@babylonjs/core 6.2.0 → 6.3.0
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/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/thinEngine.js +21 -4
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -6
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/gizmo.js +1 -0
- package/Gizmos/gizmo.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -2
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.d.ts +4 -0
- package/Materials/Node/Blocks/triPlanarBlock.js +44 -6
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +2 -1
- package/Materials/PBR/pbrMaterial.js +3 -2
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +2 -2
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +6 -0
- package/Materials/Textures/baseTexture.js +8 -0
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +7 -0
- package/Materials/Textures/cubeTexture.js +25 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -1
- package/Materials/standardMaterial.js +3 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.d.ts +4 -0
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +19 -4
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
- package/Misc/decorators.d.ts +5 -1
- package/Misc/decorators.js +12 -4
- package/Misc/decorators.js.map +1 -1
- package/Misc/error.d.ts +1 -1
- package/Misc/error.js.map +1 -1
- package/Misc/tools.d.ts +6 -6
- package/Misc/tools.js +17 -14
- package/Misc/tools.js.map +1 -1
- package/Physics/physicsRaycastResult.js +6 -6
- package/Physics/physicsRaycastResult.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +2 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +16 -1
- package/Physics/v2/Plugins/havokPlugin.js +43 -3
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsAggregate.d.ts +0 -50
- package/Physics/v2/physicsAggregate.js +3 -2
- package/Physics/v2/physicsAggregate.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +12 -0
- package/Physics/v2/physicsBody.js +17 -1
- package/Physics/v2/physicsBody.js.map +1 -1
- package/assetContainer.d.ts +2 -3
- package/assetContainer.js +13 -4
- package/assetContainer.js.map +1 -1
- package/node.d.ts +8 -0
- package/node.js +23 -1
- package/node.js.map +1 -1
- package/package.json +1 -1
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@@ -22,56 +22,6 @@ export interface PhysicsAggregateParameters {
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* The coefficient of restitution of the physics aggregate
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*/
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restitution?: number;
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/**
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* The native options of the physics aggregate
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*/
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nativeOptions?: any;
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/**
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* Specifies if the parent should be ignored
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*/
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ignoreParent?: boolean;
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/**
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* Specifies if bi-directional transformations should be disabled
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*/
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disableBidirectionalTransformation?: boolean;
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/**
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* The pressure inside the physics aggregate, soft object only
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*/
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pressure?: number;
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/**
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* The stiffness the physics aggregate, soft object only
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*/
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stiffness?: number;
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/**
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* The number of iterations used in maintaining consistent vertex velocities, soft object only
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*/
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velocityIterations?: number;
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/**
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* The number of iterations used in maintaining consistent vertex positions, soft object only
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*/
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positionIterations?: number;
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/**
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* The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
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* 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
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* Add to fix multiple points
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*/
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fixedPoints?: number;
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/**
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* The collision margin around a soft object
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*/
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margin?: number;
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/**
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* The collision margin around a soft object
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*/
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damping?: number;
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/**
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* The path for a rope based on an extrusion
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*/
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path?: any;
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/**
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* The shape of an extrusion used for a rope based on an extrusion
