# packages/core/src/features/physics/lib/2d/runtime/body-handle.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/body-handle.ts#L77).

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<pre class="api-source"><code><span id="L1"><a href="#L1" aria-label="Line 1">1</a> import { signal, type WritableSignal } 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>   pibblInternalCurrentSimulationOwner,</span>
<span id="L4"><a href="#L4" aria-label="Line 4">4</a>   pibblInternalQueueSimulationBegin,</span>
<span id="L5"><a href="#L5" aria-label="Line 5">5</a>   useInternalHookSlot,</span>
<span id="L6"><a href="#L6" aria-label="Line 6">6</a>   type PibblInternalSignalBatch,</span>
<span id="L7"><a href="#L7" aria-label="Line 7">7</a>   type PibblInternalSimulationOwner,</span>
<span id="L8"><a href="#L8" aria-label="Line 8">8</a> } from &quot;@pibbl/core/internal&quot;;</span>
<span id="L9"><a href="#L9" aria-label="Line 9">9</a> import type {</span>
<span id="L10"><a href="#L10" aria-label="Line 10">10</a>   PibblPhysicsPose2D,</span>
<span id="L11"><a href="#L11" aria-label="Line 11">11</a>   PibblPhysicsVector2,</span>
<span id="L12"><a href="#L12" aria-label="Line 12">12</a> } from &quot;../../../2d-geometry.js&quot;;</span>
<span id="L13"><a href="#L13" aria-label="Line 13">13</a> import type { PibblPhysicsBodyHandle2D } from &quot;../types.js&quot;;</span>
<span id="L14"><a href="#L14" aria-label="Line 14">14</a> import type { PhysicsBodyCommand2D } from &quot;../world/world.js&quot;;</span>
<span id="L15"><a href="#L15" aria-label="Line 15">15</a> import {</span>
<span id="L16"><a href="#L16" aria-label="Line 16">16</a>   copyFiniteVector2,</span>
<span id="L17"><a href="#L17" aria-label="Line 17">17</a>   requireFiniteNumber,</span>
<span id="L18"><a href="#L18" aria-label="Line 18">18</a> } from &quot;../../shared/validation.js&quot;;</span>
<span id="L19"><a href="#L19" aria-label="Line 19">19</a> import type { PhysicsWorld2DController } from &quot;./controller.js&quot;;</span>
<span id="L20"><a href="#L20" aria-label="Line 20">20</a> </span>
<span id="L21"><a href="#L21" aria-label="Line 21">21</a> export type PhysicsBodyHandleField2D =</span>
<span id="L22"><a href="#L22" aria-label="Line 22">22</a>   | &quot;position&quot;</span>
<span id="L23"><a href="#L23" aria-label="Line 23">23</a>   | &quot;rotationDegrees&quot;</span>
<span id="L24"><a href="#L24" aria-label="Line 24">24</a>   | &quot;linearVelocity&quot;</span>
<span id="L25"><a href="#L25" aria-label="Line 25">25</a>   | &quot;angularVelocityDegreesPerSecond&quot;</span>
<span id="L26"><a href="#L26" aria-label="Line 26">26</a>   | &quot;sleeping&quot;</span>
<span id="L27"><a href="#L27" aria-label="Line 27">27</a>   | &quot;enabled&quot;</span>
<span id="L28"><a href="#L28" aria-label="Line 28">28</a>   | &quot;generation&quot;;</span>
<span id="L29"><a href="#L29" aria-label="Line 29">29</a> </span>
<span id="L30"><a href="#L30" aria-label="Line 30">30</a> export interface PhysicsBodyHandleBinding2D {</span>
<span id="L31"><a href="#L31" aria-label="Line 31">31</a>   readonly controller: PhysicsWorld2DController;</span>
<span id="L32"><a href="#L32" aria-label="Line 32">32</a>   readonly bodyId: number;</span>
<span id="L33"><a href="#L33" aria-label="Line 33">33</a>   readonly bindingGeneration: number;</span>
<span id="L34"><a href="#L34" aria-label="Line 34">34</a> }</span>
<span id="L35"><a href="#L35" aria-label="Line 35">35</a> </span>
<span id="L36"><a href="#L36" aria-label="Line 36">36</a> interface PhysicsBodyHandleState2D {</span>
<span id="L37"><a href="#L37" aria-label="Line 37">37</a>   readonly owner: PibblInternalSimulationOwner;</span>
<span id="L38"><a href="#L38" aria-label="Line 38">38</a>   readonly signals: Partial&lt;{</span>
<span id="L39"><a href="#L39" aria-label="Line 39">39</a>     [Field in PhysicsBodyHandleField2D]: WritableSignal&lt;</span>
<span id="L40"><a href="#L40" aria-label="Line 40">40</a>       BodyFieldValue2D[Field]</span>
<span id="L41"><a href="#L41" aria-label="Line 41">41</a>     &gt;;</span>
<span id="L42"><a href="#L42" aria-label="Line 42">42</a>   }&gt;;</span>
<span id="L43"><a href="#L43" aria-label="Line 43">43</a>   binding: PhysicsBodyHandleBinding2D | undefined;</span>
<span id="L44"><a href="#L44" aria-label="Line 44">44</a>   nextBindingGeneration: number;</span>
<span id="L45"><a href="#L45" aria-label="Line 45">45</a>   active: boolean;</span>
<span id="L46"><a href="#L46" aria-label="Line 46">46</a> }</span>
<span id="L47"><a href="#L47" aria-label="Line 47">47</a> </span>
<span id="L48"><a href="#L48" aria-label="Line 48">48</a> interface BodyFieldValue2D {</span>
<span id="L49"><a href="#L49" aria-label="Line 49">49</a>   readonly position: PibblPhysicsVector2;</span>
<span id="L50"><a href="#L50" aria-label="Line 50">50</a>   readonly rotationDegrees: number;</span>
<span id="L51"><a href="#L51" aria-label="Line 51">51</a>   readonly linearVelocity: PibblPhysicsVector2;</span>
<span id="L52"><a href="#L52" aria-label="Line 52">52</a>   readonly angularVelocityDegreesPerSecond: number;</span>
<span id="L53"><a href="#L53" aria-label="Line 53">53</a>   readonly sleeping: boolean;</span>
<span id="L54"><a href="#L54" aria-label="Line 54">54</a>   readonly enabled: boolean;</span>
<span id="L55"><a href="#L55" aria-label="Line 55">55</a>   readonly generation: number;</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> </span>
<span id="L58"><a href="#L58" aria-label="Line 58">58</a> export interface PhysicsBodyHandleValues2D extends BodyFieldValue2D {}</span>
<span id="L59"><a href="#L59" aria-label="Line 59">59</a> </span>
<span id="L60"><a href="#L60" aria-label="Line 60">60</a> const states = new WeakMap&lt;object, PhysicsBodyHandleState2D&gt;();</span>
<span id="L61"><a href="#L61" aria-label="Line 61">61</a> const externalBindings = new WeakMap&lt;</span>
<span id="L62"><a href="#L62" aria-label="Line 62">62</a>   object,</span>
<span id="L63"><a href="#L63" aria-label="Line 63">63</a>   {</span>
<span id="L64"><a href="#L64" aria-label="Line 64">64</a>     binding: PhysicsBodyHandleBinding2D | undefined;</span>
<span id="L65"><a href="#L65" aria-label="Line 65">65</a>     nextBindingGeneration: number;</span>
<span id="L66"><a href="#L66" aria-label="Line 66">66</a>   }</span>
<span id="L67"><a href="#L67" aria-label="Line 67">67</a> &gt;();</span>
<span id="L68"><a href="#L68" aria-label="Line 68">68</a> </span>
<span id="L69"><a href="#L69" aria-label="Line 69">69</a> /**</span>
<span id="L70"><a href="#L70" aria-label="Line 70">70</a>  * Returns one stable, component-owned 2D body endpoint for this hook slot.</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>  * @returns A stable body handle that can be attached to a physics body. See</span>
