@babylonjs/core 5.32.0 → 5.32.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/abstractActionManager.d.ts +1 -1
- package/Actions/abstractActionManager.js +1 -1
- package/Actions/abstractActionManager.js.map +1 -1
- package/Actions/action.d.ts +1 -1
- package/Actions/action.js +1 -1
- package/Actions/action.js.map +1 -1
- package/Actions/actionManager.d.ts +18 -18
- package/Actions/actionManager.js +18 -18
- package/Actions/actionManager.js.map +1 -1
- package/Actions/directActions.d.ts +10 -10
- package/Actions/directActions.js +10 -10
- package/Actions/directActions.js.map +1 -1
- package/Actions/interpolateValueAction.d.ts +1 -1
- package/Actions/interpolateValueAction.js +1 -1
- package/Actions/interpolateValueAction.js.map +1 -1
- package/Animations/animatable.d.ts +2 -2
- package/Animations/animatable.js +2 -2
- package/Animations/animatable.js.map +1 -1
- package/Animations/animationGroup.d.ts +3 -3
- package/Animations/animationGroup.js +3 -3
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/easing.d.ts +14 -14
- package/Animations/easing.js +13 -13
- package/Animations/easing.js.map +1 -1
- package/Audio/Interfaces/IAudioEngine.d.ts +2 -2
- package/Audio/Interfaces/IAudioEngine.js.map +1 -1
- package/Audio/Interfaces/ISoundOptions.d.ts +3 -3
- package/Audio/Interfaces/ISoundOptions.js.map +1 -1
- package/Audio/analyser.d.ts +1 -1
- package/Audio/analyser.js +1 -1
- package/Audio/analyser.js.map +1 -1
- package/Audio/audioEngine.d.ts +2 -2
- package/Audio/audioEngine.js +2 -2
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +4 -4
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.d.ts +13 -13
- package/Audio/sound.js +13 -13
- package/Audio/sound.js.map +1 -1
- package/Audio/soundTrack.d.ts +5 -5
- package/Audio/soundTrack.js +5 -5
- package/Audio/soundTrack.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +1 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +8 -0
- package/Behaviors/Meshes/pointerDragBehavior.js +9 -3
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.d.ts +1 -1
- package/Bones/bone.js +1 -1
- package/Bones/bone.js.map +1 -1
- package/Bones/boneIKController.d.ts +1 -1
- package/Bones/boneIKController.js +1 -1
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.d.ts +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.d.ts +3 -3
- package/Bones/skeleton.js +2 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -3
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +3 -3
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.d.ts +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js +1 -1
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +2 -2
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +3 -2
- package/Cameras/Inputs/freeCameraMouseInput.js +10 -7
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraTouchInput.js +4 -4
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +1 -1
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
- package/Cameras/VR/vrCameraMetrics.js +1 -1
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
- package/Cameras/VR/vrExperienceHelper.js +2 -2
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/webVRCamera.d.ts +2 -2
- package/Cameras/VR/webVRCamera.js +2 -2
- package/Cameras/VR/webVRCamera.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +9 -9
- package/Cameras/arcRotateCamera.js +9 -9
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/arcRotateCameraInputsManager.d.ts +1 -1
- package/Cameras/arcRotateCameraInputsManager.js +1 -1
- package/Cameras/arcRotateCameraInputsManager.js.map +1 -1
- package/Cameras/camera.d.ts +4 -4
- package/Cameras/camera.js +4 -4
- package/Cameras/camera.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +1 -1
- package/Cameras/cameraInputsManager.js +1 -1
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Cameras/flyCamera.d.ts +1 -1
- package/Cameras/flyCamera.js +1 -1
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/flyCameraInputsManager.d.ts +1 -1
- package/Cameras/flyCameraInputsManager.js +1 -1
- package/Cameras/flyCameraInputsManager.js.map +1 -1
- package/Cameras/followCamera.d.ts +4 -4
- package/Cameras/followCamera.js +4 -4
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/followCameraInputsManager.d.ts +1 -1
- package/Cameras/followCameraInputsManager.js +1 -1
- package/Cameras/followCameraInputsManager.js.map +1 -1
- package/Cameras/freeCamera.d.ts +3 -3
- package/Cameras/freeCamera.js +3 -3
- package/Cameras/freeCamera.js.map +1 -1
- package/Cameras/freeCameraInputsManager.d.ts +1 -1
- package/Cameras/freeCameraInputsManager.js +1 -1
- package/Cameras/freeCameraInputsManager.js.map +1 -1
- package/Cameras/gamepadCamera.d.ts +2 -2
- package/Cameras/gamepadCamera.js +2 -2
- package/Cameras/gamepadCamera.js.map +1 -1
- package/Cameras/targetCamera.d.ts +2 -2
- package/Cameras/targetCamera.js +2 -2
- package/Cameras/targetCamera.js.map +1 -1
- package/Cameras/touchCamera.d.ts +2 -2
- package/Cameras/touchCamera.js +2 -2
- package/Cameras/touchCamera.js.map +1 -1
- package/Cameras/universalCamera.d.ts +2 -2
- package/Cameras/universalCamera.js +2 -2
- package/Cameras/universalCamera.js.map +1 -1
- package/Cameras/virtualJoysticksCamera.d.ts +2 -2
- package/Cameras/virtualJoysticksCamera.js +2 -2
- package/Cameras/virtualJoysticksCamera.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +1 -1
- package/Collisions/pickingInfo.js.map +1 -1
- package/Culling/Octrees/octree.d.ts +2 -2
- package/Culling/Octrees/octree.js +2 -2
- package/Culling/Octrees/octree.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/Octrees/octreeSceneComponent.d.ts +3 -3
- package/Culling/Octrees/octreeSceneComponent.js +1 -1
- package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
- package/Culling/boundingInfo.d.ts +3 -3
- package/Culling/boundingInfo.js +2 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Debug/debugLayer.d.ts +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/rayHelper.d.ts +2 -2
- package/Debug/rayHelper.js +2 -2
- package/Debug/rayHelper.js.map +1 -1
- package/Engines/Extensions/engine.alpha.d.ts +2 -2
- package/Engines/Extensions/engine.alpha.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -2
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +8 -8
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.uniformBuffer.d.ts +3 -3
- package/Engines/Extensions/engine.uniformBuffer.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +2 -2
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Extensions/engine.webVR.d.ts +1 -1
- package/Engines/Extensions/engine.webVR.js.map +1 -1
- package/Engines/Processors/shaderProcessor.d.ts +2 -2
- package/Engines/Processors/shaderProcessor.js +2 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +11 -9
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/constants.d.ts +17 -17
- package/Engines/constants.js +17 -17
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +12 -12
- package/Engines/engine.js +11 -11
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +2 -2
- package/Engines/nativeEngine.js +23 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.d.ts +5 -5
- package/Engines/nullEngine.js +5 -5