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*/
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shape?: any;
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/**
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* Radius for sphere, cylinder and capsule
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*/
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@@ -33,8 +33,9 @@ export class PhysicsAggregate {
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Logger.Error("No object was provided. A physics object is obligatory");
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return;
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}
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+
const m = transformNode;
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if (this.transformNode.parent && this._options.mass !== 0 && m.hasThinInstances) {
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Logger.Warn("A physics body has been created for an object which has a parent and thin instances. Babylon physics currently works in local space so unexpected issues may occur.");
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}
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// Legacy support for old syntax.
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if (!this._scene && transformNode.getScene) {
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@@ -1 +1 @@
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1
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{ PhysicsBody } from \"./physicsBody\";\r\nimport type { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport { PhysicsShape } from \"./physicsShape\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { PhysicsMotionType, PhysicsShapeType } from \"./IPhysicsEnginePlugin\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Node } from \"../../node\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { BoundingBox } from \"../../Culling/boundingBox\";\r\n\r\n/**\r\n * The interface for the physics aggregate parameters\r\n */\r\nexport interface PhysicsAggregateParameters {\r\n /**\r\n * The mass of the physics aggregate\r\n */\r\n mass: number;\r\n /**\r\n * The friction of the physics aggregate\r\n */\r\n friction?: number;\r\n /**\r\n * The coefficient of restitution of the physics aggregate\r\n */\r\n restitution?: number;\r\n /**\r\n * The native options of the physics aggregate\r\n */\r\n nativeOptions?: any;\r\n /**\r\n * Specifies if the parent should be ignored\r\n */\r\n ignoreParent?: boolean;\r\n /**\r\n * Specifies if bi-directional transformations should be disabled\r\n */\r\n disableBidirectionalTransformation?: boolean;\r\n /**\r\n * The pressure inside the physics aggregate, soft object only\r\n */\r\n pressure?: number;\r\n /**\r\n * The stiffness the physics aggregate, soft object only\r\n */\r\n stiffness?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex velocities, soft object only\r\n */\r\n velocityIterations?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex positions, soft object only\r\n */\r\n positionIterations?: number;\r\n /**\r\n * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only\r\n * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right\r\n * Add to fix multiple points\r\n */\r\n fixedPoints?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n margin?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n damping?: number;\r\n /**\r\n * The path for a rope based on an extrusion\r\n */\r\n path?: any;\r\n /**\r\n * The shape of an extrusion used for a rope based on an extrusion\r\n */\r\n shape?: any;\r\n\r\n /**\r\n * Radius for sphere, cylinder and capsule\r\n */\r\n radius?: number;\r\n\r\n /**\r\n * Starting point for cylinder/capsule\r\n */\r\n pointA?: Vector3;\r\n\r\n /**\r\n * Ending point for cylinder/capsule\r\n */\r\n pointB?: Vector3;\r\n\r\n /**\r\n * Extents for box\r\n */\r\n extents?: Vector3;\r\n\r\n /**\r\n * Orientation for box\r\n */\r\n rotation?: Quaternion;\r\n\r\n /**\r\n * mesh local center\r\n */\r\n center?: Vector3;\r\n\r\n /**\r\n * mesh object. Used for mesh and convex hull aggregates.\r\n */\r\n mesh?: Mesh;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n startAsleep?: boolean;\r\n}\r\n/**\r\n * Helper class to create and interact with a PhysicsAggregate.\r\n * This is a transition object that works like Physics Plugin V1 Impostors.\r\n * This helper instanciate all mandatory physics objects to get a body/shape and material.\r\n * It's less efficient that handling body and shapes independently but for prototyping or\r\n * a small numbers of physics objects, it's good enough.\r\n */\r\nexport class PhysicsAggregate {\r\n /**\r\n * The body that is associated with this aggregate\r\n */\r\n public body: PhysicsBody;\r\n\r\n /**\r\n * The shape that is associated with this aggregate\r\n */\r\n public shape: PhysicsShape;\r\n\r\n /**\r\n * The material that is associated with this aggregate\r\n */\r\n public material: PhysicsMaterial;\r\n\r\n private _disposeShapeWhenDisposed = true;\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics aggregate\r\n */\r\n public transformNode: TransformNode,\r\n /**\r\n * The type of the physics aggregate\r\n */\r\n public type: PhysicsShapeType | PhysicsShape,\r\n private _options: PhysicsAggregateParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n //sanity check!\r\n if (!this.transformNode) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n if (this.transformNode.parent && this._options.mass !== 0) {\r\n Logger.Warn(\"A physics impostor has been created for an object which has a parent. Babylon physics currently works in local space so unexpected issues may occur.\");\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && transformNode.getScene) {\r\n this._scene = transformNode.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n //default options params\r\n this._options.mass = _options.mass === void 0 ? 