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matter-character-controller.component overview


Table of contents


utils

MatterCharacterControllerComponent (class)

A capsule-shaped kinematic character controller implemented as a direct discrete-query sweep-and-slide mover, driven entirely by this class's own move() - the 2D counterpart of a from-scratch native-engine character mover (see gg-engine-physics-adapter's own section on this general pattern).

Why this isn't built on createRigidBody/a kinematic_pos body: matter-js has no native kinematic body concept at all (see MatterFactory.transformOptions's doc) - a kinematic_pos/ kinematic_vel request there falls back to a plain isStatic: true body, which never moves and never pushes/wakes anything. This component instead constructs its own Matter.Body directly (a capsule via Bodies.rectangle with a chamfer, matching MatterFactory.createRigidBody's own CAPSULE case), marks it isStatic: true so matter's own Engine.update never touches it, and never adds it to Composite/engine.world at all - there is no need to, since every query this class issues (Matter.Query.collides) is run directly against this body and an explicit list of other bodies, not through matter's own broadphase/Engine.update pipeline. This also means matter-js's own per-engine collisionFilter-aware broadphase (Detector.canCollide) never runs for this body either - collectObstacles() below replicates that exact category/mask check by hand before ever calling Query.collides, since that function tests raw geometry with no collision-group awareness of its own.

Why movement is substep-marched rather than a single discrete overlap test at the final position: matter-js has no continuous collision detection at all (see MatterFactory .transformOptions's own ccd note) and Matter.Query.collides/Collision.collides are purely discrete overlap tests at whatever transform a body currently has - matter-js exposes no swept/time-of-impact query to call instead. A single test-then-clamp at the fully-displaced candidate position would tunnel clean through any obstacle thinner than the requested displacement (a large single-tick move() call, or a thin wall, would simply never register contact at all). marchMove compensates by subdividing the requested delta into substeps no longer than half its radius and re-querying after each one, stopping at the first substep that would overlap something - a standard workaround for discrete-only collision detection, and the direct 2D analog of what a sweep primitive gives other backends for free.

Collision normal convention: Matter.Collision's own collision.bodyA/collision.bodyB (and parentA/parentB) are reassigned by ascending Body.id, not by the order two bodies were passed into Collision.collides/Query.collides - and the final collision.normal is oriented so that dot(normal, bodyB.position - bodyA.position) <= 0 always holds (verified empirically against Collision.js's own flip check; its inline comment claims the opposite, "facing away from bodyA", which does not match the code - see gg-engine-physics-adapter-matter's own note on this same gotcha for the engine-wide collisionStart/collisionEnd event wiring). Concretely this means the final normal always points towards collision.bodyA/parentA, away from bodyB/parentB, regardless of which side of the original Query.collides(body, bodies) call each one came from - normalTowardCharacter below re-derives a consistent "points away from the obstacle, towards this character" direction from that by comparing parentA/parentB against this character's own native body, not by assuming a fixed argument order.

Ground overlap for Trigger2dEntity: since this character's phantom body is deliberately never added to matter's own Composite, matter's native collisionStart/collisionEnd engine events (what MatterTriggerComponent's own enter/exit detection is normally driven by) can never fire for it - there is no pair for the engine to ever notice. MatterTriggerComponent.checkOverlaps() (already called once per tick by Trigger2dEntity, previously a no-op for matter-js since ordinary rigid-body overlaps are handled by those native events instead) now additionally polls every MatterCharacterControllerComponent currently in the world via Query.collides each time it's called, entirely independently of the native event path - this was the natural fit given checkOverlaps() already existed as a per-tick hook with nothing else needing it for matter-js, rather than inventing a second, differently-shaped mechanism.

Colliding with other character controllers: collectObstacles() below includes every other MatterCharacterControllerComponent currently in the world (found via this.world.children, not Composite.allBodies, for the same reason as the previous paragraph) alongside ordinary bodies - two characters block each other's movement the same way any other obstacle does.

Divergence from the interface's own options: minStepWidth is accepted but not honored - see applyStepAssist's own doc for why.

Signature

export declare class MatterCharacterControllerComponent {
  constructor(
    protected readonly world: MatterWorldComponent,
    options: CharacterController2dOptions,
    transform?: { position?: Point2; rotation?: number }
  )
}

updateCollisionFilter (method)

Signature

private updateCollisionFilter(): void

collectObstacles (method)

Every other body currently in the world this character's own queries must consider - excludes sensors (triggers never physically block anything, see ITrigger2dComponent), everything in ignoredBodies (consulted fresh here, every call), and anything this character's own collision groups wouldn't interact with anyway (Query.collides/Collision.collides test raw geometry only and know nothing about collisionFilter, unlike matter's own Detector - so canCollideWith calls Detector.canCollide directly against this character's own nativeBody.collisionFilter, which the ownCollisionGroups/interactWithCollisionGroups setters keep in sync).

Also includes every other MatterCharacterControllerComponent currently in the world, via its own phantom nativeBody - without this, two character controllers could freely overlap and pass straight through each other, since neither one's phantom body is ever added to Composite/engine.world (see this class's own doc) and so neither is ever a candidate for the other's queries through Composite.allBodies alone.

