@babylonjs/core 5.45.1 → 5.45.2

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Files changed (36) 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/Textures/videoTexture.d.ts +1 -0
  6. package/Materials/Textures/videoTexture.js +19 -8
  7. package/Materials/Textures/videoTexture.js.map +1 -1
  8. package/Physics/index.d.ts +1 -0
  9. package/Physics/index.js +1 -0
  10. package/Physics/index.js.map +1 -1
  11. package/Physics/physicsHelper.d.ts +452 -1
  12. package/Physics/physicsHelper.js +877 -2
  13. package/Physics/physicsHelper.js.map +1 -1
  14. package/Physics/v1/index.d.ts +0 -1
  15. package/Physics/v1/index.js +0 -1
  16. package/Physics/v1/index.js.map +1 -1
  17. package/Physics/v2/IPhysicsEnginePlugin.d.ts +2 -1
  18. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  19. package/Physics/v2/index.d.ts +1 -0
  20. package/Physics/v2/index.js +1 -0
  21. package/Physics/v2/index.js.map +1 -1
  22. package/Physics/v2/physicsAggregate.d.ts +18 -0
  23. package/Physics/v2/physicsAggregate.js +44 -2
  24. package/Physics/v2/physicsAggregate.js.map +1 -1
  25. package/Physics/v2/physicsBody.d.ts +22 -1
  26. package/Physics/v2/physicsBody.js +54 -1
  27. package/Physics/v2/physicsBody.js.map +1 -1
  28. package/Physics/v2/physicsEngine.d.ts +7 -2
  29. package/Physics/v2/physicsEngine.js +9 -2
  30. package/Physics/v2/physicsEngine.js.map +1 -1
  31. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +4 -1
  32. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  33. package/package.json +1 -1
  34. package/Physics/v1/physicsHelper.d.ts +0 -411
  35. package/Physics/v1/physicsHelper.js +0 -709
  36. package/Physics/v1/physicsHelper.js.map +0 -1
@@ -1 +1 @@
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It allows\r\n * the user to set the mass and velocity of the body, which can then be used to calculate the\r\n * motion of the body in the physics engine.\r\n */\r\nexport class PhysicsBody {\r\n /**\r\n * V2 Physics plugin private data for single Transform\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * V2 Physics plugin private data for instances\r\n */\r\n public _pluginDataInstances: Array<any> = [];\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n /**\r\n * The engine used to create and manage this Physics Body\r\n */\r\n private _physicsEngine: PhysicsEngine;\r\n /**\r\n * The transform node associated with this Physics Body\r\n */\r\n transformNode: TransformNode;\r\n /**\r\n * Disable pre-step that consists in updating Physics Body from Transform Node Translation/Orientation.\r\n * True by default for maximum performance.\r\n */\r\n disablePreStep: boolean = true;\r\n\r\n /**\r\n * Constructs a new physics body for the given node.\r\n * @param transformNode - The Transform Node to construct the physics body for.\r\n * @param scene - The scene containing the physics engine.\r\n *\r\n * This code is useful for creating a physics body for a given Transform Node in a scene.\r\n * It checks the version of the physics engine and the physics plugin, and initializes the body accordingly.\r\n * It also sets the node's rotation quaternion if it is not already set. Finally, it adds the body to the physics engine.\r\n */\r\n constructor(transformNode: TransformNode, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine() as PhysicsEngine;\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n this._physicsEngine = physicsEngine;\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n if (!transformNode.rotationQuaternion) {\r\n transformNode.rotationQuaternion = Quaternion.FromEulerAngles(transformNode.rotation.x, transformNode.rotation.y, transformNode.rotation.z);\r\n }\r\n // instances?\r\n const m = transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.initBodyInstances(this, m);\r\n } else {\r\n // single instance\r\n this._physicsPlugin.initBody(this, transformNode.position, transformNode.rotationQuaternion);\r\n }\r\n this.transformNode = transformNode;\r\n transformNode.physicsBody = this;\r\n physicsEngine.addBody(this);\r\n }\r\n\r\n /**\r\n * Sets the shape of the physics body.\r\n * @param shape - The shape of the physics body.\r\n *\r\n * This method is useful for setting the shape of the physics body, which is necessary for the physics engine to accurately simulate the body's behavior.\r\n * The shape is used to calculate the body's mass, inertia, and other properties.\r\n */\r\n public setShape(shape: PhysicsShape): void {\r\n this._physicsPlugin.setShape(this, shape);\r\n }\r\n\r\n /**\r\n * Retrieves the physics shape associated with this object.\r\n *\r\n * @returns The physics shape associated with this object, or `undefined` if no\r\n * shape is associated.\r\n *\r\n * This method is useful for retrieving the physics shape associated with this object,\r\n * which can be used to apply physical forces to the object or to detect collisions.\r\n */\r\n public getShape(): PhysicsShape | undefined {\r\n return this._physicsPlugin.getShape(this);\r\n }\r\n\r\n /**\r\n * Sets the filter group of the physics body.\r\n * @param group - The filter group of the physics body.\r\n *\r\n * This method is useful for setting the filter group of the physics body.\r\n * The filter group is used to determine which bodies should collide with each other.\r\n * This allows for more control over the physics engine and can be used to create more realistic simulations.\r\n */\r\n public setFilterGroup(group: number): void {\r\n this._physicsPlugin.setFilterGroup(this, group);\r\n }\r\n\r\n /**\r\n * Gets the filter group of the physics engine.\r\n *\r\n * @returns The filter group of the physics engine.\r\n *\r\n * This method is useful for getting the filter group of the physics engine,\r\n * which is used to determine which objects will interact with each other.\r\n * This is important for creating realistic physics simulations.\r\n */\r\n public getFilterGroup(): number {\r\n return this._physicsPlugin.getFilterGroup(this);\r\n }\r\n\r\n /**\r\n * Sets the event mask for the physics engine.\r\n *\r\n * @param eventMask - A bitmask that determines which events will be sent to the physics engine.\r\n *\r\n * This method is useful for setting the event mask for the physics engine, which determines which events\r\n * will be sent to the physics engine. This allows the user to control which events the physics engine will respond to.\r\n */\r\n public setEventMask(eventMask: number): void {\r\n this._physicsPlugin.setEventMask(this, eventMask);\r\n }\r\n\r\n /**\r\n * Gets the event mask of the physics engine.\r\n *\r\n * @returns The event mask of the physics engine.\r\n *\r\n * This method is useful for getting the event mask of the physics engine,\r\n * which is used to determine which events the engine will respond to.\r\n * This is important for ensuring that the engine is responding to the correct events and not\r\n * wasting resources on unnecessary events.\r\n */\r\n public getEventMask(): number {\r\n return this._physicsPlugin.getEventMask(this);\r\n }\r\n\r\n /**\r\n * Sets the mass properties of the physics object.