# packages/core/src/lib/transitions/embers-physics.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/lib/transitions/embers-physics.ts#L21).

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<pre class="api-source"><code><span id="L1"><a href="#L1" aria-label="Line 1">1</a> import type { PibblEmbersOptions } from './embers.js';</span>
<span id="L2"><a href="#L2" aria-label="Line 2">2</a> import { finite } from &quot;./capture.js&quot;;</span>
<span id="L3"><a href="#L3" aria-label="Line 3">3</a> import type { lazyTransitionKernel } from &quot;./wasm/kernel.js&quot;;</span>
<span id="L4"><a href="#L4" aria-label="Line 4">4</a> /**</span>
<span id="L5"><a href="#L5" aria-label="Line 5">5</a>  * Collision information produced by an ember's physical interaction.</span>
<span id="L6"><a href="#L6" aria-label="Line 6">6</a>  *</span>
<span id="L7"><a href="#L7" aria-label="Line 7">7</a>  * @see {@link PibblEmbersPhysicsOptions}</span>
<span id="L8"><a href="#L8" aria-label="Line 8">8</a>  */</span>
<span id="L9"><a href="#L9" aria-label="Line 9">9</a> export interface PibblEmberCollision {</span>
<span id="L10"><a href="#L10" aria-label="Line 10">10</a>   /** Fraction of the swept segment at impact, from zero to one. */</span>
<span id="L11"><a href="#L11" aria-label="Line 11">11</a>   readonly fraction: number;</span>
<span id="L12"><a href="#L12" aria-label="Line 12">12</a>   /** Outward surface normal in the receiving primitive's local coordinates. */</span>
<span id="L13"><a href="#L13" aria-label="Line 13">13</a>   readonly normal: readonly [number, number];</span>
<span id="L14"><a href="#L14" aria-label="Line 14">14</a> }</span>
<span id="L15"><a href="#L15" aria-label="Line 15">15</a> /**</span>
<span id="L16"><a href="#L16" aria-label="Line 16">16</a>  * Collision and physical motion options for transition embers.</span>
<span id="L17"><a href="#L17" aria-label="Line 17">17</a>  *</span>
<span id="L18"><a href="#L18" aria-label="Line 18">18</a>  * @see {@link PibblEmberCollision}</span>
<span id="L19"><a href="#L19" aria-label="Line 19">19</a>  * @see {@link PibblEmbersOptions}</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 interface PibblEmbersPhysicsOptions {</span>
<span id="L22"><a href="#L22" aria-label="Line 22">22</a>   /** Local units/second². Default [0, -60]. */</span>
<span id="L23"><a href="#L23" aria-label="Line 23">23</a>   readonly gravity?: readonly [number, number];</span>
<span id="L24"><a href="#L24" aria-label="Line 24">24</a>   /** Target air velocity in local units/second. Default [0, -45]. */</span>
<span id="L25"><a href="#L25" aria-label="Line 25">25</a>   readonly wind?: readonly [number, number];</span>
<span id="L26"><a href="#L26" aria-label="Line 26">26</a>   /** Velocity damping per second. Default 4. */</span>
<span id="L27"><a href="#L27" aria-label="Line 27">27</a>   readonly drag?: number;</span>
<span id="L28"><a href="#L28" aria-label="Line 28">28</a>   /** Bounce coefficient, zero to one. Default 0.5. */</span>
<span id="L29"><a href="#L29" aria-label="Line 29">29</a>   readonly restitution?: number;</span>
<span id="L30"><a href="#L30" aria-label="Line 30">30</a>   /** Packed committed solids in receiver-local coordinates (e.g. physicsObstacles2D).</span>
<span id="L31"><a href="#L31" aria-label="Line 31">31</a>    * Revision must change whenever data changes. Up to 8192 packed numbers.</span>
<span id="L32"><a href="#L32" aria-label="Line 32">32</a>    * Sweeps run as one WASM batch; mutually exclusive with collide.</span>
<span id="L33"><a href="#L33" aria-label="Line 33">33</a>    */</span>