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +8 -8
- package/Engines/thinEngine.js +6 -6
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +4 -4
- package/Engines/webgpuEngine.js +1 -1
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gamepads/gamepadSceneComponent.d.ts +1 -1
- package/Gamepads/gamepadSceneComponent.js.map +1 -1
- package/Gizmos/gizmo.d.ts +6 -7
- package/Gizmos/gizmo.js +43 -36
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +17 -7
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +4 -0
- package/Gizmos/positionGizmo.js +21 -0
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +4 -0
- package/Gizmos/rotationGizmo.js +20 -0
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +2 -0
- package/Gizmos/scaleGizmo.js +10 -0
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +7 -7
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.js +34 -25
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/engineInstrumentation.d.ts +2 -2
- package/Instrumentation/engineInstrumentation.js +2 -2
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.d.ts +2 -2
- package/Instrumentation/sceneInstrumentation.js +2 -2
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayerSceneComponent.d.ts +2 -2
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.d.ts +1 -1
- package/Layers/glowLayer.js +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/LensFlares/lensFlare.d.ts +3 -3
- package/LensFlares/lensFlare.js +3 -3
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.d.ts +2 -2
- package/LensFlares/lensFlareSystem.js +2 -2
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.d.ts +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +2 -2
- package/Lights/Shadows/shadowGenerator.js +2 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.d.ts +2 -2
- package/Lights/directionalLight.js +2 -2
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +1 -1
- package/Lights/hemisphericLight.js +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +1 -1
- package/Lights/light.js +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.d.ts +2 -2
- package/Lights/pointLight.js +2 -2
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.d.ts +2 -2
- package/Lights/spotLight.js +2 -2
- package/Lights/spotLight.js.map +1 -1
- package/Loading/loadingScreen.d.ts +2 -2
- package/Loading/loadingScreen.js +1 -1
- package/Loading/loadingScreen.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js +6 -2
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +1 -1
- package/Materials/PBR/pbrMaterial.js +1 -1
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/Textures/Packer/packer.d.ts +1 -1
- package/Materials/Textures/Packer/packer.js +1 -1
- package/Materials/Textures/Packer/packer.js.map +1 -1
- package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -2
- package/Materials/Textures/Procedurals/customProceduralTexture.js +2 -2
- package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +2 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js +2 -2
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.d.ts +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -2
- package/Materials/Textures/cubeTexture.js +2 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +1 -1
- package/Materials/Textures/dynamicTexture.js +1 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.d.ts +3 -3
- package/Materials/Textures/mirrorTexture.js +3 -3
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/refractionTexture.d.ts +3 -3
- package/Materials/Textures/refractionTexture.js +3 -3
- package/Materials/Textures/refractionTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +10 -10
- package/Materials/Textures/texture.js +10 -10
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +2 -2
- package/Materials/Textures/videoTexture.js +2 -2
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.d.ts +20 -2
- package/Materials/effect.js +28 -4
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.js +1 -0
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +1 -1
- package/Materials/fresnelParameters.js +1 -1
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/material.d.ts +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/multiMaterial.d.ts +2 -2
- package/Materials/multiMaterial.js +2 -2
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +2 -2
- package/Materials/shaderMaterial.js +2 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.d.ts +1 -1
- package/Materials/shadowDepthWrapper.js +2 -2
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +18 -18
- package/Materials/standardMaterial.js +6 -6
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.path.d.ts +7 -7
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- package/Meshes/meshSimplification.js +4 -4
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- package/Meshes/meshSimplificationSceneComponent.d.ts +1 -1
- package/Meshes/meshSimplificationSceneComponent.js.map +1 -1
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- package/Meshes/polygonMesh.js +2 -2
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- package/Misc/assetsManager.d.ts +2 -2
- package/Misc/assetsManager.js +2 -2
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- package/Misc/tools.js +4 -4
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- package/Misc/videoRecorder.js +1 -1
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- package/Particles/solidParticleSystem.js +13 -13
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- package/Physics/IPhysicsEngine.d.ts +1 -1
- package/Physics/IPhysicsEngine.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.d.ts +1 -1
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- package/Physics/physicsEngineComponent.d.ts +3 -3
- package/Physics/physicsEngineComponent.js +2 -2
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- package/Physics/physicsHelper.d.ts +12 -12
- package/Physics/physicsHelper.js +6 -6
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- package/Physics/physicsImpostor.d.ts +3 -3
- package/Physics/physicsImpostor.js +1 -1
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- package/Physics/physicsJoint.d.ts +9 -9
- package/Physics/physicsJoint.js +5 -5
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- package/Physics/physicsRaycastResult.js +1 -1
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- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -1
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- package/PostProcesses/RenderPipeline/postProcessRenderEffect.js +1 -1
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- package/Probes/reflectionProbe.js +1 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +2 -2
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- package/Sprites/sprite.d.ts +1 -1
- package/Sprites/sprite.js +1 -1
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- package/Sprites/spriteManager.d.ts +2 -2
- package/Sprites/spriteManager.js +1 -1
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- package/Sprites/spritePackedManager.d.ts +1 -1
- package/Sprites/spritePackedManager.js +1 -1
- package/Sprites/spritePackedManager.js.map +1 -1
- package/Sprites/spriteSceneComponent.d.ts +1 -1