<span id="L73"><a href="#L73" aria-label="Line 73">73</a>  * {@link PibblPhysicsBodyHandle2D} .</span>
<span id="L74"><a href="#L74" aria-label="Line 74">74</a>  *</span>
<span id="L75"><a href="#L75" aria-label="Line 75">75</a>  * @see {@link PibblPhysicsBodyHandle2D}</span>
<span id="L76"><a href="#L76" aria-label="Line 76">76</a>  */</span>
<span id="L77"><a href="#L77" aria-label="Line 77">77</a> export function pibblPhysicsBody2D(): PibblPhysicsBodyHandle2D {</span>
<span id="L78"><a href="#L78" aria-label="Line 78">78</a>   const owner = pibblInternalCurrentSimulationOwner();</span>
<span id="L79"><a href="#L79" aria-label="Line 79">79</a>   const slot = useInternalHookSlot(&quot;physicsBody2DHandle&quot;, (teardowns) =&gt; {</span>
<span id="L80"><a href="#L80" aria-label="Line 80">80</a>     const handle = createPhysicsBodyHandle2D(owner);</span>
<span id="L81"><a href="#L81" aria-label="Line 81">81</a>     teardowns.add(() =&gt; disposePhysicsBodyHandle2D(handle));</span>
<span id="L82"><a href="#L82" aria-label="Line 82">82</a>     return handle;</span>
<span id="L83"><a href="#L83" aria-label="Line 83">83</a>   });</span>
<span id="L84"><a href="#L84" aria-label="Line 84">84</a>   return slot.value;</span>
<span id="L85"><a href="#L85" aria-label="Line 85">85</a> }</span>
<span id="L86"><a href="#L86" aria-label="Line 86">86</a> </span>
<span id="L87"><a href="#L87" aria-label="Line 87">87</a> /**</span>
<span id="L88"><a href="#L88" aria-label="Line 88">88</a>  * Queues a force on a body, optionally at a world point and with wake-up control.</span>
<span id="L89"><a href="#L89" aria-label="Line 89">89</a>  *</span>
<span id="L90"><a href="#L90" aria-label="Line 90">90</a>  * @param body - Body receiving the force. See {@link PibblPhysicsBodyHandle2D}.</span>
<span id="L91"><a href="#L91" aria-label="Line 91">91</a>  * @param force - Force vector in the world's public coordinate system. See</span>
<span id="L92"><a href="#L92" aria-label="Line 92">92</a>  * {@link PibblPhysicsVector2} .</span>
<span id="L93"><a href="#L93" aria-label="Line 93">93</a>  * @param options - Optional application point and wake policy. See {@link PibblPhysicsVector2}.</span>
<span id="L94"><a href="#L94" aria-label="Line 94">94</a>  *</span>
<span id="L95"><a href="#L95" aria-label="Line 95">95</a>  * @see {@link PibblPhysicsBodyHandle2D}</span>
<span id="L96"><a href="#L96" aria-label="Line 96">96</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L97"><a href="#L97" aria-label="Line 97">97</a>  */</span>
<span id="L98"><a href="#L98" aria-label="Line 98">98</a> export function applyForce2D(</span>
<span id="L99"><a href="#L99" aria-label="Line 99">99</a>   body: PibblPhysicsBodyHandle2D,</span>
<span id="L100"><a href="#L100" aria-label="Line 100">100</a>   force: PibblPhysicsVector2,</span>
<span id="L101"><a href="#L101" aria-label="Line 101">101</a>   options: Readonly&lt;{ at?: PibblPhysicsVector2; wake?: boolean }&gt; = {},</span>
<span id="L102"><a href="#L102" aria-label="Line 102">102</a> ): void {</span>
<span id="L103"><a href="#L103" aria-label="Line 103">103</a>   const copied = copyFiniteVector2(force, &quot;force&quot;);</span>
<span id="L104"><a href="#L104" aria-label="Line 104">104</a>   const point =</span>
<span id="L105"><a href="#L105" aria-label="Line 105">105</a>     options.at === undefined</span>
<span id="L106"><a href="#L106" aria-label="Line 106">106</a>       ? undefined</span>
<span id="L107"><a href="#L107" aria-label="Line 107">107</a>       : copyFiniteVector2(options.at, &quot;options.at&quot;);</span>
<span id="L108"><a href="#L108" aria-label="Line 108">108</a>   queueBodyCommand(body, {</span>
<span id="L109"><a href="#L109" aria-label="Line 109">109</a>     kind: &quot;apply-force&quot;,</span>
<span id="L110"><a href="#L110" aria-label="Line 110">110</a>     bodyId: 0,</span>
<span id="L111"><a href="#L111" aria-label="Line 111">111</a>     forceX: copied[0],</span>
<span id="L112"><a href="#L112" aria-label="Line 112">112</a>     forceY: copied[1],</span>
<span id="L113"><a href="#L113" aria-label="Line 113">113</a>     pointX: point?.[0],</span>
<span id="L114"><a href="#L114" aria-label="Line 114">114</a>     pointY: point?.[1],</span>
<span id="L115"><a href="#L115" aria-label="Line 115">115</a>     wake: requireBoolean(options.wake ?? true, &quot;options.wake&quot;),</span>
<span id="L116"><a href="#L116" aria-label="Line 116">116</a>   });</span>
<span id="L117"><a href="#L117" aria-label="Line 117">117</a> }</span>
<span id="L118"><a href="#L118" aria-label="Line 118">118</a> </span>
<span id="L119"><a href="#L119" aria-label="Line 119">119</a> /**</span>
<span id="L120"><a href="#L120" aria-label="Line 120">120</a>  * Queues an instantaneous momentum change, optionally at a world point and with wake-up control.</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>  * @param body - Body receiving the impulse. See {@link PibblPhysicsBodyHandle2D}.</span>
<span id="L123"><a href="#L123" aria-label="Line 123">123</a>  * @param impulse - Impulse vector in the world's public coordinate system. See</span>
<span id="L124"><a href="#L124" aria-label="Line 124">124</a>  * {@link PibblPhysicsVector2} .</span>
<span id="L125"><a href="#L125" aria-label="Line 125">125</a>  * @param options - Optional application point and wake policy. See {@link PibblPhysicsVector2}.</span>
<span id="L126"><a href="#L126" aria-label="Line 126">126</a>  *</span>
<span id="L127"><a href="#L127" aria-label="Line 127">127</a>  * @see {@link PibblPhysicsBodyHandle2D}</span>
<span id="L128"><a href="#L128" aria-label="Line 128">128</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L129"><a href="#L129" aria-label="Line 129">129</a>  */</span>
<span id="L130"><a href="#L130" aria-label="Line 130">130</a> export function applyImpulse2D(</span>
<span id="L131"><a href="#L131" aria-label="Line 131">131</a>   body: PibblPhysicsBodyHandle2D,</span>
<span id="L132"><a href="#L132" aria-label="Line 132">132</a>   impulse: PibblPhysicsVector2,</span>
<span id="L133"><a href="#L133" aria-label="Line 133">133</a>   options: Readonly&lt;{ at?: PibblPhysicsVector2; wake?: boolean }&gt; = {},</span>
<span id="L134"><a href="#L134" aria-label="Line 134">134</a> ): void {</span>
<span id="L135"><a href="#L135" aria-label="Line 135">135</a>   const copied = copyFiniteVector2(impulse, &quot;impulse&quot;);</span>
<span id="L136"><a href="#L136" aria-label="Line 136">136</a>   const point =</span>
<span id="L137"><a href="#L137" aria-label="Line 137">137</a>     options.at === undefined</span>
<span id="L138"><a href="#L138" aria-label="Line 138">138</a>       ? undefined</span>
<span id="L139"><a href="#L139" aria-label="Line 139">139</a>       : copyFiniteVector2(options.at, &quot;options.at&quot;);</span>