<span id="L34"><a href="#L34" aria-label="Line 34">34</a>   readonly obstacles?: Readonly&lt;{</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>      * Reads the current committed values required by this integration. See</span>
<span id="L37"><a href="#L37" aria-label="Line 37">37</a>      * {@link PibblEmbersPhysicsOptions}.</span>
<span id="L38"><a href="#L38" aria-label="Line 38">38</a>      * @returns The current obstacle revision and packed geometry arrays.</span>
<span id="L39"><a href="#L39" aria-label="Line 39">39</a>      */</span>
<span id="L40"><a href="#L40" aria-label="Line 40">40</a>     read(): Readonly&lt;{</span>
<span id="L41"><a href="#L41" aria-label="Line 41">41</a>       /**</span>
<span id="L42"><a href="#L42" aria-label="Line 42">42</a>        * Revision used to detect changes to the underlying state or geometry. See</span>
<span id="L43"><a href="#L43" aria-label="Line 43">43</a>        * {@link PibblEmbersPhysicsOptions}.</span>
<span id="L44"><a href="#L44" aria-label="Line 44">44</a>        */</span>
<span id="L45"><a href="#L45" aria-label="Line 45">45</a>       revision: number;</span>
<span id="L46"><a href="#L46" aria-label="Line 46">46</a>       /** Packed box obstacle data consumed by the simulation. See {@link PibblEmbersPhysicsOptions}. */</span>
<span id="L47"><a href="#L47" aria-label="Line 47">47</a>       boxes: Float64Array;</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>        * Packed ellipse obstacle data consumed by the simulation. See</span>
<span id="L50"><a href="#L50" aria-label="Line 50">50</a>        * {@link PibblEmbersPhysicsOptions}.</span>
<span id="L51"><a href="#L51" aria-label="Line 51">51</a>        */</span>
<span id="L52"><a href="#L52" aria-label="Line 52">52</a>       ellipses: Float64Array;</span>
<span id="L53"><a href="#L53" aria-label="Line 53">53</a>       /**</span>
<span id="L54"><a href="#L54" aria-label="Line 54">54</a>        * Packed polygon obstacle data consumed by the simulation. See</span>
<span id="L55"><a href="#L55" aria-label="Line 55">55</a>        * {@link PibblEmbersPhysicsOptions}.</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>       polygons: Float64Array;</span>
<span id="L58"><a href="#L58" aria-label="Line 58">58</a>     }&gt;;</span>
<span id="L59"><a href="#L59" aria-label="Line 59">59</a>   }&gt;;</span>
<span id="L60"><a href="#L60" aria-label="Line 60">60</a>   /**</span>
<span id="L61"><a href="#L61" aria-label="Line 61">61</a>    * Synchronous point sweep, called in Advance. Return the closest hit, if any.</span>
<span id="L62"><a href="#L62" aria-label="Line 62">62</a>    * @param from - Previous particle position.</span>
<span id="L63"><a href="#L63" aria-label="Line 63">63</a>    * @param to - Proposed particle position.</span>
<span id="L64"><a href="#L64" aria-label="Line 64">64</a>    * @returns Collision information, or undefined when motion is unobstructed. See</span>
<span id="L65"><a href="#L65" aria-label="Line 65">65</a>    * {@link PibblEmberCollision} .</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>   readonly collide?: (</span>
<span id="L68"><a href="#L68" aria-label="Line 68">68</a>     from: readonly [number, number],</span>
<span id="L69"><a href="#L69" aria-label="Line 69">69</a>     to: readonly [number, number],</span>
<span id="L70"><a href="#L70" aria-label="Line 70">70</a>   ) =&gt; PibblEmberCollision | undefined;</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 function resolveEmbersPhysics(options: PibblEmbersPhysicsOptions) {</span>
<span id="L73"><a href="#L73" aria-label="Line 73">73</a>   const vector = (value: readonly [number, number], name: string) =&gt;</span>