0 : _options.mass;\r\n this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;\r\n this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;\r\n\r\n const motionType = this._options.mass === 0 ? PhysicsMotionType.STATIC : PhysicsMotionType.DYNAMIC;\r\n const startAsleep = this._options.startAsleep ?? false;\r\n this.body = new PhysicsBody(transformNode, motionType, startAsleep, this._scene);\r\n this._addSizeOptions();\r\n if ((type as any).getClassName && (type as any).getClassName() === \"PhysicsShape\") {\r\n this.shape = type as PhysicsShape;\r\n this._disposeShapeWhenDisposed = false;\r\n } else {\r\n this.shape = new PhysicsShape({ type: type as PhysicsShapeType, parameters: this._options as any }, this._scene);\r\n }\r\n\r\n this.material = { friction: this._options.friction, restitution: this._options.restitution };\r\n this.body.shape = this.shape;\r\n this.shape.material = this.material;\r\n\r\n this.body.setMassProperties({ mass: this._options.mass });\r\n\r\n this._nodeDisposeObserver = this.transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n private _getObjectBoundingBox() {\r\n if ((this.transformNode as AbstractMesh).getRawBoundingInfo) {\r\n return (this.transformNode as AbstractMesh).getRawBoundingInfo().boundingBox;\r\n } else {\r\n return new BoundingBox(new Vector3(-0.5, -0.5, -0.5), new Vector3(0.5, 0.5, 0.5));\r\n }\r\n }\r\n\r\n private _addSizeOptions(): void {\r\n this.transformNode.computeWorldMatrix(true);\r\n const bb = this._getObjectBoundingBox();\r\n const extents = TmpVectors.Vector3[0];\r\n extents.copyFrom(bb.extendSize);\r\n extents.scaleInPlace(2);\r\n extents.multiplyInPlace(this.transformNode.scaling);\r\n\r\n const min = TmpVectors.Vector3[1];\r\n min.copyFrom(bb.minimum);\r\n min.multiplyInPlace(this.transformNode.scaling);\r\n\r\n if (!this._options.center) {\r\n const center = new Vector3();\r\n center.copyFrom(bb.center);\r\n center.multiplyInPlace(this.transformNode.scaling);\r\n this._options.center = center;\r\n }\r\n\r\n switch (this.type) {\r\n case PhysicsShapeType.SPHERE:\r\n if (!this._options.radius && Scalar.WithinEpsilon(extents.x, extents.y, 0.0001) && Scalar.WithinEpsilon(extents.x, extents.z, 0.0001)) {\r\n this._options.radius = extents.x / 2;\r\n } else if (!this._options.radius) {\r\n Logger.Warn(\"Non uniform scaling is unsupported for sphere shapes. Setting the radius to the biggest bounding box extent.\");\r\n this._options.radius = Math.max(extents.x, extents.y, extents.z) / 2;\r\n }\r\n break;\r\n case PhysicsShapeType.CAPSULE:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y + capRadius, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y - capRadius, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.CYLINDER:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.MESH:\r\n case PhysicsShapeType.CONVEX_HULL:\r\n if (!this._options.mesh && (this.transformNode.getClassName() === \"Mesh\" || this.transformNode.getClassName() === \"InstancedMesh\")) {\r\n this._options.mesh = this.transformNode as Mesh;\r\n } else if (\r\n !(\r\n this._options.mesh &&\r\n this._options.mesh.getClassName &&\r\n (this._options.mesh.getClassName() === \"Mesh\" || this._options.mesh.getClassName() === \"InstancedMesh\")\r\n )\r\n ) {\r\n throw new Error(\"No valid mesh was provided for mesh or convex hull shape parameter.\");\r\n }\r\n break;\r\n case PhysicsShapeType.BOX:\r\n this._options.extents = this._options.extents ?? new Vector3(extents.x, extents.y, extents.z);\r\n this._options.rotation = this._options.rotation ?? Quaternion.Identity();\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Releases the body, shape and material\r\n */\r\n public dispose(): void {\r\n if (this._nodeDisposeObserver) {\r\n this.body.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this.body.dispose();\r\n if (this._disposeShapeWhenDisposed) {\r\n this.shape.dispose();\r\n }\r\n }\r\n}\r\n"]}
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1
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{ PhysicsBody } from \"./physicsBody\";\r\nimport type { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport { PhysicsShape } from \"./physicsShape\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { PhysicsMotionType, PhysicsShapeType } from \"./IPhysicsEnginePlugin\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Node } from \"../../node\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { BoundingBox } from \"../../Culling/boundingBox\";\r\n\r\n/**\r\n * The interface for the physics aggregate parameters\r\n */\r\nexport interface PhysicsAggregateParameters {\r\n /**\r\n * The mass of the physics aggregate\r\n */\r\n mass: number;\r\n\r\n /**\r\n * The friction of the physics aggregate\r\n */\r\n friction?: number;\r\n\r\n /**\r\n * The coefficient of restitution of the physics aggregate\r\n */\r\n restitution?: number;\r\n\r\n /**\r\n * Radius for sphere, cylinder and capsule\r\n */\r\n radius?: number;\r\n\r\n /**\r\n * Starting point for cylinder/capsule\r\n */\r\n pointA?: Vector3;\r\n\r\n /**\r\n * Ending point for cylinder/capsule\r\n */\r\n pointB?: Vector3;\r\n\r\n /**\r\n * Extents for box\r\n */\r\n extents?: Vector3;\r\n\r\n /**\r\n * Orientation for box\r\n */\r\n rotation?: Quaternion;\r\n\r\n /**\r\n * mesh local center\r\n */\r\n center?: Vector3;\r\n\r\n /**\r\n * mesh object. Used for mesh and convex hull aggregates.\r\n */\r\n mesh?: Mesh;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n startAsleep?: boolean;\r\n}\r\n/**\r\n * Helper class to create and interact with a PhysicsAggregate.\r\n * This is a transition object that works like Physics Plugin V1 Impostors.\r\n * This helper instanciate all mandatory physics objects to get a body/shape and material.\r\n * It's less efficient that handling body and shapes independently but for prototyping or\r\n * a small numbers of physics objects, it's good enough.\r\n */\r\nexport class PhysicsAggregate {\r\n /**\r\n * The body that is associated with this aggregate\r\n */\r\n public body: PhysicsBody;\r\n\r\n /**\r\n * The shape that is associated with this aggregate\r\n */\r\n public shape: PhysicsShape;\r\n\r\n /**\r\n * The material that is associated with this aggregate\r\n */\r\n public material: PhysicsMaterial;\r\n\r\n private _disposeShapeWhenDisposed = true;\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics aggregate\r\n */\r\n public transformNode: TransformNode,\r\n /**\r\n * The type of the physics aggregate\r\n */\r\n public type: PhysicsShapeType | PhysicsShape,\r\n private _options: PhysicsAggregateParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n //sanity check!