</a>       world.collectBody(</span>
<span id="L485"><a href="#L485" aria-label="Line 485">485</a>         this,</span>
<span id="L486"><a href="#L486" aria-label="Line 486">486</a>         bodyId,</span>
<span id="L487"><a href="#L487" aria-label="Line 487">487</a>         effectiveDescriptor,</span>
<span id="L488"><a href="#L488" aria-label="Line 488">488</a>         presentation.initialPose,</span>
<span id="L489"><a href="#L489" aria-label="Line 489">489</a>       );</span>
<span id="L490"><a href="#L490" aria-label="Line 490">490</a>       this.wasEnabled = enabled;</span>
<span id="L491"><a href="#L491" aria-label="Line 491">491</a>       return presentationTransform2D === undefined</span>
<span id="L492"><a href="#L492" aria-label="Line 492">492</a>         ? undefined</span>
<span id="L493"><a href="#L493" aria-label="Line 493">493</a>         : { presentationTransform2D };</span>
<span id="L494"><a href="#L494" aria-label="Line 494">494</a>     } else {</span>
<span id="L495"><a href="#L495" aria-label="Line 495">495</a>       const bodyFrame = requireBodyFrame(world, bodyId);</span>
<span id="L496"><a href="#L496" aria-label="Line 496">496</a>       const lineageTransform = relativeColliderTransformFromLineage2D(</span>
<span id="L497"><a href="#L497" aria-label="Line 497">497</a>         bodyFrame,</span>
<span id="L498"><a href="#L498" aria-label="Line 498">498</a>         input,</span>
<span id="L499"><a href="#L499" aria-label="Line 499">499</a>       );</span>
<span id="L500"><a href="#L500" aria-label="Line 500">500</a>       const options = withColliderShape(</span>
<span id="L501"><a href="#L501" aria-label="Line 501">501</a>         this.descriptor.options,</span>
<span id="L502"><a href="#L502" aria-label="Line 502">502</a>         this.bakeShape(</span>
<span id="L503"><a href="#L503" aria-label="Line 503">503</a>           this.descriptor.options.shape === &quot;self&quot;</span>
<span id="L504"><a href="#L504" aria-label="Line 504">504</a>             ? this.resolveSelfShape(input)</span>
<span id="L505"><a href="#L505" aria-label="Line 505">505</a>             : this.descriptor.options.shape,</span>
<span id="L506"><a href="#L506" aria-label="Line 506">506</a>           (</span>
<span id="L507"><a href="#L507" aria-label="Line 507">507</a>             lineageTransform ??</span>
<span id="L508"><a href="#L508" aria-label="Line 508">508</a>             relativeColliderTransform2D(</span>
<span id="L509"><a href="#L509" aria-label="Line 509">509</a>               bodyFrame.poseMatrix,</span>
<span id="L510"><a href="#L510" aria-label="Line 510">510</a>               input.parentWorldTransform,</span>
<span id="L511"><a href="#L511" aria-label="Line 511">511</a>             )</span>
<span id="L512"><a href="#L512" aria-label="Line 512">512</a>           ).multiply(</span>
<span id="L513"><a href="#L513" aria-label="Line 513">513</a>             bodyLocalTransformFromPrimitive2D(input.componentType, input.style),</span>
<span id="L514"><a href="#L514" aria-label="Line 514">514</a>           ),</span>
<span id="L515"><a href="#L515" aria-label="Line 515">515</a>           lineageTransform === undefined,</span>
<span id="L516"><a href="#L516" aria-label="Line 516">516</a>         ),</span>
<span id="L517"><a href="#L517" aria-label="Line 517">517</a>       );</span>
<span id="L518"><a href="#L518" aria-label="Line 518">518</a>       world.collectCollider(this, bodyId, options);</span>
<span id="L519"><a href="#L519" aria-label="Line 519">519</a>     }</span>
<span id="L520"><a href="#L520" aria-label="Line 520">520</a>   }</span>
<span id="L521"><a href="#L521" aria-label="Line 521">521</a> </span>
<span id="L522"><a href="#L522" aria-label="Line 522">522</a>   exit(_success: boolean): void {</span>
<span id="L523"><a href="#L523" aria-label="Line 523">523</a>     try {</span>
<span id="L524"><a href="#L524" aria-label="Line 524">524</a>       this.releaseBodyScope?.();</span>
<span id="L525"><a href="#L525" aria-label="Line 525">525</a>     } finally {</span>
<span id="L526"><a href="#L526" aria-label="Line 526">526</a>       this.releaseBodyScope = undefined;</span>
<span id="L527"><a href="#L527" aria-label="Line 527">527</a>       this.bodyId = undefined;</span>
<span id="L528"><a href="#L528" aria-label="Line 528">528</a>       this.world = undefined;</span>
<span id="L529"><a href="#L529" aria-label="Line 529">529</a>     }</span>
<span id="L530"><a href="#L530" aria-label="Line 530">530</a>   }</span>
<span id="L531"><a href="#L531" aria-label="Line 531">531</a> </span>
<span id="L532"><a href="#L532" aria-label="Line 532">532</a>   dispose(): void {</span>
