@babylonjs/core 5.57.0 → 5.57.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (45) hide show
  1. package/Engines/thinEngine.js +2 -2
  2. package/Engines/thinEngine.js.map +1 -1
  3. package/Lights/Shadows/shadowGenerator.d.ts +2 -0
  4. package/Lights/Shadows/shadowGenerator.js +11 -22
  5. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  6. package/Maths/math.vector.js +4 -2
  7. package/Maths/math.vector.js.map +1 -1
  8. package/Meshes/abstractMesh.d.ts +13 -0
  9. package/Meshes/abstractMesh.js +20 -0
  10. package/Meshes/abstractMesh.js.map +1 -1
  11. package/Meshes/thinInstanceMesh.js +4 -1
  12. package/Meshes/thinInstanceMesh.js.map +1 -1
  13. package/Particles/solidParticleSystem.d.ts +1 -1
  14. package/Particles/solidParticleSystem.js +1 -1
  15. package/Particles/solidParticleSystem.js.map +1 -1
  16. package/Physics/physicsEngineComponent.d.ts +1 -0
  17. package/Physics/physicsEngineComponent.js +1 -0
  18. package/Physics/physicsEngineComponent.js.map +1 -1
  19. package/Physics/physicsHelper.d.ts +12 -5
  20. package/Physics/physicsHelper.js +160 -90
  21. package/Physics/physicsHelper.js.map +1 -1
  22. package/Physics/physicsRaycastResult.d.ts +3 -0
  23. package/Physics/physicsRaycastResult.js.map +1 -1
  24. package/Physics/v2/IPhysicsEnginePlugin.d.ts +119 -76
  25. package/Physics/v2/IPhysicsEnginePlugin.js +119 -48
  26. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  27. package/Physics/v2/physicsAggregate.d.ts +6 -2
  28. package/Physics/v2/physicsAggregate.js +65 -30
  29. package/Physics/v2/physicsAggregate.js.map +1 -1
  30. package/Physics/v2/physicsBody.d.ts +48 -62
  31. package/Physics/v2/physicsBody.js +100 -128
  32. package/Physics/v2/physicsBody.js.map +1 -1
  33. package/Physics/v2/physicsConstraint.d.ts +34 -25
  34. package/Physics/v2/physicsConstraint.js +32 -15
  35. package/Physics/v2/physicsConstraint.js.map +1 -1
  36. package/Physics/v2/physicsEngine.d.ts +0 -1
  37. package/Physics/v2/physicsEngine.js +0 -1
  38. package/Physics/v2/physicsEngine.js.map +1 -1
  39. package/Physics/v2/physicsEngineComponent.d.ts +0 -10
  40. package/Physics/v2/physicsEngineComponent.js +0 -29
  41. package/Physics/v2/physicsEngineComponent.js.map +1 -1
  42. package/Physics/v2/physicsShape.d.ts +37 -8
  43. package/Physics/v2/physicsShape.js +52 -18
  44. package/Physics/v2/physicsShape.js.map +1 -1
  45. package/package.json +1 -1
@@ -1,4 +1,4 @@
1
- import { ShapeType } from "./IPhysicsEnginePlugin.js";
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+ import { PhysicsShapeType } from "./IPhysicsEnginePlugin.js";
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  import { Vector3, Quaternion } from "../../Maths/math.vector.js";
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  /**
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  * PhysicsShape class.
@@ -50,6 +50,13 @@ export class PhysicsShape {
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  this._physicsPlugin.initShape(this, options.type, parameters);
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  }
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  }
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+ /**
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+ * Returns the string "PhysicsShape".
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+ * @returns "PhysicsShape"
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+ */
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+ getClassName() {
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+ return "PhysicsShape";
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+ }
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  /**
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  *
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  */
@@ -57,18 +64,47 @@ export class PhysicsShape {
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  return this._type;
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  }
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  /**
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+ * Set the membership mask of a shape. This is a bitfield of arbitrary
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+ * "categories" to which the shape is a member. This is used in combination
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+ * with the collide mask to determine if this shape should collide with
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+ * another.
