@babylonjs/core 6.15.0 → 6.16.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/actionManager.js +8 -3
- package/Actions/actionManager.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +2 -1
- package/Behaviors/Cameras/framingBehavior.js +3 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Bones/skeleton.js +1 -0
- package/Bones/skeleton.js.map +1 -1
- package/Compute/computeEffect.js +1 -1
- package/Compute/computeEffect.js.map +1 -1
- package/{Materials/Node/nodeMaterialDecorator.d.ts → Decorators/nodeDecorator.d.ts} +6 -7
- package/{Materials/Node/nodeMaterialDecorator.js → Decorators/nodeDecorator.js} +3 -3
- package/Decorators/nodeDecorator.js.map +1 -0
- package/Engines/Processors/shaderCodeNode.js +1 -1
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +3 -0
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +9 -9
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/nativeEngine.js +5 -4
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -0
- package/Engines/thinEngine.js +33 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +12 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.d.ts +34 -0
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js +29 -0
- package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js.map +1 -0
- package/FlowGraph/Blocks/Data/index.d.ts +1 -0
- package/FlowGraph/Blocks/Data/index.js +2 -0
- package/FlowGraph/Blocks/Data/index.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +23 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +51 -0
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +20 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +29 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -0
- package/FlowGraph/Blocks/Event/index.d.ts +2 -0
- package/FlowGraph/Blocks/Event/index.js +3 -0
- package/FlowGraph/Blocks/Event/index.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.d.ts +43 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js +40 -0
- package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.d.ts +18 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +21 -0
- package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -0
- package/FlowGraph/Blocks/Execution/index.d.ts +2 -0
- package/FlowGraph/Blocks/Execution/index.js +3 -0
- package/FlowGraph/Blocks/Execution/index.js.map +1 -0
- package/FlowGraph/Blocks/index.d.ts +3 -0
- package/FlowGraph/Blocks/index.js +5 -0
- package/FlowGraph/Blocks/index.js.map +1 -0
- package/FlowGraph/flowGraph.d.ts +34 -0
- package/FlowGraph/flowGraph.js +54 -0
- package/FlowGraph/flowGraph.js.map +1 -0
- package/FlowGraph/flowGraphBlock.d.ts +33 -0
- package/FlowGraph/flowGraphBlock.js +39 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -0
- package/FlowGraph/flowGraphConnection.d.ts +38 -0
- package/FlowGraph/flowGraphConnection.js +40 -0
- package/FlowGraph/flowGraphConnection.js.map +1 -0
- package/FlowGraph/flowGraphDataConnection.d.ts +15 -0
- package/FlowGraph/flowGraphDataConnection.js +30 -0
- package/FlowGraph/flowGraphDataConnection.js.map +1 -0
- package/FlowGraph/flowGraphEventBlock.d.ts +20 -0
- package/FlowGraph/flowGraphEventBlock.js +15 -0
- package/FlowGraph/flowGraphEventBlock.js.map +1 -0
- package/FlowGraph/flowGraphExecutionBlock.d.ts +24 -0
- package/FlowGraph/flowGraphExecutionBlock.js +27 -0
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -0
- package/FlowGraph/flowGraphSignalConnection.d.ts +14 -0
- package/FlowGraph/flowGraphSignalConnection.js +22 -0
- package/FlowGraph/flowGraphSignalConnection.js.map +1 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +7 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +8 -0
- package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -0
- package/FlowGraph/index.d.ts +6 -0
- package/FlowGraph/index.js +8 -0
- package/FlowGraph/index.js.map +1 -0
- package/Gizmos/lightGizmo.d.ts +5 -0
- package/Gizmos/lightGizmo.js +21 -7
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.d.ts +6 -0
- package/Gizmos/planeRotationGizmo.js +5 -1
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +8 -0
- package/Gizmos/rotationGizmo.js +15 -0
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Layers/layer.js +1 -1
- package/Layers/layer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +2 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +4 -3
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +3 -1
- package/Lights/Shadows/shadowGenerator.js +4 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.d.ts +1 -1
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.d.ts +1 -1
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.d.ts +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.d.ts +1 -1
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.d.ts +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Loading/sceneLoader.js +2 -0
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -13
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +6 -6
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -11
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +16 -16
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +27 -27
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +8 -8
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +28 -28
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -5
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
- package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +15 -15
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +6 -6
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +13 -13
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +13 -13
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -5
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +7 -7
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -3
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +11 -11
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +6 -6
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -9
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +47 -47
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +9 -9
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -14
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -4
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js +8 -8
- package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/index.d.ts +2 -0
- package/Materials/Node/Blocks/Teleport/index.js +3 -0
- package/Materials/Node/Blocks/Teleport/index.js.map +1 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +42 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js +83 -0
- package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +59 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +122 -0
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +5 -5
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -11
- package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +11 -11
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +39 -39
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +3 -3
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/addBlock.js +1 -1
- package/Materials/Node/Blocks/addBlock.js.map +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js +1 -1
- package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
- package/Materials/Node/Blocks/clampBlock.js +4 -4
- package/Materials/Node/Blocks/clampBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +7 -7
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
- package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/conditionalBlock.js +10 -10
- package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
- package/Materials/Node/Blocks/crossBlock.js +1 -1
- package/Materials/Node/Blocks/crossBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js +5 -5
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +4 -4
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/desaturateBlock.js +4 -4
- package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
- package/Materials/Node/Blocks/distanceBlock.js +1 -1
- package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
- package/Materials/Node/Blocks/divideBlock.js +1 -1
- package/Materials/Node/Blocks/divideBlock.js.map +1 -1
- package/Materials/Node/Blocks/dotBlock.js +1 -1
- package/Materials/Node/Blocks/dotBlock.js.map +1 -1
- package/Materials/Node/Blocks/elbowBlock.js +1 -1
- package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
- package/Materials/Node/Blocks/fresnelBlock.js +1 -1
- package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +8 -8
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/lengthBlock.js +1 -1
- package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
- package/Materials/Node/Blocks/lerpBlock.js +1 -1
- package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
- package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
- package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
- package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
- package/Materials/Node/Blocks/maxBlock.js +1 -1
- package/Materials/Node/Blocks/maxBlock.js.map +1 -1
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js +7 -7
- package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
- package/Materials/Node/Blocks/minBlock.js +1 -1
- package/Materials/Node/Blocks/minBlock.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js +1 -1