<span id="L533"><a href="#L533" aria-label="Line 533">533</a>     try {</span>
<span id="L534"><a href="#L534" aria-label="Line 534">534</a>       this.exit(false);</span>
<span id="L535"><a href="#L535" aria-label="Line 535">535</a>     } finally {</span>
<span id="L536"><a href="#L536" aria-label="Line 536">536</a>       this.releaseBodyFrame();</span>
<span id="L537"><a href="#L537" aria-label="Line 537">537</a>     }</span>
<span id="L538"><a href="#L538" aria-label="Line 538">538</a>   }</span>
<span id="L539"><a href="#L539" aria-label="Line 539">539</a> </span>
<span id="L540"><a href="#L540" aria-label="Line 540">540</a>   private releaseBodyFrame(): void {</span>
<span id="L541"><a href="#L541" aria-label="Line 541">541</a>     const world = this.bodyFrameWorld;</span>
<span id="L542"><a href="#L542" aria-label="Line 542">542</a>     const bodyId = this.bodyFrameId;</span>
<span id="L543"><a href="#L543" aria-label="Line 543">543</a>     if (world !== undefined &amp;&amp; bodyId !== undefined) {</span>
<span id="L544"><a href="#L544" aria-label="Line 544">544</a>       const frames = bodyFramesByWorld2D.get(world);</span>
<span id="L545"><a href="#L545" aria-label="Line 545">545</a>       frames?.delete(bodyId);</span>
<span id="L546"><a href="#L546" aria-label="Line 546">546</a>       if (frames?.size === 0) bodyFramesByWorld2D.delete(world);</span>
<span id="L547"><a href="#L547" aria-label="Line 547">547</a>     }</span>
<span id="L548"><a href="#L548" aria-label="Line 548">548</a>     this.bodyFrameWorld = undefined;</span>
<span id="L549"><a href="#L549" aria-label="Line 549">549</a>     this.bodyFrameId = undefined;</span>
<span id="L550"><a href="#L550" aria-label="Line 550">550</a>   }</span>
<span id="L551"><a href="#L551" aria-label="Line 551">551</a> </span>
<span id="L552"><a href="#L552" aria-label="Line 552">552</a>   resolveShape(</span>
<span id="L553"><a href="#L553" aria-label="Line 553">553</a>     options: NormalizedPhysicsColliderConfiguration2D,</span>
<span id="L554"><a href="#L554" aria-label="Line 554">554</a>   ): ShapeRecord2D {</span>
<span id="L555"><a href="#L555" aria-label="Line 555">555</a>     if (</span>
<span id="L556"><a href="#L556" aria-label="Line 556">556</a>       this.cachedShapeInput &amp;&amp;</span>
<span id="L557"><a href="#L557" aria-label="Line 557">557</a>       sameColliderShapeInput(this.cachedShapeInput, options)</span>
<span id="L558"><a href="#L558" aria-label="Line 558">558</a>     ) {</span>
<span id="L559"><a href="#L559" aria-label="Line 559">559</a>       return this.cachedShape!;</span>
<span id="L560"><a href="#L560" aria-label="Line 560">560</a>     }</span>
<span id="L561"><a href="#L561" aria-label="Line 561">561</a>     if (options.shape === &quot;self&quot;) {</span>
<span id="L562"><a href="#L562" aria-label="Line 562">562</a>       throw new Error(</span>
<span id="L563"><a href="#L563" aria-label="Line 563">563</a>         &quot;Self collider inference is not available in this runtime task.&quot;,</span>
<span id="L564"><a href="#L564" aria-label="Line 564">564</a>       );</span>
<span id="L565"><a href="#L565" aria-label="Line 565">565</a>     }</span>
<span id="L566"><a href="#L566" aria-label="Line 566">566</a>     const transformed =</span>
<span id="L567"><a href="#L567" aria-label="Line 567">567</a>       options.offset[0] === 0 &amp;&amp;</span>
<span id="L568"><a href="#L568" aria-label="Line 568">568</a>       options.offset[1] === 0 &amp;&amp;</span>
<span id="L569"><a href="#L569" aria-label="Line 569">569</a>       options.rotationDegrees === 0</span>
<span id="L570"><a href="#L570" aria-label="Line 570">570</a>         ? options.shape</span>
<span id="L571"><a href="#L571" aria-label="Line 571">571</a>         : transformShape2D(options.shape, {</span>
<span id="L572"><a href="#L572" aria-label="Line 572">572</a>             position: options.offset,</span>
<span id="L573"><a href="#L573" aria-label="Line 573">573</a>             rotationDegrees: options.rotationDegrees,</span>
<span id="L574"><a href="#L574" aria-label="Line 574">574</a>           });</span>
<span id="L575"><a href="#L575" aria-label="Line 575">575</a>     this.cachedShapeInput = options;</span>
<span id="L576"><a href="#L576" aria-label="Line 576">576</a>     this.cachedShape = requireShapeRecord2D(transformed);</span>
<span id="L577"><a href="#L577" aria-label="Line 577">577</a>     return this.cachedShape;</span>
<span id="L578"><a href="#L578" aria-label="Line 578">578</a>   }</span>
<span id="L579"><a href="#L579" aria-label="Line 579">579</a> </span>
<span id="L580"><a href="#L580" aria-label="Line 580">580</a>   private resolveSelfShape(</span>
