@babylonjs/core 5.35.0 → 5.36.0

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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
@@ -0,0 +1 @@
1
+ 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type { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { IPhysicsEnginePlugin } from \"./IPhysicsEnginePlugin\";\r\n/**\r\n * Interface for Physics-Joint data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface PhysicsJointData {\r\n //Important for some engines, optional!\r\n /**\r\n * The main pivot of the joint\r\n */\r\n mainPivot?: Vector3;\r\n /**\r\n * The connected pivot of the joint\r\n */\r\n connectedPivot?: Vector3;\r\n /**\r\n * The main axis of the joint\r\n */\r\n mainAxis?: Vector3;\r\n /**\r\n * The connected axis of the joint\r\n */\r\n connectedAxis?: Vector3;\r\n /**\r\n * The collision of the joint\r\n */\r\n collision?: boolean;\r\n /**\r\n * Native Oimo/Cannon/Energy data\r\n */\r\n nativeParams?: any;\r\n}\r\n\r\n/**\r\n * This is a holder class for the physics joint created by the physics plugin\r\n * It holds a set of functions to control the underlying joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsJoint {\r\n private _physicsJoint: any;\r\n protected _physicsPlugin: IPhysicsEnginePlugin;\r\n\r\n /**\r\n * Initializes the physics joint\r\n * @param type The type of the physics joint\r\n * @param jointData The data for the physics joint\r\n */\r\n constructor(\r\n /**\r\n * The type of the physics joint\r\n */\r\n public type: number,\r\n /**\r\n * The data for the physics joint\r\n */\r\n public jointData: PhysicsJointData\r\n ) {\r\n jointData.nativeParams = jointData.nativeParams || {};\r\n }\r\n\r\n /**\r\n * Gets the physics joint\r\n */\r\n public get physicsJoint(): any {\r\n return this._physicsJoint;\r\n }\r\n\r\n /**\r\n * Sets the physics joint\r\n */\r\n public set physicsJoint(newJoint: any) {\r\n if (this._physicsJoint) {\r\n //remove from the world\r\n }\r\n\r\n this._physicsJoint = newJoint;\r\n }\r\n\r\n /**\r\n * Sets the physics plugin\r\n */\r\n public set physicsPlugin(physicsPlugin: IPhysicsEnginePlugin) {\r\n this._physicsPlugin = physicsPlugin;\r\n }\r\n\r\n /**\r\n * Execute a function that is physics-plugin specific.\r\n * @param {Function} func the function that will be executed.\r\n * It accepts two parameters: the physics world and the physics joint\r\n */\r\n public executeNativeFunction(func: (world: any, physicsJoint: any) => void) {\r\n func(this._physicsPlugin.world, this._physicsJoint);\r\n }\r\n\r\n //TODO check if the native joints are the same\r\n\r\n //Joint Types\r\n /**\r\n * Distance-Joint type\r\n */\r\n public static DistanceJoint = 0;\r\n /**\r\n * Hinge-Joint type\r\n */\r\n public static HingeJoint = 1;\r\n /**\r\n * Ball-and-Socket joint type\r\n */\r\n public static BallAndSocketJoint = 2;\r\n /**\r\n * Wheel-Joint type\r\n */\r\n public static WheelJoint = 3;\r\n /**\r\n * Slider-Joint type\r\n */\r\n public static SliderJoint = 4;\r\n //OIMO\r\n /**\r\n * Prismatic-Joint type\r\n */\r\n public static PrismaticJoint = 5;\r\n //\r\n /**\r\n * Universal-Joint type\r\n * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)\r\n */\r\n public static UniversalJoint = 6;\r\n /**\r\n * Hinge-Joint 2 type\r\n */\r\n public static Hinge2Joint = PhysicsJoint.WheelJoint;\r\n //Cannon\r\n /**\r\n * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters\r\n */\r\n public static PointToPointJoint = 8;\r\n //Cannon only at the moment\r\n /**\r\n * Spring-Joint type\r\n */\r\n public static SpringJoint = 9;\r\n /**\r\n * Lock-Joint type\r\n */\r\n public static LockJoint = 10;\r\n}\r\n\r\n/**\r\n * A class representing a physics distance joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class DistanceJoint extends PhysicsJoint {\r\n /**\r\n *\r\n * @param jointData The data for the Distance-Joint\r\n */\r\n constructor(jointData: DistanceJointData) {\r\n super(PhysicsJoint.DistanceJoint, jointData);\r\n }\r\n\r\n /**\r\n * Update the predefined distance.\r\n * @param maxDistance The maximum preferred distance\r\n * @param minDistance The minimum preferred distance\r\n */\r\n public updateDistance(maxDistance: number, minDistance?: number) {\r\n this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a Motor-Enabled Joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {\r\n /**\r\n * Initializes the Motor-Enabled Joint\r\n * @param type The type of the joint\r\n * @param jointData The physical joint data for the joint\r\n */\r\n constructor(type: number, jointData: PhysicsJointData) {\r\n super(type, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param force the force to apply\r\n * @param maxForce max force for this motor.