\r\n if (!this.transformNode) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n const m = transformNode as Mesh;\r\n if (this.transformNode.parent && this._options.mass !== 0 && m.hasThinInstances) {\r\n Logger.Warn(\r\n \"A physics body has been created for an object which has a parent and thin instances. Babylon physics currently works in local space so unexpected issues may occur.\"\r\n );\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && transformNode.getScene) {\r\n this._scene = transformNode.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n //default options params\r\n this._options.mass = _options.mass === void 0 ? 0 : _options.mass;\r\n this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;\r\n this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;\r\n\r\n const motionType = this._options.mass === 0 ? PhysicsMotionType.STATIC : PhysicsMotionType.DYNAMIC;\r\n const startAsleep = this._options.startAsleep ?? false;\r\n this.body = new PhysicsBody(transformNode, motionType, startAsleep, this._scene);\r\n this._addSizeOptions();\r\n if ((type as any).getClassName && (type as any).getClassName() === \"PhysicsShape\") {\r\n this.shape = type as PhysicsShape;\r\n this._disposeShapeWhenDisposed = false;\r\n } else {\r\n this.shape = new PhysicsShape({ type: type as PhysicsShapeType, parameters: this._options as any }, this._scene);\r\n }\r\n\r\n this.material = { friction: this._options.friction, restitution: this._options.restitution };\r\n this.body.shape = this.shape;\r\n this.shape.material = this.material;\r\n\r\n this.body.setMassProperties({ mass: this._options.mass });\r\n\r\n this._nodeDisposeObserver = this.transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n private _getObjectBoundingBox() {\r\n if ((this.transformNode as AbstractMesh).getRawBoundingInfo) {\r\n return (this.transformNode as AbstractMesh).getRawBoundingInfo().boundingBox;\r\n } else {\r\n return new BoundingBox(new Vector3(-0.5, -0.5, -0.5), new Vector3(0.5, 0.5, 0.5));\r\n }\r\n }\r\n\r\n private _addSizeOptions(): void {\r\n this.transformNode.computeWorldMatrix(true);\r\n const bb = this._getObjectBoundingBox();\r\n const extents = TmpVectors.Vector3[0];\r\n extents.copyFrom(bb.extendSize);\r\n extents.scaleInPlace(2);\r\n extents.multiplyInPlace(this.transformNode.scaling);\r\n\r\n const min = TmpVectors.Vector3[1];\r\n min.copyFrom(bb.minimum);\r\n min.multiplyInPlace(this.transformNode.scaling);\r\n\r\n if (!this._options.center) {\r\n const center = new Vector3();\r\n center.copyFrom(bb.center);\r\n center.multiplyInPlace(this.transformNode.scaling);\r\n this._options.center = center;\r\n }\r\n\r\n switch (this.type) {\r\n case PhysicsShapeType.SPHERE:\r\n if (!this._options.radius && Scalar.WithinEpsilon(extents.x, extents.y, 0.0001) && Scalar.WithinEpsilon(extents.x, extents.z, 0.0001)) {\r\n this._options.radius = extents.x / 2;\r\n } else if (!this._options.radius) {\r\n Logger.Warn(\"Non uniform scaling is unsupported for sphere shapes. Setting the radius to the biggest bounding box extent.\");\r\n this._options.radius = Math.max(extents.x, extents.y, extents.z) / 2;\r\n }\r\n break;\r\n case PhysicsShapeType.CAPSULE:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y + capRadius, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y - capRadius, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.CYLINDER:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.MESH:\r\n case PhysicsShapeType.CONVEX_HULL:\r\n if (!this._options.mesh && (this.transformNode.getClassName() === \"Mesh\" || this.transformNode.getClassName() === \"InstancedMesh\")) {\r\n this._options.mesh = this.transformNode as Mesh;\r\n } else if (\r\n !(\r\n this._options.mesh &&\r\n this._options.mesh.getClassName &&\r\n (this._options.mesh.getClassName() === \"Mesh\" || this._options.mesh.getClassName() === \"InstancedMesh\")\r\n )\r\n ) {\r\n throw new Error(\"No valid mesh was provided for mesh or convex hull shape parameter.\");\r\n }\r\n break;\r\n case PhysicsShapeType.BOX:\r\n this._options.extents = this._options.extents ?? new Vector3(extents.x, extents.y, extents.z);\r\n this._options.rotation = this._options.rotation ?? Quaternion.Identity();\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Releases the body, shape and material\r\n */\r\n public dispose(): void {\r\n if (this._nodeDisposeObserver) {\r\n this.body.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this.body.dispose();\r\n if (this._disposeShapeWhenDisposed) {\r\n this.shape.dispose();\r\n }\r\n }\r\n}\r\n"]}
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this._physicsPlugin.initBody(this, motionType, transformNode.
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this._physicsPlugin.initBody(this, motionType, transformNode.absolutePosition, transformNode.absoluteRotationQuaternion);
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/**
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* Sets the gravity factor of the physics body
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* @param instanceIndex the instance of the body to set, if undefined all instances will be set
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setGravityFactor(factor, instanceIndex) {
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this._physicsPlugin.setGravityFactor(this, factor, instanceIndex);
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}
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* Gets the gravity factor of the physics body
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* @param instanceIndex the instance of the body to get, if undefined the value of first instance will be returned
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* @returns the gravity factor
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getGravityFactor(instanceIndex) {
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return this._physicsPlugin.getGravityFactor(this, instanceIndex);
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}
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* Disposes the body from the physics engine.
