@babylonjs/core 5.45.0 → 5.45.2

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Files changed (55) hide show
  1. package/Engines/thinEngine.js +2 -2
  2. package/Engines/thinEngine.js.map +1 -1
  3. package/Inputs/scene.inputManager.js +12 -1
  4. package/Inputs/scene.inputManager.js.map +1 -1
  5. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +7 -0
  6. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +30 -1
  7. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  8. package/Materials/Textures/texture.d.ts +2 -2
  9. package/Materials/Textures/texture.js +2 -2
  10. package/Materials/Textures/texture.js.map +1 -1
  11. package/Materials/Textures/videoTexture.d.ts +1 -0
  12. package/Materials/Textures/videoTexture.js +19 -8
  13. package/Materials/Textures/videoTexture.js.map +1 -1
  14. package/Materials/clipPlaneMaterialHelper.js +22 -19
  15. package/Materials/clipPlaneMaterialHelper.js.map +1 -1
  16. package/Misc/khronosTextureContainer2.js +3 -5
  17. package/Misc/khronosTextureContainer2.js.map +1 -1
  18. package/Physics/index.d.ts +1 -0
  19. package/Physics/index.js +1 -0
  20. package/Physics/index.js.map +1 -1
  21. package/Physics/physicsHelper.d.ts +452 -1
  22. package/Physics/physicsHelper.js +877 -2
  23. package/Physics/physicsHelper.js.map +1 -1
  24. package/Physics/v1/index.d.ts +0 -1
  25. package/Physics/v1/index.js +0 -1
  26. package/Physics/v1/index.js.map +1 -1
  27. package/Physics/v2/IPhysicsEnginePlugin.d.ts +8 -1
  28. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  29. package/Physics/v2/index.d.ts +1 -0
  30. package/Physics/v2/index.js +1 -0
  31. package/Physics/v2/index.js.map +1 -1
  32. package/Physics/v2/physicsAggregate.d.ts +39 -19
  33. package/Physics/v2/physicsAggregate.js +61 -5
  34. package/Physics/v2/physicsAggregate.js.map +1 -1
  35. package/Physics/v2/physicsBody.d.ts +37 -1
  36. package/Physics/v2/physicsBody.js +71 -1
  37. package/Physics/v2/physicsBody.js.map +1 -1
  38. package/Physics/v2/physicsEngine.d.ts +7 -2
  39. package/Physics/v2/physicsEngine.js +9 -2
  40. package/Physics/v2/physicsEngine.js.map +1 -1
  41. package/Physics/v2/physicsShape.d.ts +30 -44
  42. package/Physics/v2/physicsShape.js +30 -44
  43. package/Physics/v2/physicsShape.js.map +1 -1
  44. package/Shaders/ShadersInclude/bumpFragment.js +1 -0
  45. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  46. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +4 -1
  47. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  48. package/Shaders/sprites.fragment.js +1 -1
  49. package/Shaders/sprites.fragment.js.map +1 -1
  50. package/assetContainer.js +1 -1
  51. package/assetContainer.js.map +1 -1
  52. package/package.json +1 -1
  53. package/Physics/v1/physicsHelper.d.ts +0 -411
  54. package/Physics/v1/physicsHelper.js +0 -709
  55. package/Physics/v1/physicsHelper.js.map +0 -1
@@ -1 +1 @@
1
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1
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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { PhysicsEngine as PhysicsEngineV1 } from \"./physicsEngine\";\r\nimport type { PhysicsEngine as PhysicsEngineV2 } from \"./v2/physicsEngine\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { PhysicsImpostor } from \"./v1/physicsImpostor\";\r\nimport type { PhysicsBody } from \"./v2/physicsBody\";\r\n\r\n/**\r\n * A helper for physics simulations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsHelper {\r\n private _scene: Scene;\r\n private _physicsEngine: Nullable<IPhysicsEngine>;\r\n private _hitData: PhysicsHitData = { force: new Vector3(), contactPoint: new Vector3(), distanceFromOrigin: 0 };\r\n\r\n /**\r\n * Initializes the Physics helper\r\n * @param scene Babylon.js scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._physicsEngine = this._scene.getPhysicsEngine();\r\n\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you can use the methods.\");\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * Applies a radial explosion impulse\r\n * @param origin the origin of the explosion\r\n * @param radiusOrEventOptions the radius or the options of radial explosion\r\n * @param strength the explosion strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics radial explosion event, or null\r\n */\r\n public applyRadialExplosionImpulse(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions,\r\n strength?: number,\r\n falloff?: PhysicsRadialImpulseFalloff\r\n ): Nullable<PhysicsRadialExplosionEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call this method.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n let useCallback = false;\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff ?? radiusOrEventOptions.falloff;\r\n } else {\r\n useCallback = !!(radiusOrEventOptions.affectedImpostorsCallback || radiusOrEventOptions.affectedBodiesCallback);\r\n }\r\n\r\n const event = new PhysicsRadialExplosionEvent(this._scene, radiusOrEventOptions);\r\n\r\n const hitData = this._hitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n const affectedImpostorsWithData = Array<PhysicsAffectedImpostorWithData>();\r\n const impostors = (<PhysicsEngineV1>this._physicsEngine).getImpostors();\r\n impostors.forEach((impostor: PhysicsImpostor) => {\r\n if (!event.getImpostorHitData(impostor, origin, hitData)) {\r\n return;\r\n }\r\n\r\n impostor.applyImpulse(hitData.force, hitData.contactPoint);\r\n\r\n if (useCallback) {\r\n affectedImpostorsWithData.push({\r\n impostor: impostor,\r\n hitData: this._copyPhysicsHitData(hitData),\r\n });\r\n }\r\n });\r\n\r\n event.triggerAffectedImpostorsCallback(affectedImpostorsWithData);\r\n } else {\r\n const affectedBodiesWithData = Array<PhysicsAffectedBodyWithData>();\r\n const bodies = (<PhysicsEngineV2>this._physicsEngine).getBodies();\r\n bodies.forEach((body: PhysicsBody) => {\r\n if (!event.getBodyHitData(body, origin, hitData)) {\r\n return;\r\n }\r\n\r\n body.applyImpulse(hitData.force, hitData.contactPoint);\r\n\r\n if (useCallback) {\r\n affectedBodiesWithData.push({\r\n body: body,\r\n hitData: this._copyPhysicsHitData(hitData),\r\n });\r\n }\r\n });\r\n\r\n event.triggerAffectedBodiesCallback(affectedBodiesWithData);\r\n }\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Applies a radial explosion force\r\n * @param origin the origin of the explosion\r\n * @param radiusOrEventOptions the radius or the options of radial explosion\r\n * @param strength the explosion strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics radial explosion event, or null\r\n */\r\n public applyRadialExplosionForce(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions,\r\n strength?: number,\r\n falloff?: PhysicsRadialImpulseFalloff\r\n ): Nullable<PhysicsRadialExplosionEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n let useCallback = false;\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff ?? radiusOrEventOptions.falloff;\r\n } else {\r\n useCallback = !!