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js +1 -1
- package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js +1 -1
- package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
- package/Materials/Node/Blocks/negateBlock.js +1 -1
- package/Materials/Node/Blocks/negateBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalBlendBlock.js +6 -6
- package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js +1 -1
- package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
- package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js +1 -1
- package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/powBlock.js +1 -1
- package/Materials/Node/Blocks/powBlock.js.map +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
- package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
- package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
- package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
- package/Materials/Node/Blocks/reflectBlock.js +1 -1
- package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
- package/Materials/Node/Blocks/refractBlock.js +1 -1
- package/Materials/Node/Blocks/refractBlock.js.map +1 -1
- package/Materials/Node/Blocks/remapBlock.js +4 -4
- package/Materials/Node/Blocks/remapBlock.js.map +1 -1
- package/Materials/Node/Blocks/replaceColorBlock.js +6 -6
- package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
- package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
- package/Materials/Node/Blocks/scaleBlock.js +1 -1
- package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js +41 -41
- package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
- package/Materials/Node/Blocks/smoothStepBlock.js +1 -1
- package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
- package/Materials/Node/Blocks/stepBlock.js +1 -1
- package/Materials/Node/Blocks/stepBlock.js.map +1 -1
- package/Materials/Node/Blocks/subtractBlock.js +1 -1
- package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
- package/Materials/Node/Blocks/transformBlock.js +13 -14
- package/Materials/Node/Blocks/transformBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +17 -17
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.js +2 -2
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +22 -22
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorSplitterBlock.js +8 -8
- package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
- package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.js +5 -5
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
- package/Materials/Node/Blocks/waveBlock.js +3 -4
- package/Materials/Node/Blocks/waveBlock.js.map +1 -1
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +155 -155
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/index.d.ts +1 -1
- package/Materials/Node/index.js +1 -1
- package/Materials/Node/index.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +50 -15
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +14 -2
- package/Materials/Node/nodeMaterialBlock.js +34 -11
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +36 -36
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.js +4 -4
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/effect.js +1 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.d.ts +4 -0
- package/Materials/effectRenderer.js +8 -2
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/greasedLinePluginMaterial.d.ts +4 -0
- package/Materials/greasedLinePluginMaterial.js +12 -1
- package/Materials/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/materialPluginManager.js +5 -5
- package/Materials/materialPluginManager.js.map +1 -1
- package/Materials/meshDebugPluginMaterial.d.ts +4 -15
- package/Materials/meshDebugPluginMaterial.js +8 -29
- package/Materials/meshDebugPluginMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +5 -5
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Meshes/Builders/boxBuilder.d.ts +31 -0
- package/Meshes/Builders/boxBuilder.js +65 -1
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.js +3 -3
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +2 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +2 -2
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +1 -1
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.d.ts +1 -1
- package/Meshes/Builders/linesBuilder.js +1 -1
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.js +1 -1
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.js +1 -1
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +85 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +210 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +68 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +186 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.d.ts +35 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.js +81 -0
- package/Meshes/Node/Blocks/IntFloatConverterBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.d.ts +31 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.js +58 -0
- package/Meshes/Node/Blocks/Matrices/alignBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.d.ts +28 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.js +53 -0
- package/Meshes/Node/Blocks/Matrices/rotationXBlock.js.map +1 -0
- package/Meshes/Node/Blocks/Matrices/rotationYBlock.d.ts +28 -0
- package/Meshes/Node/Blocks/Matrices/rotationYBlock.js +53 -0
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@@ -1 +1 @@
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-
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type { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport type { IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport type { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport type { DataArray } from \"../types\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n\r\n public readonly alignDataInBuffer = false;\r\n\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n }\r\n\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n this._updateEffect = new Effect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n }\r\n\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n public bindDrawBuffers(index: number): void {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n public releaseBuffers(): void {}\r\n\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n offset += 1;\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
|
|
1
|
+
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type { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport type { IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport type { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport type { DataArray } from \"../types\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n\r\n public readonly alignDataInBuffer = false;\r\n\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n }\r\n\r\n public contextLost(): void {\r\n this._updateEffect = undefined as any;\r\n this._renderVAO.length = 0;\r\n this._updateVAO.length = 0;\r\n }\r\n\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n this._updateEffect = new Effect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n }\r\n\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n public bindDrawBuffers(index: number): void {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n public releaseBuffers(): void {}\r\n\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n offset += 1;\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
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@@ -73,10 +73,17 @@ export declare enum PhysicsConstraintMotorType {
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VELOCITY = 1,
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POSITION = 2
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}
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export declare enum PhysicsEventType {
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COLLISION_STARTED = "COLLISION_STARTED",
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COLLISION_CONTINUED = "COLLISION_CONTINUED",
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COLLISION_FINISHED = "COLLISION_FINISHED",
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TRIGGER_ENTERED = "TRIGGER_ENTERED",
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TRIGGER_EXITED = "TRIGGER_EXITED"
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}
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/**
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-
*
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* Base collision object
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*/
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export interface
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export interface IBasePhysicsCollisionEvent {
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/**
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* 1st physics body that collided
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*/
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@@ -93,6 +100,15 @@ export interface IPhysicsCollisionEvent {
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* index in instances array for the collidedAgainst
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*/
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collidedAgainstIndex: number;