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*
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{"version":3,"file":"physicsBody.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Physics/v2/physicsBody.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAM1E,OAAO,EAAE,KAAK,EAAE,iCAA6B;AAO7C;;;;GAIG;AACH,MAAM,OAAO,WAAW;IAsCpB;;;;;;;;;;;;;OAaG;IACH,YAAY,aAA4B,EAAE,UAA6B,EAAE,YAAqB,EAAE,KAAY;QAnD5G;;WAEG;QACI,gBAAW,GAAQ,SAAS,CAAC;QACpC;;WAEG;QACI,yBAAoB,GAAe,EAAE,CAAC;QAS7C;;WAEG;QACK,wBAAmB,GAAY,KAAK,CAAC;QAK7C;;;WAGG;QACH,mBAAc,GAAY,IAAI,CAAC;QAwB3B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO;SACV;QACD,MAAM,aAAa,GAAG,KAAK,CAAC,gBAAgB,EAAmB,CAAC;QAChE,IAAI,CAAC,aAAa,EAAE;YAChB,MAAM,IAAI,KAAK,CAAC,8BAA8B,CAAC,CAAC;SACnD;QACD,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QACpC,IAAI,aAAa,CAAC,gBAAgB,EAAE,IAAI,CAAC,EAAE;YACvC,MAAM,IAAI,KAAK,CAAC,kDAAkD,CAAC,CAAC;SACvE;QACD,MAAM,aAAa,GAAG,aAAa,CAAC,gBAAgB,EAAE,CAAC;QACvD,IAAI,CAAC,aAAa,EAAE;YAChB,MAAM,IAAI,KAAK,CAAC,8BAA8B,CAAC,CAAC;SACnD;QAED,IAAI,CAAC,cAAc,GAAG,aAAuC,CAAC;QAC9D,IAAI,CAAC,aAAa,CAAC,kBAAkB,EAAE;YACnC,aAAa,CAAC,kBAAkB,GAAG,UAAU,CAAC,eAAe,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC,EAAE,aAAa,CAAC,QAAQ,CAAC,CAAC,EAAE,aAAa,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;SAC/I;QAED,IAAI,CAAC,WAAW,GAAG,YAAY,CAAC;QAEhC,aAAa;QACb,MAAM,CAAC,GAAG,aAAqB,CAAC;QAChC,IAAI,CAAC,CAAC,gBAAgB,EAAE;YACpB,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;SAC9D;aAAM;YACH,kBAAkB;YAClB,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,UAAU,EAAE,aAAa,CAAC,QAAQ,EAAE,aAAa,CAAC,kBAAkB,CAAC,CAAC;SAC5G;QACD,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;QACnC,aAAa,CAAC,WAAW,GAAG,IAAI,CAAC;QACjC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAE5B,IAAI,CAAC,oBAAoB,GAAG,aAAa,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YACnE,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,aAA4B;QACrC,MAAM,UAAU,GAAG,IAAI,WAAW,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,CAAC,CAAC;QACzH,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC9B,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;OAEG;IACI,mBAAmB;QACtB,MAAM,CAAC,GAAG,IAAI,CAAC,aAAqB,CAAC;QACrC,IAAI,CAAC,CAAC,gBAAgB,EAAE;YACpB,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;SACpD;IACL,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,oBAAoB,CAAC,MAAM,CAAC;IAC5C,CAAC;IAED;;;;;;OAMG;IACH,IAAW,KAAK,CAAC,KAA6B;QAC1C,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAC9C,CAAC;IAED;;;;;;;;OAQG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;IAC9C,CAAC;IAED;;;;;;;OAOG;IACI,YAAY,CAAC,SAAiB,EAAE,aAAsB;QACzD,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,IAAI,EAAE,SAAS,EAAE,aAAa,CAAC,CAAC;IACrE,CAAC;IAED;;;;;;;;;OASG;IACI,YAAY,CAAC,aAAsB;QACtC,OAAO,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACjE,CAAC;IAED;;OAEG;IACI,aAAa,CAAC,UAA6B,EAAE,aAAsB;QACtE,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,IAAI,EAAE,UAAU,EAAE,aAAa,CAAC,CAAC;IACvE,CAAC;IAED;;OAEG;IACI,aAAa,CAAC,aAAsB;QACvC,OAAO,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IAClE,CAAC;IAED;;;;;;OAMG;IACI,qBAAqB,CAAC,aAAsB;QAC/C,OAAO,IAAI,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IAC1E,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CAAC,SAAgC,EAAE,aAAsB;QAC7E,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,SAAS,EAAE,aAAa,CAAC,CAAC;IAC1E,CAAC;IAED;;;;;;;;;OASG;IACI,iBAAiB,CAAC,aAAsB;QAC3C,OAAO,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACtE,CAAC;IAED;;;;;;;;OAQG;IACI,gBAAgB,CAAC,OAAe,EAAE,aAAsB;QAC3D,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,IAAI,EAAE,OAAO,EAAE,aAAa,CAAC,CAAC;IACvE,CAAC;IAED;;;;;;;OAOG;IACI,gBAAgB,CAAC,aAAsB;QAC1C,OAAO,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACrE,CAAC;IAED;;;;;;;OAOG;IACI,iBAAiB,CAAC,OAAe,EAAE,aAAsB;QAC5D,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,aAAa,CAAC,CAAC;IACxE,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CAAC,aAAsB;QAC3C,OAAO,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACtE,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CAAC,MAAe,EAAE,aAAsB;QAC5D,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACvE,CAAC;IAED;;;;;kIAK8H;IACvH,sBAAsB,CAAC,MAAe,EAAE,aAAsB;QACjE,OAAO,IAAI,CAAC,cAAc,CAAC,sBAAsB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACnF,CAAC;IAED;;;;;;;OAOG;IACI,kBAAkB,CAAC,MAAe,EAAE,aAAsB;QAC7D,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACxE,CAAC;IAED;;;;;;OAMG;IACI,uBAAuB,CAAC,MAAe,EAAE,aAAsB;QAClE,OAAO,IAAI,CAAC,cAAc,CAAC,uBAAuB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACpF,CAAC;IAED;;;;;;;;;OASG;IACI,YAAY,CAAC,OAAgB,EAAE,QAAiB,EAAE,aAAsB;QAC3E,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IAC7E,CAAC;IAED;;;;;;;;;OASG;IACI,UAAU,CAAC,KAAc,EAAE,QAAiB,EAAE,aAAsB;QACvE,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IACzE,CAAC;IAED;;;;;;OAMG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACrD,CAAC;IAED;;;OAGG;IACI,sBAAsB;QACzB,OAAO,IAAI,CAAC,cAAc,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;IAC5D,CAAC;IAED;;;OAGG;IACI,2BAA2B,CAAC,OAAgB;QAC/C,IAAI,CAAC,mBAAmB,GAAG,OAAO,CAAC;QACnC,IAAI,CAAC,cAAc,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;IACn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type { IPhysicsCollisionEvent, IPhysicsEnginePluginV2, PhysicsMassProperties, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport { Space } from \"core/Maths/math.axis\";\r\nimport type { Observable, Observer } from \"../../Misc/observable\";\r\nimport type { Node } from \"../../node\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * PhysicsBody is useful for creating a physics body that can be used in a physics engine. It allows\r\n * the user to set the mass and velocity of the body, which can then be used to calculate the\r\n * motion of the body in the physics engine.