(radiusOrEventOptions.affectedImpostorsCallback || radiusOrEventOptions.affectedBodiesCallback);\r\n }\r\n\r\n const event = new PhysicsRadialExplosionEvent(this._scene, radiusOrEventOptions);\r\n\r\n const hitData = this._hitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n const affectedImpostorsWithData = Array<PhysicsAffectedImpostorWithData>();\r\n const impostors = (<PhysicsEngineV1>this._physicsEngine).getImpostors();\r\n impostors.forEach((impostor: PhysicsImpostor) => {\r\n if (!event.getImpostorHitData(impostor, origin, hitData)) {\r\n return;\r\n }\r\n\r\n impostor.applyForce(hitData.force, hitData.contactPoint);\r\n\r\n if (useCallback) {\r\n affectedImpostorsWithData.push({\r\n impostor: impostor,\r\n hitData: this._copyPhysicsHitData(hitData),\r\n });\r\n }\r\n });\r\n\r\n event.triggerAffectedImpostorsCallback(affectedImpostorsWithData);\r\n } else {\r\n const affectedBodiesWithData = Array<PhysicsAffectedBodyWithData>();\r\n const bodies = (<PhysicsEngineV2>this._physicsEngine).getBodies();\r\n bodies.forEach((body: PhysicsBody) => {\r\n if (!event.getBodyHitData(body, origin, hitData)) {\r\n return;\r\n }\r\n\r\n body.applyForce(hitData.force, hitData.contactPoint);\r\n\r\n if (useCallback) {\r\n affectedBodiesWithData.push({\r\n body: body,\r\n hitData: this._copyPhysicsHitData(hitData),\r\n });\r\n }\r\n });\r\n\r\n event.triggerAffectedBodiesCallback(affectedBodiesWithData);\r\n }\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Creates a gravitational field\r\n * @param origin the origin of the gravitational field\r\n * @param radiusOrEventOptions the radius or the options of radial gravitational field\r\n * @param strength the gravitational field strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics gravitational field event, or null\r\n */\r\n public gravitationalField(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions,\r\n strength?: number,\r\n falloff?: PhysicsRadialImpulseFalloff\r\n ): Nullable<PhysicsGravitationalFieldEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff ?? radiusOrEventOptions.falloff;\r\n }\r\n\r\n const event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Creates a physics updraft event\r\n * @param origin the origin of the updraft\r\n * @param radiusOrEventOptions the radius or the options of the updraft\r\n * @param strength the strength of the updraft\r\n * @param height the height of the updraft\r\n * @param updraftMode possible options: Center & Perpendicular. Defaults to Center\r\n * @returns A physics updraft event, or null\r\n */\r\n public updraft(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsUpdraftEventOptions,\r\n strength?: number,\r\n height?: number,\r\n updraftMode?: PhysicsUpdraftMode\r\n ): Nullable<PhysicsUpdraftEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsUpdraftEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.height = height ?? radiusOrEventOptions.height;\r\n radiusOrEventOptions.updraftMode = updraftMode ?? radiusOrEventOptions.updraftMode;\r\n }\r\n\r\n const event = new PhysicsUpdraftEvent(this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Creates a physics vortex event\r\n * @param origin the of the vortex\r\n * @param radiusOrEventOptions the radius or the options of the vortex\r\n * @param strength the strength of the vortex\r\n * @param height the height of the vortex\r\n * @returns a Physics vortex event, or null\r\n * A physics vortex event or null\r\n */\r\n public vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsVortexEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.height = height ?? radiusOrEventOptions.height;\r\n }\r\n\r\n const event = new PhysicsVortexEvent(this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n private _copyPhysicsHitData(data: PhysicsHitData): PhysicsHitData {\r\n return { force: data.force.clone(), contactPoint: data.contactPoint.clone(), distanceFromOrigin: data.distanceFromOrigin };\r\n }\r\n}\r\n\r\n/**\r\n * Represents a physics radial explosion event\r\n */\r\nclass PhysicsRadialExplosionEvent {\r\n private _sphere: Mesh; // create a sphere, so we can get the intersecting meshes inside\r\n private _dataFetched: boolean = false; // check if the data has been fetched. If not, do cleanup\r\n\r\n /**\r\n * Initializes a radial explosion event\r\n * @param _scene BabylonJS scene\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(private _scene: Scene, private _options: PhysicsRadialExplosionEventOptions) {\r\n this._options = { ...new PhysicsRadialExplosionEventOptions(), ...this._options };\r\n }\r\n\r\n /**\r\n * Returns the data related to the radial explosion event (sphere).\r\n * @returns The radial explosion event data\r\n */\r\n public getData(): PhysicsRadialExplosionEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n sphere: this._sphere,\r\n };\r\n }\r\n\r\n private _getHitData(mesh: AbstractMesh, center: Vector3, origin: Vector3, data: PhysicsHitData): boolean {\r\n const direction = center.subtract(origin);\r\n\r\n const ray = new Ray(origin, direction, this._options.radius);\r\n const hit = ray.intersectsMesh(mesh);\r\n\r\n const contactPoint = hit.pickedPoint;\r\n if (!contactPoint) {\r\n return false;\r\n }\r\n\r\n const distanceFromOrigin = Vector3.Distance(origin, contactPoint);\r\n\r\n if (distanceFromOrigin > this._options.radius) {\r\n return false;\r\n }\r\n\r\n const multiplier =\r\n this._options.falloff === PhysicsRadialImpulseFalloff.Constant ? this._options.strength : this._options.strength * (1 - distanceFromOrigin / this._options.radius);\r\n\r\n const force = direction.multiplyByFloats(multiplier, multiplier, multiplier);\r\n\r\n data.force = force;\r\n data.contactPoint = contactPoint;\r\n data.distanceFromOrigin = distanceFromOrigin;\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the force and contact point of the body or false, if the body is not affected by the force/impulse.\r\n * @param body A physics body\r\n * @param origin the origin of the explosion\r\n * @returns A physics force and contact point, or null\r\n */\r\n public getBodyHitData(body: PhysicsBody, origin: Vector3, data: PhysicsHitData): boolean {\r\n if (body.transformNode.getClassName() !== \"Mesh\" && body.transformNode.getClassName() !== \"InstancedMesh\") {\r\n return false;\r\n }\r\n\r\n const mesh = body.transformNode as AbstractMesh;\r\n if (!this._intersectsWithSphere(mesh, origin, this._options.radius)) {\r\n return false;\r\n }\r\n\r\n const bodyObjectCenter = body.getObjectCenter();\r\n this._getHitData(mesh, bodyObjectCenter, origin, data);\r\n return true;\r\n }\r\n /**\r\n * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.