@babylonjs/core 5.35.0 → 5.36.0

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.
Files changed (250) hide show
  1. package/Audio/sound.d.ts +5 -0
  2. package/Audio/sound.js +7 -0
  3. package/Audio/sound.js.map +1 -1
  4. package/Debug/physicsViewer.d.ts +4 -3
  5. package/Debug/physicsViewer.js +2 -2
  6. package/Debug/physicsViewer.js.map +1 -1
  7. package/Engines/Extensions/engine.renderTarget.js +15 -15
  8. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  9. package/Engines/Extensions/engine.renderTargetCube.d.ts +1 -1
  10. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  11. package/Engines/Extensions/engine.views.d.ts +4 -0
  12. package/Engines/Extensions/engine.views.js +61 -42
  13. package/Engines/Extensions/engine.views.js.map +1 -1
  14. package/Engines/Native/nativeHardwareTexture.d.ts +14 -0
  15. package/Engines/Native/nativeHardwareTexture.js +24 -0
  16. package/Engines/Native/nativeHardwareTexture.js.map +1 -0
  17. package/Engines/Native/nativeInterfaces.d.ts +22 -15
  18. package/Engines/Native/nativeInterfaces.js.map +1 -1
  19. package/Engines/Native/nativePipelineContext.d.ts +252 -0
  20. package/Engines/Native/nativePipelineContext.js +502 -0
  21. package/Engines/Native/nativePipelineContext.js.map +1 -0
  22. package/Engines/Native/nativeRenderTargetWrapper.d.ts +16 -0
  23. package/Engines/Native/nativeRenderTargetWrapper.js +33 -0
  24. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -0
  25. package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -3
  26. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  27. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  28. package/Engines/engine.d.ts +1 -0
  29. package/Engines/engine.js +24 -18
  30. package/Engines/engine.js.map +1 -1
  31. package/Engines/nativeEngine.d.ts +18 -17
  32. package/Engines/nativeEngine.js +100 -598
  33. package/Engines/nativeEngine.js.map +1 -1
  34. package/Engines/nullEngine.d.ts +1 -1
  35. package/Engines/nullEngine.js.map +1 -1
  36. package/Engines/thinEngine.d.ts +1 -1
  37. package/Engines/thinEngine.js +41 -38
  38. package/Engines/thinEngine.js.map +1 -1
  39. package/Engines/webgpuEngine.js.map +1 -1
  40. package/Gizmos/planeRotationGizmo.js +3 -1
  41. package/Gizmos/planeRotationGizmo.js.map +1 -1
  42. package/Inputs/scene.inputManager.js +4 -4
  43. package/Inputs/scene.inputManager.js.map +1 -1
  44. package/Loading/Plugins/babylonFileLoader.js +3 -3
  45. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  46. package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
  47. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  48. package/Materials/Node/nodeMaterial.d.ts +19 -1
  49. package/Materials/Node/nodeMaterial.js +30 -0
  50. package/Materials/Node/nodeMaterial.js.map +1 -1
  51. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +2 -8
  52. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  53. package/Materials/Textures/baseTexture.d.ts +2 -1
  54. package/Materials/Textures/baseTexture.js +3 -2
  55. package/Materials/Textures/baseTexture.js.map +1 -1
  56. package/Materials/Textures/internalTexture.d.ts +2 -0
  57. package/Materials/Textures/internalTexture.js +4 -0
  58. package/Materials/Textures/internalTexture.js.map +1 -1
  59. package/Materials/Textures/mirrorTexture.js +0 -2
  60. package/Materials/Textures/mirrorTexture.js.map +1 -1
  61. package/Materials/Textures/renderTargetTexture.d.ts +53 -3
  62. package/Materials/Textures/renderTargetTexture.js +25 -25
  63. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  64. package/Materials/Textures/texture.d.ts +2 -0
  65. package/Materials/Textures/texture.js +35 -7
  66. package/Materials/Textures/texture.js.map +1 -1
  67. package/Materials/Textures/textureCreationOptions.d.ts +4 -1
  68. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  69. package/Materials/material.js +1 -1
  70. package/Materials/material.js.map +1 -1
  71. package/Meshes/abstractMesh.d.ts +4 -4
  72. package/Meshes/abstractMesh.js +4 -4
  73. package/Meshes/abstractMesh.js.map +1 -1
  74. package/Meshes/mesh.d.ts +2 -2
  75. package/Meshes/mesh.js +1 -1
  76. package/Meshes/mesh.js.map +1 -1
  77. package/Misc/copyTextureToTexture.d.ts +9 -2
  78. package/Misc/copyTextureToTexture.js +23 -1
  79. package/Misc/copyTextureToTexture.js.map +1 -1
  80. package/Particles/IParticleSystem.d.ts +15 -1
  81. package/Particles/IParticleSystem.js.map +1 -1
  82. package/Particles/gpuParticleSystem.d.ts +24 -2
  83. package/Particles/gpuParticleSystem.js +98 -43
  84. package/Particles/gpuParticleSystem.js.map +1 -1
  85. package/Particles/particleSystem.d.ts +6 -1
  86. package/Particles/particleSystem.js +7 -2
  87. package/Particles/particleSystem.js.map +1 -1
  88. package/Physics/IPhysicsEngine.d.ts +8 -108
  89. package/Physics/IPhysicsEngine.js.map +1 -1
  90. package/Physics/Plugins/ammoJSPlugin.d.ts +1 -389
  91. package/Physics/Plugins/ammoJSPlugin.js +2 -1414
  92. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  93. package/Physics/Plugins/cannonJSPlugin.d.ts +1 -75
  94. package/Physics/Plugins/cannonJSPlugin.js +2 -664
  95. package/Physics/Plugins/cannonJSPlugin.js.map +1 -1
  96. package/Physics/Plugins/oimoJSPlugin.d.ts +1 -59
  97. package/Physics/Plugins/oimoJSPlugin.js +2 -432
  98. package/Physics/Plugins/oimoJSPlugin.js.map +1 -1
  99. package/Physics/index.d.ts +3 -6
  100. package/Physics/index.js +3 -6
  101. package/Physics/index.js.map +1 -1
  102. package/Physics/physicsEngine.d.ts +1 -135
  103. package/Physics/physicsEngine.js +2 -221
  104. package/Physics/physicsEngine.js.map +1 -1
  105. package/Physics/physicsEngineComponent.d.ts +7 -42
  106. package/Physics/physicsEngineComponent.js +11 -71
  107. package/Physics/physicsEngineComponent.js.map +1 -1
  108. package/Physics/physicsHelper.d.ts +1 -411
  109. package/Physics/physicsHelper.js +2 -708
  110. package/Physics/physicsHelper.js.map +1 -1
  111. package/Physics/physicsImpostor.d.ts +1 -640
  112. package/Physics/physicsImpostor.js +2 -1004
  113. package/Physics/physicsImpostor.js.map +1 -1
  114. package/Physics/physicsJoint.d.ts +1 -275
  115. package/Physics/physicsJoint.js +2 -222
  116. package/Physics/physicsJoint.js.map +1 -1
  117. package/Physics/v1/IPhysicsEnginePlugin.d.ts +73 -0
  118. package/Physics/v1/IPhysicsEnginePlugin.js +2 -0
  119. package/Physics/v1/IPhysicsEnginePlugin.js.map +1 -0
  120. package/Physics/v1/Plugins/ammoJSPlugin.d.ts +401 -0
  121. package/Physics/v1/Plugins/ammoJSPlugin.js +1431 -0
  122. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -0
  123. package/Physics/v1/Plugins/cannonJSPlugin.d.ts +87 -0
  124. package/Physics/v1/Plugins/cannonJSPlugin.js +683 -0
  125. package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -0
  126. package/Physics/{Plugins → v1/Plugins}/index.d.ts +0 -0
  127. package/Physics/{Plugins → v1/Plugins}/index.js +0 -0
  128. package/Physics/v1/Plugins/index.js.map +1 -0
  129. package/Physics/v1/Plugins/oimoJSPlugin.d.ts +71 -0
  130. package/Physics/v1/Plugins/oimoJSPlugin.js +450 -0
  131. package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -0
  132. package/Physics/v1/index.d.ts +7 -0
  133. package/Physics/v1/index.js +9 -0
  134. package/Physics/v1/index.js.map +1 -0
  135. package/Physics/v1/physicsEngine.d.ts +147 -0
  136. package/Physics/v1/physicsEngine.js +237 -0
  137. package/Physics/v1/physicsEngine.js.map +1 -0
  138. package/Physics/v1/physicsEngineComponent.d.ts +45 -0
  139. package/Physics/v1/physicsEngineComponent.js +70 -0
  140. package/Physics/v1/physicsEngineComponent.js.map +1 -0
  141. package/Physics/v1/physicsHelper.d.ts +411 -0
  142. package/Physics/v1/physicsHelper.js +709 -0
  143. package/Physics/v1/physicsHelper.js.map +1 -0
  144. package/Physics/v1/physicsImpostor.d.ts +636 -0
  145. package/Physics/v1/physicsImpostor.js +1001 -0
  146. package/Physics/v1/physicsImpostor.js.map +1 -0
  147. package/Physics/v1/physicsJoint.d.ts +275 -0
  148. package/Physics/v1/physicsJoint.js +223 -0
  149. package/Physics/v1/physicsJoint.js.map +1 -0
  150. package/Physics/v2/IPhysicsEnginePlugin.d.ts +170 -0
  151. package/Physics/v2/IPhysicsEnginePlugin.js +47 -0