\r\n */\r\nexport class PhysicsBody {\r\n /**\r\n * V2 Physics plugin private data for single Transform\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * V2 Physics plugin private data for instances\r\n */\r\n public _pluginDataInstances: Array<any> = [];\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n /**\r\n * The engine used to create and manage this Physics Body\r\n */\r\n private _physicsEngine: PhysicsEngine;\r\n /**\r\n * If the collision callback is enabled\r\n */\r\n private _collisionCBEnabled: boolean = false;\r\n /**\r\n * The transform node associated with this Physics Body\r\n */\r\n transformNode: TransformNode;\r\n /**\r\n * Disable pre-step that consists in updating Physics Body from Transform Node Translation/Orientation.\r\n * True by default for maximum performance.\r\n */\r\n disablePreStep: boolean = true;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n public startAsleep: boolean;\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /**\r\n * Constructs a new physics body for the given node.\r\n * @param transformNode - The Transform Node to construct the physics body for.\r\n * @param motionType - The motion type of the physics body. The options are:\r\n * - PhysicsMotionType.STATIC - Static bodies are not moving and unaffected by forces or collisions. They are good for level boundaries or terrain.\r\n * - PhysicsMotionType.DYNAMIC - Dynamic bodies are fully simulated. They can move and collide with other objects.\r\n * - PhysicsMotionType.ANIMATED - They behave like dynamic bodies, but they won't be affected by other bodies, but still push other bodies out of the way.\r\n * @param startsAsleep - Whether the physics body should start in a sleeping state (not a guarantee). Defaults to false.\r\n * @param scene - The scene containing the physics engine.\r\n *\r\n * This code is useful for creating a physics body for a given Transform Node in a scene.\r\n * It checks the version of the physics engine and the physics plugin, and initializes the body accordingly.\r\n * It also sets the node's rotation quaternion if it is not already set. Finally, it adds the body to the physics engine.\r\n */\r\n constructor(transformNode: TransformNode, motionType: PhysicsMotionType, startsAsleep: boolean, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine() as PhysicsEngine;\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n this._physicsEngine = physicsEngine;\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n if (!transformNode.rotationQuaternion) {\r\n transformNode.rotationQuaternion = Quaternion.FromEulerAngles(transformNode.rotation.x, transformNode.rotation.y, transformNode.rotation.z);\r\n }\r\n\r\n this.startAsleep = startsAsleep;\r\n\r\n // instances?\r\n const m = transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.initBodyInstances(this, motionType, m);\r\n } else {\r\n // single instance\r\n this._physicsPlugin.initBody(this, motionType, transformNode.position, transformNode.rotationQuaternion);\r\n }\r\n this.transformNode = transformNode;\r\n transformNode.physicsBody = this;\r\n physicsEngine.addBody(this);\r\n\r\n this._nodeDisposeObserver = transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"PhysicsBody\".\r\n * @returns \"PhysicsBody\"\r\n */\r\n public getClassName() {\r\n return \"PhysicsBody\";\r\n }\r\n\r\n /**\r\n * Clone the PhysicsBody to a new body and assign it to the transformNode parameter\r\n * @param transformNode transformNode that will be used for the cloned PhysicsBody\r\n * @returns the newly cloned PhysicsBody\r\n */\r\n public clone(transformNode: TransformNode): PhysicsBody {\r\n const clonedBody = new PhysicsBody(transformNode, this.getMotionType(), this.startAsleep, this.transformNode.getScene());\r\n clonedBody.shape = this.shape;\r\n return clonedBody;\r\n }\r\n\r\n /**\r\n * If a physics body is connected to an instanced node, update the number physic instances to match the number of node instances.\r\n */\r\n public updateBodyInstances() {\r\n const m = this.transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.updateBodyInstances(this, m);\r\n }\r\n }\r\n\r\n /**\r\n * This returns the number of internal instances of the physics body\r\n */\r\n public get numInstances(): number {\r\n return this._pluginDataInstances.length;\r\n }\r\n\r\n /**\r\n * Sets the shape of the physics body.\r\n * @param shape - The shape of the physics body.\r\n *\r\n * This method is useful for setting the shape of the physics body, which is necessary for the physics engine to accurately simulate the body's behavior.\r\n * The shape is used to calculate the body's mass, inertia, and other properties.\r\n */\r\n public set shape(shape: Nullable<PhysicsShape>) {\r\n this._physicsPlugin.setShape(this, shape);\r\n }\r\n\r\n /**\r\n * Retrieves the physics shape associated with this object.\r\n *\r\n * @returns The physics shape associated with this object, or `undefined` if no\r\n * shape is associated.\r\n *\r\n * This method is useful for retrieving the physics shape associated with this object,\r\n * which can be used to apply physical forces to the object or to detect collisions.\r\n */\r\n public get shape(): Nullable<PhysicsShape> {\r\n return this._physicsPlugin.getShape(this);\r\n }\r\n\r\n /**\r\n * Sets the event mask for the physics engine.\r\n *\r\n * @param eventMask - A bitmask that determines which events will be sent to the physics engine.\r\n *\r\n * This method is useful for setting the event mask for the physics engine, which determines which events\r\n * will be sent to the physics engine. This allows the user to control which events the physics engine will respond to.\r\n */\r\n public setEventMask(eventMask: number, instanceIndex?: number) {\r\n this._physicsPlugin.setEventMask(this, eventMask, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the event mask of the physics engine.\r\n *\r\n * @returns The event mask of the physics engine.\r\n *\r\n * This method is useful for getting the event mask of the physics engine,\r\n * which is used to determine which events the engine will respond to.