- package/Sprites/spriteSceneComponent.js.map +1 -1
- package/Sprites/thinSprite.d.ts +1 -1
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- package/XR/webXRCamera.js +1 -1
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- package/XR/webXRInputSource.d.ts +1 -1
- package/XR/webXRInputSource.js +1 -1
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- package/XR/webXRSessionManager.d.ts +1 -1
- package/XR/webXRSessionManager.js +1 -1
- package/XR/webXRSessionManager.js.map +1 -1
- package/abstractScene.d.ts +9 -9
- package/abstractScene.js +9 -9
- package/abstractScene.js.map +1 -1
- package/node.d.ts +6 -6
- package/node.js +5 -5
- package/node.js.map +1 -1
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- package/scene.d.ts +29 -24
- package/scene.js +24 -18
- package/scene.js.map +1 -1
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@@ -6,7 +6,7 @@ import type { PhysicsJoint } from "./physicsJoint";
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6
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import type { PhysicsRaycastResult } from "./physicsRaycastResult";
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/**
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* Class used to control physics engine
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* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
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*/
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11
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export declare class PhysicsEngine implements IPhysicsEngine {
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12
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private _physicsPlugin;
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package/Physics/physicsEngine.js
CHANGED
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@@ -2,7 +2,7 @@ import { Vector3 } from "../Maths/math.vector.js";
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2
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import { _WarnImport } from "../Misc/devTools.js";
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/**
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4
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* Class used to control physics engine
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-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
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6
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*/
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7
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export class PhysicsEngine {
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8
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/**
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@@ -1 +1 @@
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1
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type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IPhysicsEngine, PhysicsImpostorJoint, IPhysicsEnginePlugin } from \"./IPhysicsEngine\";\r\nimport type { PhysicsImpostor, IPhysicsEnabledObject } from \"./physicsImpostor\";\r\nimport type { PhysicsJoint } from \"./physicsJoint\";\r\nimport type { PhysicsRaycastResult } from \"./physicsRaycastResult\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\n\r\n/**\r\n * Class used to control physics engine\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nexport class PhysicsEngine implements IPhysicsEngine {\r\n /**\r\n * Global value used to control the smallest number supported by the simulation\r\n */\r\n public static Epsilon = 0.001;\r\n\r\n private _impostors: Array<PhysicsImpostor> = [];\r\n private _joints: Array<PhysicsImpostorJoint> = [];\r\n private _subTimeStep: number = 0;\r\n private _uniqueIdCounter = 0;\r\n\r\n /**\r\n * Gets the gravity vector used by the simulation\r\n */\r\n public gravity: Vector3;\r\n\r\n /**\r\n * Factory used to create the default physics plugin.\r\n * @returns The default physics plugin\r\n */\r\n public static DefaultPluginFactory(): IPhysicsEnginePlugin {\r\n throw _WarnImport(\"CannonJSPlugin\");\r\n }\r\n\r\n /**\r\n * Creates a new Physics Engine\r\n * @param gravity defines the gravity vector used by the simulation\r\n * @param _physicsPlugin defines the plugin to use (CannonJS by default)\r\n */\r\n constructor(gravity: Nullable<Vector3>, private _physicsPlugin: IPhysicsEnginePlugin = PhysicsEngine.DefaultPluginFactory()) {\r\n if (!this._physicsPlugin.isSupported()) {\r\n throw new Error(\"Physics Engine \" + this._physicsPlugin.name + \" cannot be found. \" + \"Please make sure it is included.\");\r\n }\r\n gravity = gravity || new Vector3(0, -9.807, 0);\r\n this.setGravity(gravity);\r\n this.setTimeStep();\r\n }\r\n\r\n /**\r\n * Sets the gravity vector used by the simulation\r\n * @param gravity defines the gravity vector to use\r\n */\r\n public setGravity(gravity: Vector3): void {\r\n this.gravity = gravity;\r\n this._physicsPlugin.setGravity(this.gravity);\r\n }\r\n\r\n /**\r\n * Set the time step of the physics engine.\r\n * Default is 1/60.\r\n * To slow it down, enter 1/600 for example.\r\n * To speed it up, 1/30\r\n * @param newTimeStep defines the new timestep to apply to this world.\r\n */\r\n public setTimeStep(newTimeStep: number = 1 / 60) {\r\n this._physicsPlugin.setTimeStep(newTimeStep);\r\n }\r\n\r\n /**\r\n * Get the time step of the physics engine.\r\n * @returns the current time step\r\n */\r\n public getTimeStep(): number {\r\n return this._physicsPlugin.getTimeStep();\r\n }\r\n\r\n /**\r\n * Set the sub time step of the physics engine.\r\n * Default is 0 meaning there is no sub steps\r\n * To increase physics resolution precision, set a small value (like 1 ms)\r\n * @param subTimeStep defines the new sub timestep used for physics resolution.\r\n */\r\n public setSubTimeStep(subTimeStep: number = 0) {\r\n this._subTimeStep = subTimeStep;\r\n }\r\n\r\n /**\r\n * Get the sub time step of the physics engine.\r\n * @returns the current sub time step\r\n */\r\n public getSubTimeStep() {\r\n return this._subTimeStep;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this._impostors.forEach(function (impostor) {\r\n impostor.dispose();\r\n });\r\n this._physicsPlugin.dispose();\r\n }\r\n\r\n /**\r\n * Gets the name of the current physics plugin\r\n * @returns the name of the plugin\r\n */\r\n public getPhysicsPluginName(): string {\r\n return this._physicsPlugin.name;\r\n }\r\n\r\n /**\r\n * Adding a new impostor for the impostor tracking.\r\n * This will be done by the impostor itself.\r\n * @param impostor the impostor to add\r\n */\r\n public addImpostor(impostor: PhysicsImpostor) {\r\n this._impostors.push(impostor);\r\n impostor.uniqueId = this._uniqueIdCounter++;\r\n //if no parent, generate the body\r\n if (!impostor.parent) {\r\n this._physicsPlugin.generatePhysicsBody(impostor);\r\n }\r\n }\r\n\r\n /**\r\n * Remove an impostor from the engine.\r\n * This impostor and its mesh will not longer be updated by the physics engine.