\r\n * @param impostor A physics imposter\r\n * @param origin the origin of the explosion\r\n * @returns A physics force and contact point, or null\r\n */\r\n public getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3, data: PhysicsHitData): boolean {\r\n if (impostor.mass === 0) {\r\n return false;\r\n }\r\n\r\n if (impostor.object.getClassName() !== \"Mesh\" && impostor.object.getClassName() !== \"InstancedMesh\") {\r\n return false;\r\n }\r\n\r\n const mesh = impostor.object as AbstractMesh;\r\n if (!this._intersectsWithSphere(mesh, origin, this._options.radius)) {\r\n return false;\r\n }\r\n\r\n const impostorObjectCenter = impostor.getObjectCenter();\r\n\r\n this._getHitData(mesh, impostorObjectCenter, origin, data);\r\n return true;\r\n }\r\n\r\n /**\r\n * Triggers affected impostors callbacks\r\n * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)\r\n */\r\n public triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) {\r\n if (this._options.affectedImpostorsCallback) {\r\n this._options.affectedImpostorsCallback(affectedImpostorsWithData);\r\n }\r\n }\r\n\r\n /**\r\n * Triggers affected bodies callbacks\r\n * @param affectedBodiesWithData defines the list of affected bodies (including associated data)\r\n */\r\n public triggerAffectedBodiesCallback(affectedBodiesWithData: Array<PhysicsAffectedBodyWithData>) {\r\n if (this._options.affectedBodiesCallback) {\r\n this._options.affectedBodiesCallback(affectedBodiesWithData);\r\n }\r\n }\r\n /**\r\n * Disposes the sphere.\r\n * @param force Specifies if the sphere should be disposed by force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (force) {\r\n this._sphere.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._sphere.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareSphere(): void {\r\n if (!this._sphere) {\r\n this._sphere = CreateSphere(\"radialExplosionEventSphere\", this._options.sphere, this._scene);\r\n this._sphere.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithSphere(mesh: AbstractMesh, origin: Vector3, radius: number): boolean {\r\n this._prepareSphere();\r\n\r\n this._sphere.position = origin;\r\n this._sphere.scaling.setAll(radius * 2);\r\n this._sphere._updateBoundingInfo();\r\n this._sphere.computeWorldMatrix(true);\r\n\r\n return this._sphere.intersectsMesh(mesh, true);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a gravitational field event\r\n */\r\nclass PhysicsGravitationalFieldEvent {\r\n private _tickCallback: any;\r\n private _sphere: Mesh;\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n\r\n /**\r\n * Initializes the physics gravitational field event\r\n * @param _physicsHelper A physics helper\r\n * @param _scene BabylonJS scene\r\n * @param _origin The origin position of the gravitational field event\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(private _physicsHelper: PhysicsHelper, private _scene: Scene, private _origin: Vector3, private _options: PhysicsRadialExplosionEventOptions) {\r\n this._options = { ...new PhysicsRadialExplosionEventOptions(), ...this._options };\r\n\r\n this._tickCallback = this._tick.bind(this);\r\n\r\n this._options.strength = this._options.strength * -1;\r\n }\r\n\r\n /**\r\n * Returns the data related to the gravitational field event (sphere).\r\n * @returns A gravitational field event\r\n */\r\n public getData(): PhysicsGravitationalFieldEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n sphere: this._sphere,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the gravitational field.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the gravitational field.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the sphere.\r\n * @param force The force to dispose from the gravitational field event\r\n */\r\n public dispose(force: boolean = true) {\r\n if (force) {\r\n this._sphere.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._sphere.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private _tick() {\r\n // Since the params won't change, we fetch the event only once\r\n if (this._sphere) {\r\n this._physicsHelper.applyRadialExplosionForce(this._origin, this._options);\r\n } else {\r\n const radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._options);\r\n if (radialExplosionEvent) {\r\n this._sphere = <Mesh>radialExplosionEvent.getData().sphere.clone(\"radialExplosionEventSphereClone\");\r\n }\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Represents a physics updraft event\r\n */\r\nclass PhysicsUpdraftEvent {\r\n private _physicsEngine: PhysicsEngineV1 | PhysicsEngineV2;\r\n private _originTop: Vector3 = Vector3.Zero(); // the most upper part of the cylinder\r\n private _originDirection: Vector3 = Vector3.Zero(); // used if the updraftMode is perpendicular\r\n private _tickCallback: any;\r\n private _cylinder: Mesh;\r\n private _cylinderPosition: Vector3 = Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n private static hitData: PhysicsHitData = { force: new Vector3(), contactPoint: new Vector3(), distanceFromOrigin: 0 };\r\n /**\r\n * Initializes the physics updraft event\r\n * @param _scene BabylonJS scene\r\n * @param _origin The origin position of the updraft\r\n * @param _options The options for the updraft event\r\n */\r\n constructor(private _scene: Scene, private _origin: Vector3, private _options: PhysicsUpdraftEventOptions) {\r\n this._physicsEngine = this._scene.getPhysicsEngine() as PhysicsEngineV1 | PhysicsEngineV2;\r\n this._options = { ...new PhysicsUpdraftEventOptions(), ...this._options };\r\n\r\n this._origin.addToRef(new Vector3(0, this._options.height / 2, 0), this._cylinderPosition);\r\n this._origin.addToRef(new Vector3(0, this._options.height, 0), this._originTop);\r\n\r\n if (this._options.updraftMode === PhysicsUpdraftMode.Perpendicular) {\r\n this._originDirection = this._origin.subtract(this._originTop).normalize();\r\n }\r\n\r\n this._tickCallback = this._tick.bind(this);\r\n\r\n this._prepareCylinder();\r\n }\r\n\r\n /**\r\n * Returns the data related to the updraft event (cylinder).\r\n * @returns A physics updraft event\r\n */\r\n public getData(): PhysicsUpdraftEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n cylinder: this._cylinder,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the updraft.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the updraft.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the cylinder.\r\n * @param force Specifies if the updraft should be disposed by force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (!this._cylinder) {\r\n return;\r\n }\r\n if (force) {\r\n this._cylinder.