<span id="L581"><a href="#L581" aria-label="Line 581">581</a>     input: PibblInternalPrimitiveAttachmentInput,</span>
<span id="L582"><a href="#L582" aria-label="Line 582">582</a>   ): PibblPhysicsShape2D {</span>
<span id="L583"><a href="#L583" aria-label="Line 583">583</a>     const key = `${input.componentName}:${stableGeometryKey(input.style)}`;</span>
<span id="L584"><a href="#L584" aria-label="Line 584">584</a>     if (key === this.cachedSelfShapeKey) return this.cachedSelfShape!;</span>
<span id="L585"><a href="#L585" aria-label="Line 585">585</a>     const shape = inferCanvasColliderShape2D(input);</span>
<span id="L586"><a href="#L586" aria-label="Line 586">586</a>     this.cachedSelfShapeKey = key;</span>
<span id="L587"><a href="#L587" aria-label="Line 587">587</a>     this.cachedSelfShape = shape;</span>
<span id="L588"><a href="#L588" aria-label="Line 588">588</a>     return shape;</span>
<span id="L589"><a href="#L589" aria-label="Line 589">589</a>   }</span>
<span id="L590"><a href="#L590" aria-label="Line 590">590</a> </span>
<span id="L591"><a href="#L591" aria-label="Line 591">591</a>   private bakeShape(</span>
<span id="L592"><a href="#L592" aria-label="Line 592">592</a>     shape: PibblPhysicsShape2D,</span>
<span id="L593"><a href="#L593" aria-label="Line 593">593</a>     transform: DOMMatrixReadOnly,</span>
<span id="L594"><a href="#L594" aria-label="Line 594">594</a>     stabilizeFallback = true,</span>
<span id="L595"><a href="#L595" aria-label="Line 595">595</a>   ): PibblPhysicsShape2D {</span>
<span id="L596"><a href="#L596" aria-label="Line 596">596</a>     const candidate = [</span>
<span id="L597"><a href="#L597" aria-label="Line 597">597</a>       transform.a,</span>
<span id="L598"><a href="#L598" aria-label="Line 598">598</a>       transform.b,</span>
<span id="L599"><a href="#L599" aria-label="Line 599">599</a>       transform.c,</span>
<span id="L600"><a href="#L600" aria-label="Line 600">600</a>       transform.d,</span>
<span id="L601"><a href="#L601" aria-label="Line 601">601</a>       transform.e,</span>
<span id="L602"><a href="#L602" aria-label="Line 602">602</a>       transform.f,</span>
<span id="L603"><a href="#L603" aria-label="Line 603">603</a>     ];</span>
<span id="L604"><a href="#L604" aria-label="Line 604">604</a>     const values =</span>
<span id="L605"><a href="#L605" aria-label="Line 605">605</a>       stabilizeFallback &amp;&amp;</span>
<span id="L606"><a href="#L606" aria-label="Line 606">606</a>       this.cachedBakedSource === shape &amp;&amp;</span>
<span id="L607"><a href="#L607" aria-label="Line 607">607</a>       this.cachedBakedTransform !== undefined &amp;&amp;</span>
<span id="L608"><a href="#L608" aria-label="Line 608">608</a>       sameRelativeTransformWithinCanvasRoundoff(</span>
<span id="L609"><a href="#L609" aria-label="Line 609">609</a>         this.cachedBakedTransform,</span>
<span id="L610"><a href="#L610" aria-label="Line 610">610</a>         candidate,</span>
<span id="L611"><a href="#L611" aria-label="Line 611">611</a>       )</span>
<span id="L612"><a href="#L612" aria-label="Line 612">612</a>         ? this.cachedBakedTransform</span>
<span id="L613"><a href="#L613" aria-label="Line 613">613</a>         : candidate;</span>
<span id="L614"><a href="#L614" aria-label="Line 614">614</a>     if (</span>
<span id="L615"><a href="#L615" aria-label="Line 615">615</a>       this.cachedBakedSource === shape &amp;&amp;</span>
<span id="L616"><a href="#L616" aria-label="Line 616">616</a>       this.cachedBakedTransform?.every(</span>
<span id="L617"><a href="#L617" aria-label="Line 617">617</a>         (value, index) =&gt; value === values[index],</span>
<span id="L618"><a href="#L618" aria-label="Line 618">618</a>       )</span>
<span id="L619"><a href="#L619" aria-label="Line 619">619</a>     ) {</span>
<span id="L620"><a href="#L620" aria-label="Line 620">620</a>       return this.cachedBakedShape!;</span>
<span id="L621"><a href="#L621" aria-label="Line 621">621</a>     }</span>
<span id="L622"><a href="#L622" aria-label="Line 622">622</a>     const baked = bakeCanvasShapeTransform2D(shape, new DOMMatrix([...values]));</span>
<span id="L623"><a href="#L623" aria-label="Line 623">623</a>     this.cachedBakedSource = shape;</span>
<span id="L624"><a href="#L624" aria-label="Line 624">624</a>     this.cachedBakedTransform = Object.freeze(values);</span>
<span id="L625"><a href="#L625" aria-label="Line 625">625</a>     this.cachedBakedShape = baked;</span>
<span id="L626"><a href="#L626" aria-label="Line 626">626</a>     return baked;</span>
<span id="L627"><a href="#L627" aria-label="Line 627">627</a>   }</span>
<span id="L628"><a href="#L628" aria-label="Line 628">628</a> }</span>