\r\n */\r\n public setMotor(force?: number, maxForce?: number) {\r\n this._physicsPlugin.setMotor(this, force || 0, maxForce);\r\n }\r\n\r\n /**\r\n * Set the motor's limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n */\r\n public setLimit(upperLimit: number, lowerLimit?: number) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);\r\n }\r\n}\r\n\r\n/**\r\n * This class represents a single physics Hinge-Joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class HingeJoint extends MotorEnabledJoint {\r\n /**\r\n * Initializes the Hinge-Joint\r\n * @param jointData The joint data for the Hinge-Joint\r\n */\r\n constructor(jointData: PhysicsJointData) {\r\n super(PhysicsJoint.HingeJoint, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param {number} force the force to apply\r\n * @param {number} maxForce max force for this motor.\r\n */\r\n public setMotor(force?: number, maxForce?: number) {\r\n this._physicsPlugin.setMotor(this, force || 0, maxForce);\r\n }\r\n\r\n /**\r\n * Set the motor's limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n */\r\n public setLimit(upperLimit: number, lowerLimit?: number) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);\r\n }\r\n}\r\n\r\n/**\r\n * This class represents a dual hinge physics joint (same as wheel joint)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class Hinge2Joint extends MotorEnabledJoint {\r\n /**\r\n * Initializes the Hinge2-Joint\r\n * @param jointData The joint data for the Hinge2-Joint\r\n */\r\n constructor(jointData: PhysicsJointData) {\r\n super(PhysicsJoint.Hinge2Joint, jointData);\r\n }\r\n\r\n /**\r\n * Set the motor values.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param targetSpeed the speed the motor is to reach\r\n * @param maxForce max force for this motor.\r\n * @param motorIndex motor's index, 0 or 1.\r\n */\r\n public setMotor(targetSpeed?: number, maxForce?: number, motorIndex: number = 0) {\r\n this._physicsPlugin.setMotor(this, targetSpeed || 0, maxForce, motorIndex);\r\n }\r\n\r\n /**\r\n * Set the motor limits.\r\n * Attention, this function is plugin specific. Engines won't react 100% the same.\r\n * @param upperLimit the upper limit\r\n * @param lowerLimit lower limit\r\n * @param motorIndex the motor's index, 0 or 1.\r\n */\r\n public setLimit(upperLimit: number, lowerLimit?: number, motorIndex: number = 0) {\r\n this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);\r\n }\r\n}\r\n\r\n/**\r\n * Interface for a motor enabled joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface IMotorEnabledJoint {\r\n /**\r\n * Physics joint\r\n */\r\n physicsJoint: any;\r\n /**\r\n * Sets the motor of the motor-enabled joint\r\n * @param force The force of the motor\r\n * @param maxForce The maximum force of the motor\r\n * @param motorIndex The index of the motor\r\n */\r\n setMotor(force?: number, maxForce?: number, motorIndex?: number): void;\r\n /**\r\n * Sets the limit of the motor\r\n * @param upperLimit The upper limit of the motor\r\n * @param lowerLimit The lower limit of the motor\r\n * @param motorIndex The index of the motor\r\n */\r\n setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;\r\n}\r\n\r\n/**\r\n * Joint data for a Distance-Joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface DistanceJointData extends PhysicsJointData {\r\n /**\r\n * Max distance the 2 joint objects can be apart\r\n */\r\n maxDistance: number;\r\n //Oimo - minDistance\r\n //Cannon - maxForce\r\n}\r\n\r\n/**\r\n * Joint data from a spring joint\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface SpringJointData extends PhysicsJointData {\r\n /**\r\n * Length of the spring\r\n */\r\n length: number;\r\n /**\r\n * Stiffness of the spring\r\n */\r\n stiffness: number;\r\n /**\r\n * Damping of the spring\r\n */\r\n damping: number;\r\n /** this callback will be called when applying the force to the impostors. */\r\n forceApplicationCallback: () => void;\r\n}\r\n"]}
@@ -0,0 +1,170 @@
1
+ import type { Vector3, Quaternion } from "../../Maths/math.vector";
2
+ import type { AbstractMesh } from "../../Meshes/abstractMesh";
3
+ import type { PhysicsRaycastResult } from "../physicsRaycastResult";
4
+ import type { PhysicsBody } from "./physicsBody";
5