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  *
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- * @param layer
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+ * @param membershipMask Bitfield of categories of this shape.
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  */
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- set filterLayer(layer) {
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- this._physicsPlugin.setFilterLayer(this, layer);
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+ set filterMembershipMask(membershipMask) {
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+ this._physicsPlugin.setShapeFilterMembershipMask(this, membershipMask);
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  }
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  /**
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+ * Get the membership mask of a shape.
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+ * @returns Bitmask of categories which this shape is a member of.
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+ */
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+ get filterMembershipMask() {
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+ return this._physicsPlugin.getShapeFilterMembershipMask(this);
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+ }
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+ /**
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+ * Sets the collide mask of a shape. This is a bitfield of arbitrary
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+ * "categories" to which this shape collides with. Given two shapes,
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+ * the engine will check if the collide mask and membership overlap:
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+ * shapeA.filterMembershipMask & shapeB.filterCollideMask
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  *
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- * @returns
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+ * If this value is zero (i.e. shapeB only collides with categories
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+ * which shapeA is _not_ a member of) then the shapes will not collide.
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+ *
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+ * Note, the engine will also perform the same test with shapeA and
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+ * shapeB swapped; the shapes will not collide if either shape has
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+ * a collideMask which prevents collision with the other shape.
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+ *
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+ * @param collideMask Bitmask of categories this shape should collide with
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  */
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- get filterLayer() {
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- return this._physicsPlugin.getFilterLayer(this);
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+ set filterCollideMask(collideMask) {
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+ this._physicsPlugin.setShapeFilterCollideMask(this, collideMask);
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+ }
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+ /**
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+ *
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+ * @returns Bitmask of categories that this shape should collide with
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+ */
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+ get filterCollideMask() {
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+ return this._physicsPlugin.getShapeFilterCollideMask(this);
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  }
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  /**
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  *
@@ -137,7 +173,6 @@ export class PhysicsShape {
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  * Helper object to create a sphere shape
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  */
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  export class PhysicsShapeSphere extends PhysicsShape {
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- /** @internal */
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  /**
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  * Constructor for the Sphere Shape
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  * @param center local center of the sphere
@@ -145,7 +180,7 @@ export class PhysicsShapeSphere extends PhysicsShape {