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/**
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* Event type
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*/
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type: PhysicsEventType;
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}
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/**
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* Collision object that is the parameter when notification for collision fires.
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*/
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+
export interface IPhysicsCollisionEvent extends IBasePhysicsCollisionEvent {
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/**
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* World position where the collision occured
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*/
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@@ -312,6 +328,7 @@ export interface IPhysicsEnginePluginV2 {
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getNumChildren(shape: PhysicsShape): number;
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getBoundingBox(shape: PhysicsShape): BoundingBox;
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disposeShape(shape: PhysicsShape): void;
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+
setTrigger(shape: PhysicsShape, isTrigger: boolean): void;
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initConstraint(constraint: PhysicsConstraint, body: PhysicsBody, childBody: PhysicsBody): void;
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setEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;
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getEnabled(constraint: PhysicsConstraint): boolean;
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@@ -114,6 +114,14 @@ export var PhysicsConstraintMotorType;
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PhysicsConstraintMotorType[PhysicsConstraintMotorType["VELOCITY"] = 1] = "VELOCITY";
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PhysicsConstraintMotorType[PhysicsConstraintMotorType["POSITION"] = 2] = "POSITION";
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})(PhysicsConstraintMotorType || (PhysicsConstraintMotorType = {}));
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export var PhysicsEventType;
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(function (PhysicsEventType) {
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+
PhysicsEventType["COLLISION_STARTED"] = "COLLISION_STARTED";
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PhysicsEventType["COLLISION_CONTINUED"] = "COLLISION_CONTINUED";
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PhysicsEventType["COLLISION_FINISHED"] = "COLLISION_FINISHED";
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PhysicsEventType["TRIGGER_ENTERED"] = "TRIGGER_ENTERED";
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PhysicsEventType["TRIGGER_EXITED"] = "TRIGGER_EXITED";
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})(PhysicsEventType || (PhysicsEventType = {}));
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/**
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* Indicates how the body will behave.
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*/
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"IPhysicsEnginePlugin.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v2/IPhysicsEnginePlugin.ts"],"names":[],"mappings":"AAYA,6CAA6C;AAC7C,MAAM,CAAN,IAAY,8BAaX;AAbD,WAAY,8BAA8B;IACtC;;OAEG;IACH,mFAAI,CAAA;IACJ;;OAEG;IACH,yFAAO,CAAA;IACP;;OAEG;IACH,uFAAM,CAAA;AACV,CAAC,EAbW,8BAA8B,KAA9B,8BAA8B,QAazC;AAED,2GAA2G;AAC3G,MAAM,CAAN,IAAY,qBAqCX;AArCD,WAAY,qBAAqB;IAC7B;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,2EAAS,CAAA;IACT;;;OAGG;IACH,2EAAS,CAAA;IACT;;;OAGG;IACH,2EAAS,CAAA;IACT;;;;OAIG;IACH,uFAAe,CAAA;AACnB,CAAC,EArCW,qBAAqB,KAArB,qBAAqB,QAqChC;AAED,yBAAyB;AACzB,MAAM,CAAN,IAAY,qBAsCX;AAtCD,WAAY,qBAAqB;IAC7B;;;OAGG;IACH,uFAAmB,CAAA;IACnB;;;OAGG;IACH,yEAAY,CAAA;IACZ;;;OAGG;IACH,mEAAS,CAAA;IACT;;;;OAIG;IACH,qEAAU,CAAA;IACV;;;OAGG;IACH,iEAAQ,CAAA;IACR;;;OAGG;IACH,2EAAa,CAAA;IACb;;;;OAIG;IACH,uEAAW,CAAA;AACf,CAAC,EAtCW,qBAAqB,KAArB,qBAAqB,QAsChC;AAED,oBAAoB;AACpB,MAAM,CAAN,IAAY,gBASX;AATD,WAAY,gBAAgB;IACxB,2DAAM,CAAA;IACN,6DAAO,CAAA;IACP,+DAAQ,CAAA;IACR,qDAAG,CAAA;IACH,qEAAW,CAAA;IACX,iEAAS,CAAA;IACT,uDAAI,CAAA;IACJ,qEAAW,CAAA;AACf,CAAC,EATW,gBAAgB,KAAhB,gBAAgB,QAS3B;AAED,qGAAqG;AACrG,MAAM,CAAN,IAAY,0BAIX;AAJD,WAAY,0BAA0B;IAClC,2EAAI,CAAA;IACJ,mFAAQ,CAAA;IACR,mFAAQ,CAAA;AACZ,CAAC,EAJW,0BAA0B,KAA1B,0BAA0B,QAIrC;AA+KD;;GAEG;AACH,MAAM,CAAN,IAAY,iBAIX;AAJD,WAAY,iBAAiB;IACzB,6DAAM,CAAA;IACN,iEAAQ,CAAA;IACR,+DAAO,CAAA;AACX,CAAC,EAJW,iBAAiB,KAAjB,iBAAiB,QAI5B","sourcesContent":["import type { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { IRaycastQuery, PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\nimport type { PhysicsBody } from \"./physicsBody\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { BoundingBox } from \"../../Culling/boundingBox\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Observable } from \"core/Misc/observable\";\r\n\r\n/** How a specific axis can be constrained */\r\nexport enum PhysicsConstraintAxisLimitMode {\r\n /*\r\n * The axis is not restricted at all\r\n */\r\n FREE,\r\n /*\r\n * The axis has a minimum/maximum limit\r\n */\r\n LIMITED,\r\n /*\r\n * The axis allows no relative movement of the pivots\r\n */\r\n LOCKED,\r\n}\r\n\r\n/** The constraint specific axis to use when setting Friction, `ConstraintAxisLimitMode`, max force, ... */\r\nexport enum PhysicsConstraintAxis {\r\n /*\r\n * Translation along the primary axis of the constraint (i.e. the\r\n * direction specified by PhysicsConstraintParameters.axisA/axisB)\r\n */\r\n LINEAR_X,\r\n /*\r\n * Translation along the second axis of the constraint (i.e. the\r\n * direction specified by PhysicsConstraintParameters.perpAxisA/perpAxisB)\r\n */\r\n LINEAR_Y,\r\n /*\r\n * Translation along the third axis of the constraint. This axis is\r\n * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB)\r\n */\r\n LINEAR_Z,\r\n /*\r\n * Rotation around the primary axis of the constraint (i.e. the\r\n * axis specified by PhysicsConstraintParameters.axisA/axisB)\r\n */\r\n ANGULAR_X,\r\n /*\r\n * Rotation around the second axis of the constraint (i.e. the\r\n * axis specified by PhysicsConstraintParameters.perpAxisA/perpAxisB)\r\n */\r\n ANGULAR_Y,\r\n /*\r\n * Rotation around the third axis of the constraint. This axis is\r\n * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB)\r\n */\r\n ANGULAR_Z,\r\n /*\r\n * A 3D distance limit; similar to specifying the LINEAR_X/Y/Z axes\r\n * individually, but the distance calculation uses all three axes\r\n * simultaneously, instead of individually.\r\n */\r\n LINEAR_DISTANCE,\r\n}\r\n\r\n/** Type of Constraint */\r\nexport enum PhysicsConstraintType {\r\n /**\r\n * A ball and socket constraint will attempt to line up the pivot\r\n * positions in each body, and have no restrictions on rotation\r\n */\r\n BALL_AND_SOCKET = 1,\r\n /**\r\n * A distance constraint will attempt to keep the pivot locations\r\n * within a specified distance.\r\n */\r\n DISTANCE = 2,\r\n /**\r\n * A hinge constraint will keep the pivot positions aligned as well\r\n * as two angular axes. The remaining angular axis will be free to rotate.\r\n */\r\n HINGE = 3,\r\n /**\r\n * A slider constraint allows bodies to translate along one axis and\r\n * rotate about the same axis. The remaining two axes are locked in\r\n * place\r\n */\r\n SLIDER = 4,\r\n /**\r\n * A lock constraint will attempt to keep the pivots completely lined\r\n * up between both bodies, allowing no relative movement.\r\n */\r\n LOCK = 5,\r\n /*\r\n * A prismatic will lock the rotations of the bodies, and allow translation\r\n * only along one axis\r\n */\r\n PRISMATIC = 6,\r\n /*\r\n * A generic constraint; this starts with no limits on how the bodies can\r\n * move relative to each other, but limits can be added via the PhysicsConstraint\r\n * interfaces. This can be used to specify a large variety of constraints\r\n */\r\n SIX_DOF = 7,\r\n}\r\n\r\n/** Type of Shape */\r\nexport enum PhysicsShapeType {\r\n SPHERE,\r\n CAPSULE,\r\n CYLINDER,\r\n BOX,\r\n CONVEX_HULL,\r\n CONTAINER,\r\n MESH,\r\n HEIGHTFIELD,\r\n}\r\n\r\n/** Optional motor which attempts to move a body at a specific velocity, or at a specific position */\r\nexport enum PhysicsConstraintMotorType {\r\n NONE,\r\n VELOCITY,\r\n POSITION,\r\n}\r\n\r\n/**\r\n * Collision object that is the parameter when notification for collision fires.