<span id="L140"><a href="#L140" aria-label="Line 140">140</a>   queueBodyCommand(body, {</span>
<span id="L141"><a href="#L141" aria-label="Line 141">141</a>     kind: &quot;apply-impulse&quot;,</span>
<span id="L142"><a href="#L142" aria-label="Line 142">142</a>     bodyId: 0,</span>
<span id="L143"><a href="#L143" aria-label="Line 143">143</a>     impulseX: copied[0],</span>
<span id="L144"><a href="#L144" aria-label="Line 144">144</a>     impulseY: copied[1],</span>
<span id="L145"><a href="#L145" aria-label="Line 145">145</a>     pointX: point?.[0],</span>
<span id="L146"><a href="#L146" aria-label="Line 146">146</a>     pointY: point?.[1],</span>
<span id="L147"><a href="#L147" aria-label="Line 147">147</a>     wake: requireBoolean(options.wake ?? true, &quot;options.wake&quot;),</span>
<span id="L148"><a href="#L148" aria-label="Line 148">148</a>   });</span>
<span id="L149"><a href="#L149" aria-label="Line 149">149</a> }</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>  * Queues torque on a dynamic body through the shared scheduler.</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 body - Body receiving the torque. See {@link PibblPhysicsBodyHandle2D}.</span>
<span id="L155"><a href="#L155" aria-label="Line 155">155</a>  * @param torque - Torque to apply in the world's public units.</span>
<span id="L156"><a href="#L156" aria-label="Line 156">156</a>  *</span>
<span id="L157"><a href="#L157" aria-label="Line 157">157</a>  * @see {@link PibblPhysicsBodyHandle2D}</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> export function applyTorque2D(</span>
<span id="L160"><a href="#L160" aria-label="Line 160">160</a>   body: PibblPhysicsBodyHandle2D,</span>
<span id="L161"><a href="#L161" aria-label="Line 161">161</a>   torque: number,</span>
<span id="L162"><a href="#L162" aria-label="Line 162">162</a> ): void {</span>
<span id="L163"><a href="#L163" aria-label="Line 163">163</a>   queueBodyCommand(body, {</span>
<span id="L164"><a href="#L164" aria-label="Line 164">164</a>     kind: &quot;apply-torque&quot;,</span>
<span id="L165"><a href="#L165" aria-label="Line 165">165</a>     bodyId: 0,</span>
<span id="L166"><a href="#L166" aria-label="Line 166">166</a>     torque: requireFiniteNumber(torque, &quot;torque&quot;),</span>
<span id="L167"><a href="#L167" aria-label="Line 167">167</a>   });</span>
<span id="L168"><a href="#L168" aria-label="Line 168">168</a> }</span>
<span id="L169"><a href="#L169" aria-label="Line 169">169</a> </span>
<span id="L170"><a href="#L170" aria-label="Line 170">170</a> /**</span>
<span id="L171"><a href="#L171" aria-label="Line 171">171</a>  * Queues a body's linear velocity in physics units per second.</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>  * @param body - Body whose linear velocity changes. See {@link PibblPhysicsBodyHandle2D}.</span>
<span id="L174"><a href="#L174" aria-label="Line 174">174</a>  * @param velocity - Velocity vector in public distance units per second. See</span>
<span id="L175"><a href="#L175" aria-label="Line 175">175</a>  * {@link PibblPhysicsVector2} .</span>
<span id="L176"><a href="#L176" aria-label="Line 176">176</a>  *</span>
<span id="L177"><a href="#L177" aria-label="Line 177">177</a>  * @see {@link PibblPhysicsBodyHandle2D}</span>
<span id="L178"><a href="#L178" aria-label="Line 178">178</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L179"><a href="#L179" aria-label="Line 179">179</a>  */</span>
<span id="L180"><a href="#L180" aria-label="Line 180">180</a> export function setLinearVelocity2D(</span>
<span id="L181"><a href="#L181" aria-label="Line 181">181</a>   body: PibblPhysicsBodyHandle2D,</span>
<span id="L182"><a href="#L182" aria-label="Line 182">182</a>   velocity: PibblPhysicsVector2,</span>
<span id="L183"><a href="#L183" aria-label="Line 183">183</a> ): void {</span>
<span id="L184"><a href="#L184" aria-label="Line 184">184</a>   const copied = copyFiniteVector2(velocity, &quot;velocity&quot;);</span>
<span id="L185"><a href="#L185" aria-label="Line 185">185</a>   queueBodyCommand(body, {</span>
<span id="L186"><a href="#L186" aria-label="Line 186">186</a>     kind: &quot;set-linear-velocity&quot;,</span>
<span id="L187"><a href="#L187" aria-label="Line 187">187</a>     bodyId: 0,</span>
<span id="L188"><a href="#L188" aria-label="Line 188">188</a>     linearVelocityX: copied[0],</span>
<span id="L189"><a href="#L189" aria-label="Line 189">189</a>     linearVelocityY: copied[1],</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> }</span>
<span id="L192"><a href="#L192" aria-label="Line 192">192</a> </span>
<span id="L193"><a href="#L193" aria-label="Line 193">193</a> /**</span>
<span id="L194"><a href="#L194" aria-label="Line 194">194</a>  * Queues a body's angular velocity in degrees per second.</span>
<span id="L195"><a href="#L195" aria-label="Line 195">195</a>  *</span>
<span id="L196"><a href="#L196" aria-label="Line 196">196</a>  * @param body - Body whose angular velocity changes. See {@link PibblPhysicsBodyHandle2D}.</span>
<span id="L197"><a href="#L197" aria-label="Line 197">197</a>  * @param degreesPerSecond - Angular speed in degrees per second.</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>  * @see {@link PibblPhysicsBodyHandle2D}</span>
<span id="L200"><a href="#L200" aria-label="Line 200">200</a>  */</span>
<span id="L201"><a href="#L201" aria-label="Line 201">201</a> export function setAngularVelocity2D(</span>
<span id="L202"><a href="#L202" aria-label="Line 202">202</a>   body: PibblPhysicsBodyHandle2D,</span>
<span id="L203"><a href="#L203" aria-label="Line 203">203</a>   degreesPerSecond: number,</span>
<span id="L204"><a href="#L204" aria-label="Line 204">204</a> ): void {</span>
<span id="L205"><a href="#L205" aria-label="Line 205">205</a>   queueBodyCommand(body, {</span>
<span id="L206"><a href="#L206" aria-label="Line 206">206</a>     kind: &quot;set-angular-velocity&quot;,</span>
<span id="L207"><a href="#L207" aria-label="Line 207">207</a>     bodyId: 0,</span>
<span id="L208"><a href="#L208" aria-label="Line 208">208</a>     angularVelocityDegrees: requireFiniteNumber(</span>
<span id="L209"><a href="#L209" aria-label="Line 209">209</a>       degreesPerSecond,</span>
<span id="L210"><a href="#L210" aria-label="Line 210">210</a>       &quot;degreesPerSecond&quot;,</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>   });</span>
<span id="L213"><a href="#L213" aria-label="Line 213">213</a> }</span>
<span id="L214"><a href="#L214" aria-label="Line 214">214</a> </span>
<span id="L215"><a href="#L215" aria-label="Line 215">215</a> /**</span>
<span id="L216"><a href="#L216" aria-label="Line 216">216</a>  * Queues an immediate pose change for a body at the next admitted simulation command phase.</span>