  152. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -0
  153. package/Physics/v2/Plugins/index.d.ts +0 -0
  154. package/Physics/v2/Plugins/index.js +2 -0
  155. package/Physics/v2/Plugins/index.js.map +1 -0
  156. package/Physics/v2/index.d.ts +6 -0
  157. package/Physics/v2/index.js +8 -0
  158. package/Physics/v2/index.js.map +1 -0
  159. package/Physics/v2/physicsAggregate.d.ts +114 -0
  160. package/Physics/v2/physicsAggregate.js +46 -0
  161. package/Physics/v2/physicsAggregate.js.map +1 -0
  162. package/Physics/v2/physicsBody.d.ts +109 -0
  163. package/Physics/v2/physicsBody.js +158 -0
  164. package/Physics/v2/physicsBody.js.map +1 -0
  165. package/Physics/v2/physicsConstraint.d.ts +184 -0
  166. package/Physics/v2/physicsConstraint.js +257 -0
  167. package/Physics/v2/physicsConstraint.js.map +1 -0
  168. package/Physics/v2/physicsEngine.d.ts +103 -0
  169. package/Physics/v2/physicsEngine.js +146 -0
  170. package/Physics/v2/physicsEngine.js.map +1 -0
  171. package/Physics/v2/physicsEngineComponent.d.ts +31 -0
  172. package/Physics/v2/physicsEngineComponent.js +50 -0
  173. package/Physics/v2/physicsEngineComponent.js.map +1 -0
  174. package/Physics/v2/physicsMaterial.d.ts +45 -0
  175. package/Physics/v2/physicsMaterial.js +67 -0
  176. package/Physics/v2/physicsMaterial.js.map +1 -0
  177. package/Physics/v2/physicsShape.d.ts +182 -0
  178. package/Physics/v2/physicsShape.js +229 -0
  179. package/Physics/v2/physicsShape.js.map +1 -0
  180. package/PostProcesses/postProcess.d.ts +3 -1
  181. package/PostProcesses/postProcess.js +4 -1
  182. package/PostProcesses/postProcess.js.map +1 -1
  183. package/Rendering/fluidRenderer/fluidRenderer.d.ts +153 -0
  184. package/Rendering/fluidRenderer/fluidRenderer.js +410 -0
  185. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -0
  186. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.d.ts +13 -0
  187. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +31 -0
  188. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -0
  189. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +81 -0
  190. package/Rendering/fluidRenderer/fluidRenderingObject.js +180 -0
  191. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -0
  192. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +63 -0
  193. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +130 -0
  194. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -0
  195. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +64 -0
  196. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +104 -0
  197. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -0
  198. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +234 -0
  199. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +690 -0
  200. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -0
  201. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +56 -0
  202. package/Rendering/fluidRenderer/fluidRenderingTextures.js +261 -0
  203. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -0
  204. package/Rendering/fluidRenderer/index.d.ts +5 -0
  205. package/Rendering/fluidRenderer/index.js +6 -0
  206. package/Rendering/fluidRenderer/index.js.map +1 -0
  207. package/Rendering/index.d.ts +1 -0
  208. package/Rendering/index.js +2 -0
  209. package/Rendering/index.js.map +1 -1
  210. package/Shaders/copyTextureToTexture.fragment.js +4 -1
  211. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  212. package/Shaders/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
  213. package/Shaders/fluidRenderingBilateralBlur.fragment.js +9 -0
  214. package/Shaders/fluidRenderingBilateralBlur.fragment.js.map +1 -0
  215. package/Shaders/fluidRenderingParticleDepth.fragment.d.ts +5 -0
  216. package/Shaders/fluidRenderingParticleDepth.fragment.js +17 -0
  217. package/Shaders/fluidRenderingParticleDepth.fragment.js.map +1 -0
  218. package/Shaders/fluidRenderingParticleDepth.vertex.d.ts +5 -0
  219. package/Shaders/fluidRenderingParticleDepth.vertex.js +13 -0
  220. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -0
  221. package/Shaders/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
  222. package/Shaders/fluidRenderingParticleDiffuse.fragment.js +9 -0
  223. package/Shaders/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
  224. package/Shaders/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
  225. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +4 -0
  226. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
  227. package/Shaders/fluidRenderingParticleThickness.fragment.d.ts +5 -0
  228. package/Shaders/fluidRenderingParticleThickness.fragment.js +9 -0
  229. package/Shaders/fluidRenderingParticleThickness.fragment.js.map +1 -0
  230. package/Shaders/fluidRenderingParticleThickness.vertex.d.ts +5 -0
  231. package/Shaders/fluidRenderingParticleThickness.vertex.js +9 -0
  232. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -0
  233. package/Shaders/fluidRenderingRender.fragment.d.ts +5 -0
  234. package/Shaders/fluidRenderingRender.fragment.js +46 -0
  235. package/Shaders/fluidRenderingRender.fragment.js.map +1 -0
  236. package/Shaders/fluidRenderingStandardBlur.fragment.d.ts +5 -0
  237. package/Shaders/fluidRenderingStandardBlur.fragment.js +9 -0
  238. package/Shaders/fluidRenderingStandardBlur.fragment.js.map +1 -0
  239. package/XR/features/WebXRControllerPhysics.d.ts +1 -1
  240. package/XR/features/WebXRControllerPhysics.js +1 -1
  241. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  242. package/XR/features/WebXRHandTracking.js +1 -1
  243. package/XR/features/WebXRHandTracking.js.map +1 -1
  244. package/package.json +1 -1
  245. package/scene.js +6 -1
  246. package/scene.js.map +1 -1
  247. package/sceneComponent.d.ts +3 -0
  248. package/sceneComponent.js +3 -0
  249. package/sceneComponent.js.map +1 -1
  250. package/Physics/Plugins/index.js.map +0 -1
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type { Nullable, IndicesArray } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { ArrayTools } from \"../Misc/arrayTools\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport { Vector3, Quaternion } from \"../Maths/math.vector\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport type { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { PhysicsJointData } from \"./physicsJoint\";\r\nimport { PhysicsJoint } from \"./physicsJoint\";\r\nimport { Space } from \"../Maths/math.axis\";\r\n\r\n/**\r\n * The interface for the physics imposter parameters\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface PhysicsImpostorParameters {\r\n /**\r\n * The mass of the physics imposter\r\n */\r\n mass: number;\r\n /**\r\n * The friction of the physics imposter\r\n */\r\n friction?: number;\r\n /**\r\n * The coefficient of restitution of the physics imposter\r\n */\r\n restitution?: number;\r\n /**\r\n * The native options of the physics imposter\r\n */\r\n nativeOptions?: any;\r\n /**\r\n * Specifies if the parent should be ignored\r\n */\r\n ignoreParent?: boolean;\r\n /**\r\n * Specifies if bi-directional transformations should be disabled\r\n */\r\n disableBidirectionalTransformation?: boolean;\r\n /**\r\n * The pressure inside the physics imposter, soft object only\r\n */\r\n pressure?: number;\r\n /**\r\n * The stiffness the physics imposter, soft object only\r\n */\r\n stiffness?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex velocities, soft object only\r\n */\r\n velocityIterations?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex positions, soft object only\r\n */\r\n positionIterations?: number;\r\n /**\r\n * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only\r\n * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right\r\n * Add to fix multiple points\r\n */\r\n fixedPoints?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n margin?