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  * @param scene scene to attach to
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  */
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  constructor(center, radius, scene) {
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- super({ type: ShapeType.SPHERE, parameters: { center: center, radius: radius } }, scene);
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+ super({ type: PhysicsShapeType.SPHERE, parameters: { center: center, radius: radius } }, scene);
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  }
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  /**
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  *
@@ -154,9 +189,8 @@ export class PhysicsShapeSphere extends PhysicsShape {
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  */
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  static FromMesh(mesh) {
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  const bounds = mesh.getBoundingInfo();
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- //<todo.eoin We don't use bounding sphere because the results seem to be wrong
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- const centerLocal = bounds.boundingBox.center;
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- const radius = bounds.boundingBox.extendSize.x;
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+ const centerLocal = bounds.boundingSphere.center;
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+ const radius = bounds.boundingSphere.radius;
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  return new PhysicsShapeSphere(centerLocal, radius, mesh.getScene());
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  }
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  }
@@ -172,7 +206,7 @@ export class PhysicsShapeCapsule extends PhysicsShape {
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  * @param scene scene to attach to
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  */
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  constructor(pointA, pointB, radius, scene) {
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- super({ type: ShapeType.CAPSULE, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);
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+ super({ type: PhysicsShapeType.CAPSULE, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);
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  }
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  /**
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  * Derive an approximate capsule from the transform node. Note, this is
@@ -200,7 +234,7 @@ export class PhysicsShapeCylinder extends PhysicsShape {
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  * @param scene scene to attach to
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  */
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  constructor(pointA, pointB, radius, scene) {
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- super({ type: ShapeType.CYLINDER, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);
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+ super({ type: PhysicsShapeType.CYLINDER, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);
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  }
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  /**
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  * Derive an approximate cylinder from the transform node. Note, this is
@@ -228,7 +262,7 @@ export class PhysicsShapeBox extends PhysicsShape {
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  * @param scene scene to attach to
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  */
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  constructor(center, rotation, extents, scene) {
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- super({ type: ShapeType.BOX, parameters: { center: center, rotation: rotation, extents: extents } }, scene);
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+ super({ type: PhysicsShapeType.BOX, parameters: { center: center, rotation: rotation, extents: extents } }, scene);
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  }
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  /**
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  *
@@ -252,7 +286,7 @@ export class PhysicsShapeConvexHull extends PhysicsShape {
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  * @param scene scene to attach to
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  */
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  constructor(mesh, scene) {