<span id="L74"><a href="#L74" aria-label="Line 74">74</a>     Object.freeze([</span>
<span id="L75"><a href="#L75" aria-label="Line 75">75</a>       finite(value[0], `${name}.x`),</span>
<span id="L76"><a href="#L76" aria-label="Line 76">76</a>       finite(value[1], `${name}.y`),</span>
<span id="L77"><a href="#L77" aria-label="Line 77">77</a>     ] as const);</span>
<span id="L78"><a href="#L78" aria-label="Line 78">78</a>   const restitution = finite(</span>
<span id="L79"><a href="#L79" aria-label="Line 79">79</a>     options.restitution ?? 0.5,</span>
<span id="L80"><a href="#L80" aria-label="Line 80">80</a>     &quot;physics.restitution&quot;,</span>
<span id="L81"><a href="#L81" aria-label="Line 81">81</a>     0,</span>
<span id="L82"><a href="#L82" aria-label="Line 82">82</a>   );</span>
<span id="L83"><a href="#L83" aria-label="Line 83">83</a>   if (restitution &gt; 1)</span>
<span id="L84"><a href="#L84" aria-label="Line 84">84</a>     throw new RangeError(&quot;physics.restitution must be between zero and one.&quot;);</span>
<span id="L85"><a href="#L85" aria-label="Line 85">85</a>   if (options.collide !== undefined &amp;&amp; typeof options.collide !== &quot;function&quot;)</span>
<span id="L86"><a href="#L86" aria-label="Line 86">86</a>     throw new TypeError(&quot;physics.collide must be a synchronous function.&quot;);</span>
<span id="L87"><a href="#L87" aria-label="Line 87">87</a>   if (</span>
<span id="L88"><a href="#L88" aria-label="Line 88">88</a>     options.obstacles &amp;&amp;</span>
<span id="L89"><a href="#L89" aria-label="Line 89">89</a>     (typeof options.obstacles.read !== &quot;function&quot; || options.collide)</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>     throw new TypeError(</span>
<span id="L92"><a href="#L92" aria-label="Line 92">92</a>       &quot;physics.obstacles requires read() and cannot be combined with collide.&quot;,</span>
<span id="L93"><a href="#L93" aria-label="Line 93">93</a>     );</span>
<span id="L94"><a href="#L94" aria-label="Line 94">94</a>   return Object.freeze({</span>
<span id="L95"><a href="#L95" aria-label="Line 95">95</a>     obstacles: options.obstacles,</span>
<span id="L96"><a href="#L96" aria-label="Line 96">96</a>     gravity: vector(options.gravity ?? [0, -60], &quot;physics.gravity&quot;),</span>
<span id="L97"><a href="#L97" aria-label="Line 97">97</a>     wind: vector(options.wind ?? [0, -45], &quot;physics.wind&quot;),</span>
<span id="L98"><a href="#L98" aria-label="Line 98">98</a>     drag: finite(options.drag ?? 4, &quot;physics.drag&quot;, 0),</span>
<span id="L99"><a href="#L99" aria-label="Line 99">99</a>     restitution,</span>
<span id="L100"><a href="#L100" aria-label="Line 100">100</a>     collide: options.collide,</span>
<span id="L101"><a href="#L101" aria-label="Line 101">101</a>   });</span>
<span id="L102"><a href="#L102" aria-label="Line 102">102</a> }</span>
<span id="L103"><a href="#L103" aria-label="Line 103">103</a> type Kernel = ReturnType&lt;ReturnType&lt;typeof lazyTransitionKernel&gt;&gt;;</span>
<span id="L104"><a href="#L104" aria-label="Line 104">104</a> export function emberSimulation(</span>
<span id="L105"><a href="#L105" aria-label="Line 105">105</a>   kernel: Kernel,</span>
<span id="L106"><a href="#L106" aria-label="Line 106">106</a>   options: ReturnType&lt;typeof resolveEmbersPhysics&gt;,</span>
<span id="L107"><a href="#L107" aria-label="Line 107">107</a>   region: Readonly&lt;{ x: number; y: number; width: number; height: number }&gt;,</span>