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n damping?: number;\r\n /**\r\n * The path for a rope based on an extrusion\r\n */\r\n path?: any;\r\n /**\r\n * The shape of an extrusion used for a rope based on an extrusion\r\n */\r\n shape?: any;\r\n}\r\n\r\n/**\r\n * Interface for a physics-enabled object\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface IPhysicsEnabledObject {\r\n /**\r\n * The position of the physics-enabled object\r\n */\r\n position: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * The scale of the physics-enabled object\r\n */\r\n scaling: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotation?: Vector3;\r\n /**\r\n * The parent of the physics-enabled object\r\n */\r\n parent?: any;\r\n /**\r\n * The bounding info of the physics-enabled object\r\n * @returns The bounding info of the physics-enabled object\r\n */\r\n getBoundingInfo(): BoundingInfo;\r\n /**\r\n * Computes the world matrix\r\n * @param force Specifies if the world matrix should be computed by force\r\n * @returns A world matrix\r\n */\r\n computeWorldMatrix(force: boolean): Matrix;\r\n /**\r\n * Gets the world matrix\r\n * @returns A world matrix\r\n */\r\n getWorldMatrix?(): Matrix;\r\n /**\r\n * Gets the child meshes\r\n * @param directDescendantsOnly Specifies if only direct-descendants should be obtained\r\n * @returns An array of abstract meshes\r\n */\r\n getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;\r\n /**\r\n * Gets the vertex data\r\n * @param kind The type of vertex data\r\n * @returns A nullable array of numbers, or a float32 array\r\n */\r\n getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;\r\n /**\r\n * Gets the indices from the mesh\r\n * @returns A nullable array of index arrays\r\n */\r\n getIndices?(): Nullable<IndicesArray>;\r\n /**\r\n * Gets the scene from the mesh\r\n * @returns the indices array or null\r\n */\r\n getScene?(): Scene;\r\n /**\r\n * Gets the absolute position from the mesh\r\n * @returns the absolute position\r\n */\r\n getAbsolutePosition(): Vector3;\r\n /**\r\n * Gets the absolute pivot point from the mesh\r\n * @returns the absolute pivot point\r\n */\r\n getAbsolutePivotPoint(): Vector3;\r\n /**\r\n * Rotates the mesh\r\n * @param axis The axis of rotation\r\n * @param amount The amount of rotation\r\n * @param space The space of the rotation\r\n * @returns The rotation transform node\r\n */\r\n rotate(axis: Vector3, amount: number, space?: Space): TransformNode;\r\n /**\r\n * Translates the mesh\r\n * @param axis The axis of translation\r\n * @param distance The distance of translation\r\n * @param space The space of the translation\r\n * @returns The transform node\r\n */\r\n translate(axis: Vector3, distance: number, space?: Space): TransformNode;\r\n /**\r\n * Sets the absolute position of the mesh\r\n * @param absolutePosition The absolute position of the mesh\r\n * @returns The transform node\r\n */\r\n setAbsolutePosition(absolutePosition: Vector3): TransformNode;\r\n /**\r\n * Gets the class name of the mesh\r\n * @returns The class name\r\n */\r\n getClassName(): string;\r\n}\r\n\r\nMesh._PhysicsImpostorParser = function (scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor {\r\n return new PhysicsImpostor(\r\n physicObject,\r\n jsonObject.physicsImpostor,\r\n {\r\n mass: jsonObject.physicsMass,\r\n friction: jsonObject.physicsFriction,\r\n restitution: jsonObject.physicsRestitution,\r\n },\r\n scene\r\n );\r\n};\r\n\r\n/**\r\n * Represents a physics imposter\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsImpostor {\r\n /**\r\n * The default object size of the imposter\r\n */\r\n public static DEFAULT_OBJECT_SIZE: Vector3 = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * The identity quaternion of the imposter\r\n */\r\n public static IDENTITY_QUATERNION = Quaternion.Identity();\r\n\r\n /** @internal */\r\n public _pluginData: any = {};\r\n\r\n private _physicsEngine: Nullable<IPhysicsEngine>;\r\n //The native cannon/oimo/energy physics body object.\r\n private _physicsBody: any;\r\n private _bodyUpdateRequired: boolean = false;\r\n\r\n private _onBeforePhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n private _onAfterPhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n /** @internal */\r\n public _onPhysicsCollideCallbacks: Array<{\r\n callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor, point: Nullable<Vector3>, distance: number, impulse: number, normal: Nullable<Vector3>) => void;\r\n otherImpostors: Array<PhysicsImpostor>;\r\n }> = [];\r\n\r\n private _deltaPosition: Vector3 = Vector3.Zero();\r\n private _deltaRotation: Quaternion;\r\n private _deltaRotationConjugated: Quaternion;\r\n\r\n /** @internal */\r\n public _isFromLine: boolean;\r\n\r\n //If set, this is this impostor's parent\r\n private _parent: Nullable<PhysicsImpostor>;\r\n\r\n private _isDisposed = false;\r\n\r\n private static _TmpVecs: Vector3[] = ArrayTools.BuildArray(3, Vector3.Zero);\r\n private static _TmpQuat: Quaternion = Quaternion.Identity();\r\n\r\n /**\r\n * Specifies if the physics imposter is disposed\r\n */\r\n get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Gets the mass of the physics imposter\r\n */\r\n get mass(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;\r\n }\r\n\r\n set mass(value: number) {\r\n this.setMass(value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of friction\r\n */\r\n get friction(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of friction\r\n */\r\n set friction(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of restitution\r\n */\r\n get restitution(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of restitution\r\n */\r\n set restitution(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);\r\n }\r\n\r\n /**\r\n * Gets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get pressure(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return 0;\r\n }\r\n return plugin.getBodyPressure!(this);\r\n }\r\n\r\n /**\r\n * Sets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set pressure(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return;\r\n }\r\n plugin.setBodyPressure!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get stiffness(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyStiffness) {\r\n return 0;\r\n }\r\n return plugin.getBodyStiffness!(this);\r\n }\r\n\r\n /**\r\n * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set stiffness(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyStiffness) {\r\n return;\r\n }\r\n plugin.setBodyStiffness!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get velocityIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyVelocityIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyVelocityIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set velocityIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyVelocityIterations) {\r\n return;\r\n }\r\n plugin.setBodyVelocityIterations!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get positionIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyPositionIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyPositionIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set positionIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPositionIterations) {\r\n return;\r\n }\r\n plugin.setBodyPositionIterations!(this, value);\r\n }\r\n\r\n /**\r\n * The unique id of the physics imposter\r\n * set by the physics engine when adding this impostor to the array\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * @internal\r\n */\r\n public soft: boolean = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public segments: number = 0;\r\n\r\n private _joints: Array<{\r\n joint: PhysicsJoint;\r\n otherImpostor: PhysicsImpostor;\r\n }>;\r\n\r\n /**\r\n * Initializes the physics imposter\r\n * @param object The physics-enabled object used as the physics imposter\r\n * @param type The type of the physics imposter. Types are available as static members of this class.\r\n * @param _options The options for the physics imposter\r\n * @param _scene The Babylon scene\r\n */\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics imposter\r\n */\r\n public object: IPhysicsEnabledObject,\r\n /**\r\n * The type of the physics imposter\r\n */\r\n public type: number,\r\n private _options: PhysicsImpostorParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n //sanity check!\r\n if (!this.object) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n if (this.object.parent && _options.mass !== 0) {\r\n Logger.Warn(\"A physics impostor has been created for an object which has a parent. Babylon physics currently works in local space so unexpected issues may occur.