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- super({ type: ShapeType.CONVEX_HULL, parameters: { mesh: mesh } }, scene);
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+ super({ type: PhysicsShapeType.CONVEX_HULL, parameters: { mesh: mesh } }, scene);
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  }
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  }
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  /**
@@ -265,7 +299,7 @@ export class PhysicsShapeMesh extends PhysicsShape {
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  * @param scene scene to attach to
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  */
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  constructor(mesh, scene) {
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- super({ type: ShapeType.MESH, parameters: { mesh: mesh } }, scene);
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+ super({ type: PhysicsShapeType.MESH, parameters: { mesh: mesh } }, scene);
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  }
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  }
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  /**
@@ -277,7 +311,7 @@ export class PhysicsShapeContainer extends PhysicsShape {
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  * @param scene scene to attach to
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  */
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  constructor(scene) {
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- super({ type: ShapeType.CONTAINER, parameters: {} }, scene);
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+ super({ type: PhysicsShapeType.CONTAINER, parameters: {} }, scene);
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  }
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  }
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  //# sourceMappingURL=physicsShape.js.map
@@ -1 +1 @@
1
- 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type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { BoundingBox } from \"../../Culling/boundingBox\";\r\nimport { ShapeType } from \"./IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnginePluginV2, PhysicsShapeParameters } from \"./IPhysicsEnginePlugin\";\r\nimport type { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\n\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\n\r\n/**\r\n * Options for creating a physics shape\r\n */\r\nexport interface PhysicShapeOptions {\r\n /**\r\n * The type of the shape. This can be one of the following: SPHERE, BOX, CAPSULE, CYLINDER, CONVEX_HULL, MESH, HEIGHTFIELD, CONTAINER\r\n */\r\n type?: ShapeType;\r\n /**\r\n * The parameters of the shape. Varies depending of the shape type.\r\n */\r\n parameters?: PhysicsShapeParameters;\r\n /**\r\n * Reference to an already existing physics shape in the plugin.\r\n */\r\n pluginData?: any;\r\n}\r\n\r\n/**\r\n * PhysicsShape class.\r\n * This class is useful for creating a physics shape that can be used in a physics engine.\r\n * A Physic Shape determine how collision are computed. It must be attached to a body.\r\n */\r\nexport class PhysicsShape {\r\n /**\r\n * V2 Physics plugin private data for single shape\r\n */\r\n public _pluginData: any = undefined;\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 private _type: ShapeType;\r\n\r\n private _material: PhysicsMaterial;\r\n\r\n /**\r\n * Constructs a new physics shape.\r\n * @param options The options for the physics shape. These are:\r\n * * type: The type of the shape. This can be one of the following: SPHERE, BOX, CAPSULE, CYLINDER, CONVEX_HULL, MESH, HEIGHTFIELD, CONTAINER\r\n * * parameters: The parameters of the shape.\r\n * * pluginData: The plugin data of the shape. This is used if you already have a reference to the object on the plugin side.\r\n * You need to specify either type or pluginData.\r\n * @param scene The scene the shape belongs to.\r\n *\r\n * This code is useful for creating a new physics shape with the given type, options, and scene.\r\n * It also checks that the physics engine and plugin version are correct.\r\n * If not, it throws an error. This ensures that the shape is created with the correct parameters and is compatible with the physics engine.\r\n */\r\n constructor(options: PhysicShapeOptions, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine();\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\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 this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n\r\n if (options.pluginData !== undefined && options.pluginData !== null) {\r\n this._pluginData = options.pluginData;\r\n this._type = this._physicsPlugin.getShapeType(this);\r\n } else if (options.type !== undefined && options.type !