+ import type { PhysicsShape } from "./physicsShape";
6
+ import type { PhysicsConstraint } from "./physicsConstraint";
7
+ import type { BoundingBox } from "../../Culling/boundingBox";
8
+ import type { TransformNode } from "../../Meshes/transformNode";
9
+ import type { PhysicsMaterial } from "./physicsMaterial";
10
+ /** @internal */
11
+ export declare enum ConstraintAxisLimitMode {
12
+ FREE = 0,
13
+ LIMITED = 1,
14
+ LOCKED = 2,
15
+ NONE = 3
16
+ }
17
+ /** @internal */
18
+ export declare enum ConstraintAxis {
19
+ LINEAR_X = 0,
20
+ LINEAR_Y = 1,
21
+ LINEAR_Z = 2,
22
+ ANGULAR_X = 3,
23
+ ANGULAR_Y = 4,
24
+ ANGULAR_Z = 5,
25
+ LINEAR_DISTANCE = 6
26
+ }
27
+ /** @internal */
28
+ export declare enum ConstraintType {
29
+ BALL_AND_SOCKET = 0,
30
+ DISTANCE = 1,
31
+ HINGE = 2,
32
+ SLIDER = 3,
33
+ LOCK = 4
34
+ }
35
+ /** @internal */
36
+ export declare enum ShapeType {
37
+ SPHERE = 0,
38
+ CAPSULE = 1,
39
+ CYLINDER = 2,
40
+ BOX = 3,
41
+ CONVEX_HULL = 4,
42
+ CONTAINER = 5,
43
+ MESH = 6
44
+ }
45
+ /** @internal */
46
+ export declare enum ConstraintMotorType {
47
+ NONE = 0,
48
+ VELOCITY = 1,
49
+ POSITION = 2
50
+ }
51
+ /** @internal */
52
+ export interface PhysicsShapeParameters {
53
+ center?: Vector3;
54
+ radius?: number;
55
+ pointA?: Vector3;
56
+ pointB?: Vector3;
57
+ rotation?: Quaternion;
58
+ extents?: Vector3;
59
+ mesh?: AbstractMesh;
60
+ }
61
+ /** @internal */
62
+ export interface PhysicsConstraintParameters {
63
+ pivotA?: Vector3;
64
+ pivotB?: Vector3;
65
+ axisA?: Vector3;
66
+ axisB?: Vector3;
67
+ }
68
+ /**
69
+ *
70
+ */
71
+ /** @internal */
72
+ export interface MassProperties {
73
+ /**
74
+ *
75
+ */
76
+ centerOfMass: Vector3;
77
+ /**
78
+ *
79
+ */
80
+ mass: number;
81
+ /**
82
+ *
83
+ */
84
+ intertia: Vector3;
85
+ /**
86
+ *
87
+ */
88
+ inertiaOrientation: Quaternion;
89
+ }
90
+ /** @internal */
91
+ export interface IPhysicsEnginePlugin {
92
+ /**
93
+ *
94
+ */
95
+ world: any;
96
+ /**
97
+ *
98
+ */
99
+ name: string;
100
+ setGravity(gravity: Vector3): void;
101
+ setTimeStep(timeStep: number): void;
102
+ getTimeStep(): number;
103
+ executeStep(delta: number): void;
104
+ getPluginVersion(): number;
105
+ initBody(body: PhysicsBody): void;
106
+ setShape(body: PhysicsBody, shape: PhysicsShape): void;
107
+ getShape(body: PhysicsBody): PhysicsShape;
108
+ setFilterGroup(body: PhysicsBody, group: number): void;
109
+ getFilterGroup(body: PhysicsBody): number;
110
+ setEventMask(body: PhysicsBody, eventMask: number): void;
111
+ getEventMask(body: PhysicsBody): number;
112
+ setMassProperties(body: PhysicsBody, massProps: MassProperties): void;
113
+ getMassProperties(body: PhysicsBody): MassProperties;
114
+ setLinearDamping(body: PhysicsBody, damping: number): void;
115
+ getLinearDamping(body: PhysicsBody): number;
116
+ setAngularDamping(body: PhysicsBody, damping: number): void;
117
+ getAngularDamping(body: PhysicsBody): number;
118
+ setLinearVelocity(body: PhysicsBody, linVel: Vector3): void;
119
+ getLinearVelocityToRef(body: PhysicsBody, linVel: Vector3): void;
120
+ applyImpulse(body: PhysicsBody, location: Vector3, impulse: Vector3): void;
121
+ setAngularVelocity(body: PhysicsBody, angVel: Vector3): void;
122
+ getAngularVelocityToRef(body: PhysicsBody, angVel: Vector3): void;
123
+ disposeBody(body: PhysicsBody): void;
124
+ initShape(shape: PhysicsShape, type: ShapeType, options: PhysicsShapeParameters): void;
125
+ setFilterLayer(shape: PhysicsShape, layer: number): void;
126
+ getFilterLayer(shape: PhysicsShape): number;
127
+ setMaterial(shape: PhysicsShape, material: PhysicsMaterial): void;
128
+ getMaterial(shape: PhysicsShape): PhysicsMaterial;
129
+ setDensity(shape: PhysicsShape, density: number): void;
130
+ getDensity(shape: PhysicsShape): number;
131
+ addChild(shape: PhysicsShape, newChild: PhysicsShape, childTransform: TransformNode): void;
132
+ removeChild(shape: PhysicsShape, childIndex: number): void;
133
+ getNumChildren(shape: PhysicsShape): number;
134
+ getBoundingBox(shape: PhysicsShape): BoundingBox;
135
+ disposeShape(shape: PhysicsShape): void;
136
+ initMaterial(material: PhysicsMaterial): void;
137
+ setFriction(material: PhysicsMaterial, friction: number): void;
138
+ getFriction(material: PhysicsMaterial): number;
139
+ setRestitution(material: PhysicsMaterial, restitution: number): void;
140
+ getRestitution(material: PhysicsMaterial): number;
141
+ disposeMaterial(material: PhysicsMaterial): void;
142