\r\n *\r\n * @param massProps - The mass properties to set.\r\n *\r\n * This method is useful for setting the mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass. This is important for accurately simulating the physics of the object in the physics engine.\r\n */\r\n public setMassProperties(massProps: MassProperties): void {\r\n this._physicsPlugin.setMassProperties(this, massProps);\r\n }\r\n\r\n /**\r\n * Retrieves the mass properties of the object.\r\n *\r\n * @returns The mass properties of the object, or `undefined` if the physics\r\n * plugin does not support mass properties.\r\n *\r\n * This method is useful for physics simulations, as it allows the user to\r\n * retrieve the mass properties of the object, such as its mass, center of mass,\r\n * and moment of inertia. This information is necessary for accurate physics\r\n * simulations.\r\n */\r\n public getMassProperties(): MassProperties | undefined {\r\n return this._physicsPlugin.getMassProperties(this);\r\n }\r\n\r\n /**\r\n * Sets the linear damping of the physics body.\r\n *\r\n * @param damping - The linear damping value.\r\n *\r\n * This method is useful for controlling the linear damping of the physics body,\r\n * which is the rate at which the body's velocity decreases over time. This is useful for simulating\r\n * the effects of air resistance or other forms of friction.\r\n */\r\n public setLinearDamping(damping: number): void {\r\n this._physicsPlugin.setLinearDamping(this, damping);\r\n }\r\n\r\n /**\r\n * Gets the linear damping of the physics body.\r\n * @returns The linear damping of the physics body.\r\n *\r\n * This method is useful for retrieving the linear damping of the physics body, which is the amount of\r\n * resistance the body has to linear motion. This is useful for simulating realistic physics behavior\r\n * in a game.\r\n */\r\n public getLinearDamping(): number {\r\n return this._physicsPlugin.getLinearDamping(this);\r\n }\r\n\r\n /**\r\n * Sets the angular damping of the physics body.\r\n * @param damping The angular damping of the body.\r\n *\r\n * This method is useful for controlling the angular velocity of a physics body.\r\n * By setting the damping, the body's angular velocity will be reduced over time, simulating the effect of friction.\r\n * This can be used to create realistic physical behavior in a physics engine.\r\n */\r\n public setAngularDamping(damping: number): void {\r\n this._physicsPlugin.setAngularDamping(this, damping);\r\n }\r\n\r\n /**\r\n * Gets the angular damping of the physics body.\r\n *\r\n * @returns The angular damping of the physics body.\r\n *\r\n * This method is useful for getting the angular damping of the physics body,\r\n * which is the rate of reduction of the angular velocity over time.\r\n * This is important for simulating realistic physics behavior in a game.\r\n */\r\n public getAngularDamping(): number {\r\n return this._physicsPlugin.getAngularDamping(this);\r\n }\r\n\r\n /**\r\n * Sets the linear velocity of the physics object.\r\n * @param linVel - The linear velocity to set.\r\n *\r\n * This method is useful for setting the linear velocity of a physics object,\r\n * which is necessary for simulating realistic physics in a game engine.\r\n * By setting the linear velocity, the physics object will move in the direction and speed specified by the vector.\r\n * This allows for realistic physics simulations, such as simulating the motion of a ball rolling down a hill.\r\n */\r\n public setLinearVelocity(linVel: Vector3): void {\r\n this._physicsPlugin.setLinearVelocity(this, linVel);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body and stores it in the given vector3.\r\n * @param linVel - The vector3 to store the linear velocity in.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.*/\r\n public getLinearVelocityToRef(linVel: Vector3): void {\r\n return this._physicsPlugin.getLinearVelocityToRef(this, linVel);\r\n }\r\n\r\n /**\r\n * Sets the angular velocity of the physics object.\r\n * @param angVel - The angular velocity to set.\r\n *\r\n * This method is useful for setting the angular velocity of a physics object, which is necessary for\r\n * simulating realistic physics behavior. The angular velocity is used to determine the rate of rotation of the object,\r\n * which is important for simulating realistic motion.\r\n */\r\n public setAngularVelocity(angVel: Vector3): void {\r\n this._physicsPlugin.setAngularVelocity(this, angVel);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body and stores it in the given vector3.\r\n * @param angVel - The vector3 to store the angular velocity in.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocityToRef(angVel: Vector3): void {\r\n return this._physicsPlugin.getAngularVelocityToRef(this, angVel);\r\n }\r\n\r\n /**\r\n * Applies an impulse to the physics object.\r\n *\r\n * @param location The location of the impulse.\r\n * @param impulse The impulse vector.\r\n *\r\n * This method is useful for applying an impulse to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyImpulse(location: Vector3, impulse: Vector3): void {\r\n this._physicsPlugin.applyImpulse(this, location, impulse);\r\n }\r\n\r\n /**\r\n * Retrieves the geometry of the body from the physics plugin.\r\n *\r\n * @returns The geometry of the body.\r\n *\r\n * This method is useful for retrieving the geometry of the body from the physics plugin, which can be used for various physics calculations.\r\n */\r\n public getGeometry(): {} {\r\n return this._physicsPlugin.getBodyGeometry(this);\r\n }\r\n\r\n /**\r\n * Register a collision callback that is called when the body collides\r\n * Filtering by body is inefficient. It's more preferable to register a collision callback for the entire world\r\n * and do the filtering on the user side.\r\n */\r\n public registerOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void {\r\n return this._physicsPlugin.registerOnBodyCollide(this, func);\r\n }\r\n\r\n /**\r\n * Unregister a collision callback that is called when the body collides\r\n */\r\n public unregisterOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void {\r\n return this._physicsPlugin.unregisterOnBodyCollide(this, func);\r\n }\r\n\r\n /**\r\n * Disposes the body from the physics engine.\r\n *\r\n * This method is useful for cleaning up the physics engine when a body is no longer needed. Disposing the body will free up resources and prevent memory leaks.\r\n */\r\n public dispose() {\r\n this._physicsEngine.removeBody(this);\r\n this._physicsPlugin.removeBody(this);\r\n this._physicsPlugin.disposeBody(this);\r\n }\r\n}\r\n"]}
1