\r\n * @param impostor the impostor to remove\r\n */\r\n public removeImpostor(impostor: PhysicsImpostor) {\r\n const index = this._impostors.indexOf(impostor);\r\n if (index > -1) {\r\n const removed = this._impostors.splice(index, 1);\r\n //Is it needed?\r\n if (removed.length) {\r\n this.getPhysicsPlugin().removePhysicsBody(impostor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Add a joint to the physics engine\r\n * @param mainImpostor defines the main impostor to which the joint is added.\r\n * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint\r\n * @param joint defines the joint that will connect both impostors.\r\n */\r\n public addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint) {\r\n const impostorJoint = {\r\n mainImpostor: mainImpostor,\r\n connectedImpostor: connectedImpostor,\r\n joint: joint,\r\n };\r\n joint.physicsPlugin = this._physicsPlugin;\r\n this._joints.push(impostorJoint);\r\n this._physicsPlugin.generateJoint(impostorJoint);\r\n }\r\n\r\n /**\r\n * Removes a joint from the simulation\r\n * @param mainImpostor defines the impostor used with the joint\r\n * @param connectedImpostor defines the other impostor connected to the main one by the joint\r\n * @param joint defines the joint to remove\r\n */\r\n public removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint) {\r\n const matchingJoints = this._joints.filter(function (impostorJoint) {\r\n return impostorJoint.connectedImpostor === connectedImpostor && impostorJoint.joint === joint && impostorJoint.mainImpostor === mainImpostor;\r\n });\r\n if (matchingJoints.length) {\r\n this._physicsPlugin.removeJoint(matchingJoints[0]);\r\n //TODO remove it from the list as well\r\n }\r\n }\r\n\r\n /**\r\n * Called by the scene. No need to call it.\r\n * @param delta defines the timespan between frames\r\n */\r\n public _step(delta: number) {\r\n //check if any mesh has no body / requires an update\r\n this._impostors.forEach((impostor) => {\r\n if (impostor.isBodyInitRequired()) {\r\n this._physicsPlugin.generatePhysicsBody(impostor);\r\n }\r\n });\r\n\r\n if (delta > 0.1) {\r\n delta = 0.1;\r\n } else if (delta <= 0) {\r\n delta = 1.0 / 60.0;\r\n }\r\n\r\n this._physicsPlugin.executeStep(delta, this._impostors);\r\n }\r\n\r\n /**\r\n * Gets the current plugin used to run the simulation\r\n * @returns current plugin\r\n */\r\n public getPhysicsPlugin(): IPhysicsEnginePlugin {\r\n return this._physicsPlugin;\r\n }\r\n\r\n /**\r\n * Gets the list of physic impostors\r\n * @returns an array of PhysicsImpostor\r\n */\r\n public getImpostors(): Array<PhysicsImpostor> {\r\n return this._impostors;\r\n }\r\n\r\n /**\r\n * Gets the impostor for a physics enabled object\r\n * @param object defines the object impersonated by the impostor\r\n * @returns the PhysicsImpostor or null if not found\r\n */\r\n public getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor> {\r\n for (let i = 0; i < this._impostors.length; ++i) {\r\n if (this._impostors[i].object === object) {\r\n return this._impostors[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the impostor for a physics body object\r\n * @param body defines physics body used by the impostor\r\n * @returns the PhysicsImpostor or null if not found\r\n */\r\n public getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor> {\r\n for (let i = 0; i < this._impostors.length; ++i) {\r\n if (this._impostors[i].physicsBody === body) {\r\n return this._impostors[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n return this._physicsPlugin.raycast(from, to);\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IPhysicsEngine, PhysicsImpostorJoint, IPhysicsEnginePlugin } from \"./IPhysicsEngine\";\r\nimport type { PhysicsImpostor, IPhysicsEnabledObject } from \"./physicsImpostor\";\r\nimport type { PhysicsJoint } from \"./physicsJoint\";\r\nimport type { PhysicsRaycastResult } from \"./physicsRaycastResult\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\n\r\n/**\r\n * Class used to control physics engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsEngine implements IPhysicsEngine {\r\n /**\r\n * Global value used to control the smallest number supported by the simulation\r\n */\r\n public static Epsilon = 0.001;\r\n\r\n private _impostors: Array<PhysicsImpostor> = [];\r\n private _joints: Array<PhysicsImpostorJoint> = [];\r\n private _subTimeStep: number = 0;\r\n private _uniqueIdCounter = 0;\r\n\r\n /**\r\n * Gets the gravity vector used by the simulation\r\n */\r\n public gravity: Vector3;\r\n\r\n /**\r\n * Factory used to create the default physics plugin.\r\n * @returns The default physics plugin\r\n */\r\n public static DefaultPluginFactory(): IPhysicsEnginePlugin {\r\n throw _WarnImport(\"CannonJSPlugin\");\r\n }\r\n\r\n /**\r\n * Creates a new Physics Engine\r\n * @param gravity defines the gravity vector used by the simulation\r\n * @param _physicsPlugin defines the plugin to use (CannonJS by default)\r\n */\r\n constructor(gravity: Nullable<Vector3>, private _physicsPlugin: IPhysicsEnginePlugin = PhysicsEngine.DefaultPluginFactory()) {\r\n if (!this._physicsPlugin.isSupported()) {\r\n throw new Error(\"Physics Engine \" + this._physicsPlugin.name + \" cannot be found. \" + \"Please make sure it is included.\");\r\n }\r\n gravity = gravity || new Vector3(0, -9.807, 0);\r\n this.setGravity(gravity);\r\n this.setTimeStep();\r\n }\r\n\r\n /**\r\n * Sets the gravity vector used by the simulation\r\n * @param gravity defines the gravity vector to use\r\n */\r\n public setGravity(gravity: Vector3): void {\r\n this.gravity = gravity;\r\n this._physicsPlugin.setGravity(this.gravity);\r\n }\r\n\r\n /**\r\n * Set the time step of the physics engine.\r\n * Default is 1/60.\r\n * To slow it down, enter 1/600 for example.\r\n * To speed it up, 1/30\r\n * @param newTimeStep defines the new timestep to apply to this world.\r\n */\r\n public setTimeStep(newTimeStep: number = 1 / 60) {\r\n this._physicsPlugin.setTimeStep(newTimeStep);\r\n }\r\n\r\n /**\r\n * Get the time step of the physics engine.\r\n * @returns the current time step\r\n */\r\n public getTimeStep(): number {\r\n return this._physicsPlugin.getTimeStep();\r\n }\r\n\r\n /**\r\n * Set the sub time step of the physics engine.\r\n * Default is 0 meaning there is no sub steps\r\n * To increase physics resolution precision, set a small value (like 1 ms)\r\n * @param subTimeStep defines the new sub timestep used for physics resolution.\r\n */\r\n public setSubTimeStep(subTimeStep: number = 0) {\r\n this._subTimeStep = subTimeStep;\r\n }\r\n\r\n /**\r\n * Get the sub time step of the physics engine.\r\n * @returns the current sub time step\r\n */\r\n public getSubTimeStep() {\r\n return this._subTimeStep;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this._impostors.forEach(function (impostor) {\r\n impostor.dispose();\r\n });\r\n this._physicsPlugin.dispose();\r\n }\r\n\r\n /**\r\n * Gets the name of the current physics plugin\r\n * @returns the name of the plugin\r\n */\r\n public getPhysicsPluginName(): string {\r\n return this._physicsPlugin.name;\r\n }\r\n\r\n /**\r\n * Adding a new impostor for the impostor tracking.\r\n * This will be done by the impostor itself.