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._cylinder.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private _getHitData(center: Vector3, data: PhysicsHitData): void {\r\n let direction: Vector3;\r\n if (this._options.updraftMode === PhysicsUpdraftMode.Perpendicular) {\r\n direction = this._originDirection;\r\n } else {\r\n direction = center.subtract(this._originTop);\r\n }\r\n\r\n const distanceFromOrigin = Vector3.Distance(this._origin, center);\r\n\r\n const multiplier = this._options.strength * -1;\r\n\r\n const force = direction.multiplyByFloats(multiplier, multiplier, multiplier);\r\n\r\n data.force = force;\r\n data.contactPoint = center;\r\n data.distanceFromOrigin = distanceFromOrigin;\r\n }\r\n\r\n private _getBodyHitData(body: PhysicsBody, data: PhysicsHitData): boolean {\r\n if (body.transformNode.getClassName() !== \"Mesh\" && body.transformNode.getClassName() !== \"InstancedMesh\") {\r\n return false;\r\n }\r\n const bodyObject = body.transformNode as AbstractMesh;\r\n if (!this._intersectsWithCylinder(bodyObject)) {\r\n return false;\r\n }\r\n\r\n const center = body.getObjectCenter();\r\n this._getHitData(center, data);\r\n return true;\r\n }\r\n\r\n private _getImpostorHitData(impostor: PhysicsImpostor, data: PhysicsHitData): boolean {\r\n if (impostor.mass === 0) {\r\n return false;\r\n }\r\n\r\n const impostorObject = <AbstractMesh>impostor.object;\r\n if (!this._intersectsWithCylinder(impostorObject)) {\r\n return false;\r\n }\r\n\r\n const center = impostor.getObjectCenter();\r\n this._getHitData(center, data);\r\n return true;\r\n }\r\n\r\n private _tick() {\r\n const hitData = PhysicsUpdraftEvent.hitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n (<PhysicsEngineV1>this._physicsEngine).getImpostors().forEach((impostor: PhysicsImpostor) => {\r\n if (!this._getImpostorHitData(impostor, hitData)) {\r\n return;\r\n }\r\n\r\n impostor.applyForce(hitData.force, hitData.contactPoint);\r\n });\r\n } else {\r\n // V2\r\n (<PhysicsEngineV2>this._physicsEngine).getBodies().forEach((body: PhysicsBody) => {\r\n if (!this._getBodyHitData(body, hitData)) {\r\n return;\r\n }\r\n\r\n body.applyForce(hitData.force, hitData.contactPoint);\r\n });\r\n }\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareCylinder(): void {\r\n if (!this._cylinder) {\r\n this._cylinder = CreateCylinder(\r\n \"updraftEventCylinder\",\r\n {\r\n height: this._options.height,\r\n diameter: this._options.radius * 2,\r\n },\r\n this._scene\r\n );\r\n this._cylinder.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithCylinder(mesh: AbstractMesh): boolean {\r\n this._cylinder.position = this._cylinderPosition;\r\n return this._cylinder.intersectsMesh(mesh, true);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a physics vortex event\r\n */\r\nclass PhysicsVortexEvent {\r\n private _physicsEngine: PhysicsEngineV1 | PhysicsEngineV2;\r\n private _originTop: Vector3 = Vector3.Zero(); // the most upper part of the cylinder\r\n private _tickCallback: any;\r\n private _cylinder: Mesh;\r\n private _cylinderPosition: Vector3 = Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n private static originOnPlane: Vector3 = Vector3.Zero();\r\n private static hitData: PhysicsHitData = { force: new Vector3(), contactPoint: new Vector3(), distanceFromOrigin: 0 };\r\n\r\n /**\r\n * Initializes the physics vortex event\r\n * @param _scene The BabylonJS scene\r\n * @param _origin The origin position of the vortex\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(private _scene: Scene, private _origin: Vector3, private _options: PhysicsVortexEventOptions) {\r\n this._physicsEngine = this._scene.getPhysicsEngine() as PhysicsEngineV1 | PhysicsEngineV2;\r\n this._options = { ...new PhysicsVortexEventOptions(), ...this._options };\r\n\r\n this._origin.addToRef(new Vector3(0, this._options.height / 2, 0), this._cylinderPosition);\r\n this._origin.addToRef(new Vector3(0, this._options.height, 0), this._originTop);\r\n\r\n this._tickCallback = this._tick.bind(this);\r\n\r\n this._prepareCylinder();\r\n }\r\n\r\n /**\r\n * Returns the data related to the vortex event (cylinder).\r\n * @returns The physics vortex event data\r\n */\r\n public getData(): PhysicsVortexEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n cylinder: this._cylinder,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the vortex.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the cortex.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the sphere.\r\n * @param force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (force) {\r\n this._cylinder.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._cylinder.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private _getHitData(mesh: AbstractMesh, center: Vector3, data: PhysicsHitData): boolean {\r\n const originOnPlane = PhysicsVortexEvent.originOnPlane;\r\n originOnPlane.set(this._origin.x, center.y, this._origin.z); // the distance to the origin as if both objects were on a plane (Y-axis)\r\n const originToImpostorDirection = center.subtract(originOnPlane);\r\n\r\n const ray = new Ray(originOnPlane, originToImpostorDirection, this._options.radius);\r\n const hit = ray.intersectsMesh(mesh);\r\n const contactPoint = hit.pickedPoint;\r\n if (!contactPoint) {\r\n return false;\r\n }\r\n const absoluteDistanceFromOrigin = hit.distance / this._options.radius;\r\n\r\n let directionToOrigin = contactPoint.normalize();\r\n if (absoluteDistanceFromOrigin > this._options.centripetalForceThreshold) {\r\n directionToOrigin = directionToOrigin.negate();\r\n }\r\n\r\n let forceX: number;\r\n let forceY: number;\r\n let forceZ: number;\r\n\r\n if (absoluteDistanceFromOrigin > this._options.centripetalForceThreshold) {\r\n forceX = directionToOrigin.x * this._options.centripetalForceMultiplier;\r\n forceY = directionToOrigin.y * this._options.updraftForceMultiplier;\r\n forceZ = directionToOrigin.z * this._options.centripetalForceMultiplier;\r\n } else {\r\n const perpendicularDirection = Vector3.Cross(originOnPlane, center).normalize();\r\n\r\n forceX = (perpendicularDirection.x + directionToOrigin.x) * this._options.centrifugalForceMultiplier;\r\n forceY = this._originTop.y * this._options.updraftForceMultiplier;\r\n forceZ = (perpendicularDirection.z + directionToOrigin.z) * this._options.centrifugalForceMultiplier;\r\n }\r\n\r\n let force = new Vector3(forceX, forceY, forceZ);\r\n force = force.multiplyByFloats(this._options.strength, this._options.strength, this._options.strength);\r\n\r\n data.force = force;\r\n data.contactPoint = center;\r\n data.distanceFromOrigin = absoluteDistanceFromOrigin;\r\n return true;\r\n }\r\n\r\n private _getBodyHitData(body: PhysicsBody, data: PhysicsHitData): boolean {\r\n if (body.transformNode.getClassName() !