+ 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type { IPhysicsEnginePluginV2, MassProperties } from \"./IPhysicsEnginePlugin\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { Mesh, TransformNode, AbstractMesh } from \"../../Meshes\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * PhysicsBody is useful for creating a physics body that can be used in a physics engine. It allows\r\n * the user to set the mass and velocity of the body, which can then be used to calculate the\r\n * motion of the body in the physics engine.\r\n */\r\nexport class PhysicsBody {\r\n /**\r\n * V2 Physics plugin private data for single Transform\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * V2 Physics plugin private data for instances\r\n */\r\n public _pluginDataInstances: Array<any> = [];\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n /**\r\n * The engine used to create and manage this Physics Body\r\n */\r\n private _physicsEngine: PhysicsEngine;\r\n /**\r\n * The transform node associated with this Physics Body\r\n */\r\n transformNode: TransformNode;\r\n /**\r\n * Disable pre-step that consists in updating Physics Body from Transform Node Translation/Orientation.\r\n * True by default for maximum performance.\r\n */\r\n disablePreStep: boolean = true;\r\n\r\n private static _DEFAULT_OBJECT_SIZE: Vector3 = new Vector3(1, 1, 1);\r\n private static _IDENTITY_QUATERNION = Quaternion.Identity();\r\n\r\n /**\r\n * Constructs a new physics body for the given node.\r\n * @param transformNode - The Transform Node to construct the physics body for.\r\n * @param scene - The scene containing the physics engine.\r\n *\r\n * This code is useful for creating a physics body for a given Transform Node in a scene.\r\n * It checks the version of the physics engine and the physics plugin, and initializes the body accordingly.\r\n * It also sets the node's rotation quaternion if it is not already set. Finally, it adds the body to the physics engine.\r\n */\r\n constructor(transformNode: TransformNode, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine() as PhysicsEngine;\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n this._physicsEngine = physicsEngine;\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n if (!transformNode.rotationQuaternion) {\r\n transformNode.rotationQuaternion = Quaternion.FromEulerAngles(transformNode.rotation.x, transformNode.rotation.y, transformNode.rotation.z);\r\n }\r\n // instances?\r\n const m = transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.initBodyInstances(this, m);\r\n } else {\r\n // single instance\r\n this._physicsPlugin.initBody(this, transformNode.position, transformNode.rotationQuaternion);\r\n }\r\n this.transformNode = transformNode;\r\n transformNode.physicsBody = this;\r\n physicsEngine.addBody(this);\r\n }\r\n\r\n /**\r\n * Sets the shape of the physics body.\r\n * @param shape - The shape of the physics body.\r\n *\r\n * This method is useful for setting the shape of the physics body, which is necessary for the physics engine to accurately simulate the body's behavior.\r\n * The shape is used to calculate the body's mass, inertia, and other properties.\r\n */\r\n public setShape(shape: PhysicsShape): void {\r\n this._physicsPlugin.setShape(this, shape);\r\n }\r\n\r\n /**\r\n * Retrieves the physics shape associated with this object.\r\n *\r\n * @returns The physics shape associated with this object, or `undefined` if no\r\n * shape is associated.\r\n *\r\n * This method is useful for retrieving the physics shape associated with this object,\r\n * which can be used to apply physical forces to the object or to detect collisions.\r\n */\r\n public getShape(): PhysicsShape | undefined {\r\n return this._physicsPlugin.getShape(this);\r\n }\r\n\r\n /**\r\n * Sets the filter group of the physics body.\r\n * @param group - The filter group of the physics body.\r\n *\r\n * This method is useful for setting the filter group of the physics body.\r\n * The filter group is used to determine which bodies should collide with each other.\r\n * This allows for more control over the physics engine and can be used to create more realistic simulations.\r\n */\r\n public setFilterGroup(group: number): void {\r\n this._physicsPlugin.setFilterGroup(this, group);\r\n }\r\n\r\n /**\r\n * Gets the filter group of the physics engine.\r\n *\r\n * @returns The filter group of the physics engine.\r\n *\r\n * This method is useful for getting the filter group of the physics engine,\r\n * which is used to determine which objects will interact with each other.\r\n * This is important for creating realistic physics simulations.\r\n */\r\n public getFilterGroup(): number {\r\n return this._physicsPlugin.getFilterGroup(this);\r\n }\r\n\r\n /**\r\n * Sets the event mask for the physics engine.\r\n *\r\n * @param eventMask - A bitmask that determines which events will be sent to the physics engine.\r\n *\r\n * This method is useful for setting the event mask for the physics engine, which determines which events\r\n * will be sent to the physics engine. This allows the user to control which events the physics engine will respond to.\r\n */\r\n public setEventMask(eventMask: number): void {\r\n this._physicsPlugin.setEventMask(this, eventMask);\r\n }\r\n\r\n /**\r\n * Gets the event mask of the physics engine.\r\n *\r\n * @returns The event mask of the physics engine.\r\n *\r\n * This method is useful for getting the event mask of the physics engine,\r\n * which is used to determine which events the engine will respond to.\r\n * This is important for ensuring that the engine is responding to the correct events and not\r\n * wasting resources on unnecessary events.\r\n */\r\n public getEventMask(): number {\r\n return this._physicsPlugin.getEventMask(this);\r\n }\r\n\r\n /**\r\n * Sets the mass properties of the physics object.\r\n *\r\n * @param massProps - The mass properties to set.\r\n *\r\n * This method is useful for setting the mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass. This is important for accurately simulating the physics of the object in the physics engine.\r\n */\r\n public setMassProperties(massProps: MassProperties): void {\r\n this._physicsPlugin.setMassProperties(this, massProps);\r\n }\r\n\r\n /**\r\n * Retrieves the mass properties of the object.\r\n *\r\n * @returns The mass properties of the object, or `undefined` if the physics\r\n * plugin does not support mass properties.\r\n *\r\n * This method is useful for physics simulations, as it allows the user to\r\n * retrieve the mass properties of the object, such as its mass, center of mass,\r\n * and moment of inertia. This information is necessary for accurate physics\r\n * simulations.\r\n */\r\n public getMassProperties(): MassProperties | undefined {\r\n return this._physicsPlugin.getMassProperties(this);\r\n }\r\n\r\n /**\r\n * Sets the linear damping of the physics body.\r\n *\r\n * @param damping - The linear damping value.\r\n *\r\n * This method is useful for controlling the linear damping of the physics body,\r\n * which is the rate at which the body's velocity decreases over time. This is useful for simulating\r\n * the effects of air resistance or other forms of friction.\r\n */\r\n public setLinearDamping(damping: number): void {\r\n this._physicsPlugin.setLinearDamping(this, damping);\r\n }\r\n\r\n /**\r\n * Gets the linear damping of the physics body.