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asset⌬ modulemoduleprimary: init.luau·part ofpackage skate_physics.package·originates fromworld 3d0fe004-d…

NativeAssembly

Place ordinary skate_physics.Joint entities and NativeTruckMotor entities beneath the driver's constraintsRoot. Joints reference the actor's board parts and its physicsRoot. Their order determines native constraint registration. The selected root replaces the six built-in board j…

by◐Deata·posted 13d ago
What it does

Native board assembly binding

Place ordinary skate_physics.Joint entities and NativeTruckMotor entities beneath the driver's constraintsRoot. Joints reference the actor's board parts and its physicsRoot. Their order determines native constraint registration. The selected root replaces the six built-in board joints, so an empty joint list intentionally disconnects the board parts. With no constraintsRoot the original definitions remain active. With no motor entities, original truck dynamics remain active.

The separate hook and rider constraints are retained. This interface currently addresses the seven board parts; it does not claim arbitrary actor topology.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

collect(root: ?, physicsRoot: ?) → void

argtypedescription
root?
physicsRoot?

visit(e: ?) → void

argtypedescription
e?

Sub-parts

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20+items
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package · born here
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# Skate 3 physics engine for Zero `skate_physics` integrates a reconstructed Skate 3 physics engine into Zero. Use this package for Skate 3-style skateboard and rider physics, or use its custom rigid-body solver components independently. It exposes a reconstructed Skate 3-derived Rust solver through editable entities, components and assets: physical bodies, collision volumes, joints, constraints, motors, forces and simulation state. It is a reusable simulation system, not just a skateboarding controller or a park scene. ## Why use it? Build and tune connected physical assemblies without first writing the integration between a custom solver and Zero. Inspect velocities and forces, change mass and inertia, configure joint limits, and drive mechanisms with spring/damper or hard motors. Motors apply impulses through the solver rather than teleporting bodies. The general body/joint/drive layer does not require a rider or animation clips. The package connects physics authoring, fixed-step simulation and entity presentation. Use it to experiment with constrained bodies, motor-driven mechanisms and vehicle assemblies; the skateboard and rider are included applications of the system, not its definition. ## What it provides - `World`: authority-gated fixed-step simulation and publication of solved entity state. - `Body` and `CollisionVolume`: editable mass, inertia, forces, velocities, primitive/compound collision geometry and bounded static-mesh collision. - `Joint` and `Drive`: body references, local frames, linear/angular limits and independently configurable motors. - `API`: in-engine authoring helpers and an explicit-state solver interface. - Input and actuator components for device-driven or scripted physical assemblies. - An integrated skateboard/rider system with control maps, rig mapping, visual bindings and animation-slot overrides. - Example scenes, a modular park, an authored skateboard, and the `GettingStarted` guide. ## Where to start Read **GettingStarted** for the distinction between the general physics components and the specialized rider integration. The low-level **Demo** workbench illustrates bodies, joints and a vehicle assembly. **SampleScenes** exposes rider, vehicle-only, self-propelled, scripted-control and physics-tuning examples. The world's default **RiderFidelity** scene demonstrates the coupled rider/board system with Zero's avatar and the authored park. ## Integration boundaries Static mesh collision has documented size limits; see `Body`. The specialized native rider/board integration requires a fixed body layout; that restriction is distinct from authoring assemblies with the general body/joint/drive API. The rider demo retains converted reference animations for testing, replaceable through normal Zero assets and animation bindings. These are not required by the general motor component. The default showcase uses the authored skateboard and Zero avatar; unused reference character and board models are excluded from publication. See the component documentation for supported shapes, units and solver-specific conventions.
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component · born here
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# Joint.component Typed body references, local frames and angular/linear constraint limits. `separateLinearFrame` enables an independent parent orientation for the three linear constraint axes: `linearFrameBX/BY/BZ/BW` is a unit quaternion in body B's authored frame. The angular axes still use `frameBX/BY/BZ/BW`. When disabled, linear axes follow the angular frame, preserving existing joints. JSON callers use optional `linear_rotation_b`; omission uses `rotation_b`. Both frames are converted through the body's mass frame before solving. The reconstructed character requires this distinction for all22 skeleton joints. The private121frame reference comparison checks every consumed frame word and the full96word constraint workspace for all2662joint states. Two unused anchor padding lanes are excluded from frame-byte comparison (native signed zero there does not enter the decoder); constraint workspaces still match bit-for-bit. This verifies joint-frame representation, not complete character simulation. ## Angular modes and independent speed limits `free` permits all angular directions selected by the joint. Native swing mode 3 is exposed as `hinge`, not `free`: it retains a constrained perpendicular