== \"Mesh\" && body.transformNode.getClassName() !== \"InstancedMesh\") {\r\n return false;\r\n }\r\n\r\n const bodyObject = body.transformNode as AbstractMesh;\r\n\r\n if (!this._intersectsWithCylinder(bodyObject)) {\r\n return false;\r\n }\r\n\r\n const bodyCenter = body.getObjectCenter();\r\n this._getHitData(bodyObject, bodyCenter, data);\r\n return true;\r\n }\r\n\r\n private _getImpostorHitData(impostor: PhysicsImpostor, data: PhysicsHitData): boolean {\r\n if (impostor.mass === 0) {\r\n return false;\r\n }\r\n\r\n if (impostor.object.getClassName() !== \"Mesh\" && impostor.object.getClassName() !== \"InstancedMesh\") {\r\n return false;\r\n }\r\n\r\n const impostorObject = impostor.object as AbstractMesh;\r\n if (!this._intersectsWithCylinder(impostorObject)) {\r\n return false;\r\n }\r\n\r\n const impostorObjectCenter = impostor.getObjectCenter();\r\n this._getHitData(impostorObject, impostorObjectCenter, data);\r\n return true;\r\n }\r\n\r\n private _tick() {\r\n const hitData = PhysicsVortexEvent.hitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n (<PhysicsEngineV1>this._physicsEngine).getImpostors().forEach((impostor: PhysicsImpostor) => {\r\n if (!this._getImpostorHitData(impostor, hitData)) {\r\n return;\r\n }\r\n\r\n impostor.applyForce(hitData.force, hitData.contactPoint);\r\n });\r\n } else {\r\n (<PhysicsEngineV2>this._physicsEngine).getBodies().forEach((body: PhysicsBody) => {\r\n if (!this._getBodyHitData(body, hitData)) {\r\n return;\r\n }\r\n\r\n body.applyForce(hitData.force, hitData.contactPoint);\r\n });\r\n }\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareCylinder(): void {\r\n if (!this._cylinder) {\r\n this._cylinder = CreateCylinder(\r\n \"vortexEventCylinder\",\r\n {\r\n height: this._options.height,\r\n diameter: this._options.radius * 2,\r\n },\r\n this._scene\r\n );\r\n this._cylinder.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithCylinder(mesh: AbstractMesh): boolean {\r\n this._cylinder.position = this._cylinderPosition;\r\n\r\n return this._cylinder.intersectsMesh(mesh, true);\r\n }\r\n}\r\n\r\n/**\r\n * Options fot the radial explosion event\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsRadialExplosionEventOptions {\r\n /**\r\n * The radius of the sphere for the radial explosion.\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strength of the explosion.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The strength of the force in correspondence to the distance of the affected object\r\n */\r\n falloff: PhysicsRadialImpulseFalloff = PhysicsRadialImpulseFalloff.Constant;\r\n\r\n /**\r\n * Sphere options for the radial explosion.\r\n */\r\n sphere: { segments: number; diameter: number } = { segments: 32, diameter: 1 };\r\n\r\n /**\r\n * Sphere options for the radial explosion.\r\n */\r\n affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;\r\n\r\n /**\r\n * Sphere options for the radial explosion.\r\n */\r\n affectedBodiesCallback: (affectedBodiesWithData: Array<PhysicsAffectedBodyWithData>) => void;\r\n}\r\n\r\n/**\r\n * Options fot the updraft event\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsUpdraftEventOptions {\r\n /**\r\n * The radius of the cylinder for the vortex\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strength of the updraft.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The height of the cylinder for the updraft.\r\n */\r\n height: number = 10;\r\n\r\n /**\r\n * The mode for the the updraft.\r\n */\r\n updraftMode: PhysicsUpdraftMode = PhysicsUpdraftMode.Center;\r\n}\r\n\r\n/**\r\n * Options fot the vortex event\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsVortexEventOptions {\r\n /**\r\n * The radius of the cylinder for the vortex\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strength of the vortex.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The height of the cylinder for the vortex.\r\n */\r\n height: number = 10;\r\n\r\n /**\r\n * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1\r\n */\r\n centripetalForceThreshold: number = 0.7;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the threshold.\r\n */\r\n centripetalForceMultiplier: number = 5;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the threshold.\r\n */\r\n centrifugalForceMultiplier: number = 0.5;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.\r\n */\r\n updraftForceMultiplier: number = 0.02;\r\n}\r\n\r\n/**\r\n * The strength of the force in correspondence to the distance of the affected object\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport enum PhysicsRadialImpulseFalloff {\r\n /** Defines that impulse is constant in strength across it's whole radius */\r\n Constant,\r\n /** Defines that impulse gets weaker if it's further from the origin */\r\n Linear,\r\n}\r\n\r\n/**\r\n * The strength of the force in correspondence to the distance of the affected object\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport enum PhysicsUpdraftMode {\r\n /** Defines that the upstream forces will pull towards the top center of the cylinder */\r\n Center,\r\n /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */\r\n Perpendicular,\r\n}\r\n\r\n/**\r\n * Interface for a physics hit data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsHitData {\r\n /**\r\n * The force applied at the contact point\r\n */\r\n force: Vector3;\r\n /**\r\n * The contact point\r\n */\r\n contactPoint: Vector3;\r\n /**\r\n * The distance from the origin to the contact point\r\n */\r\n distanceFromOrigin: number;\r\n}\r\n\r\n/**\r\n * Interface for radial explosion event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsRadialExplosionEventData {\r\n /**\r\n * A sphere used for the radial explosion event\r\n */\r\n sphere: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for gravitational field event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsGravitationalFieldEventData {\r\n /**\r\n * A sphere mesh used for the gravitational field event\r\n */\r\n sphere: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for updraft event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsUpdraftEventData {\r\n /**\r\n * A cylinder used for the updraft event\r\n */\r\n cylinder: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for vortex event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsVortexEventData {\r\n /**\r\n * A cylinder used for the vortex event\r\n */\r\n cylinder: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for an affected physics impostor\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport interface PhysicsAffectedImpostorWithData {\r\n /**\r\n * The impostor affected by the effect\r\n */\r\n impostor: PhysicsImpostor;\r\n\r\n /**\r\n * The data about the hit/force from the explosion\r\n */\r\n hitData: PhysicsHitData;\r\n}\r\n\r\n/**\r\n * Interface for an affected physics body\r\n * @see\r\n */\r\nexport interface PhysicsAffectedBodyWithData {\r\n /**\r\n * The impostor affected by the effect\r\n */\r\n body: PhysicsBody;\r\n\r\n /**\r\n * The data about the hit/force from the explosion\r\n */\r\n hitData: PhysicsHitData;\r\n}\r\n"]}