\r\n * @returns The linear damping of the physics body.\r\n *\r\n * This method is useful for retrieving the linear damping of the physics body, which is the amount of\r\n * resistance the body has to linear motion. This is useful for simulating realistic physics behavior\r\n * in a game.\r\n */\r\n public getLinearDamping(): number {\r\n return this._physicsPlugin.getLinearDamping(this);\r\n }\r\n\r\n /**\r\n * Sets the angular damping of the physics body.\r\n * @param damping The angular damping of the body.\r\n *\r\n * This method is useful for controlling the angular velocity of a physics body.\r\n * By setting the damping, the body's angular velocity will be reduced over time, simulating the effect of friction.\r\n * This can be used to create realistic physical behavior in a physics engine.\r\n */\r\n public setAngularDamping(damping: number): void {\r\n this._physicsPlugin.setAngularDamping(this, damping);\r\n }\r\n\r\n /**\r\n * Gets the angular damping of the physics body.\r\n *\r\n * @returns The angular damping of the physics body.\r\n *\r\n * This method is useful for getting the angular damping of the physics body,\r\n * which is the rate of reduction of the angular velocity over time.\r\n * This is important for simulating realistic physics behavior in a game.\r\n */\r\n public getAngularDamping(): number {\r\n return this._physicsPlugin.getAngularDamping(this);\r\n }\r\n\r\n /**\r\n * Sets the linear velocity of the physics object.\r\n * @param linVel - The linear velocity to set.\r\n *\r\n * This method is useful for setting the linear velocity of a physics object,\r\n * which is necessary for simulating realistic physics in a game engine.\r\n * By setting the linear velocity, the physics object will move in the direction and speed specified by the vector.\r\n * This allows for realistic physics simulations, such as simulating the motion of a ball rolling down a hill.\r\n */\r\n public setLinearVelocity(linVel: Vector3): void {\r\n this._physicsPlugin.setLinearVelocity(this, linVel);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body and stores it in the given vector3.\r\n * @param linVel - The vector3 to store the linear velocity in.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.*/\r\n public getLinearVelocityToRef(linVel: Vector3): void {\r\n return this._physicsPlugin.getLinearVelocityToRef(this, linVel);\r\n }\r\n\r\n /**\r\n * Sets the angular velocity of the physics object.\r\n * @param angVel - The angular velocity to set.\r\n *\r\n * This method is useful for setting the angular velocity of a physics object, which is necessary for\r\n * simulating realistic physics behavior. The angular velocity is used to determine the rate of rotation of the object,\r\n * which is important for simulating realistic motion.\r\n */\r\n public setAngularVelocity(angVel: Vector3): void {\r\n this._physicsPlugin.setAngularVelocity(this, angVel);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body and stores it in the given vector3.\r\n * @param angVel - The vector3 to store the angular velocity in.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocityToRef(angVel: Vector3): void {\r\n return this._physicsPlugin.getAngularVelocityToRef(this, angVel);\r\n }\r\n\r\n /**\r\n * Applies an impulse to the physics object.\r\n *\r\n * @param location The location of the impulse.\r\n * @param impulse The impulse vector.\r\n *\r\n * This method is useful for applying an impulse to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyImpulse(location: Vector3, impulse: Vector3): void {\r\n this._physicsPlugin.applyImpulse(this, location, impulse);\r\n }\r\n\r\n /**\r\n * Applies a force to the physics object.\r\n *\r\n * @param location The location of the force.\r\n * @param force The force vector.\r\n *\r\n * This method is useful for applying a force to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyForce(location: Vector3, force: Vector3): void {\r\n this._physicsPlugin.applyForce(this, location, force);\r\n }\r\n\r\n /**\r\n * Retrieves the geometry of the body from the physics plugin.\r\n *\r\n * @returns The geometry of the body.\r\n *\r\n * This method is useful for retrieving the geometry of the body from the physics plugin, which can be used for various physics calculations.\r\n */\r\n public getGeometry(): {} {\r\n return this._physicsPlugin.getBodyGeometry(this);\r\n }\r\n\r\n /**\r\n * Register a collision callback that is called when the body collides\r\n * Filtering by body is inefficient. It's more preferable to register a collision callback for the entire world\r\n * and do the filtering on the user side.\r\n */\r\n public registerOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void {\r\n return this._physicsPlugin.registerOnBodyCollide(this, func);\r\n }\r\n\r\n /**\r\n * Unregister a collision callback that is called when the body collides\r\n */\r\n public unregisterOnCollide(func: (collider: PhysicsBody, collidedAgainst: PhysicsBody, point: Nullable<Vector3>) => void): void {\r\n return this._physicsPlugin.unregisterOnBodyCollide(this, func);\r\n }\r\n\r\n /**\r\n * Gets the object extents\r\n * @returns the object extents\r\n */\r\n public getObjectExtents(): Vector3 {\r\n const tmAbstractMesh = this.transformNode as AbstractMesh;\r\n if (tmAbstractMesh.getBoundingInfo) {\r\n const q = this.transformNode.rotationQuaternion;\r\n const scaling = this.transformNode.scaling.clone();\r\n //reset rotation\r\n this.transformNode.rotationQuaternion = PhysicsBody._IDENTITY_QUATERNION;\r\n //calculate the world matrix with no rotation\r\n const worldMatrix = this.transformNode.computeWorldMatrix && this.transformNode.computeWorldMatrix(true);\r\n if (worldMatrix) {\r\n worldMatrix.decompose(scaling, undefined, undefined);\r\n }\r\n const boundingInfo = tmAbstractMesh.getBoundingInfo();\r\n // get the global scaling of the object\r\n const size = boundingInfo.boundingBox.extendSize.scale(2).multiplyInPlace(scaling);\r\n size.x = Math.abs(size.x);\r\n size.y = Math.abs(size.y);\r\n size.z = Math.abs(size.z);\r\n //bring back the rotation\r\n this.transformNode.rotationQuaternion = q;\r\n //calculate the world matrix with the new rotation\r\n this.transformNode.computeWorldMatrix && this.transformNode.computeWorldMatrix(true);\r\n return size;\r\n } else {\r\n return PhysicsBody._DEFAULT_OBJECT_SIZE;\r\n }\r\n }\r\n\r\n /**\r\n * return geometric center of the associated mesh\r\n */\r\n public getObjectCenter(): Vector3 {\r\n // TODO\r\n return new Vector3(0, 0, 0);\r\n }\r\n\r\n /**\r\n * Disposes the body from the physics engine.\r\n *\r\n * This method is useful for cleaning up the physics engine when a body is no longer needed. Disposing the body will free up resources and prevent memory leaks.\r\n */\r\n public dispose() {\r\n this._physicsEngine.removeBody(this);\r\n this._physicsPlugin.removeBody(this);\r\n this._physicsPlugin.disposeBody(this);\r\n }\r\n}\r\n"]}
@@ -84,14 +84,19 @@ export declare class PhysicsEngine implements IPhysicsEngine {
84
84
  */