\r\n */\r\nexport interface IPhysicsCollisionEvent {\r\n /**\r\n * 1st physics body that collided\r\n */\r\n collider: PhysicsBody;\r\n /**\r\n * 2nd physics body that collided\r\n */\r\n collidedAgainst: PhysicsBody;\r\n /**\r\n * index in instances array for the collider\r\n */\r\n colliderIndex: number;\r\n /**\r\n * index in instances array for the collidedAgainst\r\n */\r\n collidedAgainstIndex: number;\r\n /**\r\n * World position where the collision occured\r\n */\r\n point: Nullable<Vector3>;\r\n /**\r\n * Penetration distance\r\n */\r\n distance: number;\r\n /**\r\n * Impulse value computed by the solver response\r\n */\r\n impulse: number;\r\n /**\r\n * Collision world normal direction\r\n */\r\n normal: Nullable<Vector3>;\r\n}\r\n\r\n/**\r\n * Parameters used to describe the Shape\r\n */\r\nexport interface PhysicsShapeParameters {\r\n /**\r\n * Shape center position\r\n */\r\n center?: Vector3;\r\n /**\r\n * Radius for cylinder, shape and capsule\r\n */\r\n radius?: number;\r\n /**\r\n * First point position that defines the cylinder or capsule\r\n */\r\n pointA?: Vector3;\r\n /**\r\n * Second point position that defines the cylinder or capsule\r\n */\r\n pointB?: Vector3;\r\n /**\r\n * Shape orientation\r\n */\r\n rotation?: Quaternion;\r\n /**\r\n * Dimesion extention for the box\r\n */\r\n extents?: Vector3;\r\n /**\r\n * Mesh used for Mesh shape or convex hull. It can be different than the mesh the body is attached to.\r\n */\r\n mesh?: Mesh;\r\n /**\r\n * Use children hierarchy\r\n */\r\n includeChildMeshes?: boolean;\r\n}\r\n\r\n/**\r\n * Parameters used to describe a Constraint\r\n */\r\nexport interface PhysicsConstraintParameters {\r\n /**\r\n * Location of the constraint pivot in the space of first body\r\n */\r\n pivotA?: Vector3;\r\n /**\r\n * Location of the constraint pivot in the space of the second body\r\n */\r\n pivotB?: Vector3;\r\n /**\r\n * An axis in the space of the first body which determines how\r\n * distances/angles are measured for LINEAR_X/ANGULAR_X limits.\r\n */\r\n axisA?: Vector3;\r\n /**\r\n * An axis in the space of the second body which determines how\r\n * distances/angles are measured for LINEAR_X/ANGULAR_X limits.\r\n */\r\n axisB?: Vector3;\r\n\r\n /**\r\n * An axis in the space of the first body which determines how\r\n * distances/angles are measured for LINEAR_Y/ANGULAR_Y limits.\r\n */\r\n perpAxisA?: Vector3;\r\n\r\n /**\r\n * An axis in the space of the second body which determines how\r\n * distances/angles are measured for LINEAR_Y/ANGULAR_Y limits.\r\n */\r\n perpAxisB?: Vector3;\r\n\r\n /**\r\n * The maximum distance that can seperate the two pivots.\r\n * Only used for DISTANCE constraints\r\n */\r\n maxDistance?: number;\r\n\r\n /**\r\n * Determines if the connected bodies should collide. Generally,\r\n * it is preferable to set this to false, especially if the constraint\r\n * positions the bodies so that they overlap. Otherwise, the constraint\r\n * will \"fight\" the collision detection and may cause jitter.\r\n */\r\n collision?: boolean;\r\n}\r\n\r\n/**\r\n * Parameters used to describe mass and inertia of the Physics Body\r\n */\r\nexport interface PhysicsMassProperties {\r\n /**\r\n * The center of mass, in local space. This is The\r\n * point the body will rotate around when applying\r\n * an angular velocity.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n centerOfMass?: Vector3;\r\n /**\r\n * The total mass of this object, in kilograms. This\r\n * affects how easy it is to move the body. A value\r\n * of zero will be used as an infinite mass.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n mass?: number;\r\n /**\r\n * The principal moments of inertia of this object\r\n * for a unit mass. This determines how easy it is\r\n * for the body to rotate. A value of zero on any\r\n * axis will be used as infinite interia about that\r\n * axis.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n inertia?: Vector3;\r\n /**\r\n * The rotation rotating from inertia major axis space\r\n * to parent space (i.e., the rotation which, when\r\n * applied to the 3x3 inertia tensor causes the inertia\r\n * tensor to become a diagonal matrix). This determines\r\n * how the values of inertia are aligned with the parent\r\n * object.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n inertiaOrientation?: Quaternion;\r\n}\r\n\r\n/**\r\n * Indicates how the body will behave.\r\n */\r\nexport enum PhysicsMotionType {\r\n STATIC,\r\n ANIMATED,\r\n DYNAMIC,\r\n}\r\n\r\n/** @internal */\r\nexport interface IPhysicsEnginePluginV2 {\r\n /**\r\n * Physics plugin world instance\r\n */\r\n world: any;\r\n /**\r\n * Physics plugin name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Collision observable\r\n */\r\n onCollisionObservable: Observable<IPhysicsCollisionEvent>;\r\n\r\n setGravity(gravity: Vector3): void;\r\n setTimeStep(timeStep: number): void;\r\n getTimeStep(): number;\r\n executeStep(delta: number, bodies: Array<PhysicsBody>): void; //not forgetting pre and post events\r\n getPluginVersion(): number;\r\n\r\n // body\r\n initBody(body: PhysicsBody, motionType: PhysicsMotionType, position: Vector3, orientation: Quaternion): void;\r\n initBodyInstances(body: PhysicsBody, motionType: PhysicsMotionType, mesh: Mesh): void;\r\n updateBodyInstances(body: PhysicsBody, mesh: Mesh): void;\r\n removeBody(body: PhysicsBody): void;\r\n sync(body: PhysicsBody): void;\r\n syncTransform(body: PhysicsBody, transformNode: TransformNode): void;\r\n setShape(body: PhysicsBody, shape: Nullable<PhysicsShape>): void;\r\n getShape(body: PhysicsBody): Nullable<PhysicsShape>;\r\n getShapeType(shape: PhysicsShape): PhysicsShapeType;\r\n setEventMask(body: PhysicsBody, eventMask: number, instanceIndex?: number): void;\r\n getEventMask(body: PhysicsBody, instanceIndex?: number): number;\r\n setMotionType(body: PhysicsBody, motionType: PhysicsMotionType, instanceIndex?: number): void;\r\n getMotionType(body: PhysicsBody, instanceIndex?: number): PhysicsMotionType;\r\n computeMassProperties(body: PhysicsBody, instanceIndex?: number): PhysicsMassProperties;\r\n setMassProperties(body: PhysicsBody, massProps: PhysicsMassProperties, instanceIndex?: number): void;\r\n getMassProperties(body: PhysicsBody, instanceIndex?: number): PhysicsMassProperties;\r\n setLinearDamping(body: PhysicsBody, damping: number, instanceIndex?: number): void;\r\n getLinearDamping(body: PhysicsBody, instanceIndex?: number): number;\r\n setAngularDamping(body: PhysicsBody, damping: number, instanceIndex?: number): void;\r\n getAngularDamping(body: PhysicsBody, instanceIndex?: number): number;\r\n setLinearVelocity(body: PhysicsBody, linVel: Vector3, instanceIndex?: number): void;\r\n getLinearVelocityToRef(body: PhysicsBody, linVel: Vector3, instanceIndex?: number): void;\r\n applyImpulse(body: PhysicsBody, impulse: Vector3, location: Vector3, instanceIndex?: number): void;\r\n applyForce(body: PhysicsBody, force: Vector3, location: Vector3, instanceIndex?: number): void;\r\n setAngularVelocity(body: PhysicsBody, angVel: Vector3, instanceIndex?: number): void;\r\n getAngularVelocityToRef(body: PhysicsBody, angVel: Vector3, instanceIndex?: number): void;\r\n getBodyGeometry(body: PhysicsBody): {};\r\n disposeBody(body: PhysicsBody): void;\r\n setCollisionCallbackEnabled(body: PhysicsBody, enabled: boolean, instanceIndex?: number): void;\r\n addConstraint(body: PhysicsBody, childBody: PhysicsBody, constraint: PhysicsConstraint, instanceIndex?: number, childInstanceIndex?: number): void;\r\n getCollisionObservable(body: PhysicsBody, instanceIndex?: number): Observable<IPhysicsCollisionEvent>;\r\n setGravityFactor(body: PhysicsBody, factor: number, instanceIndex?: number): void;\r\n getGravityFactor(body: PhysicsBody, instanceIndex?: number): number;\r\n setTargetTransform(body: PhysicsBody, position: Vector3, rotation: Quaternion, instanceIndex?: number): void;\r\n\r\n // shape\r\n initShape(shape: PhysicsShape, type: PhysicsShapeType, options: PhysicsShapeParameters): void;\r\n setShapeFilterMembershipMask(shape: PhysicsShape, membershipMask: number): void;\r\n getShapeFilterMembershipMask(shape: PhysicsShape): number;\r\n setShapeFilterCollideMask(shape: PhysicsShape, collideMask: number): void;\r\n getShapeFilterCollideMask(shape: PhysicsShape): number;\r\n setMaterial(shape: PhysicsShape, material: PhysicsMaterial): void;\r\n setDensity(shape: PhysicsShape, density: number): void;\r\n getDensity(shape: PhysicsShape): number;\r\n addChild(shape: PhysicsShape, newChild: PhysicsShape, translation?: Vector3, rotation?: Quaternion, scale?: Vector3): void;\r\n removeChild(shape: PhysicsShape, childIndex: number): void;\r\n getNumChildren(shape: PhysicsShape): number;\r\n getBoundingBox(shape: PhysicsShape): BoundingBox;\r\n disposeShape(shape: PhysicsShape): void;\r\n\r\n // constraint\r\n initConstraint(constraint: PhysicsConstraint, body: PhysicsBody, childBody: PhysicsBody): void;\r\n setEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;\r\n getEnabled(constraint: PhysicsConstraint): boolean;\r\n setCollisionsEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;\r\n getCollisionsEnabled(constraint: PhysicsConstraint): boolean;\r\n setAxisFriction(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, friction: number): void;\r\n getAxisFriction(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): number;\r\n setAxisMode(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, limitMode: PhysicsConstraintAxisLimitMode): void;\r\n getAxisMode(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): PhysicsConstraintAxisLimitMode;\r\n setAxisMinLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, minLimit: number): void;\r\n getAxisMinLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): number;\r\n setAxisMaxLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, limit: number): void;\r\n getAxisMaxLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): number;\r\n setAxisMotorType(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, motorType: PhysicsConstraintMotorType): void;\r\n getAxisMotorType(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): PhysicsConstraintMotorType;\r\n setAxisMotorTarget(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, target: number): void;\r\n getAxisMotorTarget(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): number;\r\n setAxisMotorMaxForce(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, maxForce: number): void;\r\n getAxisMotorMaxForce(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): number;\r\n disposeConstraint(constraint: PhysicsConstraint): void;\r\n\r\n // raycast\r\n raycast(from: Vector3, to: Vector3, result: PhysicsRaycastResult, query?: IRaycastQuery): void;\r\n\r\n dispose(): void;\r\n}\r\n"]}