+ initConstraint(constraint: PhysicsConstraint, type: ConstraintType, options: PhysicsConstraintParameters): void;
143
+ setParentBody(constraint: PhysicsConstraint, body: PhysicsBody): void;
144
+ getParentBody(constraint: PhysicsConstraint): PhysicsBody;
145
+ setChildBody(constraint: PhysicsConstraint, body: PhysicsBody): void;
146
+ getChildBody(constraint: PhysicsConstraint): PhysicsBody;
147
+ setAnchorInParent(constraint: PhysicsConstraint, pivot: Vector3, axisX: Vector3, axisY: Vector3): void;
148
+ setAnchorInChild(constraint: PhysicsConstraint, pivot: Vector3, axisX: Vector3, axisY: Vector3): void;
149
+ setEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;
150
+ getEnabled(constraint: PhysicsConstraint): boolean;
151
+ setCollisionsEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;
152
+ getCollisionsEnabled(constraint: PhysicsConstraint): boolean;
153
+ setAxisFriction(constraint: PhysicsConstraint, axis: ConstraintAxis, friction: number): void;
154
+ getAxisFriction(constraint: PhysicsConstraint, axis: ConstraintAxis): number;
155
+ setAxisMode(constraint: PhysicsConstraint, axis: ConstraintAxis, limitMode: ConstraintAxisLimitMode): void;
156
+ getAxisMode(constraint: PhysicsConstraint, axis: ConstraintAxis): ConstraintAxisLimitMode;
157
+ setAxisMinLimit(constraint: PhysicsConstraint, axis: ConstraintAxis, minLimit: number): void;
158
+ getAxisMinLimit(constraint: PhysicsConstraint, axis: ConstraintAxis): number;
159
+ setAxisMaxLimit(constraint: PhysicsConstraint, axis: ConstraintAxis, limit: number): void;
160
+ getAxisMaxLimit(constraint: PhysicsConstraint, axis: ConstraintAxis): number;
161
+ setAxisMotorType(constraint: PhysicsConstraint, axis: ConstraintAxis, motorType: ConstraintMotorType): void;
162
+ getAxisMotorType(constraint: PhysicsConstraint, axis: ConstraintAxis): ConstraintMotorType;
163
+ setAxisMotorTarget(constraint: PhysicsConstraint, axis: ConstraintAxis, target: number): void;
164
+ getAxisMotorTarget(constraint: PhysicsConstraint, axis: ConstraintAxis): number;
165
+ setAxisMotorMaxForce(constraint: PhysicsConstraint, axis: ConstraintAxis, maxForce: number): void;
166
+ getAxisMotorMaxForce(constraint: PhysicsConstraint, axis: ConstraintAxis): number;
167
+ disposeConstraint(constraint: PhysicsConstraint): void;
168
+ raycast(from: Vector3, to: Vector3, result: PhysicsRaycastResult): void;
169
+ dispose(): void;
170
+ }
@@ -0,0 +1,47 @@
1
+ /** @internal */
2
+ export var ConstraintAxisLimitMode;
3
+ (function (ConstraintAxisLimitMode) {
4
+ ConstraintAxisLimitMode[ConstraintAxisLimitMode["FREE"] = 0] = "FREE";
5
+ ConstraintAxisLimitMode[ConstraintAxisLimitMode["LIMITED"] = 1] = "LIMITED";
6
+ ConstraintAxisLimitMode[ConstraintAxisLimitMode["LOCKED"] = 2] = "LOCKED";
7
+ ConstraintAxisLimitMode[ConstraintAxisLimitMode["NONE"] = 3] = "NONE";
8
+ })(ConstraintAxisLimitMode || (ConstraintAxisLimitMode = {}));
9
+ /** @internal */
10
+ export var ConstraintAxis;
11
+ (function (ConstraintAxis) {
12
+ ConstraintAxis[ConstraintAxis["LINEAR_X"] = 0] = "LINEAR_X";
13
+ ConstraintAxis[ConstraintAxis["LINEAR_Y"] = 1] = "LINEAR_Y";
14
+ ConstraintAxis[ConstraintAxis["LINEAR_Z"] = 2] = "LINEAR_Z";
15
+ ConstraintAxis[ConstraintAxis["ANGULAR_X"] = 3] = "ANGULAR_X";
16
+ ConstraintAxis[ConstraintAxis["ANGULAR_Y"] = 4] = "ANGULAR_Y";
17
+ ConstraintAxis[ConstraintAxis["ANGULAR_Z"] = 5] = "ANGULAR_Z";
18
+ ConstraintAxis[ConstraintAxis["LINEAR_DISTANCE"] = 6] = "LINEAR_DISTANCE";
19
+ })(ConstraintAxis || (ConstraintAxis = {}));
20
+ /** @internal */
21
+ export var ConstraintType;
22
+ (function (ConstraintType) {
23
+ ConstraintType[ConstraintType["BALL_AND_SOCKET"] = 0] = "BALL_AND_SOCKET";
24
+ ConstraintType[ConstraintType["DISTANCE"] = 1] = "DISTANCE";
25
+ ConstraintType[ConstraintType["HINGE"] = 2] = "HINGE";
26
+ ConstraintType[ConstraintType["SLIDER"] = 3] = "SLIDER";
27
+ ConstraintType[ConstraintType["LOCK"] = 4] = "LOCK";
28
+ })(ConstraintType || (ConstraintType = {}));
29
+ /** @internal */
30
+ export var ShapeType;
31
+ (function (ShapeType) {
32
+ ShapeType[ShapeType["SPHERE"] = 0] = "SPHERE";
33
+ ShapeType[ShapeType["CAPSULE"] = 1] = "CAPSULE";
34
+ ShapeType[ShapeType["CYLINDER"] = 2] = "CYLINDER";
35
+ ShapeType[ShapeType["BOX"] = 3] = "BOX";
36
+ ShapeType[ShapeType["CONVEX_HULL"] = 4] = "CONVEX_HULL";
37
+ ShapeType[ShapeType["CONTAINER"] = 5] = "CONTAINER";
38
+ ShapeType[ShapeType["MESH"] = 6] = "MESH";
39
+ })(ShapeType || (ShapeType = {}));
40
+ /** @internal */