85
85
  _step(delta: number): void;
86
86
  /**
87
- *
87
+ * Add a body as an active component of this engine
88
88
  * @param body
89
89
  */
90
90
  addBody(physicsBody: PhysicsBody): void;
91
91
  /**
92
- *
92
+ * Removes a particular body from this engine
93
93
  */
94
94
  removeBody(physicsBody: PhysicsBody): void;
95
+ /**
96
+ * Returns an array of bodies added to this engine
97
+
98
+ */
99
+ getBodies(): Array<PhysicsBody>;
95
100
  /**
96
101
  * Gets the current plugin used to run the simulation
97
102
  * @returns current plugin
@@ -108,14 +108,14 @@ export class PhysicsEngine {
108
108
  this._physicsPlugin.executeStep(delta, this._physicsBodies);
109
109
  }
110
110
  /**
111
- *
111
+ * Add a body as an active component of this engine
112
112
  * @param body
113
113
  */
114
114
  addBody(physicsBody) {
115
115
  this._physicsBodies.push(physicsBody);
116
116
  }
117
117
  /**
118
- *
118
+ * Removes a particular body from this engine
119
119
  */
120
120
  removeBody(physicsBody) {
121
121
  const index = this._physicsBodies.indexOf(physicsBody);
@@ -123,6 +123,13 @@ export class PhysicsEngine {
123
123
  /*const removed =*/ this._physicsBodies.splice(index, 1);
124
124
  }
125
125
  }
126
+ /**
127
+ * Returns an array of bodies added to this engine
128
+
129
+ */
130
+ getBodies() {
131
+ return this._physicsBodies;
132
+ }
126
133
  /**
127
134
  * Gets the current plugin used to run the simulation
128
135
  * @returns current plugin
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { IPhysicsEngine } from \"../IPhysicsEngine\";\r\nimport type { IPhysicsEnginePluginV2 } from \"./IPhysicsEnginePlugin\";\r\nimport { PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport type { PhysicsBody } from \"./physicsBody\";\r\n\r\n/**\r\n * Class used to control physics engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\n/** @internal */\r\nexport class PhysicsEngine implements IPhysicsEngine {\r\n /** @internal */\r\n private _physicsBodies: Array<PhysicsBody> = [];\r\n private _subTimeStep: number = 0;\r\n //private _uniqueIdCounter = 0;\r\n\r\n /**\r\n * Gets the gravity vector used by the simulation\r\n */\r\n public gravity: Vector3;\r\n\r\n /**\r\n *\r\n * @returns physics plugin version\r\n */\r\n public getPluginVersion(): number {\r\n return this._physicsPlugin.getPluginVersion();\r\n }\r\n /**\r\n * Factory used to create the default physics plugin.\r\n * @returns The default physics plugin\r\n */\r\n public static DefaultPluginFactory(): IPhysicsEnginePluginV2 {\r\n throw _WarnImport(\"\");\r\n }\r\n\r\n /**\r\n * Creates a new Physics Engine\r\n * @param gravity defines the gravity vector used by the simulation\r\n * @param _physicsPlugin defines the plugin to use (CannonJS by default)\r\n */\r\n constructor(gravity: Nullable<Vector3>, private _physicsPlugin: IPhysicsEnginePluginV2 = PhysicsEngine.DefaultPluginFactory()) {\r\n gravity = gravity || new Vector3(0, -9.807, 0);\r\n this.setGravity(gravity);\r\n this.setTimeStep();\r\n }\r\n\r\n /**\r\n * Sets the gravity vector used by the simulation\r\n * @param gravity defines the gravity vector to use\r\n */\r\n public setGravity(gravity: Vector3): void {\r\n this.gravity = gravity;\r\n this._physicsPlugin.setGravity(this.gravity);\r\n }\r\n\r\n /**\r\n * Set the time step of the physics engine.\r\n * Default is 1/60.\r\n * To slow it down, enter 1/600 for example.\r\n * To speed it up, 1/30\r\n * @param newTimeStep defines the new timestep to apply to this world.\r\n */\r\n public setTimeStep(newTimeStep: number = 1 / 60) {\r\n this._physicsPlugin.setTimeStep(newTimeStep);\r\n }\r\n\r\n /**\r\n * Get the time step of the physics engine.\r\n * @returns the current time step\r\n */\r\n public getTimeStep(): number {\r\n return this._physicsPlugin.getTimeStep();\r\n }\r\n\r\n /**\r\n * Set the sub time step of the physics engine.\r\n * Default is 0 meaning there is no sub steps\r\n * To increase physics resolution precision, set a small value (like 1 ms)\r\n * @param subTimeStep defines the new sub timestep used for physics resolution.\r\n */\r\n public setSubTimeStep(subTimeStep: number = 0) {\r\n this._subTimeStep = subTimeStep;\r\n }\r\n\r\n /**\r\n * Get the sub time step of the physics engine.\r\n * @returns the current sub time step\r\n */\r\n public getSubTimeStep() {\r\n return this._subTimeStep;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this._physicsPlugin.dispose();\r\n }\r\n\r\n /**\r\n * Gets the name of the current physics plugin\r\n * @returns the name of the plugin\r\n */\r\n public getPhysicsPluginName(): string {\r\n return this._physicsPlugin.name;\r\n }\r\n\r\n /**\r\n * Adding a new impostor for the impostor tracking.\r\n * This will be done by the impostor itself.\r\n * @param impostor the impostor to add\r\n */\r\n\r\n /**\r\n * Called by the scene. No need to call it.\r\n * @param delta defines the timespan between frames\r\n */\r\n public _step(delta: number) {\r\n if (delta > 0.1) {\r\n delta = 0.1;\r\n } else if (delta <= 0) {\r\n delta = 1.0 / 60.0;\r\n }\r\n\r\n this._physicsPlugin.executeStep(delta, this._physicsBodies);\r\n }\r\n\r\n /**\r\n *\r\n * @param body\r\n */\r\n public addBody(physicsBody: PhysicsBody): void {\r\n this._physicsBodies.push(physicsBody);\r\n }\r\n /**\r\n *\r\n */\r\n public removeBody(physicsBody: PhysicsBody): void {\r\n const index = this._physicsBodies.indexOf(physicsBody);\r\n if (index > -1) {\r\n /*const removed =*/ this._physicsBodies.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current plugin used to run the simulation\r\n * @returns current plugin\r\n */\r\n public getPhysicsPlugin(): IPhysicsEnginePluginV2 {\r\n return this._physicsPlugin;\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @param result resulting PhysicsRaycastResult\r\n */\r\n public raycastToRef(from: Vector3, to: Vector3, result: PhysicsRaycastResult): void {\r\n this._physicsPlugin.raycast(from, to, result);\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n const result = new PhysicsRaycastResult();\r\n this._physicsPlugin.raycast(from, to, result);\r\n return result;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { IPhysicsEngine } from \"../IPhysicsEngine\";\r\nimport type { IPhysicsEnginePluginV2 } from \"./IPhysicsEnginePlugin\";\r\nimport { PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\nimport { _WarnImport } from \"../../Misc/devTools\";\r\nimport type { PhysicsBody } from \"./physicsBody\";\r\n\r\n/**\r\n * Class used to control physics engine\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\n/** @internal */\r\nexport class PhysicsEngine implements IPhysicsEngine {\r\n /** @internal */\r\n private _physicsBodies: Array<PhysicsBody> = [];\r\n private _subTimeStep: number = 0;\r\n //private _uniqueIdCounter = 0;\r\n\r\n /**\r\n * Gets the gravity vector used by the simulation\r\n */\r\n public gravity: Vector3;\r\n\r\n /**\r\n *\r\n * @returns physics plugin version\r\n */\r\n public getPluginVersion(): number {\r\n return this._physicsPlugin.getPluginVersion();\r\n }\r\n /**\r\n * Factory used to create the default physics plugin.