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{"version":3,"file":"IPhysicsEnginePlugin.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v2/IPhysicsEnginePlugin.ts"],"names":[],"mappings":"AAYA,6CAA6C;AAC7C,MAAM,CAAN,IAAY,8BAaX;AAbD,WAAY,8BAA8B;IACtC;;OAEG;IACH,mFAAI,CAAA;IACJ;;OAEG;IACH,yFAAO,CAAA;IACP;;OAEG;IACH,uFAAM,CAAA;AACV,CAAC,EAbW,8BAA8B,KAA9B,8BAA8B,QAazC;AAED,2GAA2G;AAC3G,MAAM,CAAN,IAAY,qBAqCX;AArCD,WAAY,qBAAqB;IAC7B;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,yEAAQ,CAAA;IACR;;;OAGG;IACH,2EAAS,CAAA;IACT;;;OAGG;IACH,2EAAS,CAAA;IACT;;;OAGG;IACH,2EAAS,CAAA;IACT;;;;OAIG;IACH,uFAAe,CAAA;AACnB,CAAC,EArCW,qBAAqB,KAArB,qBAAqB,QAqChC;AAED,yBAAyB;AACzB,MAAM,CAAN,IAAY,qBAsCX;AAtCD,WAAY,qBAAqB;IAC7B;;;OAGG;IACH,uFAAmB,CAAA;IACnB;;;OAGG;IACH,yEAAY,CAAA;IACZ;;;OAGG;IACH,mEAAS,CAAA;IACT;;;;OAIG;IACH,qEAAU,CAAA;IACV;;;OAGG;IACH,iEAAQ,CAAA;IACR;;;OAGG;IACH,2EAAa,CAAA;IACb;;;;OAIG;IACH,uEAAW,CAAA;AACf,CAAC,EAtCW,qBAAqB,KAArB,qBAAqB,QAsChC;AAED,oBAAoB;AACpB,MAAM,CAAN,IAAY,gBASX;AATD,WAAY,gBAAgB;IACxB,2DAAM,CAAA;IACN,6DAAO,CAAA;IACP,+DAAQ,CAAA;IACR,qDAAG,CAAA;IACH,qEAAW,CAAA;IACX,iEAAS,CAAA;IACT,uDAAI,CAAA;IACJ,qEAAW,CAAA;AACf,CAAC,EATW,gBAAgB,KAAhB,gBAAgB,QAS3B;AAED,qGAAqG;AACrG,MAAM,CAAN,IAAY,0BAIX;AAJD,WAAY,0BAA0B;IAClC,2EAAI,CAAA;IACJ,mFAAQ,CAAA;IACR,mFAAQ,CAAA;AACZ,CAAC,EAJW,0BAA0B,KAA1B,0BAA0B,QAIrC;AAED,MAAM,CAAN,IAAY,gBAMX;AAND,WAAY,gBAAgB;IACxB,2DAAuC,CAAA;IACvC,+DAA2C,CAAA;IAC3C,6DAAyC,CAAA;IACzC,uDAAmC,CAAA;IACnC,qDAAiC,CAAA;AACrC,CAAC,EANW,gBAAgB,KAAhB,gBAAgB,QAM3B;AAyLD;;GAEG;AACH,MAAM,CAAN,IAAY,iBAIX;AAJD,WAAY,iBAAiB;IACzB,6DAAM,CAAA;IACN,iEAAQ,CAAA;IACR,+DAAO,CAAA;AACX,CAAC,EAJW,iBAAiB,KAAjB,iBAAiB,QAI5B","sourcesContent":["import type { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { IRaycastQuery, PhysicsRaycastResult } from \"../physicsRaycastResult\";\r\nimport type { PhysicsBody } from \"./physicsBody\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { BoundingBox } from \"../../Culling/boundingBox\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Observable } from \"core/Misc/observable\";\r\n\r\n/** How a specific axis can be constrained */\r\nexport enum PhysicsConstraintAxisLimitMode {\r\n /*\r\n * The axis is not restricted at all\r\n */\r\n FREE,\r\n /*\r\n * The axis has a minimum/maximum limit\r\n */\r\n LIMITED,\r\n /*\r\n * The axis allows no relative movement of the pivots\r\n */\r\n LOCKED,\r\n}\r\n\r\n/** The constraint specific axis to use when setting Friction, `ConstraintAxisLimitMode`, max force, ... */\r\nexport enum PhysicsConstraintAxis {\r\n /*\r\n * Translation along the primary axis of the constraint (i.e. the\r\n * direction specified by PhysicsConstraintParameters.axisA/axisB)\r\n */\r\n LINEAR_X,\r\n /*\r\n * Translation along the second axis of the constraint (i.e. the\r\n * direction specified by PhysicsConstraintParameters.perpAxisA/perpAxisB)\r\n */\r\n LINEAR_Y,\r\n /*\r\n * Translation along the third axis of the constraint. This axis is\r\n * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB)\r\n */\r\n LINEAR_Z,\r\n /*\r\n * Rotation around the primary axis of the constraint (i.e. the\r\n * axis specified by PhysicsConstraintParameters.axisA/axisB)\r\n */\r\n ANGULAR_X,\r\n /*\r\n * Rotation around the second axis of the constraint (i.e. the\r\n * axis specified by PhysicsConstraintParameters.perpAxisA/perpAxisB)\r\n */\r\n ANGULAR_Y,\r\n /*\r\n * Rotation around the third axis of the constraint. This axis is\r\n * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB)\r\n */\r\n ANGULAR_Z,\r\n /*\r\n * A 3D distance limit; similar to specifying the LINEAR_X/Y/Z axes\r\n * individually, but the distance calculation uses all three axes\r\n * simultaneously, instead of individually.\r\n */\r\n LINEAR_DISTANCE,\r\n}\r\n\r\n/** Type of Constraint */\r\nexport enum PhysicsConstraintType {\r\n /**\r\n * A ball and socket constraint will attempt to line up the pivot\r\n * positions in each body, and have no restrictions on rotation\r\n */\r\n BALL_AND_SOCKET = 1,\r\n /**\r\n * A distance constraint will attempt to keep the pivot locations\r\n * within a specified distance.\r\n */\r\n DISTANCE = 2,\r\n /**\r\n * A hinge constraint will keep the pivot positions aligned as well\r\n * as two angular axes. The remaining angular axis will be free to rotate.\r\n */\r\n HINGE = 3,\r\n /**\r\n * A slider constraint allows bodies to translate along one axis and\r\n * rotate about the same axis. The remaining two axes are locked in\r\n * place\r\n */\r\n SLIDER = 4,\r\n /**\r\n * A lock constraint will attempt to keep the pivots completely lined\r\n * up between both bodies, allowing no relative movement.\r\n */\r\n LOCK = 5,\r\n /*\r\n * A prismatic will lock the rotations of the bodies, and allow translation\r\n * only along one axis\r\n */\r\n PRISMATIC = 6,\r\n /*\r\n * A generic constraint; this starts with no limits on how the bodies can\r\n * move relative to each other, but limits can be added via the PhysicsConstraint\r\n * interfaces. This can be used to specify a large variety of constraints\r\n */\r\n SIX_DOF = 7,\r\n}\r\n\r\n/** Type of Shape */\r\nexport enum PhysicsShapeType {\r\n SPHERE,\r\n CAPSULE,\r\n CYLINDER,\r\n BOX,\r\n CONVEX_HULL,\r\n CONTAINER,\r\n MESH,\r\n HEIGHTFIELD,\r\n}\r\n\r\n/** Optional motor which attempts to move a body at a specific velocity, or at a specific position */\r\nexport enum PhysicsConstraintMotorType {\r\n NONE,\r\n VELOCITY,\r\n POSITION,\r\n}\r\n\r\nexport enum PhysicsEventType {\r\n COLLISION_STARTED = \"COLLISION_STARTED\",\r\n COLLISION_CONTINUED = \"COLLISION_CONTINUED\",\r\n COLLISION_FINISHED = \"COLLISION_FINISHED\",\r\n TRIGGER_ENTERED = \"TRIGGER_ENTERED\",\r\n TRIGGER_EXITED = \"TRIGGER_EXITED\",\r\n}\r\n\r\n/**\r\n * Base collision object\r\n */\r\nexport interface IBasePhysicsCollisionEvent {\r\n /**\r\n * 1st physics body that collided\r\n */\r\n collider: PhysicsBody;\r\n /**\r\n * 2nd physics body that collided\r\n */\r\n collidedAgainst: PhysicsBody;\r\n /**\r\n * index in instances array for the collider\r\n */\r\n colliderIndex: number;\r\n /**\r\n * index in instances array for the collidedAgainst\r\n */\r\n collidedAgainstIndex: number;\r\n /**\r\n * Event type\r\n */\r\n type: PhysicsEventType;\r\n}\r\n\r\n/**\r\n * Collision object that is the parameter when notification for collision fires.\r\n */\r\nexport interface IPhysicsCollisionEvent extends IBasePhysicsCollisionEvent {\r\n /**\r\n * World position where the collision occured\r\n */\r\n point: Nullable<Vector3>;\r\n /**\r\n * Penetration distance\r\n */\r\n distance: number;\r\n /**\r\n * Impulse value computed by the solver response\r\n */\r\n impulse: number;\r\n /**\r\n * Collision world normal direction\r\n */\r\n normal: Nullable<Vector3>;\r\n}\r\n\r\n/**\r\n * Parameters used to describe the Shape\r\n */\r\nexport interface PhysicsShapeParameters {\r\n /**\r\n * Shape center position\r\n */\r\n center?: Vector3;\r\n /**\r\n * Radius for cylinder, shape and capsule\r\n */\r\n radius?: number;\r\n /**\r\n * First point position that defines the cylinder or capsule\r\n */\r\n pointA?: Vector3;\r\n /**\r\n * Second point position that defines the cylinder or capsule\r\n */\r\n pointB?: Vector3;\r\n /**\r\n * Shape orientation\r\n */\r\n rotation?: Quaternion;\r\n /**\r\n * Dimesion extention for the box\r\n */\r\n extents?: Vector3;\r\n /**\r\n * Mesh used for Mesh shape or convex hull. It can be different than the mesh the body is attached to.\r\n */\r\n mesh?: Mesh;\r\n /**\r\n * Use children hierarchy\r\n */\r\n includeChildMeshes?: boolean;\r\n}\r\n\r\n/**\r\n * Parameters used to describe a Constraint\r\n */\r\nexport interface PhysicsConstraintParameters {\r\n /**\r\n * Location of the constraint pivot in the space of first body\r\n */\r\n pivotA?: Vector3;\r\n /**\r\n * Location of the constraint pivot in the space of the second body\r\n */\r\n pivotB?: Vector3;\r\n /**\r\n * An axis in the space of the first body which determines how\r\n * distances/angles are measured for LINEAR_X/ANGULAR_X limits.\r\n */\r\n axisA?: Vector3;\r\n /**\r\n * An axis in the space of the second body which determines how\r\n * distances/angles are measured for LINEAR_X/ANGULAR_X limits.\r\n */\r\n axisB?: Vector3;\r\n\r\n /**\r\n * An axis in the space of the first body which determines how\r\n * distances/angles are measured for LINEAR_Y/ANGULAR_Y limits.\r\n */\r\n perpAxisA?: Vector3;\r\n\r\n /**\r\n * An axis in the space of the second body which determines how\r\n * distances/angles are measured for LINEAR_Y/ANGULAR_Y limits.