<span id="L108"><a href="#L108" aria-label="Line 108">108</a>   linger: number,</span>
<span id="L109"><a href="#L109" aria-label="Line 109">109</a>   burnWidth: number,</span>
<span id="L110"><a href="#L110" aria-label="Line 110">110</a> ) {</span>
<span id="L111"><a href="#L111" aria-label="Line 111">111</a>   let previous = 0,</span>
<span id="L112"><a href="#L112" aria-label="Line 112">112</a>     remainder = 0,</span>
<span id="L113"><a href="#L113" aria-label="Line 113">113</a>     needsReset = true,</span>
<span id="L114"><a href="#L114" aria-label="Line 114">114</a>     disposed = false;</span>
<span id="L115"><a href="#L115" aria-label="Line 115">115</a>   const step = 1000 / 60;</span>
<span id="L116"><a href="#L116" aria-label="Line 116">116</a>   let obstacleRevision: number | undefined;</span>
<span id="L117"><a href="#L117" aria-label="Line 117">117</a>   let boxLength = 0,</span>
<span id="L118"><a href="#L118" aria-label="Line 118">118</a>     ellipseLength = 0,</span>
<span id="L119"><a href="#L119" aria-label="Line 119">119</a>     polygonLength = 0;</span>
<span id="L120"><a href="#L120" aria-label="Line 120">120</a>   return {</span>
<span id="L121"><a href="#L121" aria-label="Line 121">121</a>     reset() {</span>
<span id="L122"><a href="#L122" aria-label="Line 122">122</a>       previous = 0;</span>
<span id="L123"><a href="#L123" aria-label="Line 123">123</a>       remainder = 0;</span>
<span id="L124"><a href="#L124" aria-label="Line 124">124</a>       needsReset = true;</span>
<span id="L125"><a href="#L125" aria-label="Line 125">125</a>     },</span>
<span id="L126"><a href="#L126" aria-label="Line 126">126</a>     get disposed() {</span>
<span id="L127"><a href="#L127" aria-label="Line 127">127</a>       return disposed;</span>
<span id="L128"><a href="#L128" aria-label="Line 128">128</a>     },</span>
<span id="L129"><a href="#L129" aria-label="Line 129">129</a>     dispose() {</span>
<span id="L130"><a href="#L130" aria-label="Line 130">130</a>       disposed = true;</span>
<span id="L131"><a href="#L131" aria-label="Line 131">131</a>       kernel.dispose();</span>
<span id="L132"><a href="#L132" aria-label="Line 132">132</a>     },</span>
<span id="L133"><a href="#L133" aria-label="Line 133">133</a>     advance(elapsed: number, progressAt: (time: number) =&gt; number) {</span>
<span id="L134"><a href="#L134" aria-label="Line 134">134</a>       if (disposed || elapsed &lt;= previous) return;</span>
<span id="L135"><a href="#L135" aria-label="Line 135">135</a>       const { exports, values } = kernel();</span>
<span id="L136"><a href="#L136" aria-label="Line 136">136</a>       if (needsReset) {</span>
<span id="L137"><a href="#L137" aria-label="Line 137">137</a>         exports.resetPhysics!();</span>
<span id="L138"><a href="#L138" aria-label="Line 138">138</a>         needsReset = false;</span>
<span id="L139"><a href="#L139" aria-label="Line 139">139</a>       }</span>
<span id="L140"><a href="#L140" aria-label="Line 140">140</a>       remainder += Math.min(elapsed - previous, step * 4);</span>
<span id="L141"><a href="#L141" aria-label="Line 141">141</a>       previous = elapsed;</span>
<span id="L142"><a href="#L142" aria-label="Line 142">142</a>       if (remainder + 1e-8 &gt;= step &amp;&amp; options.obstacles) {</span>
<span id="L143"><a href="#L143" aria-label="Line 143">143</a>         const batch = options.obstacles.read();</span>
<span id="L144"><a href="#L144" aria-label="Line 144">144</a>         if (batch.revision !== obstacleRevision) {</span>
<span id="L145"><a href="#L145" aria-label="Line 145">145</a>           const { boxes, ellipses, polygons } = batch;</span>