<span id="L629"><a href="#L629" aria-label="Line 629">629</a> </span>
<span id="L630"><a href="#L630" aria-label="Line 630">630</a> /** @internal Test-only ownership observation. */</span>
<span id="L631"><a href="#L631" aria-label="Line 631">631</a> export function snapshotPhysicsBodyFrameCountForTest(world: object): number {</span>
<span id="L632"><a href="#L632" aria-label="Line 632">632</a>   return bodyFramesByWorld2D.get(world)?.size ?? 0;</span>
<span id="L633"><a href="#L633" aria-label="Line 633">633</a> }</span>
<span id="L634"><a href="#L634" aria-label="Line 634">634</a> </span>
<span id="L635"><a href="#L635" aria-label="Line 635">635</a> function sameRelativeTransformWithinCanvasRoundoff(</span>
<span id="L636"><a href="#L636" aria-label="Line 636">636</a>   previous: readonly number[],</span>
<span id="L637"><a href="#L637" aria-label="Line 637">637</a>   candidate: readonly number[],</span>
<span id="L638"><a href="#L638" aria-label="Line 638">638</a> ): boolean {</span>
<span id="L639"><a href="#L639" aria-label="Line 639">639</a>   return previous.every((value, index) =&gt; {</span>
<span id="L640"><a href="#L640" aria-label="Line 640">640</a>     const next = candidate[index]!;</span>
<span id="L641"><a href="#L641" aria-label="Line 641">641</a>     const tolerance =</span>
<span id="L642"><a href="#L642" aria-label="Line 642">642</a>       index &lt; 4</span>
<span id="L643"><a href="#L643" aria-label="Line 643">643</a>         ? linearTransformRoundoffTolerance(value, next)</span>
<span id="L644"><a href="#L644" aria-label="Line 644">644</a>         : translationRoundoffTolerance(value, next);</span>
<span id="L645"><a href="#L645" aria-label="Line 645">645</a>     return Math.abs(value - next) &lt;= tolerance;</span>
<span id="L646"><a href="#L646" aria-label="Line 646">646</a>   });</span>
<span id="L647"><a href="#L647" aria-label="Line 647">647</a> }</span>
<span id="L648"><a href="#L648" aria-label="Line 648">648</a> </span>
<span id="L649"><a href="#L649" aria-label="Line 649">649</a> function linearTransformRoundoffTolerance(</span>
<span id="L650"><a href="#L650" aria-label="Line 650">650</a>   previous: number,</span>
<span id="L651"><a href="#L651" aria-label="Line 651">651</a>   candidate: number,</span>
<span id="L652"><a href="#L652" aria-label="Line 652">652</a> ): number {</span>
<span id="L653"><a href="#L653" aria-label="Line 653">653</a>   const magnitude = Math.max(1, Math.abs(previous), Math.abs(candidate));</span>
<span id="L654"><a href="#L654" aria-label="Line 654">654</a>   return (</span>
<span id="L655"><a href="#L655" aria-label="Line 655">655</a>     RELATIVE_MATRIX_ROUNDOFF_OPERATIONS * Number.EPSILON * magnitude * magnitude</span>
<span id="L656"><a href="#L656" aria-label="Line 656">656</a>   );</span>
<span id="L657"><a href="#L657" aria-label="Line 657">657</a> }</span>
<span id="L658"><a href="#L658" aria-label="Line 658">658</a> </span>
<span id="L659"><a href="#L659" aria-label="Line 659">659</a> function translationRoundoffTolerance(</span>
<span id="L660"><a href="#L660" aria-label="Line 660">660</a>   previous: number,</span>
<span id="L661"><a href="#L661" aria-label="Line 661">661</a>   candidate: number,</span>
<span id="L662"><a href="#L662" aria-label="Line 662">662</a> ): number {</span>
<span id="L663"><a href="#L663" aria-label="Line 663">663</a>   return (</span>
<span id="L664"><a href="#L664" aria-label="Line 664">664</a>     RELATIVE_MATRIX_ROUNDOFF_OPERATIONS *</span>
<span id="L665"><a href="#L665" aria-label="Line 665">665</a>     Number.EPSILON *</span>
<span id="L666"><a href="#L666" aria-label="Line 666">666</a>     (1 + Math.max(Math.abs(previous), Math.abs(candidate)))</span>
<span id="L667"><a href="#L667" aria-label="Line 667">667</a>   );</span>
<span id="L668"><a href="#L668" aria-label="Line 668">668</a> }</span>
<span id="L669"><a href="#L669" aria-label="Line 669">669</a> </span>
<span id="L670"><a href="#L670" aria-label="Line 670">670</a> function relativeColliderTransform2D(</span>
<span id="L671"><a href="#L671" aria-label="Line 671">671</a>   bodyFrame: DOMMatrixReadOnly,</span>
<span id="L672"><a href="#L672" aria-label="Line 672">672</a>   colliderParentFrame: DOMMatrixReadOnly,</span>
<span id="L673"><a href="#L673" aria-label="Line 673">673</a> ): DOMMatrixReadOnly {</span>
<span id="L674"><a href="#L674" aria-label="Line 674">674</a>   return sameMatrixExactly2D(bodyFrame, colliderParentFrame)</span>
<span id="L675"><a href="#L675" aria-label="Line 675">675</a>     ? new DOMMatrix()</span>
<span id="L676"><a href="#L676" aria-label="Line 676">676</a>     : bodyFrame.inverse().multiply(colliderParentFrame);</span>