== null) {\r\n this._type = options.type;\r\n const parameters = options.parameters ?? {};\r\n this._physicsPlugin.initShape(this, options.type, parameters);\r\n }\r\n }\r\n\r\n /**\r\n *\r\n */\r\n public get type(): ShapeType {\r\n return this._type;\r\n }\r\n\r\n /**\r\n *\r\n * @param layer\r\n */\r\n public set filterLayer(layer: number) {\r\n this._physicsPlugin.setFilterLayer(this, layer);\r\n }\r\n\r\n /**\r\n *\r\n * @returns\r\n */\r\n public get filterLayer(): number {\r\n return this._physicsPlugin.getFilterLayer(this);\r\n }\r\n\r\n /**\r\n *\r\n * @param material\r\n */\r\n public set material(material: PhysicsMaterial) {\r\n this._physicsPlugin.setMaterial(this, material);\r\n this._material = material;\r\n }\r\n\r\n /**\r\n *\r\n * @returns\r\n */\r\n public get material(): PhysicsMaterial {\r\n return this._material;\r\n }\r\n\r\n /**\r\n *\r\n * @param density\r\n */\r\n public set density(density: number) {\r\n this._physicsPlugin.setDensity(this, density);\r\n }\r\n\r\n /**\r\n *\r\n */\r\n public get density(): number {\r\n return this._physicsPlugin.getDensity(this);\r\n }\r\n\r\n /**\r\n *\r\n * @param newChild\r\n * @param childTransform\r\n */\r\n public addChild(newChild: PhysicsShape, childTransform: TransformNode): void {\r\n this._physicsPlugin.addChild(this, newChild, childTransform);\r\n }\r\n\r\n /**\r\n *\r\n * @param childIndex\r\n */\r\n public removeChild(childIndex: number): void {\r\n this._physicsPlugin.removeChild(this, childIndex);\r\n }\r\n\r\n /**\r\n *\r\n * @returns\r\n */\r\n public getNumChildren(): number {\r\n return this._physicsPlugin.getNumChildren(this);\r\n }\r\n\r\n /**\r\n *\r\n */\r\n public getBoundingBox(): BoundingBox {\r\n return this._physicsPlugin.getBoundingBox(this);\r\n }\r\n\r\n /**\r\n *\r\n */\r\n public dispose() {\r\n this._physicsPlugin.disposeShape(this);\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a sphere shape\r\n */\r\nexport class PhysicsShapeSphere extends PhysicsShape {\r\n /** @internal */\r\n /**\r\n * Constructor for the Sphere Shape\r\n * @param center local center of the sphere\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(center: Vector3, radius: number, scene: Scene) {\r\n super({ type: ShapeType.SPHERE, parameters: { center: center, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n *\r\n * @param mesh\r\n * @returns PhysicsShapeSphere\r\n */\r\n static FromMesh(mesh: AbstractMesh) {\r\n const bounds = mesh.getBoundingInfo();\r\n //<todo.eoin We don't use bounding sphere because the results seem to be wrong\r\n const centerLocal = bounds.boundingBox.center;\r\n const radius = bounds.boundingBox.extendSize.x;\r\n return new PhysicsShapeSphere(centerLocal, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a capsule shape\r\n */\r\nexport class PhysicsShapeCapsule extends PhysicsShape {\r\n /**\r\n *\r\n * @param pointA Starting point that defines the capsule segment\r\n * @param pointB ending point of that same segment\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(pointA: Vector3, pointB: Vector3, radius: number, scene: Scene) {\r\n super({ type: ShapeType.CAPSULE, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n * Derive an approximate capsule from the transform node. Note, this is\r\n * not the optimal bounding capsule.\r\n * @param TransformNode node Node from which to derive a cylinder shape\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeCapsule {\r\n const boundsLocal = mesh.getBoundingInfo();\r\n const radius = boundsLocal.boundingBox.extendSize.x;\r\n const pointFromCenter = new Vector3(0, boundsLocal.boundingBox.extendSize.y - radius, 0);\r\n const pointA = boundsLocal.boundingBox.center.add(pointFromCenter);\r\n const pointB = boundsLocal.boundingBox.center.subtract(pointFromCenter);\r\n return new PhysicsShapeCapsule(pointA, pointB, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a cylinder shape\r\n */\r\nexport class PhysicsShapeCylinder extends PhysicsShape {\r\n /**\r\n *\r\n * @param pointA Starting point that defines the cylinder segment\r\n * @param pointB ending point of that same segment\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(pointA: Vector3, pointB: Vector3, radius: number, scene: Scene) {\r\n super({ type: ShapeType.CYLINDER, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n * Derive an approximate cylinder from the transform node. Note, this is\r\n * not the optimal bounding cylinder.