@@ -4,4 +4,3 @@ export * from "./physicsEngineComponent";
4
4
  export * from "./physicsImpostor";
5
5
  export * from "./physicsJoint";
6
6
  export * from "./Plugins/index";
7
- export * from "./physicsHelper";
@@ -5,5 +5,4 @@ export * from "./physicsEngineComponent.js";
5
5
  export * from "./physicsImpostor.js";
6
6
  export * from "./physicsJoint.js";
7
7
  export * from "./Plugins/index.js";
8
- export * from "./physicsHelper.js";
9
8
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Physics/v1/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,wBAAwB,CAAC;AACvC,cAAc,iBAAiB,CAAC;AAChC,cAAc,0BAA0B,CAAC;AACzC,cAAc,mBAAmB,CAAC;AAClC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,iBAAiB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./IPhysicsEnginePlugin\";\r\nexport * from \"./physicsEngine\";\r\nexport * from \"./physicsEngineComponent\";\r\nexport * from \"./physicsImpostor\";\r\nexport * from \"./physicsJoint\";\r\nexport * from \"./Plugins/index\";\r\nexport * from \"./physicsHelper\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Physics/v1/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,wBAAwB,CAAC;AACvC,cAAc,iBAAiB,CAAC;AAChC,cAAc,0BAA0B,CAAC;AACzC,cAAc,mBAAmB,CAAC;AAClC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./IPhysicsEnginePlugin\";\r\nexport * from \"./physicsEngine\";\r\nexport * from \"./physicsEngineComponent\";\r\nexport * from \"./physicsImpostor\";\r\nexport * from \"./physicsJoint\";\r\nexport * from \"./Plugins/index\";\r\n"]}
@@ -7,6 +7,7 @@ import type { BoundingBox } from "../../Culling/boundingBox";
7
7
  import type { TransformNode } from "../../Meshes/transformNode";
8
8
  import type { PhysicsMaterial } from "./physicsMaterial";
9
9
  import type { Mesh } from "../../Meshes/mesh";
10
+ import type { Nullable } from "../../types.js";
10
11
  /** @internal */
11
12
  export declare enum ConstraintAxisLimitMode {
12
13
  FREE = 0,
@@ -83,7 +84,7 @@ export interface MassProperties {
83
84
  /**
84
85
  *
85
86
  */
86
- intertia: Vector3;
87
+ inertia: Vector3;
87
88
  /**
88
89
  *
89
90
  */
@@ -104,8 +105,11 @@ export interface IPhysicsEnginePluginV2 {
104
105
  getTimeStep(): number;
105
106
  executeStep(delta: number, bodies: Array<PhysicsBody>): void;
106
107
  getPluginVersion(): number;
108
+ registerOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void;
109
+ unregisterOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void;
107
110
  initBody(body: PhysicsBody, position: Vector3, orientation: Quaternion): void;
108
111
  initBodyInstances(body: PhysicsBody, mesh: Mesh): void;
112
+ removeBody(body: PhysicsBody): void;
109
113
  sync(body: PhysicsBody): void;
110
114
  syncTransform(body: PhysicsBody, transformNode: TransformNode): void;
111
115
  setShape(body: PhysicsBody, shape: PhysicsShape): void;
@@ -123,10 +127,13 @@ export interface IPhysicsEnginePluginV2 {
123
127
  setLinearVelocity(body: PhysicsBody, linVel: Vector3): void;
124
128
  getLinearVelocityToRef(body: PhysicsBody, linVel: Vector3): void;
125
129
  applyImpulse(body: PhysicsBody, location: Vector3, impulse: Vector3): void;
130
+ applyForce(body: PhysicsBody, location: Vector3, force: Vector3): void;
126
131
  setAngularVelocity(body: PhysicsBody, angVel: Vector3): void;
127
132
  getAngularVelocityToRef(body: PhysicsBody, angVel: Vector3): void;
128
133
  getBodyGeometry(body: PhysicsBody): {};
129
134
  disposeBody(body: PhysicsBody): void;
135
+ registerOnBodyCollide(body: PhysicsBody, func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void;
136
+ unregisterOnBodyCollide(body: PhysicsBody, func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void;
130
137
  initShape(shape: PhysicsShape, type: ShapeType, options: PhysicsShapeParameters): void;
131
138
  setFilterLayer(shape: PhysicsShape, layer: number): void;
132
139
  getFilterLayer(shape: PhysicsShape): number;
@@ -1 +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,SASX;AATD,WAAY,SAAS;IACjB,6CAAM,CAAA;IACN,+CAAO,CAAA;IACP,iDAAQ,CAAA;IACR,uCAAG,CAAA;IACH,uDAAW,CAAA;IACX,mDAAS,CAAA;IACT,yCAAI,CAAA;IACJ,uDAAW,CAAA;AACf,CAAC,EATW,SAAS,KAAT,SAAS,QASpB;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 { 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\nimport type { Mesh } from \"../../Meshes/mesh\";\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 HEIGHTFIELD,\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?: Mesh;\r\n includeChildMeshes?: boolean;\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 IPhysicsEnginePluginV2 {\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, bodies: Array<PhysicsBody>): void; //not forgetting pre and post events\r\n getPluginVersion(): number;\r\n\r\n // body\r\n initBody(body: PhysicsBody, position: Vector3, orientation: Quaternion): void;\r\n initBodyInstances(body: PhysicsBody, mesh: Mesh): void;\r\n sync(body: PhysicsBody): void;\r\n syncTransform(body: PhysicsBody, transformNode: TransformNode): 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 getBodyGeometry(body: PhysicsBody): {};\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"]}
1
+ {"version":3,"file":"IPhysicsEnginePlugin.