41
+ export var ConstraintMotorType;
42
+ (function (ConstraintMotorType) {
43
+ ConstraintMotorType[ConstraintMotorType["NONE"] = 0] = "NONE";
44
+ ConstraintMotorType[ConstraintMotorType["VELOCITY"] = 1] = "VELOCITY";
45
+ ConstraintMotorType[ConstraintMotorType["POSITION"] = 2] = "POSITION";
46
+ })(ConstraintMotorType || (ConstraintMotorType = {}));
47
+ //# sourceMappingURL=IPhysicsEnginePlugin.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"IPhysicsEnginePlugin.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Physics/v2/IPhysicsEnginePlugin.ts"],"names":[],"mappings":"AAUA,gBAAgB;AAChB,MAAM,CAAN,IAAY,uBAKX;AALD,WAAY,uBAAuB;IAC/B,qEAAI,CAAA;IACJ,2EAAO,CAAA;IACP,yEAAM,CAAA;IACN,qEAAI,CAAA;AACR,CAAC,EALW,uBAAuB,KAAvB,uBAAuB,QAKlC;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,cAQX;AARD,WAAY,cAAc;IACtB,2DAAQ,CAAA;IACR,2DAAQ,CAAA;IACR,2DAAQ,CAAA;IACR,6DAAS,CAAA;IACT,6DAAS,CAAA;IACT,6DAAS,CAAA;IACT,yEAAe,CAAA;AACnB,CAAC,EARW,cAAc,KAAd,cAAc,QAQzB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,cAMX;AAND,WAAY,cAAc;IACtB,yEAAe,CAAA;IACf,2DAAQ,CAAA;IACR,qDAAK,CAAA;IACL,uDAAM,CAAA;IACN,mDAAI,CAAA;AACR,CAAC,EANW,cAAc,KAAd,cAAc,QAMzB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,SAQX;AARD,WAAY,SAAS;IACjB,6CAAM,CAAA;IACN,+CAAO,CAAA;IACP,iDAAQ,CAAA;IACR,uCAAG,CAAA;IACH,uDAAW,CAAA;IACX,mDAAS,CAAA;IACT,yCAAI,CAAA;AACR,CAAC,EARW,SAAS,KAAT,SAAS,QAQpB;AAED,gBAAgB;AAChB,MAAM,CAAN,IAAY,mBAIX;AAJD,WAAY,mBAAmB;IAC3B,6DAAI,CAAA;IACJ,qEAAQ,CAAA;IACR,qEAAQ,CAAA;AACZ,CAAC,EAJW,mBAAmB,KAAnB,mBAAmB,QAI9B","sourcesContent":["import type { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\nimport type { PhysicsBody } from \"./physicsBody\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { BoundingBox } from \"../../Culling/boundingBox\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { PhysicsMaterial } from \"./physicsMaterial\";\r\n\r\n/** @internal */\r\nexport enum ConstraintAxisLimitMode {\r\n FREE,\r\n LIMITED,\r\n LOCKED,\r\n NONE,\r\n}\r\n\r\n/** @internal */\r\nexport enum ConstraintAxis {\r\n LINEAR_X,\r\n LINEAR_Y,\r\n LINEAR_Z,\r\n ANGULAR_X,\r\n ANGULAR_Y,\r\n ANGULAR_Z,\r\n LINEAR_DISTANCE,\r\n}\r\n\r\n/** @internal */\r\nexport enum ConstraintType {\r\n BALL_AND_SOCKET,\r\n DISTANCE,\r\n HINGE,\r\n SLIDER,\r\n LOCK,\r\n}\r\n\r\n/** @internal */\r\nexport enum ShapeType {\r\n SPHERE,\r\n CAPSULE,\r\n CYLINDER,\r\n BOX,\r\n CONVEX_HULL,\r\n CONTAINER,\r\n MESH,\r\n}\r\n\r\n/** @internal */\r\nexport enum ConstraintMotorType {\r\n NONE,\r\n VELOCITY,\r\n POSITION,\r\n}\r\n\r\n/** @internal */\r\nexport interface PhysicsShapeParameters {\r\n center?: Vector3;\r\n radius?: number;\r\n pointA?: Vector3;\r\n pointB?: Vector3;\r\n rotation?: Quaternion;\r\n extents?: Vector3;\r\n mesh?: AbstractMesh;\r\n}\r\n\r\n/** @internal */\r\nexport interface PhysicsConstraintParameters {\r\n pivotA?: Vector3;\r\n pivotB?: Vector3;\r\n axisA?: Vector3;\r\n axisB?: Vector3;\r\n}\r\n\r\n/**\r\n *\r\n */\r\n/** @internal */\r\nexport interface MassProperties {\r\n /**\r\n *\r\n */\r\n centerOfMass: Vector3;\r\n /**\r\n *\r\n */\r\n mass: number;\r\n /**\r\n *\r\n */\r\n intertia: Vector3;\r\n /**\r\n *\r\n */\r\n inertiaOrientation: Quaternion;\r\n}\r\n\r\n/** @internal */\r\nexport interface IPhysicsEnginePlugin {\r\n /**\r\n *\r\n */\r\n world: any;\r\n /**\r\n *\r\n */\r\n name: string;\r\n setGravity(gravity: Vector3): void;\r\n setTimeStep(timeStep: number): void;\r\n getTimeStep(): number;\r\n executeStep(delta: number): void; //not forgetting pre and post events\r\n getPluginVersion(): number;\r\n\r\n // body\r\n initBody(body: PhysicsBody): void;\r\n setShape(body: PhysicsBody, shape: PhysicsShape): void;\r\n getShape(body: PhysicsBody): PhysicsShape;\r\n setFilterGroup(body: PhysicsBody, group: number): void;\r\n getFilterGroup(body: PhysicsBody): number;\r\n setEventMask(body: PhysicsBody, eventMask: number): void;\r\n getEventMask(body: PhysicsBody): number;\r\n setMassProperties(body: PhysicsBody, massProps: MassProperties): void;\r\n getMassProperties(body: PhysicsBody): MassProperties;\r\n setLinearDamping(body: PhysicsBody, damping: number): void;\r\n getLinearDamping(body: PhysicsBody): number;\r\n setAngularDamping(body: PhysicsBody, damping: number): void;\r\n getAngularDamping(body: PhysicsBody): number;\r\n setLinearVelocity(body: PhysicsBody, linVel: Vector3): void;\r\n getLinearVelocityToRef(body: PhysicsBody, linVel: Vector3): void;\r\n applyImpulse(body: PhysicsBody, location: Vector3, impulse: Vector3): void;\r\n setAngularVelocity(body: PhysicsBody, angVel: Vector3): void;\r\n getAngularVelocityToRef(body: PhysicsBody, angVel: Vector3): void;\r\n disposeBody(body: PhysicsBody): void;\r\n\r\n // shape\r\n initShape(shape: PhysicsShape, type: ShapeType, options: PhysicsShapeParameters): void;\r\n setFilterLayer(shape: PhysicsShape, layer: number): void;\r\n getFilterLayer(shape: PhysicsShape): number;\r\n setMaterial(shape: PhysicsShape, material: PhysicsMaterial): void;\r\n getMaterial(shape: PhysicsShape): PhysicsMaterial;\r\n setDensity(shape: PhysicsShape, density: number): void;\r\n getDensity(shape: PhysicsShape): number;\r\n addChild(shape: PhysicsShape, newChild: PhysicsShape, childTransform: TransformNode): void;\r\n removeChild(shape: PhysicsShape, childIndex: number): void;\r\n getNumChildren(shape: PhysicsShape): number;\r\n getBoundingBox(shape: PhysicsShape): BoundingBox;\r\n disposeShape(shape: PhysicsShape): void;\r\n\r\n // material\r\n initMaterial(material: PhysicsMaterial): void;\r\n setFriction(material: PhysicsMaterial, friction: number): void;\r\n getFriction(material: PhysicsMaterial): number;\r\n setRestitution(material: PhysicsMaterial, restitution: number): void;\r\n getRestitution(material: PhysicsMaterial): number;\r\n disposeMaterial(material: PhysicsMaterial): void;\r\n\r\n // constraint\r\n initConstraint(constraint: PhysicsConstraint, type: ConstraintType, options: PhysicsConstraintParameters): void;\r\n setParentBody(constraint: PhysicsConstraint, body: PhysicsBody): void;\r\n getParentBody(constraint: PhysicsConstraint): PhysicsBody;\r\n setChildBody(constraint: PhysicsConstraint, body: PhysicsBody): void;\r\n getChildBody(constraint: PhysicsConstraint): PhysicsBody;\r\n setAnchorInParent(constraint: PhysicsConstraint, pivot: Vector3, axisX: Vector3, axisY: Vector3): void;\r\n setAnchorInChild(constraint: PhysicsConstraint, pivot: Vector3, axisX: Vector3, axisY: Vector3): void;\r\n setEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;\r\n getEnabled(constraint: PhysicsConstraint): boolean;\r\n setCollisionsEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;\r\n getCollisionsEnabled(constraint: PhysicsConstraint): boolean;\r\n setAxisFriction(constraint: PhysicsConstraint, axis: ConstraintAxis, friction: number): void;\r\n getAxisFriction(constraint: PhysicsConstraint, axis: ConstraintAxis): number;\r\n setAxisMode(constraint: PhysicsConstraint, axis: ConstraintAxis, limitMode: ConstraintAxisLimitMode): void;\r\n getAxisMode(constraint: PhysicsConstraint, axis: ConstraintAxis): ConstraintAxisLimitMode;\r\n setAxisMinLimit(constraint: PhysicsConstraint, axis: ConstraintAxis, minLimit: number): void;\r\n getAxisMinLimit(constraint: PhysicsConstraint, axis: ConstraintAxis): number;\r\n setAxisMaxLimit(constraint: PhysicsConstraint, axis: ConstraintAxis, limit: number): void;\r\n getAxisMaxLimit(constraint: PhysicsConstraint, axis: ConstraintAxis): number;\r\n setAxisMotorType(constraint: PhysicsConstraint, axis: ConstraintAxis, motorType: ConstraintMotorType): void;\r\n getAxisMotorType(constraint: PhysicsConstraint, axis: ConstraintAxis): ConstraintMotorType;\r\n setAxisMotorTarget(constraint: PhysicsConstraint, axis: ConstraintAxis, target: number): void;\r\n getAxisMotorTarget(constraint: PhysicsConstraint, axis: ConstraintAxis): number;\r\n setAxisMotorMaxForce(constraint: PhysicsConstraint, axis: ConstraintAxis, maxForce: number): void;\r\n getAxisMotorMaxForce(constraint: PhysicsConstraint, axis: ConstraintAxis): number;\r\n disposeConstraint(constraint: PhysicsConstraint): void;\r\n\r\n // raycast\r\n raycast(from: Vector3, to: Vector3, result: PhysicsRaycastResult): void;\r\n\r\n dispose(): void;\r\n}\r\n"]}
File without changes
@@ -0,0 +1,2 @@
1
+ // TODO
2
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Physics/v2/Plugins/index.ts"],"names":[],"mappings":"AAAA,OAAO","sourcesContent":["// TODO\r\n"]}
@@ -0,0 +1,6 @@
1
+ export { PhysicsEngine as PhysicsEngineV2 } from "./physicsEngine";
2
+ export * from "./physicsBody";
3
+ export * from "./physicsShape";
4
+ export * from "./physicsConstraint";
5
+ export * from "./physicsMaterial";
6
+ export * from "./physicsAggregate";
@@ -0,0 +1,8 @@
1
+ /* eslint-disable import/no-internal-modules */
2
+ export { PhysicsEngine as PhysicsEngineV2 } from "./physicsEngine.js";
3
+ export * from "./physicsBody.js";
4
+ export * from "./physicsShape.js";
5
+ export * from "./physicsConstraint.js";