\r\n * @param TransformNode node Node from which to derive a cylinder shape\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeCylinder {\r\n const boundsLocal = mesh.getBoundingInfo();\r\n const radius = boundsLocal.boundingBox.extendSize.x;\r\n const pointFromCenter = new Vector3(0, boundsLocal.boundingBox.extendSize.y, 0);\r\n const pointA = boundsLocal.boundingBox.center.add(pointFromCenter);\r\n const pointB = boundsLocal.boundingBox.center.subtract(pointFromCenter);\r\n return new PhysicsShapeCylinder(pointA, pointB, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a box shape\r\n */\r\nexport class PhysicsShapeBox extends PhysicsShape {\r\n /**\r\n *\r\n * @param center local center of the sphere\r\n * @param rotation local orientation\r\n * @param extents size of the box in each direction\r\n * @param scene scene to attach to\r\n */\r\n constructor(center: Vector3, rotation: Quaternion, extents: Vector3, scene: Scene) {\r\n super({ type: ShapeType.BOX, parameters: { center: center, rotation: rotation, extents: extents } }, scene);\r\n }\r\n\r\n /**\r\n *\r\n * @param mesh\r\n * @returns PhysicsShapeBox\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeBox {\r\n const bounds = mesh.getBoundingInfo();\r\n const centerLocal = bounds.boundingBox.center;\r\n const extents = bounds.boundingBox.extendSize.scale(2.0); //<todo.eoin extendSize seems to really be half-extents?\r\n return new PhysicsShapeBox(centerLocal, Quaternion.Identity(), extents, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a convex hull shape\r\n */\r\nexport class PhysicsShapeConvexHull extends PhysicsShape {\r\n /**\r\n *\r\n * @param mesh the mesh to be used as topology infos for the convex hull\r\n * @param scene scene to attach to\r\n */\r\n constructor(mesh: Mesh, scene: Scene) {\r\n super({ type: ShapeType.CONVEX_HULL, parameters: { mesh: mesh } }, scene);\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a mesh shape\r\n */\r\nexport class PhysicsShapeMesh extends PhysicsShape {\r\n /**\r\n *\r\n * @param mesh the mesh topology that will be used to create the shape\r\n * @param scene scene to attach to\r\n */\r\n constructor(mesh: Mesh, scene: Scene) {\r\n super({ type: ShapeType.MESH, parameters: { mesh: mesh } }, scene);\r\n }\r\n}\r\n\r\n/**\r\n * A shape container holds a variable number of shapes. Use AddChild to append to newly created parent container.\r\n */\r\nexport class PhysicsShapeContainer extends PhysicsShape {\r\n /**\r\n * Constructor of the Shape container\r\n * @param scene scene to attach to\r\n */\r\n constructor(scene: Scene) {\r\n super({ type: ShapeType.CONTAINER, parameters: {} }, scene);\r\n }\r\n}\r\n"]}
1
+ 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type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { BoundingBox } from \"../../Culling/boundingBox\";\r\nimport { PhysicsShapeType } from \"./IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnginePluginV2, PhysicsShapeParameters } from \"./IPhysicsEnginePlugin\";\r\nimport type { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\n\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\n\r\n/**\r\n * Options for creating a physics shape\r\n */\r\nexport interface PhysicShapeOptions {\r\n /**\r\n * The type of the shape. This can be one of the following: SPHERE, BOX, CAPSULE, CYLINDER, CONVEX_HULL, MESH, HEIGHTFIELD, CONTAINER\r\n */\r\n type?: PhysicsShapeType;\r\n /**\r\n * The parameters of the shape. Varies depending of the shape type.\r\n */\r\n parameters?: PhysicsShapeParameters;\r\n /**\r\n * Reference to an already existing physics shape in the plugin.\r\n */\r\n pluginData?: any;\r\n}\r\n\r\n/**\r\n * PhysicsShape class.\r\n * This class is useful for creating a physics shape that can be used in a physics engine.\r\n * A Physic Shape determine how collision are computed. It must be attached to a body.\r\n */\r\nexport class PhysicsShape {\r\n /**\r\n * V2 Physics plugin private data for single shape\r\n */\r\n public _pluginData: any = undefined;\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 private _type: PhysicsShapeType;\r\n\r\n private _material: PhysicsMaterial;\r\n\r\n /**\r\n * Constructs a new physics shape.\r\n * @param options The options for the physics shape. These are:\r\n * * type: The type of the shape. This can be one of the following: SPHERE, BOX, CAPSULE, CYLINDER, CONVEX_HULL, MESH, HEIGHTFIELD, CONTAINER\r\n * * parameters: The parameters of the shape.\r\n * * pluginData: The plugin data of the shape. This is used if you already have a reference to the object on the plugin side.\r\n * You need to specify either type or pluginData.\r\n * @param scene The scene the shape belongs to.\r\n *\r\n * This code is useful for creating a new physics shape with the given type, options, and scene.\r\n * It also checks that the physics engine and plugin version are correct.\r\n * If not, it throws an error. This ensures that the shape is created with the correct parameters and is compatible with the physics engine.