\r\n * @returns The default physics plugin\r\n */\r\n public static DefaultPluginFactory(): IPhysicsEnginePluginV2 {\r\n throw _WarnImport(\"\");\r\n }\r\n\r\n /**\r\n * Creates a new Physics Engine\r\n * @param gravity defines the gravity vector used by the simulation\r\n * @param _physicsPlugin defines the plugin to use (CannonJS by default)\r\n */\r\n constructor(gravity: Nullable<Vector3>, private _physicsPlugin: IPhysicsEnginePluginV2 = PhysicsEngine.DefaultPluginFactory()) {\r\n gravity = gravity || new Vector3(0, -9.807, 0);\r\n this.setGravity(gravity);\r\n this.setTimeStep();\r\n }\r\n\r\n /**\r\n * Sets the gravity vector used by the simulation\r\n * @param gravity defines the gravity vector to use\r\n */\r\n public setGravity(gravity: Vector3): void {\r\n this.gravity = gravity;\r\n this._physicsPlugin.setGravity(this.gravity);\r\n }\r\n\r\n /**\r\n * Set the time step of the physics engine.\r\n * Default is 1/60.\r\n * To slow it down, enter 1/600 for example.\r\n * To speed it up, 1/30\r\n * @param newTimeStep defines the new timestep to apply to this world.\r\n */\r\n public setTimeStep(newTimeStep: number = 1 / 60) {\r\n this._physicsPlugin.setTimeStep(newTimeStep);\r\n }\r\n\r\n /**\r\n * Get the time step of the physics engine.\r\n * @returns the current time step\r\n */\r\n public getTimeStep(): number {\r\n return this._physicsPlugin.getTimeStep();\r\n }\r\n\r\n /**\r\n * Set the sub time step of the physics engine.\r\n * Default is 0 meaning there is no sub steps\r\n * To increase physics resolution precision, set a small value (like 1 ms)\r\n * @param subTimeStep defines the new sub timestep used for physics resolution.\r\n */\r\n public setSubTimeStep(subTimeStep: number = 0) {\r\n this._subTimeStep = subTimeStep;\r\n }\r\n\r\n /**\r\n * Get the sub time step of the physics engine.\r\n * @returns the current sub time step\r\n */\r\n public getSubTimeStep() {\r\n return this._subTimeStep;\r\n }\r\n\r\n /**\r\n * Release all resources\r\n */\r\n public dispose(): void {\r\n this._physicsPlugin.dispose();\r\n }\r\n\r\n /**\r\n * Gets the name of the current physics plugin\r\n * @returns the name of the plugin\r\n */\r\n public getPhysicsPluginName(): string {\r\n return this._physicsPlugin.name;\r\n }\r\n\r\n /**\r\n * Adding a new impostor for the impostor tracking.\r\n * This will be done by the impostor itself.\r\n * @param impostor the impostor to add\r\n */\r\n\r\n /**\r\n * Called by the scene. No need to call it.\r\n * @param delta defines the timespan between frames\r\n */\r\n public _step(delta: number) {\r\n if (delta > 0.1) {\r\n delta = 0.1;\r\n } else if (delta <= 0) {\r\n delta = 1.0 / 60.0;\r\n }\r\n\r\n this._physicsPlugin.executeStep(delta, this._physicsBodies);\r\n }\r\n\r\n /**\r\n * Add a body as an active component of this engine\r\n * @param body\r\n */\r\n public addBody(physicsBody: PhysicsBody): void {\r\n this._physicsBodies.push(physicsBody);\r\n }\r\n /**\r\n * Removes a particular body from this engine\r\n */\r\n public removeBody(physicsBody: PhysicsBody): void {\r\n const index = this._physicsBodies.indexOf(physicsBody);\r\n if (index > -1) {\r\n /*const removed =*/ this._physicsBodies.splice(index, 1);\r\n }\r\n }\r\n /**\r\n * Returns an array of bodies added to this engine\r\n\r\n */\r\n public getBodies(): Array<PhysicsBody> {\r\n return this._physicsBodies;\r\n }\r\n\r\n /**\r\n * Gets the current plugin used to run the simulation\r\n * @returns current plugin\r\n */\r\n public getPhysicsPlugin(): IPhysicsEnginePluginV2 {\r\n return this._physicsPlugin;\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @param result resulting PhysicsRaycastResult\r\n */\r\n public raycastToRef(from: Vector3, to: Vector3, result: PhysicsRaycastResult): void {\r\n this._physicsPlugin.raycast(from, to, result);\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n const result = new PhysicsRaycastResult();\r\n this._physicsPlugin.raycast(from, to, result);\r\n return result;\r\n }\r\n}\r\n"]}
@@ -5,7 +5,10 @@ const shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTRO
5
5
  #if defined(TANGENT) && defined(NORMAL)
6
6
  varying mat3 vTBN;
7
7
  #ifdef OBJECTSPACE_NORMALMAP
8
- uniform mat4 normalMatrix;
8
+ uniform mat4 normalMatrix;
9
+ mat4 toNormalMatrix(mat4 wMatrix)
10
+ mat4 toNormalMatrix(mat4 m)
11
+ #endif
9
12
  vec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)
10
13
  normal=normalize(normal*vec3(scale,scale,1.0));
11
14
  return normalize(cotangentFrame*normal);
@@ -1 +1 @@
1
- {"version":3,"file":"bumpFragmentMainFunctions.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ShadersInclude/bumpFragmentMainFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragmentMainFunctions\";\nconst shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\rmat4 toNormalMatrix(mat4 wMatrix)\r{\rmat4 ret=inverse(wMatrix);\rret=transpose(ret);\rret[0][3]=0.;\rret[1][3]=0.;\rret[2][3]=0.;\rret[3]=vec4(0.,0.,0.,1.);\rreturn ret;\r}\r#endif\nvec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)\r{\r#ifdef NORMALXYSCALE\nnormal=normalize(normal*vec3(scale,scale,1.0));\r#endif\nreturn normalize(cotangentFrame*normal);\r}\rvec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)\r{\rreturn perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);\r}\rmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)\r{\rvec3 dp1=dFdx(p);\rvec3 dp2=dFdy(p);\rvec2 duv1=dFdx(uv);\rvec2 duv2=dFdy(uv);\rvec3 dp2perp=cross(dp2,normal);\rvec3 dp1perp=cross(normal,dp1);\rvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\rvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\rtangent*=tangentSpaceParams.x;\rbitangent*=tangentSpaceParams.y;\rfloat det=max(dot(tangent,tangent),dot(bitangent,bitangent));\rfloat invmax=det==0.0 ? 0.0 : inversesqrt(det);\rreturn mat3(tangent*invmax,bitangent*invmax,normal);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpFragmentMainFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpFragmentMainFunctions.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ShadersInclude/bumpFragmentMainFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Fd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragmentMainFunctions\";\nconst shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\r#if defined(WEBGL2) || defined(WEBGPU)\nmat4 toNormalMatrix(mat4 wMatrix)\r{\rmat4 ret=inverse(wMatrix);\rret=transpose(ret);\rret[0][3]=0.;\rret[1][3]=0.;\rret[2][3]=0.;\rret[3]=vec4(0.,0.,0.,1.);\rreturn ret;\r}\r#else\nmat4 toNormalMatrix(mat4 m)\r{\rfloat\ra00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],\ra10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],\ra20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],\ra30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],\rb00=a00*a11-a01*a10,\rb01=a00*a12-a02*a10,\rb02=a00*a13-a03*a10,\rb03=a01*a12-a02*a11,\rb04=a01*a13-a03*a11,\rb05=a02*a13-a03*a12,\rb06=a20*a31-a21*a30,\rb07=a20*a32-a22*a30,\rb08=a20*a33-a23*a30,\rb09=a21*a32-a22*a31,\rb10=a21*a33-a23*a31,\rb11=a22*a33-a23*a32,\rdet=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;\rmat4 mi=mat4(\ra11*b11-a12*b10+a13*b09,\ra02*b10-a01*b11-a03*b09,\ra31*b05-a32*b04+a33*b03,\ra22*b04-a21*b05-a23*b03,\ra12*b08-a10*b11-a13*b07,\ra00*b11-a02*b08+a03*b07,\ra32*b02-a30*b05-a33*b01,\ra20*b05-a22*b02+a23*b01,\ra10*b10-a11*b08+a13*b06,\ra01*b08-a00*b10-a03*b06,\ra30*b04-a31*b02+a33*b00,\ra21*b02-a20*b04-a23*b00,\ra11*b07-a10*b09-a12*b06,\ra00*b09-a01*b07+a02*b06,\ra31*b01-a30*b03-a32*b00,\ra20*b03-a21*b01+a22*b00)/det;\rreturn mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\rmi[0][1],mi[1][1],mi[2][1],mi[3][1],\rmi[0][2],mi[1][2],mi[2][2],mi[3][2],\rmi[0][3],mi[1][3],mi[2][3],mi[3][3]);\r}\r#endif\n#endif\nvec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)\r{\r#ifdef NORMALXYSCALE\nnormal=normalize(normal*vec3(scale,scale,1.0));\r#endif\nreturn normalize(cotangentFrame*normal);\r}\rvec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)\r{\rreturn perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);\r}\rmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)\r{\rvec3 dp1=dFdx(p);\rvec3 dp2=dFdy(p);\rvec2 duv1=dFdx(uv);\rvec2 duv2=dFdy(uv);\rvec3 dp2perp=cross(dp2,normal);\rvec3 dp1perp=cross(normal,dp1);\rvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\rvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\rtangent*=tangentSpaceParams.x;\rbitangent*=tangentSpaceParams.y;\rfloat det=max(dot(tangent,tangent),dot(bitangent,bitangent));\rfloat invmax=det==0.0 ? 0.0 : inversesqrt(det);\rreturn mat3(tangent*invmax,bitangent*invmax,normal);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const bumpFragmentMainFunctions = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "5.45.1",
3
+ "version": "5.45.2",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -1,411 +0,0 @@
1
- import type { Nullable } from "../../types";
2
- import { Vector3 } from "../../Maths/math.vector";
3
- import type { Mesh } from "../../Meshes/mesh";
4
- import type { Scene } from "../../scene";
5
- import type { PhysicsImpostor } from "./physicsImpostor";
6
- /**
7
- * A helper for physics simulations
8
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
9
- */
10
- export declare class PhysicsHelper {
11
- private _scene;
12
- private _physicsEngine;
13
- /**
14
- * Initializes the Physics helper
15
- * @param scene Babylon.js scene
16
- */
17
- constructor(scene: Scene);
18
- /**
19
- * Applies a radial explosion impulse
20
- * @param origin the origin of the explosion
21
- * @param radiusOrEventOptions the radius or the options of radial explosion
22
- * @param strength the explosion strength
23
- * @param falloff possible options: Constant & Linear. Defaults to Constant
24
- * @returns A physics radial explosion event, or null
25
- */
26
- applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
27
- /**
28
- * Applies a radial explosion force
29
- * @param origin the origin of the explosion
30
- * @param radiusOrEventOptions the radius or the options of radial explosion
31
- * @param strength the explosion strength
32
- * @param falloff possible options: Constant & Linear. Defaults to Constant
33
- * @returns A physics radial explosion event, or null
34
- */
35
- applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
36
- /**
37
- * Creates a gravitational field
38
- * @param origin the origin of the explosion
39
- * @param radiusOrEventOptions the radius or the options of radial explosion
40
- * @param strength the explosion strength
41
- * @param falloff possible options: Constant & Linear. Defaults to Constant
42
- * @returns A physics gravitational field event, or null
43
- */
44
- gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
45
- /**
46
- * Creates a physics updraft event
47
- * @param origin the origin of the updraft
48
- * @param radiusOrEventOptions the radius or the options of the updraft
49
- * @param strength the strength of the updraft
50
- * @param height the height of the updraft
51
- * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
52
- * @returns A physics updraft event, or null
53
- */
54
- updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
55
- /**
56
- * Creates a physics vortex event
57
- * @param origin the of the vortex
58
- * @param radiusOrEventOptions the radius or the options of the vortex
59
- * @param strength the strength of the vortex
60
- * @param height the height of the vortex
61
- * @returns a Physics vortex event, or null
62
- * A physics vortex event or null
63
- */
64
- vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
65
- }
66
- /**
67
- * Represents a physics radial explosion event
68
- */
69
- declare class PhysicsRadialExplosionEvent {
70
- private _scene;
71
- private _options;
72
- private _sphere;
73
- private _dataFetched;
74
- /**
75
- * Initializes a radial explosion event
76
- * @param _scene BabylonJS scene
77
- * @param _options The options for the vortex event
78
- */
79
- constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
80
- /**
81
- * Returns the data related to the radial explosion event (sphere).
82
- * @returns The radial explosion event data
83
- */
84
- getData(): PhysicsRadialExplosionEventData;
85
- /**
86
- * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
87
- * @param impostor A physics imposter
88
- * @param origin the origin of the explosion
89
- * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
90
- */
91
- getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
92
- /**
93
- * Triggers affected impostors callbacks
94
- * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
95
- */
96
- triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
97
- /**
98
- * Disposes the sphere.
99
- * @param force Specifies if the sphere should be disposed by force
100
- */
101
- dispose(force?: boolean): void;
102
- /*** Helpers ***/
103
- private _prepareSphere;
104
- private _intersectsWithSphere;
105
- }
106
- /**
107
- * Represents a gravitational field event
108
- */
109
- declare class PhysicsGravitationalFieldEvent {
110
- private _physicsHelper;
111
- private _scene;
112
- private _origin;
113
- private _options;
114
- private _tickCallback;
115
- private _sphere;
116
- private _dataFetched;
117
- /**
118
- * Initializes the physics gravitational field event
119
- * @param _physicsHelper A physics helper
120
- * @param _scene BabylonJS scene
121
- * @param _origin The origin position of the gravitational field event
122
- * @param _options The options for the vortex event
123
- */
124
- constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
125
- /**
126
- * Returns the data related to the gravitational field event (sphere).
127
- * @returns A gravitational field event
128
- */
129
- getData(): PhysicsGravitationalFieldEventData;
130
- /**
131
- * Enables the gravitational field.
132
- */
133
- enable(): void;
134
- /**
135
- * Disables the gravitational field.
136
- */
137
- disable(): void;
138
- /**
139
- * Disposes the sphere.