Signature

private collectObstacles(): Body[]

canCollideWith (method)

Signature

private canCollideWith(other: Body): boolean

normalTowardCharacter (method)

See this class's own doc for the sign convention this re-derives (parentA/parentB, not calling-argument order). Returns a normal pointing away from the obstacle, towards this character.

Signature

private normalTowardCharacter(collision: Collision): Point2

otherParent (method)

Signature

private otherParent(collision: Collision): Body

isWalkable (method)

Signature

private isWalkable(normal: Point2, up: Point2): boolean

recoverFromPenetration (method)

Pushes this character's phantom body out of any obstacle it currently overlaps at pos, via Query.collides, iterating a few times since resolving one contact can reveal/deepen another - a discrete query like this one can start a tick already embedded (e.g. from a previous tick's rounding/clamping). Must run before any marching this tick.

Signature

private recoverFromPenetration(pos: Point2, obstacles: Body[]): Point2

marchMove (method)

Marches this character's phantom body from start towards start + delta in small substeps (see this class's own doc for why substepping is needed at all, in place of a true sweep), moving the native body via Body.setPosition after every accepted substep, and stopping at the first substep whose query finds an obstacle with a meaningful component opposing the direction of travel. overlappingBodies in the result always reflects the query at wherever this call finished (the fully-displaced position if never blocked, or the last-accepted position if it was) - used by move() to find dynamic bodies to push.

Signature

private marchMove(start: Point2, delta: Point2, obstacles: Body[]): AxisMoveResult

probe (method)

Like marchMove, but always leaves the native body at start before returning - for a speculative query (step-up assist, ground snap/landing checks) that must not commit any movement unless the caller explicitly applies the returned position itself.

Signature

private probe(start: Point2, delta: Point2, obstacles: Body[]): AxisMoveResult

applyStepAssist (method)

If the horizontal leg was blocked, tries lifting the phantom body up by up to maxStepHeight, retrying the same horizontal move at that height, and probing back down - only accepting the step if it both clears more horizontal distance than the unraised attempt and actually lands on walkable ground, not just a curved/vertical surface that happens to allow more clearance a hair higher up (see the general gg-engine-physics-adapter skill's own caution on this exact failure mode).

minStepWidth is not honored - a step is accepted purely on maxStepHeight/walkability, with no separate check for how much free space sits on top of the ledge. An attempt at that check (probing forward from the landing spot by minStepWidth and requiring the ledge to still be walkable there) was tried and reverted: this mover's own step-up sequence routinely accepts a landing spot that is itself only a marginal, partial advance still snug against the same obstacle corner that blocked the original horizontal move (marchMove's substep-and-slide approach, see this class's own doc, naturally creeps forward across several ticks rather than clearing a corner in one) - a width probe from a landing spot like that immediately re-hits the same corner and rejects the step outright, which stalls the character completely instead of letting it creep across a perfectly normal ledge over the next few ticks. minStepWidth is still accepted into this class's own options (see CharacterController2dOptions.minStepWidth's own doc: "not every backend can honor this exactly").

Signature

private applyStepAssist(
    start: Point2,
    initial: AxisMoveResult,
    horizontal: Point2,
    up: Point2,
    obstacles: Body[],
  ): Point2

pushDynamicBodies (method)

Shoves a dynamic body the horizontal leg bumped into this tick - see CharacterController2dOptions.pushMass's doc for the formula (an inelastic collision against a virtual mass moving at the character's own speed), applied here through MatterRigidBodyComponent.linearVelocity's existing getter/setter (which already carries the conversion between matter-js's internal per-step velocity units and this engine's public m/s units - see MATTER_VELOCITY_SCALE's own doc) rather than touching Body.velocity directly.

Signature

private pushDynamicBodies(bodies: Body[], direction: Point2, horizLen: number, dt: number | undefined): void

move (method)

Resolves desiredTranslation fully synchronously (see the interface's own doc) via recoverFromPenetration + two axis-separated marchMove legs (horizontal, then vertical) + a ground-snap probe - see this class's own doc for the overall approach and why each piece is needed.

Signature

move(desiredTranslation: Point2, dt?: number): void

clone (method)

Signature

clone(): MatterCharacterControllerComponent

addToWorld (method)

Signature

addToWorld(world: MatterGgWorld): void

removeFromWorld (method)

Signature

removeFromWorld(world: MatterGgWorld, dispose: boolean = false): void

dispose (method)

Signature

dispose(): void

entity (property)

Signature

entity: IEntity<any, any, GgWorldTypeDocRepo<any, any>> | null

name (property)

Signature

name: string

radius (property)

Signature

readonly radius: number

centersDistance (property)

Signature

readonly centersDistance: number

nativeBody (property)

Signature

readonly nativeBody: Body

ignoredBodies (property)

See ICharacterController2dComponent.ignoredBodies's doc. Consulted fresh by collectObstacles every move() call.

Signature

readonly ignoredBodies: Set<MatterRigidBodyComponent>

debugBodySettings (property)

Signature

readonly debugBodySettings: DebugBody2DSettings

_ownCGsMask (property)

Signature

_ownCGsMask: number

_interactWithCGsMask (property)

Signature

_interactWithCGsMask: number