\");\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && object.getScene) {\r\n this._scene = object.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n if (this.type > 100) {\r\n this.soft = true;\r\n }\r\n\r\n this._physicsEngine = this._scene.getPhysicsEngine();\r\n if (!this._physicsEngine) {\r\n Logger.Error(\"Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.\");\r\n } else {\r\n //set the object's quaternion, if not set\r\n if (!this.object.rotationQuaternion) {\r\n if (this.object.rotation) {\r\n this.object.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);\r\n } else {\r\n this.object.rotationQuaternion = new Quaternion();\r\n }\r\n }\r\n //default options params\r\n this._options.mass = _options.mass === void 0 ? 0 : _options.mass;\r\n this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;\r\n this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;\r\n if (this.soft) {\r\n //softbody mass must be above 0;\r\n this._options.mass = this._options.mass > 0 ? this._options.mass : 1;\r\n this._options.pressure = _options.pressure === void 0 ? 200 : _options.pressure;\r\n this._options.stiffness = _options.stiffness === void 0 ? 1 : _options.stiffness;\r\n this._options.velocityIterations = _options.velocityIterations === void 0 ? 20 : _options.velocityIterations;\r\n this._options.positionIterations = _options.positionIterations === void 0 ? 20 : _options.positionIterations;\r\n this._options.fixedPoints = _options.fixedPoints === void 0 ? 0 : _options.fixedPoints;\r\n this._options.margin = _options.margin === void 0 ? 0 : _options.margin;\r\n this._options.damping = _options.damping === void 0 ? 0 : _options.damping;\r\n this._options.path = _options.path === void 0 ? null : _options.path;\r\n this._options.shape = _options.shape === void 0 ? null : _options.shape;\r\n }\r\n this._joints = [];\r\n //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.\r\n if (!this.object.parent || this._options.ignoreParent) {\r\n this._init();\r\n } else if (this.object.parent.physicsImpostor) {\r\n Logger.Warn(\"You must affect impostors to children before affecting impostor to parent.\");\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * This function will completely initialize this impostor.\r\n * It will create a new body - but only if this mesh has no parent.\r\n * If it has, this impostor will not be used other than to define the impostor\r\n * of the child mesh.\r\n * @internal\r\n */\r\n public _init() {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.removeImpostor(this);\r\n this.physicsBody = null;\r\n this._parent = this._parent || this._getPhysicsParent();\r\n if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {\r\n this._physicsEngine.addImpostor(this);\r\n }\r\n }\r\n\r\n private _getPhysicsParent(): Nullable<PhysicsImpostor> {\r\n if (this.object.parent instanceof AbstractMesh) {\r\n const parentMesh: AbstractMesh = <AbstractMesh>this.object.parent;\r\n return parentMesh.physicsImpostor;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Should a new body be generated.\r\n * @returns boolean specifying if body initialization is required\r\n */\r\n public isBodyInitRequired(): boolean {\r\n return this._bodyUpdateRequired || (!this._physicsBody && (!this._parent || !!this._options.ignoreParent));\r\n }\r\n\r\n /**\r\n * Sets the updated scaling\r\n */\r\n public setScalingUpdated() {\r\n this.forceUpdate();\r\n }\r\n\r\n /**\r\n * Force a regeneration of this or the parent's impostor's body.\r\n * Use with caution - This will remove all previously-instantiated joints.\r\n */\r\n public forceUpdate() {\r\n this._init();\r\n if (this.parent && !this._options.ignoreParent) {\r\n this.parent.forceUpdate();\r\n }\r\n }\r\n\r\n /*public get mesh(): AbstractMesh {\r\n return this._mesh;\r\n }*/\r\n\r\n /**\r\n * Gets the body that holds this impostor. Either its own, or its parent.\r\n */\r\n public get physicsBody(): any {\r\n return this._parent && !this._options.ignoreParent ? this._parent.physicsBody : this._physicsBody;\r\n }\r\n\r\n /**\r\n * Get the parent of the physics imposter\r\n * @returns Physics imposter or null\r\n */\r\n public get parent(): Nullable<PhysicsImpostor> {\r\n return !this._options.ignoreParent && this._parent ? this._parent : null;\r\n }\r\n\r\n /**\r\n * Sets the parent of the physics imposter\r\n */\r\n public set parent(value: Nullable<PhysicsImpostor>) {\r\n this._parent = value;\r\n }\r\n\r\n /**\r\n * Set the physics body. Used mainly by the physics engine/plugin\r\n */\r\n public set physicsBody(physicsBody: any) {\r\n if (this._physicsBody && this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);\r\n }\r\n this._physicsBody = physicsBody;\r\n this.resetUpdateFlags();\r\n }\r\n\r\n /**\r\n * Resets the update flags\r\n */\r\n public resetUpdateFlags() {\r\n this._bodyUpdateRequired = false;\r\n }\r\n\r\n /**\r\n * Gets the object extents\r\n * @returns the object extents\r\n */\r\n public getObjectExtents(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n const q = this.object.rotationQuaternion;\r\n const scaling = this.object.scaling.clone();\r\n //reset rotation\r\n this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;\r\n //calculate the world matrix with no rotation\r\n const worldMatrix = this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n if (worldMatrix) {\r\n worldMatrix.decompose(scaling, undefined, undefined);\r\n }\r\n const boundingInfo = this.object.getBoundingInfo();\r\n // get the global scaling of the object\r\n const size = boundingInfo.boundingBox.extendSize.scale(2).multiplyInPlace(scaling);\r\n size.x = Math.abs(size.x);\r\n size.y = Math.abs(size.y);\r\n size.z = Math.abs(size.z);\r\n //bring back the rotation\r\n this.object.rotationQuaternion = q;\r\n //calculate the world matrix with the new rotation\r\n this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n return size;\r\n } else {\r\n return PhysicsImpostor.DEFAULT_OBJECT_SIZE;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the object center\r\n * @returns The object center\r\n */\r\n public getObjectCenter(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n const boundingInfo = this.object.getBoundingInfo();\r\n return boundingInfo.boundingBox.centerWorld;\r\n } else {\r\n return this.object.position;\r\n }\r\n }\r\n\r\n /**\r\n * Get a specific parameter from the options parameters\r\n * @param paramName The object parameter name\r\n * @returns The object parameter\r\n */\r\n public getParam(paramName: string): any {\r\n return (<any>this._options)[paramName];\r\n }\r\n\r\n /**\r\n * Sets a specific parameter in the options given to the physics plugin\r\n * @param paramName The parameter name\r\n * @param value The value of the parameter\r\n */\r\n public setParam(paramName: string, value: number) {\r\n (<any>this._options)[paramName] = value;\r\n this._bodyUpdateRequired = true;\r\n }\r\n\r\n /**\r\n * Specifically change the body's mass. Won't recreate the physics body object\r\n * @param mass The mass of the physics imposter\r\n */\r\n public setMass(mass: number) {\r\n if (this.getParam(\"mass\") !