<span id="L677"><a href="#L677" aria-label="Line 677">677</a> }</span>
<span id="L678"><a href="#L678" aria-label="Line 678">678</a> </span>
<span id="L679"><a href="#L679" aria-label="Line 679">679</a> function relativeColliderTransformFromLineage2D(</span>
<span id="L680"><a href="#L680" aria-label="Line 680">680</a>   bodyFrame: BodyFrame2D,</span>
<span id="L681"><a href="#L681" aria-label="Line 681">681</a>   input: PibblInternalPrimitiveAttachmentInput,</span>
<span id="L682"><a href="#L682" aria-label="Line 682">682</a> ): DOMMatrix | undefined {</span>
<span id="L683"><a href="#L683" aria-label="Line 683">683</a>   const inputUntrackedCanvasTransformCount =</span>
<span id="L684"><a href="#L684" aria-label="Line 684">684</a>     (input.presentationTransformLineage?.untrackedCanvasTransformCount ?? 0) +</span>
<span id="L685"><a href="#L685" aria-label="Line 685">685</a>     (input.hasUntrackedCanvasTransform ? 1 : 0);</span>
<span id="L686"><a href="#L686" aria-label="Line 686">686</a>   if (</span>
<span id="L687"><a href="#L687" aria-label="Line 687">687</a>     inputUntrackedCanvasTransformCount !==</span>
<span id="L688"><a href="#L688" aria-label="Line 688">688</a>     bodyFrame.untrackedCanvasTransformCount</span>
<span id="L689"><a href="#L689" aria-label="Line 689">689</a>   ) {</span>
<span id="L690"><a href="#L690" aria-label="Line 690">690</a>     return undefined;</span>
<span id="L691"><a href="#L691" aria-label="Line 691">691</a>   }</span>
<span id="L692"><a href="#L692" aria-label="Line 692">692</a>   const nodes: DOMMatrix[] = [];</span>
<span id="L693"><a href="#L693" aria-label="Line 693">693</a>   let cursor = input.presentationTransformLineage;</span>
<span id="L694"><a href="#L694" aria-label="Line 694">694</a>   while (cursor !== bodyFrame.preBodyLineage) {</span>
<span id="L695"><a href="#L695" aria-label="Line 695">695</a>     if (cursor === undefined) return undefined;</span>
<span id="L696"><a href="#L696" aria-label="Line 696">696</a>     nodes.push(cursor.localTransform);</span>
<span id="L697"><a href="#L697" aria-label="Line 697">697</a>     cursor = cursor.parent;</span>
<span id="L698"><a href="#L698" aria-label="Line 698">698</a>   }</span>
<span id="L699"><a href="#L699" aria-label="Line 699">699</a>   nodes.reverse();</span>
<span id="L700"><a href="#L700" aria-label="Line 700">700</a>   if (nodes.length === 0) return new DOMMatrix();</span>
<span id="L701"><a href="#L701" aria-label="Line 701">701</a>   let relative = new DOMMatrix();</span>
<span id="L702"><a href="#L702" aria-label="Line 702">702</a>   for (const transform of nodes.slice(1)) {</span>
<span id="L703"><a href="#L703" aria-label="Line 703">703</a>     relative = relative.multiply(transform);</span>
<span id="L704"><a href="#L704" aria-label="Line 704">704</a>   }</span>
<span id="L705"><a href="#L705" aria-label="Line 705">705</a>   return relative;</span>
<span id="L706"><a href="#L706" aria-label="Line 706">706</a> }</span>
<span id="L707"><a href="#L707" aria-label="Line 707">707</a> </span>
<span id="L708"><a href="#L708" aria-label="Line 708">708</a> function sameMatrixExactly2D(</span>
<span id="L709"><a href="#L709" aria-label="Line 709">709</a>   left: DOMMatrixReadOnly,</span>
<span id="L710"><a href="#L710" aria-label="Line 710">710</a>   right: DOMMatrixReadOnly,</span>
<span id="L711"><a href="#L711" aria-label="Line 711">711</a> ): boolean {</span>
<span id="L712"><a href="#L712" aria-label="Line 712">712</a>   return (</span>
<span id="L713"><a href="#L713" aria-label="Line 713">713</a>     left.a === right.a &amp;&amp;</span>
<span id="L714"><a href="#L714" aria-label="Line 714">714</a>     left.b === right.b &amp;&amp;</span>
<span id="L715"><a href="#L715" aria-label="Line 715">715</a>     left.c === right.c &amp;&amp;</span>
<span id="L716"><a href="#L716" aria-label="Line 716">716</a>     left.d === right.d &amp;&amp;</span>
<span id="L717"><a href="#L717" aria-label="Line 717">717</a>     left.e === right.e &amp;&amp;</span>
<span id="L718"><a href="#L718" aria-label="Line 718">718</a>     left.f === right.f</span>
<span id="L719"><a href="#L719" aria-label="Line 719">719</a>   );</span>
<span id="L720"><a href="#L720" aria-label="Line 720">720</a> }</span>
<span id="L721"><a href="#L721" aria-label="Line 721">721</a> </span>
<span id="L722"><a href="#L722" aria-label="Line 722">722</a> function requireBodyFrame(world: object, bodyId: number): BodyFrame2D {</span>
<span id="L723"><a href="#L723" aria-label="Line 723">723</a>   const frame = bodyFramesByWorld2D.get(world)?.get(bodyId);</span>
<span id="L724"><a href="#L724" aria-label="Line 724">724</a>   if (!frame)</span>