<span id="L217"><a href="#L217" aria-label="Line 217">217</a>  *</span>
<span id="L218"><a href="#L218" aria-label="Line 218">218</a>  * @param body - Body to reposition. See {@link PibblPhysicsBodyHandle2D}.</span>
<span id="L219"><a href="#L219" aria-label="Line 219">219</a>  * @param pose - Destination position and rotation in public coordinates. See</span>
<span id="L220"><a href="#L220" aria-label="Line 220">220</a>  * {@link PibblPhysicsPose2D} .</span>
<span id="L221"><a href="#L221" aria-label="Line 221">221</a>  *</span>
<span id="L222"><a href="#L222" aria-label="Line 222">222</a>  * @see {@link PibblPhysicsBodyHandle2D}</span>
<span id="L223"><a href="#L223" aria-label="Line 223">223</a>  * @see {@link PibblPhysicsPose2D}</span>
<span id="L224"><a href="#L224" aria-label="Line 224">224</a>  */</span>
<span id="L225"><a href="#L225" aria-label="Line 225">225</a> export function teleportBody2D(</span>
<span id="L226"><a href="#L226" aria-label="Line 226">226</a>   body: PibblPhysicsBodyHandle2D,</span>
<span id="L227"><a href="#L227" aria-label="Line 227">227</a>   pose: PibblPhysicsPose2D,</span>
<span id="L228"><a href="#L228" aria-label="Line 228">228</a> ): void {</span>
<span id="L229"><a href="#L229" aria-label="Line 229">229</a>   queueBodyCommand(body, {</span>
<span id="L230"><a href="#L230" aria-label="Line 230">230</a>     kind: &quot;set-pose&quot;,</span>
<span id="L231"><a href="#L231" aria-label="Line 231">231</a>     bodyId: 0,</span>
<span id="L232"><a href="#L232" aria-label="Line 232">232</a>     pose: Object.freeze({</span>
<span id="L233"><a href="#L233" aria-label="Line 233">233</a>       position: copyFiniteVector2(pose.position, &quot;pose.position&quot;),</span>
<span id="L234"><a href="#L234" aria-label="Line 234">234</a>       rotationDegrees: requireFiniteNumber(</span>
<span id="L235"><a href="#L235" aria-label="Line 235">235</a>         pose.rotationDegrees,</span>
<span id="L236"><a href="#L236" aria-label="Line 236">236</a>         &quot;pose.rotationDegrees&quot;,</span>
<span id="L237"><a href="#L237" aria-label="Line 237">237</a>       ),</span>
<span id="L238"><a href="#L238" aria-label="Line 238">238</a>     }),</span>
<span id="L239"><a href="#L239" aria-label="Line 239">239</a>   });</span>
<span id="L240"><a href="#L240" aria-label="Line 240">240</a> }</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> /**</span>
<span id="L243"><a href="#L243" aria-label="Line 243">243</a>  * Queues a request to wake a sleeping body.</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>  * @param body - Body to wake. See {@link PibblPhysicsBodyHandle2D}.</span>
<span id="L246"><a href="#L246" aria-label="Line 246">246</a>  *</span>
<span id="L247"><a href="#L247" aria-label="Line 247">247</a>  * @see {@link PibblPhysicsBodyHandle2D}</span>
<span id="L248"><a href="#L248" aria-label="Line 248">248</a>  */</span>
<span id="L249"><a href="#L249" aria-label="Line 249">249</a> export function wakeBody2D(body: PibblPhysicsBodyHandle2D): void {</span>
<span id="L250"><a href="#L250" aria-label="Line 250">250</a>   queueBodyCommand(body, { kind: &quot;wake&quot;, bodyId: 0 });</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> </span>
<span id="L253"><a href="#L253" aria-label="Line 253">253</a> /**</span>
<span id="L254"><a href="#L254" aria-label="Line 254">254</a>  * Queues a request to put a body to sleep.</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>  * @param body - Body to put to sleep. See {@link PibblPhysicsBodyHandle2D}.</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>  * @see {@link PibblPhysicsBodyHandle2D}</span>
<span id="L259"><a href="#L259" aria-label="Line 259">259</a>  */</span>
<span id="L260"><a href="#L260" aria-label="Line 260">260</a> export function sleepBody2D(body: PibblPhysicsBodyHandle2D): void {</span>
<span id="L261"><a href="#L261" aria-label="Line 261">261</a>   queueBodyCommand(body, { kind: &quot;sleep&quot;, bodyId: 0 });</span>
<span id="L262"><a href="#L262" aria-label="Line 262">262</a> }</span>
<span id="L263"><a href="#L263" aria-label="Line 263">263</a> </span>
<span id="L264"><a href="#L264" aria-label="Line 264">264</a> /**</span>
<span id="L265"><a href="#L265" aria-label="Line 265">265</a>  * Queues re-enabling a body with the requested velocity-preservation policy.</span>
<span id="L266"><a href="#L266" aria-label="Line 266">266</a>  *</span>
<span id="L267"><a href="#L267" aria-label="Line 267">267</a>  * @param body - Body to re-enable. See {@link PibblPhysicsBodyHandle2D}.</span>
<span id="L268"><a href="#L268" aria-label="Line 268">268</a>  * @param options - Whether to zero or preserve velocity when enabling.</span>
<span id="L269"><a href="#L269" aria-label="Line 269">269</a>  *</span>
<span id="L270"><a href="#L270" aria-label="Line 270">270</a>  * @see {@link PibblPhysicsBodyHandle2D}</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> export function enableBody2D(</span>
<span id="L273"><a href="#L273" aria-label="Line 273">273</a>   body: PibblPhysicsBodyHandle2D,</span>
<span id="L274"><a href="#L274" aria-label="Line 274">274</a>   options: Readonly&lt;{ velocity?: &quot;zero&quot; | &quot;preserve&quot; }&gt; = {},</span>
<span id="L275"><a href="#L275" aria-label="Line 275">275</a> ): void {</span>
<span id="L276"><a href="#L276" aria-label="Line 276">276</a>   const velocity = options.velocity ?? &quot;zero&quot;;</span>
<span id="L277"><a href="#L277" aria-label="Line 277">277</a>   if (velocity !== &quot;zero&quot; &amp;&amp; velocity !== &quot;preserve&quot;) {</span>
<span id="L278"><a href="#L278" aria-label="Line 278">278</a>     throw new TypeError('options.velocity must be &quot;zero&quot; or &quot;preserve&quot;.');</span>
<span id="L279"><a href="#L279" aria-label="Line 279">279</a>   }</span>
<span id="L280"><a href="#L280" aria-label="Line 280">280</a>   queueBodyCommand(body, { kind: &quot;enable&quot;, bodyId: 0, velocity });</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> </span>
<span id="L283"><a href="#L283" aria-label="Line 283">283</a> /**</span>
<span id="L284"><a href="#L284" aria-label="Line 284">284</a>  * Queues removal of a body's active participation in the simulation.</span>
<span id="L285"><a href="#L285" aria-label="Line 285">285</a>  *</span>
<span id="L286"><a href="#L286" aria-label="Line 286">286</a>  * @param body - Body to disable. See {@link PibblPhysicsBodyHandle2D}.</span>
<span id="L287"><a href="#L287" aria-label="Line 287">287</a>  *</span>
<span id="L288"><a href="#L288" aria-label="Line 288">288</a>  * @see {@link PibblPhysicsBodyHandle2D}</span>
<span id="L289"><a href="#L289" aria-label="Line 289">289</a>  */</span>