\r\n */\r\n perpAxisB?: Vector3;\r\n\r\n /**\r\n * The maximum distance that can seperate the two pivots.\r\n * Only used for DISTANCE constraints\r\n */\r\n maxDistance?: number;\r\n\r\n /**\r\n * Determines if the connected bodies should collide. Generally,\r\n * it is preferable to set this to false, especially if the constraint\r\n * positions the bodies so that they overlap. Otherwise, the constraint\r\n * will \"fight\" the collision detection and may cause jitter.\r\n */\r\n collision?: boolean;\r\n}\r\n\r\n/**\r\n * Parameters used to describe mass and inertia of the Physics Body\r\n */\r\nexport interface PhysicsMassProperties {\r\n /**\r\n * The center of mass, in local space. This is The\r\n * point the body will rotate around when applying\r\n * an angular velocity.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n centerOfMass?: Vector3;\r\n /**\r\n * The total mass of this object, in kilograms. This\r\n * affects how easy it is to move the body. A value\r\n * of zero will be used as an infinite mass.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n mass?: number;\r\n /**\r\n * The principal moments of inertia of this object\r\n * for a unit mass. This determines how easy it is\r\n * for the body to rotate. A value of zero on any\r\n * axis will be used as infinite interia about that\r\n * axis.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n inertia?: Vector3;\r\n /**\r\n * The rotation rotating from inertia major axis space\r\n * to parent space (i.e., the rotation which, when\r\n * applied to the 3x3 inertia tensor causes the inertia\r\n * tensor to become a diagonal matrix). This determines\r\n * how the values of inertia are aligned with the parent\r\n * object.\r\n *\r\n * If not provided, the physics engine will compute\r\n * an appropriate value.\r\n */\r\n inertiaOrientation?: Quaternion;\r\n}\r\n\r\n/**\r\n * Indicates how the body will behave.\r\n */\r\nexport enum PhysicsMotionType {\r\n STATIC,\r\n ANIMATED,\r\n DYNAMIC,\r\n}\r\n\r\n/** @internal */\r\nexport interface IPhysicsEnginePluginV2 {\r\n /**\r\n * Physics plugin world instance\r\n */\r\n world: any;\r\n /**\r\n * Physics plugin name\r\n */\r\n name: string;\r\n\r\n /**\r\n * Collision observable\r\n */\r\n onCollisionObservable: Observable<IPhysicsCollisionEvent>;\r\n\r\n setGravity(gravity: Vector3): void;\r\n setTimeStep(timeStep: number): void;\r\n getTimeStep(): number;\r\n executeStep(delta: number, bodies: Array<PhysicsBody>): void; //not forgetting pre and post events\r\n getPluginVersion(): number;\r\n\r\n // body\r\n initBody(body: PhysicsBody, motionType: PhysicsMotionType, position: Vector3, orientation: Quaternion): void;\r\n initBodyInstances(body: PhysicsBody, motionType: PhysicsMotionType, mesh: Mesh): void;\r\n updateBodyInstances(body: PhysicsBody, mesh: Mesh): void;\r\n removeBody(body: PhysicsBody): void;\r\n sync(body: PhysicsBody): void;\r\n syncTransform(body: PhysicsBody, transformNode: TransformNode): void;\r\n setShape(body: PhysicsBody, shape: Nullable<PhysicsShape>): void;\r\n getShape(body: PhysicsBody): Nullable<PhysicsShape>;\r\n getShapeType(shape: PhysicsShape): PhysicsShapeType;\r\n setEventMask(body: PhysicsBody, eventMask: number, instanceIndex?: number): void;\r\n getEventMask(body: PhysicsBody, instanceIndex?: number): number;\r\n setMotionType(body: PhysicsBody, motionType: PhysicsMotionType, instanceIndex?: number): void;\r\n getMotionType(body: PhysicsBody, instanceIndex?: number): PhysicsMotionType;\r\n computeMassProperties(body: PhysicsBody, instanceIndex?: number): PhysicsMassProperties;\r\n setMassProperties(body: PhysicsBody, massProps: PhysicsMassProperties, instanceIndex?: number): void;\r\n getMassProperties(body: PhysicsBody, instanceIndex?: number): PhysicsMassProperties;\r\n setLinearDamping(body: PhysicsBody, damping: number, instanceIndex?: number): void;\r\n getLinearDamping(body: PhysicsBody, instanceIndex?: number): number;\r\n setAngularDamping(body: PhysicsBody, damping: number, instanceIndex?: number): void;\r\n getAngularDamping(body: PhysicsBody, instanceIndex?: number): number;\r\n setLinearVelocity(body: PhysicsBody, linVel: Vector3, instanceIndex?: number): void;\r\n getLinearVelocityToRef(body: PhysicsBody, linVel: Vector3, instanceIndex?: number): void;\r\n applyImpulse(body: PhysicsBody, impulse: Vector3, location: Vector3, instanceIndex?: number): void;\r\n applyForce(body: PhysicsBody, force: Vector3, location: Vector3, instanceIndex?: number): void;\r\n setAngularVelocity(body: PhysicsBody, angVel: Vector3, instanceIndex?: number): void;\r\n getAngularVelocityToRef(body: PhysicsBody, angVel: Vector3, instanceIndex?: number): void;\r\n getBodyGeometry(body: PhysicsBody): {};\r\n disposeBody(body: PhysicsBody): void;\r\n setCollisionCallbackEnabled(body: PhysicsBody, enabled: boolean, instanceIndex?: number): void;\r\n addConstraint(body: PhysicsBody, childBody: PhysicsBody, constraint: PhysicsConstraint, instanceIndex?: number, childInstanceIndex?: number): void;\r\n getCollisionObservable(body: PhysicsBody, instanceIndex?: number): Observable<IPhysicsCollisionEvent>;\r\n setGravityFactor(body: PhysicsBody, factor: number, instanceIndex?: number): void;\r\n getGravityFactor(body: PhysicsBody, instanceIndex?: number): number;\r\n setTargetTransform(body: PhysicsBody, position: Vector3, rotation: Quaternion, instanceIndex?: number): void;\r\n\r\n // shape\r\n initShape(shape: PhysicsShape, type: PhysicsShapeType, options: PhysicsShapeParameters): void;\r\n setShapeFilterMembershipMask(shape: PhysicsShape, membershipMask: number): void;\r\n getShapeFilterMembershipMask(shape: PhysicsShape): number;\r\n setShapeFilterCollideMask(shape: PhysicsShape, collideMask: number): void;\r\n getShapeFilterCollideMask(shape: PhysicsShape): number;\r\n setMaterial(shape: PhysicsShape, material: PhysicsMaterial): void;\r\n setDensity(shape: PhysicsShape, density: number): void;\r\n getDensity(shape: PhysicsShape): number;\r\n addChild(shape: PhysicsShape, newChild: PhysicsShape, translation?: Vector3, rotation?: Quaternion, scale?: Vector3): void;\r\n removeChild(shape: PhysicsShape, childIndex: number): void;\r\n getNumChildren(shape: PhysicsShape): number;\r\n getBoundingBox(shape: PhysicsShape): BoundingBox;\r\n disposeShape(shape: PhysicsShape): void;\r\n setTrigger(shape: PhysicsShape, isTrigger: boolean): void;\r\n\r\n // constraint\r\n initConstraint(constraint: PhysicsConstraint, body: PhysicsBody, childBody: PhysicsBody): void;\r\n setEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;\r\n getEnabled(constraint: PhysicsConstraint): boolean;\r\n setCollisionsEnabled(constraint: PhysicsConstraint, isEnabled: boolean): void;\r\n getCollisionsEnabled(constraint: PhysicsConstraint): boolean;\r\n setAxisFriction(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, friction: number): void;\r\n getAxisFriction(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): number;\r\n setAxisMode(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, limitMode: PhysicsConstraintAxisLimitMode): void;\r\n getAxisMode(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): PhysicsConstraintAxisLimitMode;\r\n setAxisMinLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, minLimit: number): void;\r\n getAxisMinLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): number;\r\n setAxisMaxLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, limit: number): void;\r\n getAxisMaxLimit(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): number;\r\n setAxisMotorType(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, motorType: PhysicsConstraintMotorType): void;\r\n getAxisMotorType(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): PhysicsConstraintMotorType;\r\n setAxisMotorTarget(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, target: number): void;\r\n getAxisMotorTarget(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): number;\r\n setAxisMotorMaxForce(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis, maxForce: number): void;\r\n getAxisMotorMaxForce(constraint: PhysicsConstraint, axis: PhysicsConstraintAxis): number;\r\n disposeConstraint(constraint: PhysicsConstraint): void;\r\n\r\n // raycast\r\n raycast(from: Vector3, to: Vector3, result: PhysicsRaycastResult, query?: IRaycastQuery): void;\r\n\r\n dispose(): void;\r\n}\r\n"]}
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import { Quaternion, Vector3 } from "../../../Maths/math.vector";
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import { PhysicsShapeType, PhysicsMotionType, PhysicsConstraintMotorType, PhysicsConstraintAxis, PhysicsConstraintAxisLimitMode } from "../IPhysicsEnginePlugin";
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import type { PhysicsShapeParameters, IPhysicsEnginePluginV2, PhysicsMassProperties, IPhysicsCollisionEvent } from "../IPhysicsEnginePlugin";
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import type { PhysicsShapeParameters, IPhysicsEnginePluginV2, PhysicsMassProperties, IPhysicsCollisionEvent, IBasePhysicsCollisionEvent } from "../IPhysicsEnginePlugin";
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import type { IRaycastQuery, PhysicsRaycastResult } from "../../physicsRaycastResult";
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import type { PhysicsBody } from "../physicsBody";