\r\n * This is important for ensuring that the engine is responding to the correct events and not\r\n * wasting resources on unnecessary events.\r\n */\r\n public getEventMask(instanceIndex?: number): number {\r\n return this._physicsPlugin.getEventMask(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n */\r\n public setMotionType(motionType: PhysicsMotionType, instanceIndex?: number) {\r\n this._physicsPlugin.setMotionType(this, motionType, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n */\r\n public getMotionType(instanceIndex?: number): PhysicsMotionType {\r\n return this._physicsPlugin.getMotionType(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Computes the mass properties of the physics object, based on the set of physics shapes this body uses.\r\n * This method is useful for computing the initial mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass; these values are important for accurately simulating the physics of the\r\n * object in the physics engine, and computing values based on the shape will provide you with reasonable\r\n * intial values, which you can then customize.\r\n */\r\n public computeMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.computeMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the mass properties of the physics object.\r\n *\r\n * @param massProps - The mass properties to set.\r\n * @param instanceIndex - The index of the instance to set the mass properties for. If not defined, the mass properties will be set for all instances.\r\n *\r\n * This method is useful for setting the mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass. This is important for accurately simulating the physics of the object in the physics engine.\r\n */\r\n public setMassProperties(massProps: PhysicsMassProperties, instanceIndex?: number): void {\r\n this._physicsPlugin.setMassProperties(this, massProps, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the mass properties of the object.\r\n *\r\n * @returns The mass properties of the object.\r\n *\r\n * This method is useful for physics simulations, as it allows the user to\r\n * retrieve the mass properties of the object, such as its mass, center of mass,\r\n * and moment of inertia. This information is necessary for accurate physics\r\n * simulations.\r\n */\r\n public getMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.getMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear damping of the physics body.\r\n *\r\n * @param damping - The linear damping value.\r\n *\r\n * This method is useful for controlling the linear damping of the physics body,\r\n * which is the rate at which the body's velocity decreases over time. This is useful for simulating\r\n * the effects of air resistance or other forms of friction.\r\n */\r\n public setLinearDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setLinearDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear damping of the physics body.\r\n * @returns The linear damping of the physics body.\r\n *\r\n * This method is useful for retrieving the linear damping of the physics body, which is the amount of\r\n * resistance the body has to linear motion. This is useful for simulating realistic physics behavior\r\n * in a game.\r\n */\r\n public getLinearDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getLinearDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the angular damping of the physics body.\r\n * @param damping The angular damping of the body.\r\n *\r\n * This method is useful for controlling the angular velocity of a physics body.\r\n * By setting the damping, the body's angular velocity will be reduced over time, simulating the effect of friction.\r\n * This can be used to create realistic physical behavior in a physics engine.\r\n */\r\n public setAngularDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setAngularDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular damping of the physics body.\r\n *\r\n * @returns The angular damping of the physics body.\r\n *\r\n * This method is useful for getting the angular damping of the physics body,\r\n * which is the rate of reduction of the angular velocity over time.\r\n * This is important for simulating realistic physics behavior in a game.\r\n */\r\n public getAngularDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getAngularDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear velocity of the physics object.\r\n * @param linVel - The linear velocity to set.\r\n *\r\n * This method is useful for setting the linear velocity of a physics object,\r\n * which is necessary for simulating realistic physics in a game engine.\r\n * By setting the linear velocity, the physics object will move in the direction and speed specified by the vector.\r\n * This allows for realistic physics simulations, such as simulating the motion of a ball rolling down a hill.\r\n */\r\n public setLinearVelocity(linVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setLinearVelocity(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body and stores it in the given vector3.\r\n * @param linVel - The vector3 to store the linear velocity in.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.*/\r\n public getLinearVelocityToRef(linVel: Vector3, instanceIndex?: number): void {\r\n return this._physicsPlugin.getLinearVelocityToRef(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the angular velocity of the physics object.\r\n * @param angVel - The angular velocity to set.\r\n *\r\n * This method is useful for setting the angular velocity of a physics object, which is necessary for\r\n * simulating realistic physics behavior. The angular velocity is used to determine the rate of rotation of the object,\r\n * which is important for simulating realistic motion.