\r\n * @param impostor the impostor to add\r\n */\r\n public addImpostor(impostor: PhysicsImpostor) {\r\n this._impostors.push(impostor);\r\n impostor.uniqueId = this._uniqueIdCounter++;\r\n //if no parent, generate the body\r\n if (!impostor.parent) {\r\n this._physicsPlugin.generatePhysicsBody(impostor);\r\n }\r\n }\r\n\r\n /**\r\n * Remove an impostor from the engine.\r\n * This impostor and its mesh will not longer be updated by the physics engine.\r\n * @param impostor the impostor to remove\r\n */\r\n public removeImpostor(impostor: PhysicsImpostor) {\r\n const index = this._impostors.indexOf(impostor);\r\n if (index > -1) {\r\n const removed = this._impostors.splice(index, 1);\r\n //Is it needed?\r\n if (removed.length) {\r\n this.getPhysicsPlugin().removePhysicsBody(impostor);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Add a joint to the physics engine\r\n * @param mainImpostor defines the main impostor to which the joint is added.\r\n * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint\r\n * @param joint defines the joint that will connect both impostors.\r\n */\r\n public addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint) {\r\n const impostorJoint = {\r\n mainImpostor: mainImpostor,\r\n connectedImpostor: connectedImpostor,\r\n joint: joint,\r\n };\r\n joint.physicsPlugin = this._physicsPlugin;\r\n this._joints.push(impostorJoint);\r\n this._physicsPlugin.generateJoint(impostorJoint);\r\n }\r\n\r\n /**\r\n * Removes a joint from the simulation\r\n * @param mainImpostor defines the impostor used with the joint\r\n * @param connectedImpostor defines the other impostor connected to the main one by the joint\r\n * @param joint defines the joint to remove\r\n */\r\n public removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint) {\r\n const matchingJoints = this._joints.filter(function (impostorJoint) {\r\n return impostorJoint.connectedImpostor === connectedImpostor && impostorJoint.joint === joint && impostorJoint.mainImpostor === mainImpostor;\r\n });\r\n if (matchingJoints.length) {\r\n this._physicsPlugin.removeJoint(matchingJoints[0]);\r\n //TODO remove it from the list as well\r\n }\r\n }\r\n\r\n /**\r\n * Called by the scene. No need to call it.\r\n * @param delta defines the timespan between frames\r\n */\r\n public _step(delta: number) {\r\n //check if any mesh has no body / requires an update\r\n this._impostors.forEach((impostor) => {\r\n if (impostor.isBodyInitRequired()) {\r\n this._physicsPlugin.generatePhysicsBody(impostor);\r\n }\r\n });\r\n\r\n if (delta > 0.1) {\r\n delta = 0.1;\r\n } else if (delta <= 0) {\r\n delta = 1.0 / 60.0;\r\n }\r\n\r\n this._physicsPlugin.executeStep(delta, this._impostors);\r\n }\r\n\r\n /**\r\n * Gets the current plugin used to run the simulation\r\n * @returns current plugin\r\n */\r\n public getPhysicsPlugin(): IPhysicsEnginePlugin {\r\n return this._physicsPlugin;\r\n }\r\n\r\n /**\r\n * Gets the list of physic impostors\r\n * @returns an array of PhysicsImpostor\r\n */\r\n public getImpostors(): Array<PhysicsImpostor> {\r\n return this._impostors;\r\n }\r\n\r\n /**\r\n * Gets the impostor for a physics enabled object\r\n * @param object defines the object impersonated by the impostor\r\n * @returns the PhysicsImpostor or null if not found\r\n */\r\n public getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor> {\r\n for (let i = 0; i < this._impostors.length; ++i) {\r\n if (this._impostors[i].object === object) {\r\n return this._impostors[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets the impostor for a physics body object\r\n * @param body defines physics body used by the impostor\r\n * @returns the PhysicsImpostor or null if not found\r\n */\r\n public getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor> {\r\n for (let i = 0; i < this._impostors.length; ++i) {\r\n if (this._impostors[i].physicsBody === body) {\r\n return this._impostors[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n return this._physicsPlugin.raycast(from, to);\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport type { IPhysicsEngine, IPhysicsEnginePlugin } from \"./IPhysicsEngine\";\r\nimport { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { PhysicsImpostor } from \"./physicsImpostor\";\r\nimport { PhysicsJoint } from \"./physicsJoint\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _physicsEngine: Nullable<IPhysicsEngine>;\r\n /** @internal */\r\n _physicsTimeAccumulator: number;\r\n\r\n /**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\n getPhysicsEngine(): Nullable<IPhysicsEngine>;\r\n\r\n /**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine. defaults to real earth gravity : (0, -9.81, 0)\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\n enablePhysics(gravity?: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;\r\n\r\n /**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\n disablePhysicsEngine(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\n isPhysicsEnabled(): boolean;\r\n\r\n /**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\n deleteCompoundImpostor(compound: any): void;\r\n\r\n /**\r\n * An event triggered when physic simulation is about to be run\r\n */\r\n onBeforePhysicsObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when physic simulation has been done\r\n */\r\n onAfterPhysicsObservable: Observable<Scene>;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\nScene.prototype.getPhysicsEngine = function (): Nullable<IPhysicsEngine> {\r\n return this._physicsEngine;\r\n};\r\n\r\n/**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\nScene.prototype.enablePhysics = function (gravity: Nullable<Vector3> = null, plugin?: IPhysicsEnginePlugin): boolean {\r\n if (this._physicsEngine) {\r\n return true;\r\n }\r\n\r\n // Register the component to the scene\r\n let component = this._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE) as PhysicsEngineSceneComponent;\r\n if (!component) {\r\n component = new PhysicsEngineSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n try {\r\n this._physicsEngine = new PhysicsEngine(gravity, plugin);\r\n this._physicsTimeAccumulator = 0;\r\n return true;\r\n } catch (e) {\r\n Logger.Error(e.message);\r\n return false;\r\n }\r\n};\r\n\r\n/**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\nScene.prototype.disablePhysicsEngine = function (): void {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.dispose();\r\n this._physicsEngine = null;\r\n};\r\n\r\n/**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\nScene.prototype.isPhysicsEnabled = function (): boolean {\r\n return this._physicsEngine !