140
- * @param force The force to dispose from the gravitational field event
141
- */
142
- dispose(force?: boolean): void;
143
- private _tick;
144
- }
145
- /**
146
- * Represents a physics updraft event
147
- */
148
- declare class PhysicsUpdraftEvent {
149
- private _scene;
150
- private _origin;
151
- private _options;
152
- private _physicsEngine;
153
- private _originTop;
154
- private _originDirection;
155
- private _tickCallback;
156
- private _cylinder;
157
- private _cylinderPosition;
158
- private _dataFetched;
159
- /**
160
- * Initializes the physics updraft event
161
- * @param _scene BabylonJS scene
162
- * @param _origin The origin position of the updraft
163
- * @param _options The options for the updraft event
164
- */
165
- constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
166
- /**
167
- * Returns the data related to the updraft event (cylinder).
168
- * @returns A physics updraft event
169
- */
170
- getData(): PhysicsUpdraftEventData;
171
- /**
172
- * Enables the updraft.
173
- */
174
- enable(): void;
175
- /**
176
- * Disables the updraft.
177
- */
178
- disable(): void;
179
- /**
180
- * Disposes the cylinder.
181
- * @param force Specifies if the updraft should be disposed by force
182
- */
183
- dispose(force?: boolean): void;
184
- private _getImpostorHitData;
185
- private _tick;
186
- /*** Helpers ***/
187
- private _prepareCylinder;
188
- private _intersectsWithCylinder;
189
- }
190
- /**
191
- * Represents a physics vortex event
192
- */
193
- declare class PhysicsVortexEvent {
194
- private _scene;
195
- private _origin;
196
- private _options;
197
- private _physicsEngine;
198
- private _originTop;
199
- private _tickCallback;
200
- private _cylinder;
201
- private _cylinderPosition;
202
- private _dataFetched;
203
- /**
204
- * Initializes the physics vortex event
205
- * @param _scene The BabylonJS scene
206
- * @param _origin The origin position of the vortex
207
- * @param _options The options for the vortex event
208
- */
209
- constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
210
- /**
211
- * Returns the data related to the vortex event (cylinder).
212
- * @returns The physics vortex event data
213
- */
214
- getData(): PhysicsVortexEventData;
215
- /**
216
- * Enables the vortex.
217
- */
218
- enable(): void;
219
- /**
220
- * Disables the cortex.
221
- */
222
- disable(): void;
223
- /**
224
- * Disposes the sphere.
225
- * @param force
226
- */
227
- dispose(force?: boolean): void;
228
- private _getImpostorHitData;
229
- private _tick;
230
- /*** Helpers ***/
231
- private _prepareCylinder;
232
- private _intersectsWithCylinder;
233
- }
234
- /**
235
- * Options fot the radial explosion event
236
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
237
- */
238
- export declare class PhysicsRadialExplosionEventOptions {
239
- /**
240
- * The radius of the sphere for the radial explosion.
241
- */
242
- radius: number;
243
- /**
244
- * The strength of the explosion.
245
- */
246
- strength: number;
247
- /**
248
- * The strength of the force in correspondence to the distance of the affected object
249
- */
250
- falloff: PhysicsRadialImpulseFalloff;
251
- /**
252
- * Sphere options for the radial explosion.
253
- */
254
- sphere: {
255
- segments: number;
256
- diameter: number;
257
- };
258
- /**
259
- * Sphere options for the radial explosion.
260
- */
261
- affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
262
- }
263
- /**
264
- * Options fot the updraft event
265
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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- */
267
- export declare class PhysicsUpdraftEventOptions {
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- /**
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- * The radius of the cylinder for the vortex
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- */
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- radius: number;
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- /**
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- * The strength of the updraft.
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- */
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- strength: number;
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- /**
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- * The height of the cylinder for the updraft.
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- */
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- height: number;
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- /**
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- * The mode for the the updraft.
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- */
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- updraftMode: PhysicsUpdraftMode;
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- }
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- /**
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- * Options fot the vortex event
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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- */
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- export declare class PhysicsVortexEventOptions {
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- /**
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- * The radius of the cylinder for the vortex
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- */
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- radius: number;
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- /**
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- * The strength of the vortex.
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- */
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- strength: number;
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- /**
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- * The height of the cylinder for the vortex.
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- */
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- height: number;
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- /**
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- * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
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- */
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- centripetalForceThreshold: number;
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- /**
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- * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the threshold.
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- */
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- centripetalForceMultiplier: number;
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- /**
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- * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the threshold.
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- */
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- centrifugalForceMultiplier: number;
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- /**
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- * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
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- */
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- updraftForceMultiplier: number;
318
- }
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- /**
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- * The strength of the force in correspondence to the distance of the affected object
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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- */
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- export declare enum PhysicsRadialImpulseFalloff {
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- /** Defines that impulse is constant in strength across it's whole radius */
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- Constant = 0,
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- /** Defines that impulse gets weaker if it's further from the origin */
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- Linear = 1
328
- }
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- /**
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- * The strength of the force in correspondence to the distance of the affected object
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- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
332
- */
333
- export declare enum PhysicsUpdraftMode {
334
- /** Defines that the upstream forces will pull towards the top center of the cylinder */
335
- Center = 0,
336
- /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
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- Perpendicular = 1
338
- }
339
- /**
340
- * Interface for a physics hit data
341
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
342
- */
343
- export interface PhysicsHitData {
344
- /**
345
- * The force applied at the contact point
346
- */
347
- force: Vector3;
348
- /**
349
- * The contact point
350
- */
351
- contactPoint: Vector3;
352
- /**
353
- * The distance from the origin to the contact point
354
- */
355
- distanceFromOrigin: number;
356
- }
357
- /**
358
- * Interface for radial explosion event data
359
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
360
- */
361
- export interface PhysicsRadialExplosionEventData {
362
- /**
363
- * A sphere used for the radial explosion event
364
- */
365
- sphere: Mesh;
366
- }
367
- /**
368
- * Interface for gravitational field event data
369
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
370
- */
371
- export interface PhysicsGravitationalFieldEventData {
372
- /**
373
- * A sphere mesh used for the gravitational field event
374
- */
375
- sphere: Mesh;
376
- }
377
- /**
378
- * Interface for updraft event data
379
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
380
- */
381
- export interface PhysicsUpdraftEventData {
382
- /**
383
- * A cylinder used for the updraft event
384
- */
385
- cylinder: Mesh;
386
- }
387
- /**
388
- * Interface for vortex event data
389
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
390
- */
391
- export interface PhysicsVortexEventData {
392
- /**
393
- * A cylinder used for the vortex event
394
- */
395
- cylinder: Mesh;
396
- }
397
- /**
398
- * Interface for an affected physics impostor
399
- * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
400
- */
401
- export interface PhysicsAffectedImpostorWithData {
402
- /**
403
- * The impostor affected by the effect
404
- */
405
- impostor: PhysicsImpostor;
406
- /**
407
- * The data about the hit/force from the explosion
408
- */
409
- hitData: PhysicsHitData;
410
- }
411
- export {};