\r\n */\r\n constructor(options: PhysicShapeOptions, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine();\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\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 this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n\r\n if (options.pluginData !== undefined && options.pluginData !== null) {\r\n this._pluginData = options.pluginData;\r\n this._type = this._physicsPlugin.getShapeType(this);\r\n } else if (options.type !== undefined && options.type !== null) {\r\n this._type = options.type;\r\n const parameters = options.parameters ?? {};\r\n this._physicsPlugin.initShape(this, options.type, parameters);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the string \"PhysicsShape\".\r\n * @returns \"PhysicsShape\"\r\n */\r\n public getClassName() {\r\n return \"PhysicsShape\";\r\n }\r\n\r\n /**\r\n *\r\n */\r\n public get type(): PhysicsShapeType {\r\n return this._type;\r\n }\r\n\r\n /**\r\n * Set the membership mask of a shape. This is a bitfield of arbitrary\r\n * \"categories\" to which the shape is a member. This is used in combination\r\n * with the collide mask to determine if this shape should collide with\r\n * another.\r\n *\r\n * @param membershipMask Bitfield of categories of this shape.\r\n */\r\n public set filterMembershipMask(membershipMask: number) {\r\n this._physicsPlugin.setShapeFilterMembershipMask(this, membershipMask);\r\n }\r\n\r\n /**\r\n * Get the membership mask of a shape.\r\n * @returns Bitmask of categories which this shape is a member of.\r\n */\r\n public get filterMembershipMask(): number {\r\n return this._physicsPlugin.getShapeFilterMembershipMask(this);\r\n }\r\n\r\n /**\r\n * Sets the collide mask of a shape. This is a bitfield of arbitrary\r\n * \"categories\" to which this shape collides with. Given two shapes,\r\n * the engine will check if the collide mask and membership overlap:\r\n * shapeA.filterMembershipMask & shapeB.filterCollideMask\r\n *\r\n * If this value is zero (i.e. shapeB only collides with categories\r\n * which shapeA is _not_ a member of) then the shapes will not collide.\r\n *\r\n * Note, the engine will also perform the same test with shapeA and\r\n * shapeB swapped; the shapes will not collide if either shape has\r\n * a collideMask which prevents collision with the other shape.\r\n *\r\n * @param collideMask Bitmask of categories this shape should collide with\r\n */\r\n public set filterCollideMask(collideMask: number) {\r\n this._physicsPlugin.setShapeFilterCollideMask(this, collideMask);\r\n }\r\n\r\n /**\r\n *\r\n * @returns Bitmask of categories that this shape should collide with\r\n */\r\n public get filterCollideMask(): number {\r\n return this._physicsPlugin.getShapeFilterCollideMask(this);\r\n }\r\n /**\r\n *\r\n * @param material\r\n */\r\n public set material(material: PhysicsMaterial) {\r\n this._physicsPlugin.setMaterial(this, material);\r\n this._material = material;\r\n }\r\n\r\n /**\r\n *\r\n * @returns\r\n */\r\n public get material(): PhysicsMaterial {\r\n return this._material;\r\n }\r\n\r\n /**\r\n *\r\n * @param density\r\n */\r\n public set density(density: number) {\r\n this._physicsPlugin.setDensity(this, density);\r\n }\r\n\r\n /**\r\n *\r\n */\r\n public get density(): number {\r\n return this._physicsPlugin.getDensity(this);\r\n }\r\n\r\n /**\r\n *\r\n * @param newChild\r\n * @param childTransform\r\n */\r\n public addChild(newChild: PhysicsShape, childTransform: TransformNode): void {\r\n this._physicsPlugin.addChild(this, newChild, childTransform);\r\n }\r\n\r\n /**\r\n *\r\n * @param childIndex\r\n */\r\n public removeChild(childIndex: number): void {\r\n this._physicsPlugin.removeChild(this, childIndex);\r\n }\r\n\r\n /**\r\n *\r\n * @returns\r\n */\r\n public getNumChildren(): number {\r\n return this._physicsPlugin.getNumChildren(this);\r\n }\r\n\r\n /**\r\n *\r\n */\r\n public getBoundingBox(): BoundingBox {\r\n return this._physicsPlugin.getBoundingBox(this);\r\n }\r\n\r\n /**\r\n *\r\n */\r\n public dispose() {\r\n this._physicsPlugin.disposeShape(this);\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a sphere shape\r\n */\r\nexport class PhysicsShapeSphere extends PhysicsShape {\r\n /**\r\n * Constructor for the Sphere Shape\r\n * @param center local center of the sphere\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(center: Vector3, radius: number, scene: Scene) {\r\n super({ type: PhysicsShapeType.SPHERE, parameters: { center: center, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n *\r\n * @param mesh\r\n * @returns PhysicsShapeSphere\r\n */\r\n static FromMesh(mesh: AbstractMesh) {\r\n const bounds = mesh.getBoundingInfo();\r\n const centerLocal = bounds.boundingSphere.center;\r\n const radius = bounds.boundingSphere.radius;\r\n return new PhysicsShapeSphere(centerLocal, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a capsule shape\r\n */\r\nexport class PhysicsShapeCapsule extends PhysicsShape {\r\n /**\r\n *\r\n * @param pointA Starting point that defines the capsule segment\r\n * @param pointB ending point of that same segment\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(pointA: Vector3, pointB: Vector3, radius: number, scene: Scene) {\r\n super({ type: PhysicsShapeType.CAPSULE, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n * Derive an approximate capsule from the transform node. Note, this is\r\n * not the optimal bounding capsule.