<span id="L725"><a href="#L725" aria-label="Line 725">725</a>     throw new Error(&quot;A collider requires its body geometry to prepare first.&quot;);</span>
<span id="L726"><a href="#L726" aria-label="Line 726">726</a>   return frame;</span>
<span id="L727"><a href="#L727" aria-label="Line 727">727</a> }</span>
<span id="L728"><a href="#L728" aria-label="Line 728">728</a> </span>
<span id="L729"><a href="#L729" aria-label="Line 729">729</a> function withColliderShape(</span>
<span id="L730"><a href="#L730" aria-label="Line 730">730</a>   options: NormalizedPhysicsColliderConfiguration2D,</span>
<span id="L731"><a href="#L731" aria-label="Line 731">731</a>   shape: PibblPhysicsShape2D,</span>
<span id="L732"><a href="#L732" aria-label="Line 732">732</a> ): NormalizedPhysicsColliderConfiguration2D {</span>
<span id="L733"><a href="#L733" aria-label="Line 733">733</a>   return Object.freeze({ ...options, shape });</span>
<span id="L734"><a href="#L734" aria-label="Line 734">734</a> }</span>
<span id="L735"><a href="#L735" aria-label="Line 735">735</a> </span>
<span id="L736"><a href="#L736" aria-label="Line 736">736</a> function stableGeometryKey(</span>
<span id="L737"><a href="#L737" aria-label="Line 737">737</a>   style: Readonly&lt;Record&lt;PropertyKey, unknown&gt;&gt;,</span>
<span id="L738"><a href="#L738" aria-label="Line 738">738</a> ): string {</span>
<span id="L739"><a href="#L739" aria-label="Line 739">739</a>   return JSON.stringify(style, (key, value: unknown) =&gt; {</span>
<span id="L740"><a href="#L740" aria-label="Line 740">740</a>     if (</span>
<span id="L741"><a href="#L741" aria-label="Line 741">741</a>       [&quot;fill&quot;, &quot;stroke&quot;, &quot;opacity&quot;, &quot;cursor&quot;, &quot;filter&quot;, &quot;src&quot;].includes(key)</span>
<span id="L742"><a href="#L742" aria-label="Line 742">742</a>     ) {</span>
<span id="L743"><a href="#L743" aria-label="Line 743">743</a>       return undefined;</span>
<span id="L744"><a href="#L744" aria-label="Line 744">744</a>     }</span>
<span id="L745"><a href="#L745" aria-label="Line 745">745</a>     if (typeof value === &quot;function&quot;) return undefined;</span>
<span id="L746"><a href="#L746" aria-label="Line 746">746</a>     if (typeof Path2D !== &quot;undefined&quot; &amp;&amp; value instanceof Path2D) {</span>
<span id="L747"><a href="#L747" aria-label="Line 747">747</a>       return &quot;[opaque Path2D]&quot;;</span>
<span id="L748"><a href="#L748" aria-label="Line 748">748</a>     }</span>
<span id="L749"><a href="#L749" aria-label="Line 749">749</a>     return value;</span>
<span id="L750"><a href="#L750" aria-label="Line 750">750</a>   });</span>
<span id="L751"><a href="#L751" aria-label="Line 751">751</a> }</span>
<span id="L752"><a href="#L752" aria-label="Line 752">752</a> </span>
<span id="L753"><a href="#L753" aria-label="Line 753">753</a> function normalizeOptionalCollider(</span>
<span id="L754"><a href="#L754" aria-label="Line 754">754</a>   value:</span>
<span id="L755"><a href="#L755" aria-label="Line 755">755</a>     false | PibblPhysicsColliderConfiguration2D | PibblPhysicsShape2D | undefined,</span>
<span id="L756"><a href="#L756" aria-label="Line 756">756</a>   path: string,</span>
<span id="L757"><a href="#L757" aria-label="Line 757">757</a> ): false | NormalizedPhysicsColliderConfiguration2D {</span>
<span id="L758"><a href="#L758" aria-label="Line 758">758</a>   if (value === false) return false;</span>
<span id="L759"><a href="#L759" aria-label="Line 759">759</a>   if (value === undefined) return normalizeCollider({}, path);</span>
<span id="L760"><a href="#L760" aria-label="Line 760">760</a>   if (isPhysicsShape2D(value)) return normalizeCollider({ shape: value }, path);</span>
<span id="L761"><a href="#L761" aria-label="Line 761">761</a>   return normalizeCollider(value, path);</span>
<span id="L762"><a href="#L762" aria-label="Line 762">762</a> }</span>
<span id="L763"><a href="#L763" aria-label="Line 763">763</a> </span>
<span id="L764"><a href="#L764" aria-label="Line 764">764</a> function normalizeCollider(</span>
<span id="L765"><a href="#L765" aria-label="Line 765">765</a>   options: PibblPhysicsColliderConfiguration2D,</span>
<span id="L766"><a href="#L766" aria-label="Line 766">766</a>   path: string,</span>
<span id="L767"><a href="#L767" aria-label="Line 767">767</a> ): NormalizedPhysicsColliderConfiguration2D {</span>
<span id="L768"><a href="#L768" aria-label="Line 768">768</a>   const shape = options.shape ?? &quot;self&quot;;</span>
<span id="L769"><a href="#L769" aria-label="Line 769">769</a>   if (shape !== &quot;self&quot;) requireShapeRecord2D(shape);</span>