6
+ export * from "./physicsMaterial.js";
7
+ export * from "./physicsAggregate.js";
8
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Physics/v2/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,EAAE,aAAa,IAAI,eAAe,EAAE,MAAM,iBAAiB,CAAC;AACnE,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,qBAAqB,CAAC;AACpC,cAAc,mBAAmB,CAAC;AAClC,cAAc,oBAAoB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport { PhysicsEngine as PhysicsEngineV2 } from \"./physicsEngine\";\r\nexport * from \"./physicsBody\";\r\nexport * from \"./physicsShape\";\r\nexport * from \"./physicsConstraint\";\r\nexport * from \"./physicsMaterial\";\r\nexport * from \"./physicsAggregate\";\r\n"]}
@@ -0,0 +1,114 @@
1
+ import type { PhysicsBody } from "./physicsBody";
2
+ import { PhysicsMaterial } from "./physicsMaterial";
3
+ import type { PhysicsShape } from "./physicsShape";
4
+ import type { Scene } from "../../scene";
5
+ import type { TransformNode } from "../../Meshes/transformNode";
6
+ /**
7
+ * The interface for the physics aggregate parameters
8
+ */
9
+ /** @internal */
10
+ export interface PhysicsAggregateParameters {
11
+ /** @internal */
12
+ /**
13
+ * The mass of the physics imposter
14
+ */
15
+ mass: number;
16
+ /**
17
+ * The friction of the physics imposter
18
+ */
19
+ friction?: number;
20
+ /**
21
+ * The coefficient of restitution of the physics imposter
22
+ */
23
+ restitution?: number;
24
+ /**
25
+ * The native options of the physics imposter
26
+ */
27
+ nativeOptions?: any;
28
+ /**
29
+ * Specifies if the parent should be ignored
30
+ */
31
+ ignoreParent?: boolean;
32
+ /**
33
+ * Specifies if bi-directional transformations should be disabled
34
+ */
35
+ disableBidirectionalTransformation?: boolean;
36
+ /**
37
+ * The pressure inside the physics imposter, soft object only
38
+ */
39
+ pressure?: number;
40
+ /**
41
+ * The stiffness the physics imposter, soft object only
42
+ */
43
+ stiffness?: number;
44
+ /**
45
+ * The number of iterations used in maintaining consistent vertex velocities, soft object only
46
+ */
47
+ velocityIterations?: number;
48
+ /**
49
+ * The number of iterations used in maintaining consistent vertex positions, soft object only
50
+ */
51
+ positionIterations?: number;
52
+ /**
53
+ * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
54
+ * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
55
+ * Add to fix multiple points
56
+ */
57
+ fixedPoints?: number;
58
+ /**
59
+ * The collision margin around a soft object
60
+ */
61
+ margin?: number;
62
+ /**
63
+ * The collision margin around a soft object
64
+ */
65
+ damping?: number;
66
+ /**
67
+ * The path for a rope based on an extrusion
68
+ */
69
+ path?: any;
70
+ /**
71
+ * The shape of an extrusion used for a rope based on an extrusion
72
+ */
73
+ shape?: any;
74
+ }
75
+ /**
76
+ *
77
+ */
78
+ export declare class PhysicsAggregate {
79
+ /**
80
+ * The physics-enabled object used as the physics imposter
81
+ */
82
+ transformNode: TransformNode;
83
+ /**
84
+ * The type of the physics imposter
85
+ */
86
+ type: number;
87
+ private _options;
88
+ private _scene?;
89
+ /**
90
+ *
91
+ */
92
+ body: PhysicsBody;
93
+ /**
94
+ *
95
+ */
96
+ shape: PhysicsShape;
97
+ /**
98
+ *
99
+ */
100
+ material: PhysicsMaterial;
101
+ constructor(
102
+ /**
103
+ * The physics-enabled object used as the physics imposter
104
+ */
105
+ transformNode: TransformNode,
106
+ /**
107
+ * The type of the physics imposter
108
+ */
109
+ type: number, _options?: PhysicsAggregateParameters, _scene?: Scene | undefined);
110
+ /**
111
+ *
112
+ */
113
+ dispose(): void;
114
+ }
@@ -0,0 +1,46 @@
1
+ import { PhysicsMaterial } from "./physicsMaterial.js";
2
+ import { Logger } from "../../Misc/logger.js";
3
+ /**
4
+ *
5
+ */
6
+ export class PhysicsAggregate {
7
+ constructor(
8
+ /**
9
+ * The physics-enabled object used as the physics imposter
10
+ */
11
+ transformNode,
12
+ /**
13
+ * The type of the physics imposter
14
+ */
15
+ type, _options = { mass: 0 }, _scene) {
16
+ this.transformNode = transformNode;
17
+ this.type = type;
18
+ this._options = _options;
19
+ this._scene = _scene;
20
+ //sanity check!
21
+ if (!this.transformNode) {
22
+ Logger.Error("No object was provided. A physics object is obligatory");
23
+ return;
24
+ }
25
+ if (this.transformNode.parent && this._options.mass !== 0) {
26
+ 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.");
27
+ }
28
+ // Legacy support for old syntax.