== mass) {\r\n this.setParam(\"mass\", mass);\r\n }\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the linear velocity\r\n * @returns linear velocity or null\r\n */\r\n public getLinearVelocity(): Nullable<Vector3> {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the linear velocity\r\n * @param velocity linear velocity or null\r\n */\r\n public setLinearVelocity(velocity: Nullable<Vector3>) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the angular velocity\r\n * @returns angular velocity or null\r\n */\r\n public getAngularVelocity(): Nullable<Vector3> {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the angular velocity\r\n * @param velocity The velocity or null\r\n */\r\n public setAngularVelocity(velocity: Nullable<Vector3>) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Execute a function with the physics plugin native code\r\n * Provide a function the will have two variables - the world object and the physics body object\r\n * @param func The function to execute with the physics plugin native code\r\n */\r\n public executeNativeFunction(func: (world: any, physicsBody: any) => void) {\r\n if (this._physicsEngine) {\r\n func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onBeforePhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregister a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n const index = this._onBeforePhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onBeforePhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onAfterPhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregisters a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n const index = this._onAfterPhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onAfterPhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * register a function that will be executed when this impostor collides against a different body\r\n * @param collideAgainst Physics imposter, or array of physics imposters to collide against\r\n * @param func Callback that is executed on collision\r\n */\r\n public registerOnPhysicsCollide(\r\n collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>,\r\n func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor, point: Nullable<Vector3>) => void\r\n ): void {\r\n const collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst];\r\n this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });\r\n }\r\n\r\n /**\r\n * Unregisters the physics imposter's collision callback\r\n * @param collideAgainst The physics object to collide against\r\n * @param func Callback to execute on collision\r\n */\r\n public unregisterOnPhysicsCollide(\r\n collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>,\r\n func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>, point: Nullable<Vector3>) => void\r\n ): void {\r\n const collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst];\r\n let index = -1;\r\n const found = this._onPhysicsCollideCallbacks.some((cbDef, idx) => {\r\n if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {\r\n // chcek the arrays match\r\n const sameList = cbDef.otherImpostors.every((impostor) => {\r\n return collidedAgainstList.indexOf(impostor) > -1;\r\n });\r\n if (sameList) {\r\n index = idx;\r\n }\r\n return sameList;\r\n }\r\n return false;\r\n });\r\n\r\n if (found) {\r\n this._onPhysicsCollideCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n //temp variables for parent rotation calculations\r\n //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];\r\n private _tmpQuat: Quaternion = new Quaternion();\r\n private _tmpQuat2: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Get the parent rotation\r\n * @returns The parent rotation\r\n */\r\n public getParentsRotation(): Quaternion {\r\n let parent = this.object.parent;\r\n this._tmpQuat.copyFromFloats(0, 0, 0, 1);\r\n while (parent) {\r\n if (parent.rotationQuaternion) {\r\n this._tmpQuat2.copyFrom(parent.rotationQuaternion);\r\n } else {\r\n Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);\r\n }\r\n this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);\r\n parent = parent.parent;\r\n }\r\n return this._tmpQuat;\r\n }\r\n\r\n /**\r\n * this function is executed by the physics engine.\r\n */\r\n public beforeStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this.object.translate(this._deltaPosition, -1);\r\n this._deltaRotationConjugated &&\r\n this.object.rotationQuaternion &&\r\n this.object.rotationQuaternion.multiplyToRef(this._deltaRotationConjugated, this.object.rotationQuaternion);\r\n this.object.computeWorldMatrix(false);\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this._tmpQuat);\r\n } else {\r\n this._tmpQuat.copyFrom(this.object.rotationQuaternion || new Quaternion());\r\n }\r\n if (!this._options.disableBidirectionalTransformation) {\r\n this.object.rotationQuaternion &&\r\n this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(this, /*bInfo.boundingBox.centerWorld*/ this.object.getAbsolutePosition(), this._tmpQuat);\r\n }\r\n\r\n this._onBeforePhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n };\r\n\r\n /**\r\n * this function is executed by the physics engine\r\n */\r\n public afterStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._onAfterPhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n\r\n this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(this);\r\n // object has now its world rotation. needs to be converted to local.\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.conjugateInPlace();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this.object.rotationQuaternion);\r\n }\r\n // take the position set and make it the absolute position of this object.\r\n this.object.setAbsolutePosition(this.object.position);\r\n if (this._deltaRotation) {\r\n this.object.rotationQuaternion && this.object.rotationQuaternion.multiplyToRef(this._deltaRotation, this.object.rotationQuaternion);\r\n this._deltaPosition.applyRotationQuaternionToRef(this._deltaRotation, PhysicsImpostor._TmpVecs[0]);\r\n this.object.translate(PhysicsImpostor._TmpVecs[0], 1);\r\n } else {\r\n this.object.translate(this._deltaPosition, 1);\r\n }\r\n this.object.computeWorldMatrix(true);\r\n };\r\n\r\n /**\r\n * Legacy collision detection event support\r\n */\r\n public onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void> = null;\r\n\r\n /**\r\n * event and body object due to cannon's event-based architecture.\r\n * @param e\r\n * @param e.body\r\n * @param e.point\r\n * @param e.distance\r\n * @param e.impulse\r\n * @param e.normal\r\n */\r\n public onCollide = (e: { body: any; point: Nullable<Vector3>; distance: number; impulse: number; normal: Nullable<Vector3> }) => {\r\n if (!this._onPhysicsCollideCallbacks.length && !this.onCollideEvent) {\r\n return;\r\n }\r\n\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const otherImpostor = this._physicsEngine.getImpostorWithPhysicsBody(e.body);\r\n if (otherImpostor) {\r\n // Legacy collision detection event support\r\n if (this.onCollideEvent) {\r\n this.onCollideEvent(this, otherImpostor);\r\n }\r\n this._onPhysicsCollideCallbacks\r\n .filter((obj) => {\r\n return obj.otherImpostors.indexOf(<PhysicsImpostor>otherImpostor) !== -1;\r\n })\r\n .forEach((obj) => {\r\n obj.callback(this, <PhysicsImpostor>otherImpostor, e.point, e.distance, e.impulse, e.normal);\r\n });\r\n }\r\n };\r\n\r\n /**\r\n * Apply a force\r\n * @param force The force to apply\r\n * @param contactPoint The contact point for the force\r\n * @returns The physics imposter\r\n */\r\n public applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Apply an impulse\r\n * @param force The impulse force\r\n * @param contactPoint The contact point for the impulse force\r\n * @returns The physics imposter\r\n */\r\n public applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * A help function to create a joint\r\n * @param otherImpostor A physics imposter used to create a joint\r\n * @param jointType The type of joint\r\n * @param jointData The data for the joint\r\n * @returns The physics imposter\r\n */\r\n public createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor {\r\n const joint = new PhysicsJoint(jointType, jointData);\r\n this.addJoint(otherImpostor, joint);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a joint to this impostor with a different impostor\r\n * @param otherImpostor A physics imposter used to add a joint\r\n * @param joint The joint to add\r\n * @returns The physics imposter\r\n */\r\n public addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor {\r\n this._joints.push({\r\n otherImpostor: otherImpostor,\r\n joint: joint,\r\n });\r\n\r\n if (this._physicsEngine) {\r\n this._physicsEngine.addJoint(this, otherImpostor, joint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add an anchor to a cloth impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param width ratio across width from 0 to 1\r\n * @param height ratio up height from 0 to 1\r\n * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little stretch\r\n * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false\r\n * @returns impostor the soft imposter\r\n */\r\n public addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendAnchor!(this, otherImpostor, width, height, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a hook to a rope impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param length ratio across rope from 0 to 1\r\n * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little stretch\r\n * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false\r\n * @returns impostor the rope imposter\r\n */\r\n public addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendHook!(this, otherImpostor, length, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Will keep this body still, in a sleep mode.\r\n * @returns the physics imposter\r\n */\r\n public sleep(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().sleepBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Wake the body up.\r\n * @returns The physics imposter\r\n */\r\n public wakeUp(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Clones the physics imposter\r\n * @param newObject The physics imposter clones to this physics-enabled object\r\n * @returns A nullable physics imposter\r\n */\r\n public clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor> {\r\n if (!newObject) {\r\n return null;\r\n }\r\n return new PhysicsImpostor(newObject, this.type, this._options, this._scene);\r\n }\r\n\r\n /**\r\n * Disposes the physics imposter\r\n */\r\n public dispose(/*disposeChildren: boolean = true*/) {\r\n //no dispose if no physics engine is available.\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._joints.forEach((j) => {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.removeJoint(this, j.otherImpostor, j.joint);\r\n }\r\n });\r\n //dispose the physics body\r\n this._physicsEngine.removeImpostor(this);\r\n if (this.parent) {\r\n this.parent.forceUpdate();\r\n } else {\r\n /*this._object.getChildMeshes().forEach(function(mesh) {\r\n if (mesh.physicsImpostor) {\r\n if (disposeChildren) {\r\n mesh.physicsImpostor.dispose();\r\n mesh.physicsImpostor = null;\r\n }\r\n }\r\n })*/\r\n }\r\n\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * Sets the delta position\r\n * @param position The delta position amount\r\n */\r\n public setDeltaPosition(position: Vector3) {\r\n this._deltaPosition.copyFrom(position);\r\n }\r\n\r\n /**\r\n * Sets the delta rotation\r\n * @param rotation The delta rotation amount\r\n */\r\n public setDeltaRotation(rotation: Quaternion) {\r\n if (!this._deltaRotation) {\r\n this._deltaRotation = new Quaternion();\r\n }\r\n this._deltaRotation.copyFrom(rotation);\r\n this._deltaRotationConjugated = this._deltaRotation.conjugate();\r\n }\r\n\r\n /**\r\n * Gets the box size of the physics imposter and stores the result in the input parameter\r\n * @param result Stores the box size\r\n * @returns The physics imposter\r\n */\r\n public getBoxSizeToRef(result: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the radius of the physics imposter\r\n * @returns Radius of the physics imposter\r\n */\r\n public getRadius(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;\r\n }\r\n\r\n /**\r\n * Sync a bone with this impostor\r\n * @param bone The bone to sync to the impostor.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n */\r\n public syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion) {\r\n const tempVec = PhysicsImpostor._TmpVecs[0];\r\n const mesh = <AbstractMesh>this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = PhysicsImpostor._TmpQuat;\r\n mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);\r\n bone.setRotationQuaternion(tempQuat, Space.WORLD, boneMesh);\r\n } else {\r\n bone.setRotationQuaternion(mesh.rotationQuaternion, Space.WORLD, boneMesh);\r\n }\r\n }\r\n\r\n tempVec.x = 0;\r\n tempVec.y = 0;\r\n tempVec.z = 0;\r\n\r\n if (jointPivot) {\r\n tempVec.x = jointPivot.x;\r\n tempVec.y = jointPivot.y;\r\n tempVec.z = jointPivot.z;\r\n\r\n bone.getDirectionToRef(tempVec, boneMesh, tempVec);\r\n\r\n if (distToJoint === undefined || distToJoint === null) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n tempVec.x *= distToJoint;\r\n tempVec.y *= distToJoint;\r\n tempVec.z *= distToJoint;\r\n }\r\n\r\n if (bone.getParent()) {\r\n tempVec.addInPlace(mesh.getAbsolutePosition());\r\n bone.setAbsolutePosition(tempVec, boneMesh);\r\n } else {\r\n boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());\r\n boneMesh.position.x -= tempVec.x;\r\n boneMesh.position.y -= tempVec.y;\r\n boneMesh.position.z -= tempVec.z;\r\n }\r\n }\r\n\r\n /**\r\n * Sync impostor to a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = <AbstractMesh>this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = PhysicsImpostor._TmpQuat;\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = PhysicsImpostor._TmpVecs[0];\r\n const boneDir = PhysicsImpostor._TmpVecs[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = PhysicsImpostor._TmpVecs[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n //Impostor types\r\n /**\r\n * No-Imposter type\r\n */\r\n public static NoImpostor = 0;\r\n /**\r\n * Sphere-Imposter type\r\n */\r\n public static SphereImpostor = 1;\r\n /**\r\n * Box-Imposter type\r\n */\r\n public static BoxImpostor = 2;\r\n /**\r\n * Plane-Imposter type\r\n */\r\n public static PlaneImpostor = 3;\r\n /**\r\n * Mesh-imposter type (Only available to objects with vertices data)\r\n */\r\n public static MeshImpostor = 4;\r\n /**\r\n * Capsule-Impostor type (Ammo.js plugin only)\r\n */\r\n public static CapsuleImpostor = 6;\r\n /**\r\n * Cylinder-Imposter type\r\n */\r\n public static CylinderImpostor = 7;\r\n /**\r\n * Particle-Imposter type\r\n */\r\n public static ParticleImpostor = 8;\r\n /**\r\n * Heightmap-Imposter type\r\n */\r\n public static HeightmapImpostor = 9;\r\n /**\r\n * ConvexHull-Impostor type (Ammo.js plugin only)\r\n */\r\n public static ConvexHullImpostor = 10;\r\n /**\r\n * Custom-Imposter type (Ammo.js plugin only)\r\n */\r\n public static CustomImpostor = 100;\r\n /**\r\n * Rope-Imposter type\r\n */\r\n public static RopeImpostor = 101;\r\n /**\r\n * Cloth-Imposter type\r\n */\r\n public static ClothImpostor = 102;\r\n /**\r\n * Softbody-Imposter type\r\n */\r\n public static SoftbodyImpostor = 103;\r\n}\r\n"]}
1
+ {"version":3,"file":"physicsImpostor.js","sourceRoot":"","sources":["../../../../lts/core/generated/Physics/physicsImpostor.ts"],"names":[],"mappings":"AAAA,qBAAqB;AACrB,cAAc,sBAAsB,CAAC","sourcesContent":["// ES 6 Compatibility\r\nexport * from \"./v1/physicsImpostor\";\r\n"]}
@@ -1,275 +1 @@
1
- import type { Vector3 } from "../Maths/math.vector";
2
- import type { IPhysicsEnginePlugin } from "./IPhysicsEngine";
3
- /**
4
- * Interface for Physics-Joint data
5
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
6
- */
7
- export interface PhysicsJointData {
8
- /**
9
- * The main pivot of the joint
10
- */
11
- mainPivot?: Vector3;
12
- /**
13
- * The connected pivot of the joint
14
- */
15
- connectedPivot?: Vector3;
16
- /**
17
- * The main axis of the joint
18
- */
19
- mainAxis?: Vector3;
20
- /**
21
- * The connected axis of the joint
22
- */
23
- connectedAxis?: Vector3;
24
- /**
25
- * The collision of the joint
26
- */
27
- collision?: boolean;
28
- /**
29
- * Native Oimo/Cannon/Energy data
30
- */
31
- nativeParams?: any;
32
- }
33
- /**
34
- * This is a holder class for the physics joint created by the physics plugin
35
- * It holds a set of functions to control the underlying joint
36
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
37
- */
38
- export declare class PhysicsJoint {
39
- /**
40
- * The type of the physics joint
41
- */
42
- type: number;
43
- /**
44
- * The data for the physics joint
45
- */
46
- jointData: PhysicsJointData;
47
- private _physicsJoint;
48
- protected _physicsPlugin: IPhysicsEnginePlugin;
49
- /**
50
- * Initializes the physics joint
51
- * @param type The type of the physics joint
52
- * @param jointData The data for the physics joint
53
- */
54
- constructor(
55
- /**
56
- * The type of the physics joint
57
- */
58
- type: number,
59
- /**
60
- * The data for the physics joint
61
- */
62
- jointData: PhysicsJointData);
63
- /**
64
- * Gets the physics joint
65
- */
66
- get physicsJoint(): any;
67
- /**
68
- * Sets the physics joint
69
- */
70
- set physicsJoint(newJoint: any);
71
- /**
72
- * Sets the physics plugin
73
- */
74
- set physicsPlugin(physicsPlugin: IPhysicsEnginePlugin);
75
- /**
76
- * Execute a function that is physics-plugin specific.