== undefined;\r\n};\r\n\r\n/**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\nScene.prototype.deleteCompoundImpostor = function (compound: any): void {\r\n const mesh: AbstractMesh = compound.parts[0].mesh;\r\n\r\n if (mesh.physicsImpostor) {\r\n mesh.physicsImpostor.dispose(/*true*/);\r\n mesh.physicsImpostor = null;\r\n }\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\nScene.prototype._advancePhysicsEngineStep = function (step: number) {\r\n if (this._physicsEngine) {\r\n const subTime = this._physicsEngine.getSubTimeStep();\r\n if (subTime > 0) {\r\n this._physicsTimeAccumulator += step;\r\n while (this._physicsTimeAccumulator > subTime) {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(subTime / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n this._physicsTimeAccumulator -= subTime;\r\n }\r\n } else {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(step / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n }\r\n }\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal */\r\n _physicsImpostor: Nullable<PhysicsImpostor>;\r\n\r\n /**\r\n * Gets or sets impostor used for physic simulation\r\n * @see https://doc.babylonjs.com/features/physics_engine\r\n */\r\n physicsImpostor: Nullable<PhysicsImpostor>;\r\n\r\n /**\r\n * Gets the current physics impostor\r\n * @see https://doc.babylonjs.com/features/physics_engine\r\n * @returns a physics impostor or null\r\n */\r\n getPhysicsImpostor(): Nullable<PhysicsImpostor>;\r\n\r\n /** Apply a physic impulse to the mesh\r\n * @param force defines the force to apply\r\n * @param contactPoint defines where to apply the force\r\n * @returns the current mesh\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\n applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;\r\n\r\n /**\r\n * Creates a physic joint between two meshes\r\n * @param otherMesh defines the other mesh to use\r\n * @param pivot1 defines the pivot to use on this mesh\r\n * @param pivot2 defines the pivot to use on the other mesh\r\n * @param options defines additional options (can be plugin dependent)\r\n * @returns the current mesh\r\n * @see https://www.babylonjs-playground.com/#0BS5U0#0\r\n */\r\n setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;\r\n\r\n /** @internal */\r\n _disposePhysicsObserver: Nullable<Observer<Node>>;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"physicsImpostor\", {\r\n get: function (this: AbstractMesh) {\r\n return this._physicsImpostor;\r\n },\r\n set: function (this: AbstractMesh, value: Nullable<PhysicsImpostor>) {\r\n if (this._physicsImpostor === value) {\r\n return;\r\n }\r\n if (this._disposePhysicsObserver) {\r\n this.onDisposeObservable.remove(this._disposePhysicsObserver);\r\n }\r\n\r\n this._physicsImpostor = value;\r\n\r\n if (value) {\r\n this._disposePhysicsObserver = this.onDisposeObservable.add(() => {\r\n // Physics\r\n if (this.physicsImpostor) {\r\n this.physicsImpostor.dispose(/*!doNotRecurse*/);\r\n this.physicsImpostor = null;\r\n }\r\n });\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Gets the current physics impostor\r\n * @see https://doc.babylonjs.com/features/physics_engine\r\n * @returns a physics impostor or null\r\n */\r\nAbstractMesh.prototype.getPhysicsImpostor = function (): Nullable<PhysicsImpostor> {\r\n return this.physicsImpostor;\r\n};\r\n\r\n/**\r\n * Apply a physic impulse to the mesh\r\n * @param force defines the force to apply\r\n * @param contactPoint defines where to apply the force\r\n * @returns the current mesh\r\n * @see https://doc.babylonjs.com/how_to/using_the_physics_engine\r\n */\r\nAbstractMesh.prototype.applyImpulse = function (force: Vector3, contactPoint: Vector3): AbstractMesh {\r\n if (!this.physicsImpostor) {\r\n return this;\r\n }\r\n this.physicsImpostor.applyImpulse(force, contactPoint);\r\n return this;\r\n};\r\n\r\n/**\r\n * Creates a physic joint between two meshes\r\n * @param otherMesh defines the other mesh to use\r\n * @param pivot1 defines the pivot to use on this mesh\r\n * @param pivot2 defines the pivot to use on the other mesh\r\n * @param options defines additional options (can be plugin dependent)\r\n * @returns the current mesh\r\n * @see https://www.babylonjs-playground.com/#0BS5U0#0\r\n */\r\nAbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh {\r\n if (!this.physicsImpostor || !otherMesh.physicsImpostor) {\r\n return this;\r\n }\r\n this.physicsImpostor.createJoint(otherMesh.physicsImpostor, PhysicsJoint.HingeJoint, {\r\n mainPivot: pivot1,\r\n connectedPivot: pivot2,\r\n nativeParams: options,\r\n });\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the physics engine scene component responsible to manage a physics engine\r\n */\r\nexport class PhysicsEngineSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PHYSICSENGINE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.onBeforePhysicsObservable = new Observable<Scene>();\r\n this.scene.onAfterPhysicsObservable = new Observable<Scene>();\r\n\r\n // Replace the function used to get the deterministic frame time\r\n this.scene.getDeterministicFrameTime = () => {\r\n if (this.scene._physicsEngine) {\r\n return this.scene._physicsEngine.getTimeStep() * 1000;\r\n }\r\n\r\n return 1000.0 / 60.0;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {}\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforePhysicsObservable.clear();\r\n this.scene.onAfterPhysicsObservable.clear();\r\n\r\n if (this.scene._physicsEngine) {\r\n this.scene.disablePhysicsEngine();\r\n }\r\n }\r\n}\r\n"]}
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+
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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport type { Node } from \"../node\";\r\n\r\nimport type { IPhysicsEngine, IPhysicsEnginePlugin } from \"./IPhysicsEngine\";\r\nimport { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { PhysicsImpostor } from \"./physicsImpostor\";\r\nimport { PhysicsJoint } from \"./physicsJoint\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _physicsEngine: Nullable<IPhysicsEngine>;\r\n /** @internal */\r\n _physicsTimeAccumulator: number;\r\n\r\n /**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\n getPhysicsEngine(): Nullable<IPhysicsEngine>;\r\n\r\n /**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine. defaults to real earth gravity : (0, -9.81, 0)\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\n enablePhysics(gravity?: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;\r\n\r\n /**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\n disablePhysicsEngine(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\n isPhysicsEnabled(): boolean;\r\n\r\n /**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\n deleteCompoundImpostor(compound: any): void;\r\n\r\n /**\r\n * An event triggered when physic simulation is about to be run\r\n */\r\n onBeforePhysicsObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when physic simulation has been done\r\n */\r\n onAfterPhysicsObservable: Observable<Scene>;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\nScene.prototype.getPhysicsEngine = function (): Nullable<IPhysicsEngine> {\r\n return this._physicsEngine;\r\n};\r\n\r\n/**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\nScene.prototype.enablePhysics = function (gravity: Nullable<Vector3> = null, plugin?: IPhysicsEnginePlugin): boolean {\r\n if (this._physicsEngine) {\r\n return true;\r\n }\r\n\r\n // Register the component to the scene\r\n let component = this._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE) as PhysicsEngineSceneComponent;\r\n if (!component) {\r\n component = new PhysicsEngineSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n try {\r\n this._physicsEngine = new PhysicsEngine(gravity, plugin);\r\n this._physicsTimeAccumulator = 0;\r\n return true;\r\n } catch (e) {\r\n Logger.Error(e.message);\r\n return false;\r\n }\r\n};\r\n\r\n/**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\nScene.prototype.disablePhysicsEngine = function (): void {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.dispose();\r\n this._physicsEngine = null;\r\n};\r\n\r\n/**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\nScene.prototype.isPhysicsEnabled = function (): boolean {\r\n return this._physicsEngine !