<span id="L290"><a href="#L290" aria-label="Line 290">290</a> export function disableBody2D(body: PibblPhysicsBodyHandle2D): void {</span>
<span id="L291"><a href="#L291" aria-label="Line 291">291</a>   queueBodyCommand(body, { kind: &quot;disable&quot;, bodyId: 0 });</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 createPhysicsBodyHandle2D(</span>
<span id="L295"><a href="#L295" aria-label="Line 295">295</a>   owner: PibblInternalSimulationOwner,</span>
<span id="L296"><a href="#L296" aria-label="Line 296">296</a> ): PibblPhysicsBodyHandle2D {</span>
<span id="L297"><a href="#L297" aria-label="Line 297">297</a>   const target = {} as Record&lt;PropertyKey, unknown&gt;;</span>
<span id="L298"><a href="#L298" aria-label="Line 298">298</a>   const state: PhysicsBodyHandleState2D = {</span>
<span id="L299"><a href="#L299" aria-label="Line 299">299</a>     owner,</span>
<span id="L300"><a href="#L300" aria-label="Line 300">300</a>     signals: {},</span>
<span id="L301"><a href="#L301" aria-label="Line 301">301</a>     binding: undefined,</span>
<span id="L302"><a href="#L302" aria-label="Line 302">302</a>     nextBindingGeneration: 0,</span>
<span id="L303"><a href="#L303" aria-label="Line 303">303</a>     active: true,</span>
<span id="L304"><a href="#L304" aria-label="Line 304">304</a>   };</span>
<span id="L305"><a href="#L305" aria-label="Line 305">305</a>   for (const field of BODY_FIELDS_2D) {</span>
<span id="L306"><a href="#L306" aria-label="Line 306">306</a>     Object.defineProperty(target, field, {</span>
<span id="L307"><a href="#L307" aria-label="Line 307">307</a>       enumerable: true,</span>
<span id="L308"><a href="#L308" aria-label="Line 308">308</a>       get: () =&gt; materializeSignal(state, field).asReadonly(),</span>
<span id="L309"><a href="#L309" aria-label="Line 309">309</a>     });</span>
<span id="L310"><a href="#L310" aria-label="Line 310">310</a>   }</span>
<span id="L311"><a href="#L311" aria-label="Line 311">311</a>   const handle = Object.freeze(target) as unknown as PibblPhysicsBodyHandle2D;</span>
<span id="L312"><a href="#L312" aria-label="Line 312">312</a>   states.set(handle, state);</span>
<span id="L313"><a href="#L313" aria-label="Line 313">313</a>   return handle;</span>
<span id="L314"><a href="#L314" aria-label="Line 314">314</a> }</span>
<span id="L315"><a href="#L315" aria-label="Line 315">315</a> </span>
<span id="L316"><a href="#L316" aria-label="Line 316">316</a> export function bindPhysicsBodyHandle2D(</span>
<span id="L317"><a href="#L317" aria-label="Line 317">317</a>   handle: PibblPhysicsBodyHandle2D,</span>
<span id="L318"><a href="#L318" aria-label="Line 318">318</a>   controller: PhysicsWorld2DController,</span>
<span id="L319"><a href="#L319" aria-label="Line 319">319</a>   bodyId: number,</span>
<span id="L320"><a href="#L320" aria-label="Line 320">320</a> ): number {</span>
<span id="L321"><a href="#L321" aria-label="Line 321">321</a>   const state = states.get(handle as object);</span>
<span id="L322"><a href="#L322" aria-label="Line 322">322</a>   if (state === undefined) {</span>
<span id="L323"><a href="#L323" aria-label="Line 323">323</a>     if (typeof handle !== &quot;object&quot; || handle === null) {</span>
<span id="L324"><a href="#L324" aria-label="Line 324">324</a>       throw new TypeError(&quot;Expected a live Pibbl physics 2D body handle.&quot;);</span>
<span id="L325"><a href="#L325" aria-label="Line 325">325</a>     }</span>
<span id="L326"><a href="#L326" aria-label="Line 326">326</a>     let external = externalBindings.get(handle as object);</span>
<span id="L327"><a href="#L327" aria-label="Line 327">327</a>     if (external?.binding !== undefined) {</span>
<span id="L328"><a href="#L328" aria-label="Line 328">328</a>       if (</span>
<span id="L329"><a href="#L329" aria-label="Line 329">329</a>         external.binding.controller === controller &amp;&amp;</span>
<span id="L330"><a href="#L330" aria-label="Line 330">330</a>         external.binding.bodyId === bodyId</span>
<span id="L331"><a href="#L331" aria-label="Line 331">331</a>       ) {</span>
<span id="L332"><a href="#L332" aria-label="Line 332">332</a>         return external.binding.bindingGeneration;</span>
<span id="L333"><a href="#L333" aria-label="Line 333">333</a>       }</span>
<span id="L334"><a href="#L334" aria-label="Line 334">334</a>       throw new Error(</span>
<span id="L335"><a href="#L335" aria-label="Line 335">335</a>         &quot;A Pibbl physics 2D body handle may bind to at most one live body.&quot;,</span>
<span id="L336"><a href="#L336" aria-label="Line 336">336</a>       );</span>
<span id="L337"><a href="#L337" aria-label="Line 337">337</a>     }</span>
<span id="L338"><a href="#L338" aria-label="Line 338">338</a>     external ??= { binding: undefined, nextBindingGeneration: 0 };</span>
<span id="L339"><a href="#L339" aria-label="Line 339">339</a>     const bindingGeneration = ++external.nextBindingGeneration;</span>
<span id="L340"><a href="#L340" aria-label="Line 340">340</a>     external.binding = Object.freeze({ controller, bodyId, bindingGeneration });</span>
<span id="L341"><a href="#L341" aria-label="Line 341">341</a>     externalBindings.set(handle as object, external);</span>
<span id="L342"><a href="#L342" aria-label="Line 342">342</a>     return bindingGeneration;</span>
<span id="L343"><a href="#L343" aria-label="Line 343">343</a>   }</span>
<span id="L344"><a href="#L344" aria-label="Line 344">344</a>   const current = state.binding;</span>
<span id="L345"><a href="#L345" aria-label="Line 345">345</a>   if (current !== undefined) {</span>
<span id="L346"><a href="#L346" aria-label="Line 346">346</a>     if (current.controller === controller &amp;&amp; current.bodyId === bodyId) {</span>
<span id="L347"><a href="#L347" aria-label="Line 347">347</a>       return current.bindingGeneration;</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>     throw new Error(</span>
<span id="L350"><a href="#L350" aria-label="Line 350">350</a>       &quot;A Pibbl physics 2D body handle may bind to at most one live body.&quot;,</span>
<span id="L351"><a href="#L351" aria-label="Line 351">351</a>     );</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>   const bindingGeneration = ++state.nextBindingGeneration;</span>
<span id="L354"><a href="#L354" aria-label="Line 354">354</a>   state.binding = Object.freeze({ controller, bodyId, bindingGeneration });</span>
<span id="L355"><a href="#L355" aria-label="Line 355">355</a>   return bindingGeneration;</span>
<span id="L356"><a href="#L356" aria-label="Line 356">356</a> }</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> export function unbindPhysicsBodyHandle2D(</span>
<span id="L359"><a href="#L359" aria-label="Line 359">359</a>   handle: PibblPhysicsBodyHandle2D,</span>