<span id="L146"><a href="#L146" aria-label="Line 146">146</a>           if (</span>
<span id="L147"><a href="#L147" aria-label="Line 147">147</a>             !Number.isFinite(batch.revision) ||</span>
<span id="L148"><a href="#L148" aria-label="Line 148">148</a>             boxes.length % 10 ||</span>
<span id="L149"><a href="#L149" aria-label="Line 149">149</a>             ellipses.length % 10 ||</span>
<span id="L150"><a href="#L150" aria-label="Line 150">150</a>             boxes.length + ellipses.length + polygons.length &gt; 8192</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>             throw new RangeError(</span>
<span id="L153"><a href="#L153" aria-label="Line 153">153</a>               &quot;Invalid ember obstacle batch or capacity exceeded (8192 numbers).&quot;,</span>
<span id="L154"><a href="#L154" aria-label="Line 154">154</a>             );</span>
<span id="L155"><a href="#L155" aria-label="Line 155">155</a>           for (const packed of [boxes, ellipses, polygons])</span>
<span id="L156"><a href="#L156" aria-label="Line 156">156</a>             for (const value of packed)</span>
<span id="L157"><a href="#L157" aria-label="Line 157">157</a>               if (!Number.isFinite(value))</span>
<span id="L158"><a href="#L158" aria-label="Line 158">158</a>                 throw new RangeError(&quot;Ember obstacles must be finite.&quot;);</span>
<span id="L159"><a href="#L159" aria-label="Line 159">159</a>           for (const packed of [boxes, ellipses])</span>
<span id="L160"><a href="#L160" aria-label="Line 160">160</a>             for (let i = 0; i &lt; packed.length; i += 10)</span>
<span id="L161"><a href="#L161" aria-label="Line 161">161</a>               if (packed[i + 2]! &lt;= 0 || packed[i + 3]! &lt;= 0)</span>
<span id="L162"><a href="#L162" aria-label="Line 162">162</a>                 throw new RangeError(</span>
<span id="L163"><a href="#L163" aria-label="Line 163">163</a>                   &quot;Ember obstacle extents must be positive.&quot;,</span>
<span id="L164"><a href="#L164" aria-label="Line 164">164</a>                 );</span>
<span id="L165"><a href="#L165" aria-label="Line 165">165</a>           for (let at = 0; at &lt; polygons.length;) {</span>
<span id="L166"><a href="#L166" aria-label="Line 166">166</a>             const count = polygons[at]!;</span>
<span id="L167"><a href="#L167" aria-label="Line 167">167</a>             if (</span>
<span id="L168"><a href="#L168" aria-label="Line 168">168</a>               !Number.isInteger(count) ||</span>
<span id="L169"><a href="#L169" aria-label="Line 169">169</a>               count &lt; 3 ||</span>
<span id="L170"><a href="#L170" aria-label="Line 170">170</a>               at + 6 + count * 2 &gt; polygons.length</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>               throw new RangeError(&quot;Invalid ember obstacle polygon.&quot;);</span>
<span id="L173"><a href="#L173" aria-label="Line 173">173</a>             at += 6 + count * 2;</span>
<span id="L174"><a href="#L174" aria-label="Line 174">174</a>           }</span>
<span id="L175"><a href="#L175" aria-label="Line 175">175</a>           values.set(boxes, 22400);</span>
<span id="L176"><a href="#L176" aria-label="Line 176">176</a>           values.set(ellipses, 22400 + boxes.length);</span>
<span id="L177"><a href="#L177" aria-label="Line 177">177</a>           values.set(polygons, 22400 + boxes.length + ellipses.length);</span>
<span id="L178"><a href="#L178" aria-label="Line 178">178</a>           boxLength = boxes.length;</span>