== undefined;\r\n};\r\n\r\n/**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\nScene.prototype.deleteCompoundImpostor = function (compound: any): void {\r\n const mesh: AbstractMesh = compound.parts[0].mesh;\r\n\r\n if (mesh.physicsImpostor) {\r\n mesh.physicsImpostor.dispose(/*true*/);\r\n mesh.physicsImpostor = null;\r\n }\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\nScene.prototype._advancePhysicsEngineStep = function (step: number) {\r\n if (this._physicsEngine) {\r\n const subTime = this._physicsEngine.getSubTimeStep();\r\n if (subTime > 0) {\r\n this._physicsTimeAccumulator += step;\r\n while (this._physicsTimeAccumulator > subTime) {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(subTime / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n this._physicsTimeAccumulator -= subTime;\r\n }\r\n } else {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(step / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n }\r\n }\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @internal */\r\n _physicsImpostor: Nullable<PhysicsImpostor>;\r\n\r\n /**\r\n * Gets or sets impostor used for physic simulation\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics\r\n */\r\n physicsImpostor: Nullable<PhysicsImpostor>;\r\n\r\n /**\r\n * Gets the current physics impostor\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics\r\n * @returns a physics impostor or null\r\n */\r\n getPhysicsImpostor(): Nullable<PhysicsImpostor>;\r\n\r\n /** Apply a physic impulse to the mesh\r\n * @param force defines the force to apply\r\n * @param contactPoint defines where to apply the force\r\n * @returns the current mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\n applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;\r\n\r\n /**\r\n * Creates a physic joint between two meshes\r\n * @param otherMesh defines the other mesh to use\r\n * @param pivot1 defines the pivot to use on this mesh\r\n * @param pivot2 defines the pivot to use on the other mesh\r\n * @param options defines additional options (can be plugin dependent)\r\n * @returns the current mesh\r\n * @see https://www.babylonjs-playground.com/#0BS5U0#0\r\n */\r\n setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;\r\n\r\n /** @internal */\r\n _disposePhysicsObserver: Nullable<Observer<Node>>;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"physicsImpostor\", {\r\n get: function (this: AbstractMesh) {\r\n return this._physicsImpostor;\r\n },\r\n set: function (this: AbstractMesh, value: Nullable<PhysicsImpostor>) {\r\n if (this._physicsImpostor === value) {\r\n return;\r\n }\r\n if (this._disposePhysicsObserver) {\r\n this.onDisposeObservable.remove(this._disposePhysicsObserver);\r\n }\r\n\r\n this._physicsImpostor = value;\r\n\r\n if (value) {\r\n this._disposePhysicsObserver = this.onDisposeObservable.add(() => {\r\n // Physics\r\n if (this.physicsImpostor) {\r\n this.physicsImpostor.dispose(/*!doNotRecurse*/);\r\n this.physicsImpostor = null;\r\n }\r\n });\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Gets the current physics impostor\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics\r\n * @returns a physics impostor or null\r\n */\r\nAbstractMesh.prototype.getPhysicsImpostor = function (): Nullable<PhysicsImpostor> {\r\n return this.physicsImpostor;\r\n};\r\n\r\n/**\r\n * Apply a physic impulse to the mesh\r\n * @param force defines the force to apply\r\n * @param contactPoint defines where to apply the force\r\n * @returns the current mesh\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nAbstractMesh.prototype.applyImpulse = function (force: Vector3, contactPoint: Vector3): AbstractMesh {\r\n if (!this.physicsImpostor) {\r\n return this;\r\n }\r\n this.physicsImpostor.applyImpulse(force, contactPoint);\r\n return this;\r\n};\r\n\r\n/**\r\n * Creates a physic joint between two meshes\r\n * @param otherMesh defines the other mesh to use\r\n * @param pivot1 defines the pivot to use on this mesh\r\n * @param pivot2 defines the pivot to use on the other mesh\r\n * @param options defines additional options (can be plugin dependent)\r\n * @returns the current mesh\r\n * @see https://www.babylonjs-playground.com/#0BS5U0#0\r\n */\r\nAbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh {\r\n if (!this.physicsImpostor || !otherMesh.physicsImpostor) {\r\n return this;\r\n }\r\n this.physicsImpostor.createJoint(otherMesh.physicsImpostor, PhysicsJoint.HingeJoint, {\r\n mainPivot: pivot1,\r\n connectedPivot: pivot2,\r\n nativeParams: options,\r\n });\r\n return this;\r\n};\r\n\r\n/**\r\n * Defines the physics engine scene component responsible to manage a physics engine\r\n */\r\nexport class PhysicsEngineSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PHYSICSENGINE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.onBeforePhysicsObservable = new Observable<Scene>();\r\n this.scene.onAfterPhysicsObservable = new Observable<Scene>();\r\n\r\n // Replace the function used to get the deterministic frame time\r\n this.scene.getDeterministicFrameTime = () => {\r\n if (this.scene._physicsEngine) {\r\n return this.scene._physicsEngine.getTimeStep() * 1000;\r\n }\r\n\r\n return 1000.0 / 60.0;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {}\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforePhysicsObservable.clear();\r\n this.scene.onAfterPhysicsObservable.clear();\r\n\r\n if (this.scene._physicsEngine) {\r\n this.scene.disablePhysicsEngine();\r\n }\r\n }\r\n}\r\n"]}
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@@ -5,7 +5,7 @@ import type { Scene } from "../scene";
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* Options fot the updraft event
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@@ -284,7 +284,7 @@ export declare class PhysicsUpdraftEventOptions {
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/**
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/**
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* The strength of the force in correspondence to the distance of the affected object
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/** Defines that impulse is constant in strength across it's whole radius */
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@@ -328,7 +328,7 @@ export declare enum PhysicsRadialImpulseFalloff {
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*/
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export declare enum PhysicsUpdraftMode {
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/** Defines that the upstream forces will pull towards the top center of the cylinder */
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}
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/**