<span id="L360"><a href="#L360" aria-label="Line 360">360</a>   controller: PhysicsWorld2DController,</span>
<span id="L361"><a href="#L361" aria-label="Line 361">361</a>   bodyId: number,</span>
<span id="L362"><a href="#L362" aria-label="Line 362">362</a>   bindingGeneration: number,</span>
<span id="L363"><a href="#L363" aria-label="Line 363">363</a> ): void {</span>
<span id="L364"><a href="#L364" aria-label="Line 364">364</a>   const state = states.get(handle as object);</span>
<span id="L365"><a href="#L365" aria-label="Line 365">365</a>   if (state === undefined) {</span>
<span id="L366"><a href="#L366" aria-label="Line 366">366</a>     const external = externalBindings.get(handle as object);</span>
<span id="L367"><a href="#L367" aria-label="Line 367">367</a>     const binding = external?.binding;</span>
<span id="L368"><a href="#L368" aria-label="Line 368">368</a>     if (</span>
<span id="L369"><a href="#L369" aria-label="Line 369">369</a>       binding?.controller === controller &amp;&amp;</span>
<span id="L370"><a href="#L370" aria-label="Line 370">370</a>       binding.bodyId === bodyId &amp;&amp;</span>
<span id="L371"><a href="#L371" aria-label="Line 371">371</a>       binding.bindingGeneration === bindingGeneration</span>
<span id="L372"><a href="#L372" aria-label="Line 372">372</a>     ) {</span>
<span id="L373"><a href="#L373" aria-label="Line 373">373</a>       external!.binding = undefined;</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>     return;</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>   const binding = state?.binding;</span>
<span id="L378"><a href="#L378" aria-label="Line 378">378</a>   if (</span>
<span id="L379"><a href="#L379" aria-label="Line 379">379</a>     binding?.controller === controller &amp;&amp;</span>
<span id="L380"><a href="#L380" aria-label="Line 380">380</a>     binding.bodyId === bodyId &amp;&amp;</span>
<span id="L381"><a href="#L381" aria-label="Line 381">381</a>     binding.bindingGeneration === bindingGeneration</span>
<span id="L382"><a href="#L382" aria-label="Line 382">382</a>   ) {</span>
<span id="L383"><a href="#L383" aria-label="Line 383">383</a>     state!.binding = undefined;</span>
<span id="L384"><a href="#L384" aria-label="Line 384">384</a>   }</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> export function physicsBodyHandleBinding2D(</span>
<span id="L388"><a href="#L388" aria-label="Line 388">388</a>   handle: PibblPhysicsBodyHandle2D,</span>
<span id="L389"><a href="#L389" aria-label="Line 389">389</a> ): PhysicsBodyHandleBinding2D | undefined {</span>
<span id="L390"><a href="#L390" aria-label="Line 390">390</a>   return (</span>
<span id="L391"><a href="#L391" aria-label="Line 391">391</a>     states.get(handle as object)?.binding ??</span>
<span id="L392"><a href="#L392" aria-label="Line 392">392</a>     externalBindings.get(handle as object)?.binding</span>
<span id="L393"><a href="#L393" aria-label="Line 393">393</a>   );</span>
<span id="L394"><a href="#L394" aria-label="Line 394">394</a> }</span>
<span id="L395"><a href="#L395" aria-label="Line 395">395</a> </span>
<span id="L396"><a href="#L396" aria-label="Line 396">396</a> export function isPhysicsBodyHandle2D(</span>
<span id="L397"><a href="#L397" aria-label="Line 397">397</a>   value: unknown,</span>
<span id="L398"><a href="#L398" aria-label="Line 398">398</a> ): value is PibblPhysicsBodyHandle2D {</span>
<span id="L399"><a href="#L399" aria-label="Line 399">399</a>   return (</span>
<span id="L400"><a href="#L400" aria-label="Line 400">400</a>     typeof value === &quot;object&quot; &amp;&amp;</span>
<span id="L401"><a href="#L401" aria-label="Line 401">401</a>     value !== null &amp;&amp;</span>
<span id="L402"><a href="#L402" aria-label="Line 402">402</a>     (states.has(value) || externalBindings.has(value))</span>
<span id="L403"><a href="#L403" aria-label="Line 403">403</a>   );</span>
<span id="L404"><a href="#L404" aria-label="Line 404">404</a> }</span>
<span id="L405"><a href="#L405" aria-label="Line 405">405</a> </span>
<span id="L406"><a href="#L406" aria-label="Line 406">406</a> export function physicsBodyHandleOwner2D(</span>
<span id="L407"><a href="#L407" aria-label="Line 407">407</a>   handle: PibblPhysicsBodyHandle2D,</span>
<span id="L408"><a href="#L408" aria-label="Line 408">408</a> ): PibblInternalSimulationOwner {</span>
<span id="L409"><a href="#L409" aria-label="Line 409">409</a>   return requireState(handle).owner;</span>
<span id="L410"><a href="#L410" aria-label="Line 410">410</a> }</span>
<span id="L411"><a href="#L411" aria-label="Line 411">411</a> </span>
<span id="L412"><a href="#L412" aria-label="Line 412">412</a> export function stagePhysicsBodyHandle2D(</span>
<span id="L413"><a href="#L413" aria-label="Line 413">413</a>   batch: PibblInternalSignalBatch,</span>
<span id="L414"><a href="#L414" aria-label="Line 414">414</a>   handle: PibblPhysicsBodyHandle2D,</span>
<span id="L415"><a href="#L415" aria-label="Line 415">415</a>   values: PhysicsBodyHandleValues2D,</span>
<span id="L416"><a href="#L416" aria-label="Line 416">416</a>   writer: object,</span>
<span id="L417"><a href="#L417" aria-label="Line 417">417</a> ): void {</span>
<span id="L418"><a href="#L418" aria-label="Line 418">418</a>   const state = states.get(handle as object);</span>
<span id="L419"><a href="#L419" aria-label="Line 419">419</a>   if (state === undefined) {</span>
<span id="L420"><a href="#L420" aria-label="Line 420">420</a>     stageLegacyHandle(batch, handle, values, writer);</span>
<span id="L421"><a href="#L421" aria-label="Line 421">421</a>     return;</span>
<span id="L422"><a href="#L422" aria-label="Line 422">422</a>   }</span>
<span id="L423"><a href="#L423" aria-label="Line 423">423</a>   for (const field of BODY_FIELDS_2D) {</span>
<span id="L424"><a href="#L424" aria-label="Line 424">424</a>     const target = state.signals[field] as</span>
<span id="L425"><a href="#L425" aria-label="Line 425">425</a>       WritableSignal&lt;BodyFieldValue2D[typeof field]&gt; | undefined;</span>
<span id="L426"><a href="#L426" aria-label="Line 426">426</a>     if (target !== undefined) batch.stage(target, values[field], writer);</span>
<span id="L427"><a href="#L427" aria-label="Line 427">427</a>   }</span>
<span id="L428"><a href="#L428" aria-label="Line 428">428</a> }</span>
<span id="L429"><a href="#L429" aria-label="Line 429">429</a> </span>
<span id="L430"><a href="#L430" aria-label="Line 430">430</a> export function snapshotPhysicsBodyHandle2DForTest(</span>
<span id="L431"><a href="#L431" aria-label="Line 431">431</a>   handle: PibblPhysicsBodyHandle2D,</span>
<span id="L432"><a href="#L432" aria-label="Line 432">432</a> ): Readonly&lt;{</span>
<span id="L433"><a href="#L433" aria-label="Line 433">433</a>   readonly bound: boolean;</span>