77
- * @param {Function} func the function that will be executed.
78
- * It accepts two parameters: the physics world and the physics joint
79
- */
80
- executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
81
- /**
82
- * Distance-Joint type
83
- */
84
- static DistanceJoint: number;
85
- /**
86
- * Hinge-Joint type
87
- */
88
- static HingeJoint: number;
89
- /**
90
- * Ball-and-Socket joint type
91
- */
92
- static BallAndSocketJoint: number;
93
- /**
94
- * Wheel-Joint type
95
- */
96
- static WheelJoint: number;
97
- /**
98
- * Slider-Joint type
99
- */
100
- static SliderJoint: number;
101
- /**
102
- * Prismatic-Joint type
103
- */
104
- static PrismaticJoint: number;
105
- /**
106
- * Universal-Joint type
107
- * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
108
- */
109
- static UniversalJoint: number;
110
- /**
111
- * Hinge-Joint 2 type
112
- */
113
- static Hinge2Joint: number;
114
- /**
115
- * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
116
- */
117
- static PointToPointJoint: number;
118
- /**
119
- * Spring-Joint type
120
- */
121
- static SpringJoint: number;
122
- /**
123
- * Lock-Joint type
124
- */
125
- static LockJoint: number;
126
- }
127
- /**
128
- * A class representing a physics distance joint
129
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
130
- */
131
- export declare class DistanceJoint extends PhysicsJoint {
132
- /**
133
- *
134
- * @param jointData The data for the Distance-Joint
135
- */
136
- constructor(jointData: DistanceJointData);
137
- /**
138
- * Update the predefined distance.
139
- * @param maxDistance The maximum preferred distance
140
- * @param minDistance The minimum preferred distance
141
- */
142
- updateDistance(maxDistance: number, minDistance?: number): void;
143
- }
144
- /**
145
- * Represents a Motor-Enabled Joint
146
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
147
- */
148
- export declare class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
149
- /**
150
- * Initializes the Motor-Enabled Joint
151
- * @param type The type of the joint
152
- * @param jointData The physical joint data for the joint
153
- */
154
- constructor(type: number, jointData: PhysicsJointData);
155
- /**
156
- * Set the motor values.
157
- * Attention, this function is plugin specific. Engines won't react 100% the same.
158
- * @param force the force to apply
159
- * @param maxForce max force for this motor.
160
- */
161
- setMotor(force?: number, maxForce?: number): void;
162
- /**
163
- * Set the motor's limits.
164
- * Attention, this function is plugin specific. Engines won't react 100% the same.
165
- * @param upperLimit The upper limit of the motor
166
- * @param lowerLimit The lower limit of the motor
167
- */
168
- setLimit(upperLimit: number, lowerLimit?: number): void;
169
- }
170
- /**
171
- * This class represents a single physics Hinge-Joint
172
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
173
- */
174
- export declare class HingeJoint extends MotorEnabledJoint {
175
- /**
176
- * Initializes the Hinge-Joint
177
- * @param jointData The joint data for the Hinge-Joint
178
- */
179
- constructor(jointData: PhysicsJointData);
180
- /**
181
- * Set the motor values.
182
- * Attention, this function is plugin specific. Engines won't react 100% the same.
183
- * @param {number} force the force to apply
184
- * @param {number} maxForce max force for this motor.
185
- */
186
- setMotor(force?: number, maxForce?: number): void;
187
- /**
188
- * Set the motor's limits.
189
- * Attention, this function is plugin specific. Engines won't react 100% the same.
190
- * @param upperLimit The upper limit of the motor
191
- * @param lowerLimit The lower limit of the motor
192
- */
193
- setLimit(upperLimit: number, lowerLimit?: number): void;
194
- }
195
- /**
196
- * This class represents a dual hinge physics joint (same as wheel joint)
197
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
198
- */
199
- export declare class Hinge2Joint extends MotorEnabledJoint {
200
- /**
201
- * Initializes the Hinge2-Joint
202
- * @param jointData The joint data for the Hinge2-Joint
203
- */
204
- constructor(jointData: PhysicsJointData);
205
- /**
206
- * Set the motor values.
207
- * Attention, this function is plugin specific. Engines won't react 100% the same.
208
- * @param targetSpeed the speed the motor is to reach
209
- * @param maxForce max force for this motor.
210
- * @param motorIndex motor's index, 0 or 1.
211
- */
212
- setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
213
- /**
214
- * Set the motor limits.
215
- * Attention, this function is plugin specific. Engines won't react 100% the same.
216
- * @param upperLimit the upper limit
217
- * @param lowerLimit lower limit
218
- * @param motorIndex the motor's index, 0 or 1.