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*/
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export interface PhysicsHitData {
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/**
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}
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/**
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* Interface for radial explosion event data
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* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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*/
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export interface PhysicsRadialExplosionEventData {
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/**
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@@ -366,7 +366,7 @@ export interface PhysicsRadialExplosionEventData {
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}
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/**
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* Interface for gravitational field event data
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*/
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export interface PhysicsGravitationalFieldEventData {
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/**
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@@ -376,7 +376,7 @@ export interface PhysicsGravitationalFieldEventData {
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}
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/**
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* Interface for updraft event data
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*/
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export interface PhysicsUpdraftEventData {
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/**
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@@ -386,7 +386,7 @@ export interface PhysicsUpdraftEventData {
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}
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/**
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* Interface for vortex event data
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* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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*/
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export interface PhysicsVortexEventData {
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/**
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@@ -396,7 +396,7 @@ export interface PhysicsVortexEventData {
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}
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/**
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* Interface for an affected physics impostor
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* @see https://doc.babylonjs.com/
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* @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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export interface PhysicsAffectedImpostorWithData {
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/**
|
package/Physics/physicsHelper.js
CHANGED
|
@@ -5,7 +5,7 @@ import { CreateCylinder } from "../Meshes/Builders/cylinderBuilder.js";
|
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5
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import { Ray } from "../Culling/ray.js";
|
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/**
|
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* A helper for physics simulations
|
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|
-
* @see https://doc.babylonjs.com/
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
|
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*/
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export class PhysicsHelper {
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/**
|
|
@@ -602,7 +602,7 @@ class PhysicsVortexEvent {
|
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}
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/**
|
|
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* Options fot the radial explosion event
|
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-
* @see https://doc.babylonjs.com/
|
|
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+
* @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
|
|
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*/
|
|
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|
export class PhysicsRadialExplosionEventOptions {
|
|
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|
constructor() {
|
|
@@ -626,7 +626,7 @@ export class PhysicsRadialExplosionEventOptions {
|
|
|
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|
}
|
|
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|
/**
|
|
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|
* Options fot the updraft event
|
|
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|
-
* @see https://doc.babylonjs.com/
|
|
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|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
|
|
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|
*/
|
|
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|
export class PhysicsUpdraftEventOptions {
|
|
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|
constructor() {
|
|
@@ -650,7 +650,7 @@ export class PhysicsUpdraftEventOptions {
|
|
|
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|
}
|
|
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|
/**
|
|
652
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|
* Options fot the vortex event
|
|
653
|
-
* @see https://doc.babylonjs.com/
|
|
653
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
|
|
654
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|
*/
|
|
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|
export class PhysicsVortexEventOptions {
|
|
656
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|
constructor() {
|
|
@@ -686,7 +686,7 @@ export class PhysicsVortexEventOptions {
|
|
|
686
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|
}
|
|
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|
/**
|
|
688
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|
* The strength of the force in correspondence to the distance of the affected object
|
|
689
|
-
* @see https://doc.babylonjs.com/
|
|
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|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
|
|
690
690
|
*/
|
|
691
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|
export var PhysicsRadialImpulseFalloff;
|
|
692
692
|
(function (PhysicsRadialImpulseFalloff) {
|
|
@@ -697,7 +697,7 @@ export var PhysicsRadialImpulseFalloff;
|
|
|
697
697
|
})(PhysicsRadialImpulseFalloff || (PhysicsRadialImpulseFalloff = {}));
|
|
698
698
|
/**
|
|
699
699
|
* The strength of the force in correspondence to the distance of the affected object
|
|
700
|
-
* @see https://doc.babylonjs.com/
|
|
700
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
|
|
701
701
|
*/
|
|
702
702
|
export var PhysicsUpdraftMode;
|
|
703
703
|
(function (PhysicsUpdraftMode) {
|