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Physics/v2/IPhysicsEnginePlugin.ts"],"names":[],"mappings":"AAWA,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,SASX;AATD,WAAY,SAAS;IACjB,6CAAM,CAAA;IACN,+CAAO,CAAA;IACP,iDAAQ,CAAA;IACR,uCAAG,CAAA;IACH,uDAAW,CAAA;IACX,mDAAS,CAAA;IACT,yCAAI,CAAA;IACJ,uDAAW,CAAA;AACf,CAAC,EATW,SAAS,KAAT,SAAS,QASpB;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 { 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\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\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 HEIGHTFIELD,\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?: Mesh;\r\n includeChildMeshes?: boolean;\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 inertia: Vector3;\r\n /**\r\n *\r\n */\r\n inertiaOrientation: Quaternion;\r\n}\r\n\r\n/** @internal */\r\nexport interface IPhysicsEnginePluginV2 {\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, bodies: Array<PhysicsBody>): void; //not forgetting pre and post events\r\n getPluginVersion(): number;\r\n registerOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void;\r\n unregisterOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void;\r\n\r\n // body\r\n initBody(body: PhysicsBody, position: Vector3, orientation: Quaternion): void;\r\n initBodyInstances(body: PhysicsBody, mesh: Mesh): void;\r\n removeBody(body: PhysicsBody): void;\r\n sync(body: PhysicsBody): void;\r\n syncTransform(body: PhysicsBody, transformNode: TransformNode): 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 applyForce(body: PhysicsBody, location: Vector3, force: Vector3): void;\r\n setAngularVelocity(body: PhysicsBody, angVel: Vector3): void;\r\n getAngularVelocityToRef(body: PhysicsBody, angVel: Vector3): void;\r\n getBodyGeometry(body: PhysicsBody): {};\r\n disposeBody(body: PhysicsBody): void;\r\n registerOnBodyCollide(body: PhysicsBody, func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void;\r\n unregisterOnBodyCollide(body: PhysicsBody, func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): 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"]}
@@ -4,3 +4,4 @@ export * from "./physicsShape";
4
4
  export * from "./physicsConstraint";
5
5
  export * from "./physicsMaterial";
6
6
  export * from "./physicsAggregate";
7
+ export * from "./IPhysicsEnginePlugin";
@@ -5,4 +5,5 @@ export * from "./physicsShape.js";
5
5
  export * from "./physicsConstraint.js";
6
6
  export * from "./physicsMaterial.js";
7
7
  export * from "./physicsAggregate.js";
8
+ export * from "./IPhysicsEnginePlugin.js";
8
9
  //# sourceMappingURL=index.js.map
@@ -1 +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"]}
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;AACnC,cAAc,wBAAwB,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\nexport * from \"./IPhysicsEnginePlugin\";\r\n"]}
@@ -1,28 +1,27 @@
1
- import type { PhysicsBody } from "./physicsBody";
1
+ import { PhysicsBody } from "./physicsBody";
2
2
  import { PhysicsMaterial } from "./physicsMaterial";
3
- import type { PhysicsShape } from "./physicsShape";
3
+ import { PhysicsShape } from "./physicsShape";
4
4
  import type { Scene } from "../../scene";
5
5
  import type { TransformNode } from "../../Meshes/transformNode";
6
+ import { Vector3 } from "../../Maths/math.vector";
6
7
  /**
7
8
  * The interface for the physics aggregate parameters
8
9
  */
9
- /** @internal */
10
10
  export interface PhysicsAggregateParameters {
11
- /** @internal */
12
11
  /**
13
- * The mass of the physics imposter
12
+ * The mass of the physics aggregate
14
13
  */
15
14
  mass: number;
16
15
  /**
17
- * The friction of the physics imposter
16
+ * The friction of the physics aggregate
18
17
  */
19
18
  friction?: number;
20
19
  /**
21
- * The coefficient of restitution of the physics imposter
20
+ * The coefficient of restitution of the physics aggregate
22
21
  */
23
22
  restitution?: number;
24
23
  /**
25
- * The native options of the physics imposter
24
+ * The native options of the physics aggregate
26
25
  */
27
26
  nativeOptions?: any;
28
27
  /**
@@ -34,11 +33,11 @@ export interface PhysicsAggregateParameters {
34
33
  */
35
34
  disableBidirectionalTransformation?: boolean;
36
35
  /**
37
- * The pressure inside the physics imposter, soft object only
36
+ * The pressure inside the physics aggregate, soft object only
38
37
  */
39
38
  pressure?: number;
40
39
  /**
41
- * The stiffness the physics imposter, soft object only
40
+ * The stiffness the physics aggregate, soft object only
42
41
  */
43
42
  stiffness?: number;
44
43
  /**
@@ -71,44 +70,65 @@ export interface PhysicsAggregateParameters {
71
70
  * The shape of an extrusion used for a rope based on an extrusion
72
71
  */
73
72
  shape?: any;
73
+ /**
74
+ * Radius for sphere, cylinder and capsule
75
+ */
76
+ radius?: number;
77
+ /**
78
+ * Starting point for cylinder/capsule
79
+ */
80
+ pointA?: Vector3;
81
+ /**
82
+ * Ending point for cylinder/capsule
83
+ */
84
+ pointB?: Vector3;
85
+ /**
86
+ * Extents for box
87
+ */
88
+ extents?: Vector3;
74
89
  }
75
90
  /**
76
- *
91
+ * Helper class to create and interact with a PhysicsAggregate.
92
+ * This is a transition object that works like Physics Plugin V1 Impostors.
93
+ * This helper instanciate all mandatory physics objects to get a body/shape and material.
94
+ * It's less efficient that handling body and shapes independently but for prototyping or
95
+ * a small numbers of physics objects, it's good enough.
77
96
  */
78
97
  export declare class PhysicsAggregate {
79
98
  /**
80
- * The physics-enabled object used as the physics imposter
99
+ * The physics-enabled object used as the physics aggregate
81
100
  */
82
101
  transformNode: TransformNode;
83
102
  /**
84
- * The type of the physics imposter
103
+ * The type of the physics aggregate
85
104
  */
86
105
  type: number;
87
106
  private _options;
88
107
  private _scene?;
89
108
  /**
90
- *
109
+ * The body that is associated with this aggregate
91
110
  */
92
111
  body: PhysicsBody;
93
112
  /**
94
- *
113
+ * The shape that is associated with this aggregate
95
114
  */
96
115
  shape: PhysicsShape;
97
116
  /**
98
- *
117
+ * The material that is associated with this aggregate
99
118
  */
100
119
  material: PhysicsMaterial;
101
120
  constructor(
102
121
  /**
103
- * The physics-enabled object used as the physics imposter
122
+ * The physics-enabled object used as the physics aggregate
104
123
  */
105
124
  transformNode: TransformNode,
106
125
  /**
107
- * The type of the physics imposter
126
+ * The type of the physics aggregate
108
127
  */
109
128
  type: number, _options?: PhysicsAggregateParameters, _scene?: Scene | undefined);
129
+ private _addSizeOptions;
110
130
  /**
111
- *
131
+ * Releases the body, shape and material
112
132
  */
113
133
  dispose(): void;
114
134
  }
@@ -1,16 +1,25 @@
1
+ import { PhysicsBody } from "./physicsBody.js";
1
2
  import { PhysicsMaterial } from "./physicsMaterial.js";
3
+ import { PhysicsShape } from "./physicsShape.js";
2
4
  import { Logger } from "../../Misc/logger.js";
5
+ import { Quaternion, Vector3 } from "../../Maths/math.vector.js";
6
+ import { Scalar } from "../../Maths/math.scalar.js";
7
+ import { ShapeType } from "./IPhysicsEnginePlugin.js";
3
8
  /**
4
- *
9
+ * Helper class to create and interact with a PhysicsAggregate.
10
+ * This is a transition object that works like Physics Plugin V1 Impostors.
11
+ * This helper instanciate all mandatory physics objects to get a body/shape and material.
12
+ * It's less efficient that handling body and shapes independently but for prototyping or
13
+ * a small numbers of physics objects, it's good enough.