<span id="L179"><a href="#L179" aria-label="Line 179">179</a>           ellipseLength = ellipses.length;</span>
<span id="L180"><a href="#L180" aria-label="Line 180">180</a>           polygonLength = polygons.length;</span>
<span id="L181"><a href="#L181" aria-label="Line 181">181</a>           obstacleRevision = batch.revision;</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>       }</span>
<span id="L184"><a href="#L184" aria-label="Line 184">184</a>       while (remainder + 1e-8 &gt;= step) {</span>
<span id="L185"><a href="#L185" aria-label="Line 185">185</a>         const time = elapsed - remainder + step;</span>
<span id="L186"><a href="#L186" aria-label="Line 186">186</a>         remainder = Math.max(0, remainder - step);</span>
<span id="L187"><a href="#L187" aria-label="Line 187">187</a>         const q = progressAt(time);</span>
<span id="L188"><a href="#L188" aria-label="Line 188">188</a>         exports.births!(time, linger);</span>
<span id="L189"><a href="#L189" aria-label="Line 189">189</a>         for (let i = 0; i &lt; 1200; i++)</span>
<span id="L190"><a href="#L190" aria-label="Line 190">190</a>           values[11166 + i] = progressAt(values[12366 + i]!);</span>
<span id="L191"><a href="#L191" aria-label="Line 191">191</a>         exports.sample!(</span>
<span id="L192"><a href="#L192" aria-label="Line 192">192</a>           q,</span>
<span id="L193"><a href="#L193" aria-label="Line 193">193</a>           1,</span>
<span id="L194"><a href="#L194" aria-label="Line 194">194</a>           time,</span>
<span id="L195"><a href="#L195" aria-label="Line 195">195</a>           linger,</span>
<span id="L196"><a href="#L196" aria-label="Line 196">196</a>           0,</span>
<span id="L197"><a href="#L197" aria-label="Line 197">197</a>           burnWidth,</span>
<span id="L198"><a href="#L198" aria-label="Line 198">198</a>           region.x,</span>
<span id="L199"><a href="#L199" aria-label="Line 199">199</a>           region.y,</span>
<span id="L200"><a href="#L200" aria-label="Line 200">200</a>           region.width,</span>
<span id="L201"><a href="#L201" aria-label="Line 201">201</a>           region.height,</span>
<span id="L202"><a href="#L202" aria-label="Line 202">202</a>           Math.min(512, Math.max(1, Math.ceil(region.width / 2))),</span>
<span id="L203"><a href="#L203" aria-label="Line 203">203</a>         );</span>
<span id="L204"><a href="#L204" aria-label="Line 204">204</a>         exports.stepPhysics!(</span>
<span id="L205"><a href="#L205" aria-label="Line 205">205</a>           time,</span>
<span id="L206"><a href="#L206" aria-label="Line 206">206</a>           step / 1000,</span>
<span id="L207"><a href="#L207" aria-label="Line 207">207</a>           ...options.gravity,</span>
<span id="L208"><a href="#L208" aria-label="Line 208">208</a>           ...options.wind,</span>
<span id="L209"><a href="#L209" aria-label="Line 209">209</a>           options.drag,</span>
<span id="L210"><a href="#L210" aria-label="Line 210">210</a>           linger,</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>         if (options.obstacles)</span>
<span id="L213"><a href="#L213" aria-label="Line 213">213</a>           exports.collideObstacles!(</span>
<span id="L214"><a href="#L214" aria-label="Line 214">214</a>             boxLength,</span>
<span id="L215"><a href="#L215" aria-label="Line 215">215</a>             ellipseLength,</span>
<span id="L216"><a href="#L216" aria-label="Line 216">216</a>             polygonLength,</span>
<span id="L217"><a href="#L217" aria-label="Line 217">217</a>             options.restitution,</span>
<span id="L218"><a href="#L218" aria-label="Line 218">218</a>           );</span>