<span id="L770"><a href="#L770" aria-label="Line 770">770</a>   const restitution = requireNonnegativeNumber(</span>
<span id="L771"><a href="#L771" aria-label="Line 771">771</a>     options.restitution ?? 0,</span>
<span id="L772"><a href="#L772" aria-label="Line 772">772</a>     `${path}.restitution`,</span>
<span id="L773"><a href="#L773" aria-label="Line 773">773</a>   );</span>
<span id="L774"><a href="#L774" aria-label="Line 774">774</a>   if (restitution &gt; 1) {</span>
<span id="L775"><a href="#L775" aria-label="Line 775">775</a>     throw new RangeError(`${path}.restitution must be from zero through one.`);</span>
<span id="L776"><a href="#L776" aria-label="Line 776">776</a>   }</span>
<span id="L777"><a href="#L777" aria-label="Line 777">777</a>   const sensor = options.sensor ?? false;</span>
<span id="L778"><a href="#L778" aria-label="Line 778">778</a>   return Object.freeze({</span>
<span id="L779"><a href="#L779" aria-label="Line 779">779</a>     shape,</span>
<span id="L780"><a href="#L780" aria-label="Line 780">780</a>     offset: copyFiniteVector2(options.offset ?? [0, 0], `${path}.offset`),</span>
<span id="L781"><a href="#L781" aria-label="Line 781">781</a>     rotationDegrees: requireFiniteNumber(</span>
<span id="L782"><a href="#L782" aria-label="Line 782">782</a>       options.rotationDegrees ?? 0,</span>
<span id="L783"><a href="#L783" aria-label="Line 783">783</a>       `${path}.rotationDegrees`,</span>
<span id="L784"><a href="#L784" aria-label="Line 784">784</a>     ),</span>
<span id="L785"><a href="#L785" aria-label="Line 785">785</a>     density: requirePositiveNumber(options.density ?? 1, `${path}.density`),</span>
<span id="L786"><a href="#L786" aria-label="Line 786">786</a>     friction: requireNonnegativeNumber(</span>
<span id="L787"><a href="#L787" aria-label="Line 787">787</a>       options.friction ?? 0.5,</span>
<span id="L788"><a href="#L788" aria-label="Line 788">788</a>       `${path}.friction`,</span>
<span id="L789"><a href="#L789" aria-label="Line 789">789</a>     ),</span>
<span id="L790"><a href="#L790" aria-label="Line 790">790</a>     restitution,</span>
<span id="L791"><a href="#L791" aria-label="Line 791">791</a>     sensor,</span>
<span id="L792"><a href="#L792" aria-label="Line 792">792</a>     contributesToMass: options.contributesToMass ?? !sensor,</span>
<span id="L793"><a href="#L793" aria-label="Line 793">793</a>     collisionFilter: normalizeCollisionFilter(options.collisionFilter, path),</span>
<span id="L794"><a href="#L794" aria-label="Line 794">794</a>     tag: options.tag,</span>
<span id="L795"><a href="#L795" aria-label="Line 795">795</a>     handlers: normalizeHandlers(options, path),</span>
<span id="L796"><a href="#L796" aria-label="Line 796">796</a>   });</span>
<span id="L797"><a href="#L797" aria-label="Line 797">797</a> }</span>
<span id="L798"><a href="#L798" aria-label="Line 798">798</a> </span>
<span id="L799"><a href="#L799" aria-label="Line 799">799</a> function normalizeCollisionFilter(</span>
<span id="L800"><a href="#L800" aria-label="Line 800">800</a>   filter: PibblPhysicsCollisionFilter | undefined,</span>
<span id="L801"><a href="#L801" aria-label="Line 801">801</a>   path: string,</span>
<span id="L802"><a href="#L802" aria-label="Line 802">802</a> ): NormalizedPhysicsCollisionFilter2D {</span>
<span id="L803"><a href="#L803" aria-label="Line 803">803</a>   return Object.freeze({</span>
<span id="L804"><a href="#L804" aria-label="Line 804">804</a>     category: requireSafeIntegerInRange(</span>
<span id="L805"><a href="#L805" aria-label="Line 805">805</a>       filter?.category ?? 1,</span>
<span id="L806"><a href="#L806" aria-label="Line 806">806</a>       0,</span>
<span id="L807"><a href="#L807" aria-label="Line 807">807</a>       0xffff_ffff,</span>
<span id="L808"><a href="#L808" aria-label="Line 808">808</a>       `${path}.collisionFilter.category`,</span>
<span id="L809"><a href="#L809" aria-label="Line 809">809</a>     ),</span>
<span id="L810"><a href="#L810" aria-label="Line 810">810</a>     mask: requireSafeIntegerInRange(</span>
<span id="L811"><a href="#L811" aria-label="Line 811">811</a>       filter?.mask ?? 0xffff_ffff,</span>
<span id="L812"><a href="#L812" aria-label="Line 812">812</a>       0,</span>
<span id="L813"><a href="#L813" aria-label="Line 813">813</a>       0xffff_ffff,</span>
<span id="L814"><a href="#L814" aria-label="Line 814">814</a>       `${path}.collisionFilter.mask`,</span>
<span id="L815"><a href="#L815" aria-label="Line 815">815</a>     ),</span>
<span id="L816"><a href="#L816" aria-label="Line 816">816</a>     group: requireSafeIntegerInRange(</span>
<span id="L817"><a href="#L817" aria-label="Line 817">817</a>       filter?.group ?? 0,</span>