5
14
  */
6
15
  export class PhysicsAggregate {
7
16
  constructor(
8
17
  /**
9
- * The physics-enabled object used as the physics imposter
18
+ * The physics-enabled object used as the physics aggregate
10
19
  */
11
20
  transformNode,
12
21
  /**
13
- * The type of the physics imposter
22
+ * The type of the physics aggregate
14
23
  */
15
24
  type, _options = { mass: 0 }, _scene) {
16
25
  this.transformNode = transformNode;
@@ -32,10 +41,57 @@ export class PhysicsAggregate {
32
41
  if (!this._scene) {
33
42
  return;
34
43
  }
35
- this.material = new PhysicsMaterial(this._options.friction ? this._options.friction : 0, this._options.restitution ? this._options.restitution : 0, this._scene);
44
+ //default options params
45
+ this._options.mass = _options.mass === void 0 ? 0 : _options.mass;
46
+ this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;
47
+ this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;
48
+ this.body = new PhysicsBody(transformNode, this._scene);
49
+ this._addSizeOptions();
50
+ this.shape = new PhysicsShape(type, this._options, this._scene);
51
+ this.material = new PhysicsMaterial(this._options.friction, this._options.restitution, this._scene);
52
+ this.body.setShape(this.shape);
53
+ this.shape.setMaterial(this.material);
54
+ this.body.setMassProperties({ centerOfMass: new Vector3(0, 0, 0), mass: this._options.mass, inertia: new Vector3(1, 1, 1), inertiaOrientation: Quaternion.Identity() });
55
+ }
56
+ _addSizeOptions() {
57
+ var _a, _b, _c;
58
+ const impostorExtents = this.body.getObjectExtents();
59
+ switch (this.type) {
60
+ case ShapeType.SPHERE:
61
+ if (Scalar.WithinEpsilon(impostorExtents.x, impostorExtents.y, 0.0001) && Scalar.WithinEpsilon(impostorExtents.x, impostorExtents.z, 0.0001)) {
62
+ this._options.radius = this._options.radius ? this._options.radius : impostorExtents.x / 2;
63
+ }
64
+ else {
65
+ Logger.Warn("Non uniform scaling is unsupported for sphere shapes.");
66
+ }
67
+ break;
68
+ case ShapeType.CAPSULE:
69
+ {
70
+ const capRadius = impostorExtents.x / 2;
71
+ this._options.radius = (_a = this._options.radius) !== null && _a !== void 0 ? _a : capRadius;
72
+ this._options.pointA = (_b = this._options.pointA) !== null && _b !== void 0 ? _b : new Vector3(0, -impostorExtents.y * 0.5 + capRadius, 0);
73
+ this._options.pointB = (_c = this._options.pointB) !== null && _c !== void 0 ? _c : new Vector3(0, impostorExtents.y * 0.5 - capRadius, 0);
74
+ }
75
+ break;
76
+ case ShapeType.CYLINDER:
77
+ {
78
+ const capRadius = impostorExtents.x / 2;
79
+ this._options.radius = this._options.radius ? this._options.radius : capRadius;
80
+ this._options.pointA = this._options.pointA ? this._options.pointA : new Vector3(0, -impostorExtents.y * 0.5, 0);
81
+ this._options.pointB = this._options.pointB ? this._options.pointB : new Vector3(0, impostorExtents.y * 0.5, 0);
82
+ }
83
+ break;
84
+ case ShapeType.BOX:
85
+ this._options.extents = this._options.extents ? this._options.extents : new Vector3(impostorExtents.x, impostorExtents.y, impostorExtents.z);
86
+ break;
87
+ case ShapeType.MESH:
88
+ case ShapeType.CONVEX_HULL: {
89
+ break;
90
+ }
91
+ }
36
92
  }
37
93
  /**
38
- *
94
+ * Releases the body, shape and material
39
95
  */
40
96
  dispose() {
41
97
  this.body.dispose();
@@ -1 +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"]}
1
+ 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{ PhysicsBody } from \"./physicsBody\";\r\nimport { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport { PhysicsShape } from \"./physicsShape\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { ShapeType } from \"./IPhysicsEnginePlugin\";\r\n\r\n/**\r\n * The interface for the physics aggregate parameters\r\n */\r\nexport interface PhysicsAggregateParameters {\r\n /**\r\n * The mass of the physics aggregate\r\n */\r\n mass: number;\r\n /**\r\n * The friction of the physics aggregate\r\n */\r\n friction?: number;\r\n /**\r\n * The coefficient of restitution of the physics aggregate\r\n */\r\n restitution?: number;\r\n /**\r\n * The native options of the physics aggregate\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 aggregate, soft object only\r\n */\r\n pressure?: number;\r\n /**\r\n * The stiffness the physics aggregate, 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 * Radius for sphere, cylinder and capsule\r\n */\r\n radius?: number;\r\n\r\n /**\r\n * Starting point for cylinder/capsule\r\n */\r\n pointA?: Vector3;\r\n\r\n /**\r\n * Ending point for cylinder/capsule\r\n */\r\n pointB?: Vector3;\r\n\r\n /**\r\n * Extents for box\r\n */\r\n extents?: Vector3;\r\n}\r\n/**\r\n * Helper class to create and interact with a PhysicsAggregate.\r\n * This is a transition object that works like Physics Plugin V1 Impostors.\r\n * This helper instanciate all mandatory physics objects to get a body/shape and material.\r\n * It's less efficient that handling body and shapes independently but for prototyping or\r\n * a small numbers of physics objects, it's good enough.\r\n */\r\nexport class PhysicsAggregate {\r\n /**\r\n * The body that is associated with this aggregate\r\n */\r\n public body: PhysicsBody;\r\n\r\n /**\r\n * The shape that is associated with this aggregate\r\n */\r\n public shape: PhysicsShape;\r\n\r\n /**\r\n * The material that is associated with this aggregate\r\n */\r\n public material: PhysicsMaterial;\r\n\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics aggregate\r\n */\r\n public transformNode: TransformNode,\r\n /**\r\n * The type of the physics aggregate\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 //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\r\n this.body = new PhysicsBody(transformNode, this._scene);\r\n this._addSizeOptions();\r\n this.shape = new PhysicsShape(type, this._options as any, this._scene);\r\n\r\n this.material = new PhysicsMaterial(this._options.friction, this._options.restitution, this._scene);\r\n this.body.setShape(this.shape);\r\n this.shape.setMaterial(this.material);\r\n this.body.setMassProperties({ centerOfMass: new Vector3(0, 0, 0), mass: this._options.mass, inertia: new Vector3(1, 1, 1), inertiaOrientation: Quaternion.Identity() });\r\n }\r\n\r\n private _addSizeOptions(): void {\r\n const impostorExtents = this.body.getObjectExtents();\r\n\r\n switch (this.type) {\r\n case ShapeType.SPHERE:\r\n if (Scalar.WithinEpsilon(impostorExtents.x, impostorExtents.y, 0.0001) && Scalar.WithinEpsilon(impostorExtents.x, impostorExtents.z, 0.0001)) {\r\n this._options.radius = this._options.radius ? this._options.radius : impostorExtents.x / 2;\r\n } else {\r\n Logger.Warn(\"Non uniform scaling is unsupported for sphere shapes.\");\r\n }\r\n break;\r\n case ShapeType.CAPSULE:\r\n {\r\n const capRadius = impostorExtents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, -impostorExtents.y * 0.5 + capRadius, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, impostorExtents.y * 0.5 - capRadius, 0);\r\n }\r\n break;\r\n case ShapeType.CYLINDER:\r\n {\r\n const capRadius = impostorExtents.x / 2;\r\n this._options.radius = this._options.radius ? this._options.radius : capRadius;\r\n this._options.pointA = this._options.pointA ? this._options.pointA : new Vector3(0, -impostorExtents.y * 0.5, 0);\r\n this._options.pointB = this._options.pointB ? this._options.pointB : new Vector3(0, impostorExtents.y * 0.5, 0);\r\n }\r\n break;\r\n case ShapeType.BOX:\r\n this._options.extents = this._options.extents ? this._options.extents : new Vector3(impostorExtents.x, impostorExtents.y, impostorExtents.z);\r\n break;\r\n case ShapeType.MESH:\r\n case ShapeType.CONVEX_HULL: {\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Releases the body, shape and material\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"]}