\r\n * @param TransformNode node Node from which to derive a cylinder shape\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeCapsule {\r\n const boundsLocal = mesh.getBoundingInfo();\r\n const radius = boundsLocal.boundingBox.extendSize.x;\r\n const pointFromCenter = new Vector3(0, boundsLocal.boundingBox.extendSize.y - radius, 0);\r\n const pointA = boundsLocal.boundingBox.center.add(pointFromCenter);\r\n const pointB = boundsLocal.boundingBox.center.subtract(pointFromCenter);\r\n return new PhysicsShapeCapsule(pointA, pointB, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a cylinder shape\r\n */\r\nexport class PhysicsShapeCylinder extends PhysicsShape {\r\n /**\r\n *\r\n * @param pointA Starting point that defines the cylinder segment\r\n * @param pointB ending point of that same segment\r\n * @param radius radius\r\n * @param scene scene to attach to\r\n */\r\n constructor(pointA: Vector3, pointB: Vector3, radius: number, scene: Scene) {\r\n super({ type: PhysicsShapeType.CYLINDER, parameters: { pointA: pointA, pointB: pointB, radius: radius } }, scene);\r\n }\r\n\r\n /**\r\n * Derive an approximate cylinder from the transform node. Note, this is\r\n * not the optimal bounding cylinder.\r\n * @param TransformNode node Node from which to derive a cylinder shape\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeCylinder {\r\n const boundsLocal = mesh.getBoundingInfo();\r\n const radius = boundsLocal.boundingBox.extendSize.x;\r\n const pointFromCenter = new Vector3(0, boundsLocal.boundingBox.extendSize.y, 0);\r\n const pointA = boundsLocal.boundingBox.center.add(pointFromCenter);\r\n const pointB = boundsLocal.boundingBox.center.subtract(pointFromCenter);\r\n return new PhysicsShapeCylinder(pointA, pointB, radius, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a box shape\r\n */\r\nexport class PhysicsShapeBox extends PhysicsShape {\r\n /**\r\n *\r\n * @param center local center of the sphere\r\n * @param rotation local orientation\r\n * @param extents size of the box in each direction\r\n * @param scene scene to attach to\r\n */\r\n constructor(center: Vector3, rotation: Quaternion, extents: Vector3, scene: Scene) {\r\n super({ type: PhysicsShapeType.BOX, parameters: { center: center, rotation: rotation, extents: extents } }, scene);\r\n }\r\n\r\n /**\r\n *\r\n * @param mesh\r\n * @returns PhysicsShapeBox\r\n */\r\n static FromMesh(mesh: AbstractMesh): PhysicsShapeBox {\r\n const bounds = mesh.getBoundingInfo();\r\n const centerLocal = bounds.boundingBox.center;\r\n const extents = bounds.boundingBox.extendSize.scale(2.0); //<todo.eoin extendSize seems to really be half-extents?\r\n return new PhysicsShapeBox(centerLocal, Quaternion.Identity(), extents, mesh.getScene());\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a convex hull shape\r\n */\r\nexport class PhysicsShapeConvexHull extends PhysicsShape {\r\n /**\r\n *\r\n * @param mesh the mesh to be used as topology infos for the convex hull\r\n * @param scene scene to attach to\r\n */\r\n constructor(mesh: Mesh, scene: Scene) {\r\n super({ type: PhysicsShapeType.CONVEX_HULL, parameters: { mesh: mesh } }, scene);\r\n }\r\n}\r\n\r\n/**\r\n * Helper object to create a mesh shape\r\n */\r\nexport class PhysicsShapeMesh extends PhysicsShape {\r\n /**\r\n *\r\n * @param mesh the mesh topology that will be used to create the shape\r\n * @param scene scene to attach to\r\n */\r\n constructor(mesh: Mesh, scene: Scene) {\r\n super({ type: PhysicsShapeType.MESH, parameters: { mesh: mesh } }, scene);\r\n }\r\n}\r\n\r\n/**\r\n * A shape container holds a variable number of shapes. Use AddChild to append to newly created parent container.\r\n */\r\nexport class PhysicsShapeContainer extends PhysicsShape {\r\n /**\r\n * Constructor of the Shape container\r\n * @param scene scene to attach to\r\n */\r\n constructor(scene: Scene) {\r\n super({ type: PhysicsShapeType.CONTAINER, parameters: {} }, scene);\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "5.57.0",
3
+ "version": "5.57.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",