<span id="L818"><a href="#L818" aria-label="Line 818">818</a>       -0x8000_0000,</span>
<span id="L819"><a href="#L819" aria-label="Line 819">819</a>       0x7fff_ffff,</span>
<span id="L820"><a href="#L820" aria-label="Line 820">820</a>       `${path}.collisionFilter.group`,</span>
<span id="L821"><a href="#L821" aria-label="Line 821">821</a>     ),</span>
<span id="L822"><a href="#L822" aria-label="Line 822">822</a>   });</span>
<span id="L823"><a href="#L823" aria-label="Line 823">823</a> }</span>
<span id="L824"><a href="#L824" aria-label="Line 824">824</a> </span>
<span id="L825"><a href="#L825" aria-label="Line 825">825</a> function normalizeHandlers(</span>
<span id="L826"><a href="#L826" aria-label="Line 826">826</a>   options: PibblPhysicsColliderConfiguration2D,</span>
<span id="L827"><a href="#L827" aria-label="Line 827">827</a>   path: string,</span>
<span id="L828"><a href="#L828" aria-label="Line 828">828</a> ): NormalizedPhysicsColliderConfiguration2D[&quot;handlers&quot;] {</span>
<span id="L829"><a href="#L829" aria-label="Line 829">829</a>   const handlers = {</span>
<span id="L830"><a href="#L830" aria-label="Line 830">830</a>     onCollisionStart: options.onCollisionStart,</span>
<span id="L831"><a href="#L831" aria-label="Line 831">831</a>     onCollisionEnd: options.onCollisionEnd,</span>
<span id="L832"><a href="#L832" aria-label="Line 832">832</a>     onHit: options.onHit,</span>
<span id="L833"><a href="#L833" aria-label="Line 833">833</a>     onOverlapStart: options.onOverlapStart,</span>
<span id="L834"><a href="#L834" aria-label="Line 834">834</a>     onOverlapEnd: options.onOverlapEnd,</span>
<span id="L835"><a href="#L835" aria-label="Line 835">835</a>   };</span>
<span id="L836"><a href="#L836" aria-label="Line 836">836</a>   for (const [name, handler] of Object.entries(handlers)) {</span>
<span id="L837"><a href="#L837" aria-label="Line 837">837</a>     if (handler !== undefined &amp;&amp; typeof handler !== &quot;function&quot;) {</span>
<span id="L838"><a href="#L838" aria-label="Line 838">838</a>       throw new TypeError(`${path}.${name} must be a function.`);</span>
<span id="L839"><a href="#L839" aria-label="Line 839">839</a>     }</span>
<span id="L840"><a href="#L840" aria-label="Line 840">840</a>   }</span>
<span id="L841"><a href="#L841" aria-label="Line 841">841</a>   return Object.freeze(handlers);</span>
<span id="L842"><a href="#L842" aria-label="Line 842">842</a> }</span>
<span id="L843"><a href="#L843" aria-label="Line 843">843</a> </span>
<span id="L844"><a href="#L844" aria-label="Line 844">844</a> function isPhysicsShape2D(value: object): value is PibblPhysicsShape2D {</span>
<span id="L845"><a href="#L845" aria-label="Line 845">845</a>   try {</span>
<span id="L846"><a href="#L846" aria-label="Line 846">846</a>     requireShapeRecord2D(value as PibblPhysicsShape2D);</span>
<span id="L847"><a href="#L847" aria-label="Line 847">847</a>     return true;</span>
<span id="L848"><a href="#L848" aria-label="Line 848">848</a>   } catch {</span>
<span id="L849"><a href="#L849" aria-label="Line 849">849</a>     return false;</span>
<span id="L850"><a href="#L850" aria-label="Line 850">850</a>   }</span>
<span id="L851"><a href="#L851" aria-label="Line 851">851</a> }</span>
<span id="L852"><a href="#L852" aria-label="Line 852">852</a> </span>
<span id="L853"><a href="#L853" aria-label="Line 853">853</a> function sameColliderShapeInput(</span>
<span id="L854"><a href="#L854" aria-label="Line 854">854</a>   left: NormalizedPhysicsColliderConfiguration2D,</span>
<span id="L855"><a href="#L855" aria-label="Line 855">855</a>   right: NormalizedPhysicsColliderConfiguration2D,</span>
<span id="L856"><a href="#L856" aria-label="Line 856">856</a> ): boolean {</span>
<span id="L857"><a href="#L857" aria-label="Line 857">857</a>   return (</span>
<span id="L858"><a href="#L858" aria-label="Line 858">858</a>     left.shape === right.shape &amp;&amp;</span>
<span id="L859"><a href="#L859" aria-label="Line 859">859</a>     left.offset[0] === right.offset[0] &amp;&amp;</span>
<span id="L860"><a href="#L860" aria-label="Line 860">860</a>     left.offset[1] === right.offset[1] &amp;&amp;</span>
<span id="L861"><a href="#L861" aria-label="Line 861">861</a>     left.rotationDegrees === right.rotationDegrees</span>
<span id="L862"><a href="#L862" aria-label="Line 862">862</a>   );</span>
<span id="L863"><a href="#L863" aria-label="Line 863">863</a> }</span>
<span id="L864"><a href="#L864" aria-label="Line 864">864</a> </span></code></pre>

## Documentation version

Documentation built with @pibbl/core 0.0.2, revision 272a94a. ALPHA — NOT FOR PRODUCTION USE.