<span id="L434"><a href="#L434" aria-label="Line 434">434</a>   readonly bindingGeneration: number;</span>
<span id="L435"><a href="#L435" aria-label="Line 435">435</a>   readonly materializedFields: readonly PhysicsBodyHandleField2D[];</span>
<span id="L436"><a href="#L436" aria-label="Line 436">436</a> }&gt; {</span>
<span id="L437"><a href="#L437" aria-label="Line 437">437</a>   const state = requireState(handle);</span>
<span id="L438"><a href="#L438" aria-label="Line 438">438</a>   return Object.freeze({</span>
<span id="L439"><a href="#L439" aria-label="Line 439">439</a>     bound: state.binding !== undefined,</span>
<span id="L440"><a href="#L440" aria-label="Line 440">440</a>     bindingGeneration: state.binding?.bindingGeneration ?? 0,</span>
<span id="L441"><a href="#L441" aria-label="Line 441">441</a>     materializedFields: Object.freeze(</span>
<span id="L442"><a href="#L442" aria-label="Line 442">442</a>       BODY_FIELDS_2D.filter((field) =&gt; state.signals[field] !== undefined),</span>
<span id="L443"><a href="#L443" aria-label="Line 443">443</a>     ),</span>
<span id="L444"><a href="#L444" aria-label="Line 444">444</a>   });</span>
<span id="L445"><a href="#L445" aria-label="Line 445">445</a> }</span>
<span id="L446"><a href="#L446" aria-label="Line 446">446</a> </span>
<span id="L447"><a href="#L447" aria-label="Line 447">447</a> function disposePhysicsBodyHandle2D(handle: PibblPhysicsBodyHandle2D): void {</span>
<span id="L448"><a href="#L448" aria-label="Line 448">448</a>   const state = states.get(handle as object);</span>
<span id="L449"><a href="#L449" aria-label="Line 449">449</a>   if (state === undefined || !state.active) return;</span>
<span id="L450"><a href="#L450" aria-label="Line 450">450</a>   state.active = false;</span>
<span id="L451"><a href="#L451" aria-label="Line 451">451</a>   state.binding = undefined;</span>
<span id="L452"><a href="#L452" aria-label="Line 452">452</a> }</span>
<span id="L453"><a href="#L453" aria-label="Line 453">453</a> </span>
<span id="L454"><a href="#L454" aria-label="Line 454">454</a> function queueBodyCommand(</span>
<span id="L455"><a href="#L455" aria-label="Line 455">455</a>   handle: PibblPhysicsBodyHandle2D,</span>
<span id="L456"><a href="#L456" aria-label="Line 456">456</a>   command: PhysicsBodyCommand2D,</span>
<span id="L457"><a href="#L457" aria-label="Line 457">457</a> ): void {</span>
<span id="L458"><a href="#L458" aria-label="Line 458">458</a>   const state = requireState(handle);</span>
<span id="L459"><a href="#L459" aria-label="Line 459">459</a>   const captured = state.binding;</span>
<span id="L460"><a href="#L460" aria-label="Line 460">460</a>   pibblInternalQueueSimulationBegin(state.owner, () =&gt; {</span>
<span id="L461"><a href="#L461" aria-label="Line 461">461</a>     const current = state.binding;</span>
<span id="L462"><a href="#L462" aria-label="Line 462">462</a>     if (</span>
<span id="L463"><a href="#L463" aria-label="Line 463">463</a>       captured === undefined ||</span>
<span id="L464"><a href="#L464" aria-label="Line 464">464</a>       current === undefined ||</span>
<span id="L465"><a href="#L465" aria-label="Line 465">465</a>       current.bindingGeneration !== captured.bindingGeneration ||</span>
<span id="L466"><a href="#L466" aria-label="Line 466">466</a>       current.controller !== captured.controller ||</span>
<span id="L467"><a href="#L467" aria-label="Line 467">467</a>       current.bodyId !== captured.bodyId</span>
<span id="L468"><a href="#L468" aria-label="Line 468">468</a>     ) {</span>
<span id="L469"><a href="#L469" aria-label="Line 469">469</a>       traceStaleCommand(command.kind, captured?.bindingGeneration ?? 0);</span>
<span id="L470"><a href="#L470" aria-label="Line 470">470</a>       return;</span>
<span id="L471"><a href="#L471" aria-label="Line 471">471</a>     }</span>
<span id="L472"><a href="#L472" aria-label="Line 472">472</a>     if (</span>
<span id="L473"><a href="#L473" aria-label="Line 473">473</a>       !current.controller.acceptBodyHandleCommand(</span>
<span id="L474"><a href="#L474" aria-label="Line 474">474</a>         handle,</span>
<span id="L475"><a href="#L475" aria-label="Line 475">475</a>         current.bindingGeneration,</span>
<span id="L476"><a href="#L476" aria-label="Line 476">476</a>         Object.freeze({</span>
<span id="L477"><a href="#L477" aria-label="Line 477">477</a>           ...command,</span>
<span id="L478"><a href="#L478" aria-label="Line 478">478</a>           bodyId: current.bodyId,</span>
<span id="L479"><a href="#L479" aria-label="Line 479">479</a>         }) as PhysicsBodyCommand2D,</span>
<span id="L480"><a href="#L480" aria-label="Line 480">480</a>       )</span>
<span id="L481"><a href="#L481" aria-label="Line 481">481</a>     ) {</span>
<span id="L482"><a href="#L482" aria-label="Line 482">482</a>       traceStaleCommand(command.kind, current.bindingGeneration);</span>
<span id="L483"><a href="#L483" aria-label="Line 483">483</a>     }</span>
<span id="L484"><a href="#L484" aria-label="Line 484">484</a>   });</span>
<span id="L485"><a href="#L485" aria-label="Line 485">485</a> }</span>
<span id="L486"><a href="#L486" aria-label="Line 486">486</a> </span>
<span id="L487"><a href="#L487" aria-label="Line 487">487</a> function traceStaleCommand(</span>
<span id="L488"><a href="#L488" aria-label="Line 488">488</a>   kind: PhysicsBodyCommand2D[&quot;kind&quot;],</span>
<span id="L489"><a href="#L489" aria-label="Line 489">489</a>   generation: number,</span>
<span id="L490"><a href="#L490" aria-label="Line 490">490</a> ): void {</span>
<span id="L491"><a href="#L491" aria-label="Line 491">491</a>   const runtime = globalThis as typeof globalThis &amp; {</span>
<span id="L492"><a href="#L492" aria-label="Line 492">492</a>     readonly process?: Readonly&lt;{</span>
<span id="L493"><a href="#L493" aria-label="Line 493">493</a>       readonly env?: Readonly&lt;{ readonly NODE_ENV?: string }&gt;;</span>
<span id="L494"><a href="#L494" aria-label="Line 494">494</a>     }&gt;;</span>
<span id="L495"><a href="#L495" aria-label="Line 495">495</a>   };</span>
<span id="L496"><a href="#L496" aria-label="Line 496">496</a>   if (runtime.process?.env?.NODE_ENV === &quot;production&quot;) return;</span>
<span id="L497"><a href="#L497" aria-label="Line 497">497</a>   console.warn(</span>
<span id="L498"><a href="#L498" aria-label="Line 498">498</a>     `[Pibbl physics] Ignored stale ${kind} command for body handle generation ${String(generation)}.`,</span>
<span id="L499"><a href="#L499" aria-label="Line 499">499</a>   );</span>
<span id="L500"><a href="#L500" aria-label="Line 500">500</a> }</span>
<span id="L501"><a href="#L501" aria-label="Line 501">501</a> </span>