219
- */
220
- setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
221
- }
222
- /**
223
- * Interface for a motor enabled joint
224
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
225
- */
226
- export interface IMotorEnabledJoint {
227
- /**
228
- * Physics joint
229
- */
230
- physicsJoint: any;
231
- /**
232
- * Sets the motor of the motor-enabled joint
233
- * @param force The force of the motor
234
- * @param maxForce The maximum force of the motor
235
- * @param motorIndex The index of the motor
236
- */
237
- setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
238
- /**
239
- * Sets the limit of the motor
240
- * @param upperLimit The upper limit of the motor
241
- * @param lowerLimit The lower limit of the motor
242
- * @param motorIndex The index of the motor
243
- */
244
- setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
245
- }
246
- /**
247
- * Joint data for a Distance-Joint
248
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
249
- */
250
- export interface DistanceJointData extends PhysicsJointData {
251
- /**
252
- * Max distance the 2 joint objects can be apart
253
- */
254
- maxDistance: number;
255
- }
256
- /**
257
- * Joint data from a spring joint
258
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
259
- */
260
- export interface SpringJointData extends PhysicsJointData {
261
- /**
262
- * Length of the spring
263
- */
264
- length: number;
265
- /**
266
- * Stiffness of the spring
267
- */
268
- stiffness: number;
269
- /**
270
- * Damping of the spring
271
- */
272
- damping: number;
273
- /** this callback will be called when applying the force to the impostors. */
274
- forceApplicationCallback: () => void;
275
- }
1
+ export * from "./v1/physicsJoint";
@@ -1,223 +1,3 @@
1
- /**
2
- * This is a holder class for the physics joint created by the physics plugin
3
- * It holds a set of functions to control the underlying joint
4
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
5
- */
6
- export class PhysicsJoint {
7
- /**
8
- * Initializes the physics joint
9
- * @param type The type of the physics joint
10
- * @param jointData The data for the physics joint
11
- */
12
- constructor(
13
- /**
14
- * The type of the physics joint
15
- */
16
- type,
17
- /**
18
- * The data for the physics joint
19
- */
20
- jointData) {
21
- this.type = type;
22
- this.jointData = jointData;
23
- jointData.nativeParams = jointData.nativeParams || {};
24
- }
25
- /**
26
- * Gets the physics joint
27
- */
28
- get physicsJoint() {
29
- return this._physicsJoint;
30
- }
31
- /**
32
- * Sets the physics joint
33
- */
34
- set physicsJoint(newJoint) {
35
- if (this._physicsJoint) {
36
- //remove from the world
37
- }
38
- this._physicsJoint = newJoint;
39
- }
40
- /**
41
- * Sets the physics plugin
42
- */
43
- set physicsPlugin(physicsPlugin) {
44
- this._physicsPlugin = physicsPlugin;
45
- }
46
- /**
47
- * Execute a function that is physics-plugin specific.
48
- * @param {Function} func the function that will be executed.
49
- * It accepts two parameters: the physics world and the physics joint
50
- */
51
- executeNativeFunction(func) {
52
- func(this._physicsPlugin.world, this._physicsJoint);
53
- }
54
- }
55
- //TODO check if the native joints are the same
56
- //Joint Types
57
- /**
58
- * Distance-Joint type
59
- */
60
- PhysicsJoint.DistanceJoint = 0;
61
- /**
62
- * Hinge-Joint type
63
- */
64
- PhysicsJoint.HingeJoint = 1;
65
- /**
66
- * Ball-and-Socket joint type
67
- */
68
- PhysicsJoint.BallAndSocketJoint = 2;
69
- /**
70
- * Wheel-Joint type
71
- */
72
- PhysicsJoint.WheelJoint = 3;
73
- /**
74
- * Slider-Joint type
75
- */
76
- PhysicsJoint.SliderJoint = 4;
77
- //OIMO
78
- /**
79
- * Prismatic-Joint type
80
- */
81
- PhysicsJoint.PrismaticJoint = 5;
82
- //
83
- /**
84
- * Universal-Joint type
85
- * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
86
- */
87
- PhysicsJoint.UniversalJoint = 6;
88
- /**
89
- * Hinge-Joint 2 type
90
- */
91
- PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
92
- //Cannon
93
- /**
94
- * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
95
- */
96
- PhysicsJoint.PointToPointJoint = 8;
97
- //Cannon only at the moment
98
- /**
99
- * Spring-Joint type
100
- */
101
- PhysicsJoint.SpringJoint = 9;
102
- /**
103
- * Lock-Joint type
104
- */
105
- PhysicsJoint.LockJoint = 10;
106
- /**
107
- * A class representing a physics distance joint
108
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
109
- */
110
- export class DistanceJoint extends PhysicsJoint {
111
- /**
112
- *
113
- * @param jointData The data for the Distance-Joint
114
- */
115
- constructor(jointData) {
116
- super(PhysicsJoint.DistanceJoint, jointData);
117
- }
118
- /**
119
- * Update the predefined distance.
120
- * @param maxDistance The maximum preferred distance
121
- * @param minDistance The minimum preferred distance
122
- */
123
- updateDistance(maxDistance, minDistance) {
124
- this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
125
- }
126
- }
127
- /**
128
- * Represents a Motor-Enabled Joint
129
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
130
- */
131
- export class MotorEnabledJoint extends PhysicsJoint {
132
- /**
133
- * Initializes the Motor-Enabled Joint
134
- * @param type The type of the joint
135
- * @param jointData The physical joint data for the joint
136
- */
137
- constructor(type, jointData) {
138
- super(type, jointData);
139
- }
140
- /**
141
- * Set the motor values.
142
- * Attention, this function is plugin specific. Engines won't react 100% the same.
143
- * @param force the force to apply
144
- * @param maxForce max force for this motor.
145
- */
146
- setMotor(force, maxForce) {
147
- this._physicsPlugin.setMotor(this, force || 0, maxForce);
148
- }
149
- /**
150
- * Set the motor's limits.
151
- * Attention, this function is plugin specific. Engines won't react 100% the same.
152
- * @param upperLimit The upper limit of the motor
153
- * @param lowerLimit The lower limit of the motor
154
- */
155
- setLimit(upperLimit, lowerLimit) {
156
- this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
157
- }
158
- }
159
- /**
160
- * This class represents a single physics Hinge-Joint
161
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
162
- */
163
- export class HingeJoint extends MotorEnabledJoint {
164
- /**
165
- * Initializes the Hinge-Joint
166
- * @param jointData The joint data for the Hinge-Joint
167
- */
168
- constructor(jointData) {
169
- super(PhysicsJoint.HingeJoint, jointData);
170
- }
171
- /**
172
- * Set the motor values.
173
- * Attention, this function is plugin specific. Engines won't react 100% the same.
174
- * @param {number} force the force to apply
175
- * @param {number} maxForce max force for this motor.
176
- */
177
- setMotor(force, maxForce) {
178
- this._physicsPlugin.setMotor(this, force || 0, maxForce);
179
- }
180
- /**
181
- * Set the motor's limits.
182
- * Attention, this function is plugin specific. Engines won't react 100% the same.
183
- * @param upperLimit The upper limit of the motor
184
- * @param lowerLimit The lower limit of the motor
185
- */
186
- setLimit(upperLimit, lowerLimit) {
187
- this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
188
- }
189
- }
190
- /**
191
- * This class represents a dual hinge physics joint (same as wheel joint)
192
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine
193
- */
194
- export class Hinge2Joint extends MotorEnabledJoint {
195
- /**
196
- * Initializes the Hinge2-Joint
197
- * @param jointData The joint data for the Hinge2-Joint
198
- */
199
- constructor(jointData) {
200
- super(PhysicsJoint.Hinge2Joint, jointData);
201
- }
202
- /**
203
- * Set the motor values.
204
- * Attention, this function is plugin specific. Engines won't react 100% the same.
205
- * @param targetSpeed the speed the motor is to reach
206
- * @param maxForce max force for this motor.
207
- * @param motorIndex motor's index, 0 or 1.
208
- */
209
- setMotor(targetSpeed, maxForce, motorIndex = 0) {
210
- this._physicsPlugin.setMotor(this, targetSpeed || 0, maxForce, motorIndex);
211
- }
212
- /**
213
- * Set the motor limits.
214
- * Attention, this function is plugin specific. Engines won't react 100% the same.
215
- * @param upperLimit the upper limit
216
- * @param lowerLimit lower limit
217
- * @param motorIndex the motor's index, 0 or 1.
218
- */
219
- setLimit(upperLimit, lowerLimit, motorIndex = 0) {
220
- this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
221
- }
222
- }
1
+ // ES 6 Compatibility
2
+ export * from "./v1/physicsJoint.js";
223
3
  //# sourceMappingURL=physicsJoint.js.map