29
+ if (!this._scene && transformNode.getScene) {
30
+ this._scene = transformNode.getScene();
31
+ }
32
+ if (!this._scene) {
33
+ return;
34
+ }
35
+ this.material = new PhysicsMaterial(this._options.friction ? this._options.friction : 0, this._options.restitution ? this._options.restitution : 0, this._scene);
36
+ }
37
+ /**
38
+ *
39
+ */
40
+ dispose() {
41
+ this.body.dispose();
42
+ this.material.dispose();
43
+ this.shape.dispose();
44
+ }
45
+ }
46
+ //# sourceMappingURL=physicsAggregate.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"physicsAggregate.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Physics/v2/physicsAggregate.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAyE3C;;GAEG;AACH,MAAM,OAAO,gBAAgB;IAgBzB;IACI;;OAEG;IACI,aAA4B;IACnC;;OAEG;IACI,IAAY,EACX,WAAuC,EAAE,IAAI,EAAE,CAAC,EAAE,EAClD,MAAc;QANf,kBAAa,GAAb,aAAa,CAAe;QAI5B,SAAI,GAAJ,IAAI,CAAQ;QACX,aAAQ,GAAR,QAAQ,CAA0C;QAClD,WAAM,GAAN,MAAM,CAAQ;QAEtB,eAAe;QACf,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,MAAM,CAAC,KAAK,CAAC,wDAAwD,CAAC,CAAC;YACvE,OAAO;SACV;QACD,IAAI,IAAI,CAAC,aAAa,CAAC,MAAM,IAAI,IAAI,CAAC,QAAQ,CAAC,IAAI,KAAK,CAAC,EAAE;YACvD,MAAM,CAAC,IAAI,CAAC,sJAAsJ,CAAC,CAAC;SACvK;QAED,iCAAiC;QACjC,IAAI,CAAC,IAAI,CAAC,MAAM,IAAI,aAAa,CAAC,QAAQ,EAAE;YACxC,IAAI,CAAC,MAAM,GAAG,aAAa,CAAC,QAAQ,EAAE,CAAC;SAC1C;QAED,IAAI,CAAC,IAAI,CAAC,MAAM,EAAE;YACd,OAAO;SACV;QAED,IAAI,CAAC,QAAQ,GAAG,IAAI,eAAe,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IACrK,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;QACpB,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAAC;QACxB,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,CAAC;IACzB,CAAC;CACJ","sourcesContent":["import type { PhysicsBody } from \"./physicsBody\";\r\nimport { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * The interface for the physics aggregate parameters\r\n */\r\n/** @internal */\r\nexport interface PhysicsAggregateParameters {\r\n /** @internal */\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 */\r\nexport class PhysicsAggregate {\r\n /**\r\n *\r\n */\r\n public body: PhysicsBody;\r\n\r\n /**\r\n *\r\n */\r\n public shape: PhysicsShape;\r\n\r\n /**\r\n *\r\n */\r\n public material: PhysicsMaterial;\r\n\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics imposter\r\n */\r\n public transformNode: TransformNode,\r\n /**\r\n * The type of the physics imposter\r\n */\r\n public type: number,\r\n private _options: PhysicsAggregateParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n //sanity check!\r\n if (!this.transformNode) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n if (this.transformNode.parent && this._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 && transformNode.getScene) {\r\n this._scene = transformNode.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n this.material = new PhysicsMaterial(this._options.friction ? this._options.friction : 0, this._options.restitution ? this._options.restitution : 0, this._scene);\r\n }\r\n\r\n /**\r\n *\r\n */\r\n public dispose(): void {\r\n this.body.dispose();\r\n this.material.dispose();\r\n this.shape.dispose();\r\n }\r\n}\r\n"]}
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1
+ import type { MassProperties } from "./IPhysicsEnginePlugin";
2
+ import type { PhysicsShape } from "./physicsShape";
3
+ import type { Vector3 } from "../../Maths/math.vector";
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+ import type { Scene } from "../../scene";
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+ /**
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+ *
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+ */
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+ /** @internal */
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+ export declare class PhysicsBody {
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+ /** @internal */
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+ _pluginData: any;
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+ private _physicsPlugin;
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+ /**
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+ *
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+ * @param scene
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+ * @returns
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+ */
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+ constructor(scene: Scene);
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+ /**
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+ *
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+ * @param shape
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+ */
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+ setShape(shape: PhysicsShape): void;
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+ /**
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+ *
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+ * @returns
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+ */
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+ getShape(): PhysicsShape | undefined;
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+ /**
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+ *
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+ * @param group
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+ */
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+ setFilterGroup(group: number): void;
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+ /**
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+ *
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+ * @returns
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+ */
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+ getFilterGroup(): number;
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+ /**
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+ *
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+ * @param eventMask
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+ */
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+ setEventMask(eventMask: number): void;
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+ /**
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+ *
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+ * @returns
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+ */
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+ getEventMask(): number;
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+ /**
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+ *
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+ * @param massProps
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+ */
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+ setMassProperties(massProps: MassProperties): void;
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+ /**
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+ *
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+ * @returns
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+ */
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+ getMassProperties(): MassProperties | undefined;
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+ /**
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+ *
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+ * @param damping
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+ */
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+ setLinearDamping(damping: number): void;
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+ /**
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+ *
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+ * @returns
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+ */
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+ getLinearDamping(): number;
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+ /**
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+ *
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+ * @param damping
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+ */
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+ setAngularDamping(damping: number): void;
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+ /**
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+ *
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+ * @returns
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+ */
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+ getAngularDamping(): number;
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+ /**
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+ *
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+ * @param linVel
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+ */
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+ setLinearVelocity(linVel: Vector3): void;
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+ /**
85
+ *
86
+ * @returns
87
+ */
88
+ getLinearVelocityToRef(linVel: Vector3): void;
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+ /**
90
+ *
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+ * @param angVel
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+ */
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+ setAngularVelocity(angVel: Vector3): void;
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+ /**
95
+ *
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+ * @returns
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+ */
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+ getAngularVelocityToRef(angVel: Vector3): void;
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+ /**
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+ *
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+ * @param location
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+ * @param impulse
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+ */
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+ applyImpulse(location: Vector3, impulse: Vector3): void;
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+ /**
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+ *
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+ */
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+ dispose(): void;
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+ }