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import type { PhysicsConstraint } from "../physicsConstraint";
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@@ -45,9 +45,17 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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private _bodyBuffer;
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private _bodyCollisionObservable;
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/**
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*
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* Observable for collision started and collision continued events
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*/
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onCollisionObservable: Observable<IPhysicsCollisionEvent>;
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/**
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*/
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onCollisionEndedObservable: Observable<IBasePhysicsCollisionEvent>;
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* Observable for trigger entered and trigger exited events
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*/
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onTriggerCollisionObservable: Observable<IBasePhysicsCollisionEvent>;
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constructor(_useDeltaForWorldStep?: boolean, hpInjection?: any);
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/**
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* If this plugin is supported
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*
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*/
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getNumChildren(shape: PhysicsShape): number;
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/**
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* Marks the shape as a trigger
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*/
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setTrigger(shape: PhysicsShape, isTrigger: boolean): void;
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/**
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* Calculates the bounding box of a given physics shape.
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*
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@@ -688,6 +702,7 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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* @param enabled
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*/
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setCollisionCallbackEnabled(body: PhysicsBody, enabled: boolean): void;
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private _notifyTriggers;
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/**
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* Runs thru all detected collisions and filter by body
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*/
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@@ -709,5 +724,7 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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private _constraintAxisToNative;
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private _nativeToLimitMode;
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private _limitModeToNative;
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private _nativeCollisionValueToCollisionType;
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private _nativeTriggerCollisionValueToCollisionType;
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}
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export {};
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@@ -1,5 +1,5 @@
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1
1
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import { Matrix, Quaternion, TmpVectors, Vector3 } from "../../../Maths/math.vector.js";
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2
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-
import { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType, PhysicsConstraintMotorType, PhysicsConstraintAxis, PhysicsConstraintAxisLimitMode, } from "../IPhysicsEnginePlugin.js";
|
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2
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+
import { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType, PhysicsConstraintMotorType, PhysicsConstraintAxis, PhysicsConstraintAxisLimitMode, PhysicsEventType, } from "../IPhysicsEnginePlugin.js";
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import { Logger } from "../../../Misc/logger.js";
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import { PhysicsMaterialCombineMode } from "../physicsMaterial.js";
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5
5
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import { PhysicsShape } from "../physicsShape.js";
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@@ -167,10 +167,10 @@ class ContactPoint {
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}
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class CollisionEvent {
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constructor() {
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//public eventType: number = 0; //0,1
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this.contactOnA = new ContactPoint(); //1
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this.contactOnB = new ContactPoint();
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this.impulseApplied = 0;
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this.type = 0;
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}
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static readToRef(buffer, offset, eventOut) {
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const intBuf = new Int32Array(buffer, offset);
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@@ -184,6 +184,20 @@ class CollisionEvent {
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eventOut.contactOnB.position.set(floatBuf[offB + 8], floatBuf[offB + 9], floatBuf[offB + 10]);
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eventOut.contactOnB.normal.set(floatBuf[offB + 11], floatBuf[offB + 12], floatBuf[offB + 13]);
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eventOut.impulseApplied = floatBuf[offB + 13 + 3];
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eventOut.type = intBuf[0];
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+
}
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+
}
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+
class TriggerEvent {
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+
constructor() {
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+
this.bodyIdA = BigInt(0);
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+
this.bodyIdB = BigInt(0);
|
|
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+
this.type = 0;
|
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|
+
}
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|
+
static readToRef(buffer, offset, eventOut) {
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|
+
const intBuf = new Int32Array(buffer, offset);
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|
+
eventOut.type = intBuf[0];
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+
eventOut.bodyIdA = BigInt(intBuf[2]);
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|
+
eventOut.bodyIdB = BigInt(intBuf[6]);
|
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|
}
|
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|
}
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|
/**
|
|
@@ -206,9 +220,17 @@ export class HavokPlugin {
|
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206
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|
this._bodies = new Map();
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207
221
|
this._bodyCollisionObservable = new Map();
|
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208
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|
/**
|
|
209
|
-
*
|
|
223
|
+
* Observable for collision started and collision continued events
|
|
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|
*/
|
|
211
225
|
this.onCollisionObservable = new Observable();
|
|
226
|
+
/**
|
|
227
|
+
* Observable for collision ended events
|
|
228
|
+
*/
|
|
229
|
+
this.onCollisionEndedObservable = new Observable();
|
|
230
|
+
/**
|
|
231
|
+
* Observable for trigger entered and trigger exited events
|
|
232
|
+
*/
|
|
233
|
+
this.onTriggerCollisionObservable = new Observable();
|
|
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234
|
if (typeof hpInjection === "function") {
|
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|
Logger.Error("Havok is not ready. Please make sure you await HK() before using the plugin.");
|
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|
return;
|
|
@@ -281,6 +303,7 @@ export class HavokPlugin {
|
|
|
281
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|
this.sync(physicsBody);
|
|
282
304
|
}
|
|
283
305
|
this._notifyCollisions();
|
|
306
|
+
this._notifyTriggers();
|
|
284
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|
}
|
|
285
308
|
/**
|
|
286
309
|
* Returns the version of the physics engine plugin.