<span id="L502"><a href="#L502" aria-label="Line 502">502</a> function requireBoolean(value: boolean, path: string): boolean {</span>
<span id="L503"><a href="#L503" aria-label="Line 503">503</a>   if (typeof value !== &quot;boolean&quot;)</span>
<span id="L504"><a href="#L504" aria-label="Line 504">504</a>     throw new TypeError(`${path} must be boolean.`);</span>
<span id="L505"><a href="#L505" aria-label="Line 505">505</a>   return value;</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> </span>
<span id="L508"><a href="#L508" aria-label="Line 508">508</a> function requireState(</span>
<span id="L509"><a href="#L509" aria-label="Line 509">509</a>   handle: PibblPhysicsBodyHandle2D,</span>
<span id="L510"><a href="#L510" aria-label="Line 510">510</a> ): PhysicsBodyHandleState2D {</span>
<span id="L511"><a href="#L511" aria-label="Line 511">511</a>   const state =</span>
<span id="L512"><a href="#L512" aria-label="Line 512">512</a>     typeof handle === &quot;object&quot; &amp;&amp; handle !== null</span>
<span id="L513"><a href="#L513" aria-label="Line 513">513</a>       ? states.get(handle as object)</span>
<span id="L514"><a href="#L514" aria-label="Line 514">514</a>       : undefined;</span>
<span id="L515"><a href="#L515" aria-label="Line 515">515</a>   if (state === undefined || !state.active) {</span>
<span id="L516"><a href="#L516" aria-label="Line 516">516</a>     throw new TypeError(&quot;Expected a live Pibbl physics 2D body handle.&quot;);</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>   return state;</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> function materializeSignal&lt;Field extends PhysicsBodyHandleField2D&gt;(</span>
<span id="L522"><a href="#L522" aria-label="Line 522">522</a>   state: PhysicsBodyHandleState2D,</span>
<span id="L523"><a href="#L523" aria-label="Line 523">523</a>   field: Field,</span>
<span id="L524"><a href="#L524" aria-label="Line 524">524</a> ): WritableSignal&lt;BodyFieldValue2D[Field]&gt; {</span>
<span id="L525"><a href="#L525" aria-label="Line 525">525</a>   let target = state.signals[field] as</span>
<span id="L526"><a href="#L526" aria-label="Line 526">526</a>     WritableSignal&lt;BodyFieldValue2D[Field]&gt; | undefined;</span>
<span id="L527"><a href="#L527" aria-label="Line 527">527</a>   if (target === undefined) {</span>
<span id="L528"><a href="#L528" aria-label="Line 528">528</a>     const binding = state.binding;</span>
<span id="L529"><a href="#L529" aria-label="Line 529">529</a>     const current =</span>
<span id="L530"><a href="#L530" aria-label="Line 530">530</a>       binding === undefined</span>
<span id="L531"><a href="#L531" aria-label="Line 531">531</a>         ? undefined</span>
<span id="L532"><a href="#L532" aria-label="Line 532">532</a>         : binding.controller.bodyHandleValues(binding.bodyId);</span>
<span id="L533"><a href="#L533" aria-label="Line 533">533</a>     target = signal(current?.[field] ?? INITIAL_VALUES_2D[field], {</span>
<span id="L534"><a href="#L534" aria-label="Line 534">534</a>       debugName: `PhysicsBody2D.${field}`,</span>
<span id="L535"><a href="#L535" aria-label="Line 535">535</a>     });</span>
<span id="L536"><a href="#L536" aria-label="Line 536">536</a>     state.signals[field] = target as never;</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>   return target;</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> </span>
<span id="L541"><a href="#L541" aria-label="Line 541">541</a> function stageLegacyHandle(</span>
<span id="L542"><a href="#L542" aria-label="Line 542">542</a>   batch: PibblInternalSignalBatch,</span>
<span id="L543"><a href="#L543" aria-label="Line 543">543</a>   handle: PibblPhysicsBodyHandle2D,</span>
<span id="L544"><a href="#L544" aria-label="Line 544">544</a>   values: PhysicsBodyHandleValues2D,</span>
<span id="L545"><a href="#L545" aria-label="Line 545">545</a>   writer: object,</span>
<span id="L546"><a href="#L546" aria-label="Line 546">546</a> ): void {</span>
<span id="L547"><a href="#L547" aria-label="Line 547">547</a>   for (const field of BODY_FIELDS_2D) {</span>
<span id="L548"><a href="#L548" aria-label="Line 548">548</a>     const target = handle[field] as WritableSignal&lt;</span>
<span id="L549"><a href="#L549" aria-label="Line 549">549</a>       BodyFieldValue2D[typeof field]</span>
<span id="L550"><a href="#L550" aria-label="Line 550">550</a>     &gt;;</span>
<span id="L551"><a href="#L551" aria-label="Line 551">551</a>     batch.stage(target, values[field], writer);</span>
<span id="L552"><a href="#L552" aria-label="Line 552">552</a>   }</span>
<span id="L553"><a href="#L553" aria-label="Line 553">553</a> }</span>
<span id="L554"><a href="#L554" aria-label="Line 554">554</a> </span>
<span id="L555"><a href="#L555" aria-label="Line 555">555</a> const ZERO_VECTOR_2D = Object.freeze([0, 0] as const);</span>
<span id="L556"><a href="#L556" aria-label="Line 556">556</a> </span>
<span id="L557"><a href="#L557" aria-label="Line 557">557</a> const INITIAL_VALUES_2D: BodyFieldValue2D = Object.freeze({</span>
<span id="L558"><a href="#L558" aria-label="Line 558">558</a>   position: ZERO_VECTOR_2D,</span>
<span id="L559"><a href="#L559" aria-label="Line 559">559</a>   rotationDegrees: 0,</span>
<span id="L560"><a href="#L560" aria-label="Line 560">560</a>   linearVelocity: ZERO_VECTOR_2D,</span>
<span id="L561"><a href="#L561" aria-label="Line 561">561</a>   angularVelocityDegreesPerSecond: 0,</span>
<span id="L562"><a href="#L562" aria-label="Line 562">562</a>   sleeping: false,</span>
<span id="L563"><a href="#L563" aria-label="Line 563">563</a>   enabled: false,</span>
<span id="L564"><a href="#L564" aria-label="Line 564">564</a>   generation: 0,</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> </span>
<span id="L567"><a href="#L567" aria-label="Line 567">567</a> const BODY_FIELDS_2D = Object.freeze([</span>
<span id="L568"><a href="#L568" aria-label="Line 568">568</a>   &quot;position&quot;,</span>
<span id="L569"><a href="#L569" aria-label="Line 569">569</a>   &quot;rotationDegrees&quot;,</span>
<span id="L570"><a href="#L570" aria-label="Line 570">570</a>   &quot;linearVelocity&quot;,</span>
<span id="L571"><a href="#L571" aria-label="Line 571">571</a>   &quot;angularVelocityDegreesPerSecond&quot;,</span>
<span id="L572"><a href="#L572" aria-label="Line 572">572</a>   &quot;sleeping&quot;,</span>
<span id="L573"><a href="#L573" aria-label="Line 573">573</a>   &quot;enabled&quot;,</span>
<span id="L574"><a href="#L574" aria-label="Line 574">574</a>   &quot;generation&quot;,</span>
<span id="L575"><a href="#L575" aria-label="Line 575">575</a> ] as const);</span>
<span id="L576"><a href="#L576" aria-label="Line 576">576</a> </span></code></pre>

## Documentation version

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