axis. `limited_hinge` preserves native swing mode 2. Stock board wheel joints explicitly use `hinge` and retain their original speed allowances. Angular velocity allowances are independent relative-speed limits in radians per second. Zero is a zero-speed limit, not an unlimited value. New generic joints default to 1,000,000 rad/s so an open angular limit does not accidentally act as a brake. Explicitly authored values (including zero) remain authoritative. Migration: stock-board definitions using the former `free` spelling for native mode 3 must use `hinge`. Rebuild the provided scene after changing the kernel and component together. Old generic joints with explicit zero velocity allowances must be reviewed; do not overwrite intentional speed limits automatically. ## Native rider slots A Joint beneath NativeRiderDriver.constraintsRoot may reference two rider NativeActorPart entities from the same physicsRoot. Set world to that physicsRoot and nativeRiderSlot to 0..21. readRiderJointDefinitions() on a ready driver returns the current slot, endpoints, anchors and frames for authoring. Body A is the native child and body B its parent. Preserve the separate linear frame when copying definitions. Each slot may have one override; other slots remain native. nativeRiderAngular defaults to native: mode-dependent normal/ragdoll angular settings still come from the native owner. Select authored to use this Joint's angular fields instead. nativeRiderEnabled=false suppresses that slot's rows. Deleting the override restores the native slot. These edits survive R recovery. Animation drives remain active and can resist contradictory anchor edits. Mixed board/rider endpoints are explicitly unsupported by this adapter. A copied default slot passed the full 520-frame Zero replay unchanged. A 20 mm anchor edit produced approximately 19.1 mm in the ragdoll test; native mode limits, authored angular values, disabling, reset and restoration were checked.
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# CollisionVolume Put this component on a direct child of a Body whose shape is `compound`. Edit the child's local position and rotation with Zero's normal transform tools. Positive uniform scale on the body and child is included in collision dimensions; nonuniform/mirrored scale is rejected. Shape fields define sphere, rounded-box core, Z-axis capsule, or triangle geometry. Triangle transforms are baked into vertices when the Body reads its state, preserving native mass conventions. Give each child a unique integer `order`. It preserves the authored accumulation order independently of entity IDs. `collisionEnabled=false` suppresses contacts but retains mass. Delete a child to remove both its geometry and mass contribution. The Body supplies material and total mass. It may have at most64 volume children. Use `API.attachVolume(child, settings)` to attach this component and automatically choose the next free order; the child's parent must already be a compound Body. All properties and transforms are ordinary synchronized Zero entity data. ## Native actor bodies CollisionVolume can also be a direct child of a NativeActorPart with role=board or role=rider. One or more volume children replace that body's native contact geometry; parts without volume children inherit their defaults. Removing the last child restores the defaults. Disabled children suppress contacts; use a disabled child when the intent is no contacts rather than inherited defaults. Child local transforms are in the body entity's centre-of-mass frame. No host files are needed. For native bodies, geometry editing does NOT recalculate mass or inertia: those remain separate NativeActorPart fields. It also does not alter the animation or wheel-probe/controller profile. Materials and controller collision gating stay native. Rider shapes retain native mode-dependent enable flags, collision groups and materials. A shape cannot enable a body the current native mode disables. The ready NativeRiderDriver:readColliderDefinitions() method reads current body-local native geometry, including disabled children, for inspection or in-engine authoring. Spheres were checked with actual Zero physical response, reset and restoration. Rounded boxes, capsules with offsets/rotation, and two triangle volumes were also checked against their calculated support height. Disabling the triangles removed their support; deleting them restored all 15 default deck children. Rider sphere authoring, disable/reset/restore and native masking have been checked. Additional rider multi-volume/self-contact scenarios remain to verify. The ready driver readRiderColliderDefinitions() method returns each rider body with its current native enabled flag, volume_group, and body-local shapes. Vehicle-only mode returns an empty rider list and rejects rider shape input.
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# NativeActorPart Entity-owned native physical state exchanged with the full rider loop. Role and index identify the part; state contains its complete rates and inertia. Shape/constraint authoring integration is unfinished.
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component · born here
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# Native truck motor The front or rear motor's native linear/angular drive parameters. Native steering continues producing its target frame; these fields control how the motor drives toward it. Disable active to remove its drive response. The actor's separate animation-controlled hook and rider motors retain their existing behavior.
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# NativeRiderMotor <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this component provides and who consumes it, then delete both comment lines. --> TODO: describe this component.
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backing path · skate_physics.package/NativeAssembly.module

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