|
|
@@ -1122,6 +1145,14 @@ export class HavokPlugin {
|
|
|
1122
1145
|
getNumChildren(shape) {
|
|
1123
1146
|
return this._hknp.HP_Shape_GetNumChildren(shape._pluginData)[1];
|
|
1124
1147
|
}
|
|
1148
|
+
/**
|
|
1149
|
+
* Marks the shape as a trigger
|
|
1150
|
+
* @param shape the shape to mark as a trigger
|
|
1151
|
+
* @param isTrigger if the shape is a trigger
|
|
1152
|
+
*/
|
|
1153
|
+
setTrigger(shape, isTrigger) {
|
|
1154
|
+
this._hknp.HP_Shape_SetTrigger(shape._pluginData, isTrigger);
|
|
1155
|
+
}
|
|
1125
1156
|
/**
|
|
1126
1157
|
* Calculates the bounding box of a given physics shape.
|
|
1127
1158
|
*
|
|
@@ -1568,6 +1599,24 @@ export class HavokPlugin {
|
|
|
1568
1599
|
this._hknp.HP_Body_SetEventMask(body._pluginData.hpBodyId, enabled ? collideEvents : 0);
|
|
1569
1600
|
}
|
|
1570
1601
|
}
|
|
1602
|
+
_notifyTriggers() {
|
|
1603
|
+
let eventAddress = this._hknp.HP_World_GetTriggerEvents(this.world)[1];
|
|
1604
|
+
const event = new TriggerEvent();
|
|
1605
|
+
while (eventAddress) {
|
|
1606
|
+
TriggerEvent.readToRef(this._hknp.HEAPU8.buffer, eventAddress, event);
|
|
1607
|
+
const bodyInfoA = this._bodies.get(event.bodyIdA);
|
|
1608
|
+
const bodyInfoB = this._bodies.get(event.bodyIdB);
|
|
1609
|
+
const triggerCollisionInfo = {
|
|
1610
|
+
collider: bodyInfoA.body,
|
|
1611
|
+
colliderIndex: bodyInfoA.index,
|
|
1612
|
+
collidedAgainst: bodyInfoB.body,
|
|
1613
|
+
collidedAgainstIndex: bodyInfoB.index,
|
|
1614
|
+
type: this._nativeTriggerCollisionValueToCollisionType(event.type),
|
|
1615
|
+
};
|
|
1616
|
+
this.onTriggerCollisionObservable.notifyObservers(triggerCollisionInfo);
|
|
1617
|
+
eventAddress = this._hknp.HP_World_GetNextTriggerEvent(this.world, eventAddress);
|
|
1618
|
+
}
|
|
1619
|
+
}
|
|
1571
1620
|
/**
|
|
1572
1621
|
* Runs thru all detected collisions and filter by body
|
|
1573
1622
|
*/
|
|
@@ -1577,8 +1626,6 @@ export class HavokPlugin {
|
|
|
1577
1626
|
const worldAddr = Number(this.world);
|
|
1578
1627
|
while (eventAddress) {
|
|
1579
1628
|
CollisionEvent.readToRef(this._hknp.HEAPU8.buffer, eventAddress, event);
|
|
1580
|
-
event.contactOnB.position.subtractToRef(event.contactOnA.position, this._tmpVec3[0]);
|
|
1581
|
-
const distance = Vector3.Dot(this._tmpVec3[0], event.contactOnA.normal);
|
|
1582
1629
|
const bodyInfoA = this._bodies.get(event.contactOnA.bodyId);
|
|
1583
1630
|
const bodyInfoB = this._bodies.get(event.contactOnB.bodyId);
|
|
1584
1631
|
const collisionInfo = {
|
|
@@ -1586,13 +1633,21 @@ export class HavokPlugin {
|
|
|
1586
1633
|
colliderIndex: bodyInfoA.index,
|
|
1587
1634
|
collidedAgainst: bodyInfoB.body,
|
|
1588
1635
|
collidedAgainstIndex: bodyInfoB.index,
|
|
1589
|
-
|
|
1590
|
-
distance: distance,
|
|
1591
|
-
impulse: event.impulseApplied,
|
|
1592
|
-
normal: event.contactOnA.normal,
|
|
1636
|
+
type: this._nativeCollisionValueToCollisionType(event.type),
|
|
1593
1637
|
};
|
|
1594
|
-
|
|
1595
|
-
|
|
1638
|
+
if (collisionInfo.type === PhysicsEventType.COLLISION_FINISHED) {
|
|
1639
|
+
this.onCollisionEndedObservable.notifyObservers(collisionInfo);
|
|
1640
|
+
}
|
|
1641
|
+
else {
|
|
1642
|
+
event.contactOnB.position.subtractToRef(event.contactOnA.position, this._tmpVec3[0]);
|
|
1643
|
+
const distance = Vector3.Dot(this._tmpVec3[0], event.contactOnA.normal);
|
|
1644
|
+
collisionInfo.point = event.contactOnA.position;
|
|
1645
|
+
collisionInfo.distance = distance;
|
|
1646
|
+
collisionInfo.impulse = event.impulseApplied;
|
|
1647
|
+
collisionInfo.normal = event.contactOnA.normal;
|
|
1648
|
+
this.onCollisionObservable.notifyObservers(collisionInfo);
|
|
1649
|
+
}
|
|
1650
|
+
if (this._bodyCollisionObservable.size && collisionInfo.type !== PhysicsEventType.COLLISION_FINISHED) {
|
|
1596
1651
|
const observableA = this._bodyCollisionObservable.get(event.contactOnA.bodyId);
|
|
1597
1652
|
const observableB = this._bodyCollisionObservable.get(event.contactOnB.bodyId);
|
|
1598
1653
|
if (observableA) {
|
|
@@ -1707,5 +1762,25 @@ export class HavokPlugin {
|
|
|
1707
1762
|
return this._hknp.ConstraintAxisLimitMode.LOCKED;
|
|
1708
1763
|
}
|
|
1709
1764
|
}
|
|
1765
|
+
_nativeCollisionValueToCollisionType(type) {
|
|
1766
|
+
switch (type) {
|
|
1767
|
+
case this._hknp.EventType.COLLISION_STARTED.value:
|
|
1768
|
+
return PhysicsEventType.COLLISION_STARTED;
|
|
1769
|
+
case this._hknp.EventType.COLLISION_FINISHED.value:
|
|
1770
|
+
return PhysicsEventType.COLLISION_FINISHED;
|
|
1771
|
+
case this._hknp.EventType.COLLISION_CONTINUED.value:
|
|
1772
|
+
return PhysicsEventType.COLLISION_CONTINUED;
|
|
1773
|
+
}
|
|
1774
|
+
return PhysicsEventType.COLLISION_STARTED;
|
|
1775
|
+
}
|
|
1776
|
+
_nativeTriggerCollisionValueToCollisionType(type) {
|
|
1777
|
+
switch (type) {
|
|
1778
|
+
case 8:
|
|
1779
|
+
return PhysicsEventType.TRIGGER_ENTERED;
|
|
1780
|
+
case 16:
|
|
1781
|
+
return PhysicsEventType.TRIGGER_EXITED;
|
|
1782
|
+
}
|
|
1783
|
+
return PhysicsEventType.TRIGGER_ENTERED;
|
|
1784
|
+
}
|
|
1710
1785
|
}
|
|
1711
1786
|
//# sourceMappingURL=havokPlugin.js.map
|