<span id="L219"><a href="#L219" aria-label="Line 219">219</a>         if (options.collide)</span>
<span id="L220"><a href="#L220" aria-label="Line 220">220</a>           for (let i = 0; i &lt; 1200; i++) {</span>
<span id="L221"><a href="#L221" aria-label="Line 221">221</a>             const s = 14000 + i * 7;</span>
<span id="L222"><a href="#L222" aria-label="Line 222">222</a>             if (values[s + 4]! &lt; 0) continue;</span>
<span id="L223"><a href="#L223" aria-label="Line 223">223</a>             const from = [values[s + 5]!, values[s + 6]!] as const,</span>
<span id="L224"><a href="#L224" aria-label="Line 224">224</a>               to = [values[s]!, values[s + 1]!] as const;</span>
<span id="L225"><a href="#L225" aria-label="Line 225">225</a>             if (from[0] === to[0] &amp;&amp; from[1] === to[1]) continue;</span>
<span id="L226"><a href="#L226" aria-label="Line 226">226</a>             const hit = options.collide(from, to);</span>
<span id="L227"><a href="#L227" aria-label="Line 227">227</a>             if (!hit) continue;</span>
<span id="L228"><a href="#L228" aria-label="Line 228">228</a>             const fraction = finite(hit.fraction, &quot;collision.fraction&quot;, 0);</span>
<span id="L229"><a href="#L229" aria-label="Line 229">229</a>             const nx = finite(hit.normal?.[0], &quot;collision.normal.x&quot;),</span>
<span id="L230"><a href="#L230" aria-label="Line 230">230</a>               ny = finite(hit.normal?.[1], &quot;collision.normal.y&quot;),</span>
<span id="L231"><a href="#L231" aria-label="Line 231">231</a>               length = Math.hypot(nx, ny);</span>
<span id="L232"><a href="#L232" aria-label="Line 232">232</a>             if (fraction &gt; 1 || length &lt; 1e-8)</span>
<span id="L233"><a href="#L233" aria-label="Line 233">233</a>               throw new RangeError(</span>
<span id="L234"><a href="#L234" aria-label="Line 234">234</a>                 &quot;Ember collision requires a fraction in [0, 1] and a nonzero normal.&quot;,</span>
<span id="L235"><a href="#L235" aria-label="Line 235">235</a>               );</span>
<span id="L236"><a href="#L236" aria-label="Line 236">236</a>             exports.collidePhysics!(</span>
<span id="L237"><a href="#L237" aria-label="Line 237">237</a>               i,</span>
<span id="L238"><a href="#L238" aria-label="Line 238">238</a>               fraction,</span>
<span id="L239"><a href="#L239" aria-label="Line 239">239</a>               nx / length,</span>
<span id="L240"><a href="#L240" aria-label="Line 240">240</a>               ny / length,</span>
<span id="L241"><a href="#L241" aria-label="Line 241">241</a>               options.restitution,</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>           }</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>     },</span>
<span id="L246"><a href="#L246" aria-label="Line 246">246</a>     present() {</span>
<span id="L247"><a href="#L247" aria-label="Line 247">247</a>       if (!needsReset &amp;&amp; !disposed) kernel().exports.presentPhysics!();</span>
<span id="L248"><a href="#L248" aria-label="Line 248">248</a>       else {</span>
<span id="L249"><a href="#L249" aria-label="Line 249">249</a>         const { values } = kernel();</span>
<span id="L250"><a href="#L250" aria-label="Line 250">250</a>         for (let i = 0; i &lt; 1200; i++) values[1566 + i * 8 + 5] = -1;</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> }</span>
<span id="L255"><a href="#L255" aria-label="Line 255">255</a> </span></code></pre>

## Documentation version

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