\r\n */\r\n public setAngularVelocity(angVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setAngularVelocity(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body and stores it in the given vector3.\r\n * @param angVel - The vector3 to store the angular velocity in.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocityToRef(angVel: Vector3, instanceIndex?: number): void {\r\n return this._physicsPlugin.getAngularVelocityToRef(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Applies an impulse to the physics object.\r\n *\r\n * @param impulse The impulse vector.\r\n * @param location The location of the impulse.\r\n * @param instanceIndex For a instanced body, the instance to where the impulse should be applied. If not specified, the impulse is applied to all instances.\r\n *\r\n * This method is useful for applying an impulse to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyImpulse(impulse: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyImpulse(this, impulse, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Applies a force to the physics object.\r\n *\r\n * @param force The force vector.\r\n * @param location The location of the force.\r\n * @param instanceIndex For a instanced body, the instance to where the force should be applied. If not specified, the force is applied to all instances.\r\n *\r\n * This method is useful for applying a force to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyForce(force: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyForce(this, force, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the geometry of the body from the physics plugin.\r\n *\r\n * @returns The geometry of the body.\r\n *\r\n * This method is useful for retrieving the geometry of the body from the physics plugin, which can be used for various physics calculations.\r\n */\r\n public getGeometry(): {} {\r\n return this._physicsPlugin.getBodyGeometry(this);\r\n }\r\n\r\n /**\r\n * Returns an observable that will be notified for all collisions happening for event-enabled bodies\r\n * @returns Observable\r\n */\r\n public getCollisionObservable(): Observable<IPhysicsCollisionEvent> {\r\n return this._physicsPlugin.getCollisionObservable(this);\r\n }\r\n\r\n /**\r\n * Enable or disable collision callback for this PhysicsBody.\r\n * @param enabled true if PhysicsBody's collision will rise a collision event and notifies the observable\r\n */\r\n public setCollisionCallbackEnabled(enabled: boolean): void {\r\n this._collisionCBEnabled = enabled;\r\n this._physicsPlugin.setCollisionCallbackEnabled(this, enabled);\r\n }\r\n\r\n /*\r\n * Get the center of the object in world space.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorld(instanceIndex?: number): Vector3 {\r\n const ref = new Vector3();\r\n return this.getObjectCenterWorldToRef(ref, instanceIndex);\r\n }\r\n\r\n /*\r\n * Get the center of the object in world space.\r\n * @param ref - The vector3 to store the result in.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorldToRef(ref: Vector3, instanceIndex?: number): Vector3 {\r\n if (this._pluginDataInstances?.length > 0) {\r\n const index = instanceIndex || 0;\r\n const matrixData = (this.transformNode as Mesh)._thinInstanceDataStorage.matrixData;\r\n if (matrixData) {\r\n ref.set(matrixData[index * 16 + 12], matrixData[index * 16 + 13], matrixData[index * 16 + 14]);\r\n }\r\n } else {\r\n ref.copyFrom(this.transformNode.position);\r\n }\r\n return ref;\r\n }\r\n\r\n /**\r\n * Adds a constraint to the physics engine.\r\n *\r\n * @param childBody - The body to which the constraint will be applied.\r\n * @param constraint - The constraint to be applied.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n * @param childInstanceIndex - If the child body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n *\r\n */\r\n public addConstraint(childBody: PhysicsBody, constraint: PhysicsConstraint, instanceIndex?: number, childInstanceIndex?: number): void {\r\n this._physicsPlugin.addConstraint(this, childBody, constraint, instanceIndex, childInstanceIndex);\r\n }\r\n\r\n /**\r\n * Sync with a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = this.transformNode;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = TmpVectors.Quaternion[0];\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = TmpVectors.Vector3[0];\r\n const boneDir = TmpVectors.Vector3[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = TmpVectors.Vector3[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n /**\r\n * Executes a callback on the body or all of the instances of a body\r\n * @param callback the callback to execute\r\n */\r\n public iterateOverAllInstances(callback: (body: PhysicsBody, instanceIndex?: number) => void) {\r\n if (this._pluginDataInstances?.length > 0) {\r\n for (let i = 0; i < this._pluginDataInstances.length; i++) {\r\n callback(this, i);\r\n }\r\n } else {\r\n callback(this, undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the body from the physics engine.\r\n *\r\n * This method is useful for cleaning up the physics engine when a body is no longer needed. Disposing the body will free up resources and prevent memory leaks.\r\n */\r\n public dispose() {\r\n // Disable collisions CB so it doesn't fire when the body is disposed\r\n if (this._collisionCBEnabled) {\r\n this.setCollisionCallbackEnabled(false);\r\n }\r\n if (this._nodeDisposeObserver) {\r\n this.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this._physicsEngine.removeBody(this);\r\n this._physicsPlugin.removeBody(this);\r\n this._physicsPlugin.disposeBody(this);\r\n this._pluginData = null;\r\n this._pluginDataInstances.length = 0;\r\n }\r\n}\r\n"]}
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+
{"version":3,"file":"physicsBody.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Physics/v2/physicsBody.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAM1E,OAAO,EAAE,KAAK,EAAE,iCAA6B;AAO7C;;;;GAIG;AACH,MAAM,OAAO,WAAW;IAsCpB;;;;;;;;;;;;;OAaG;IACH,YAAY,aAA4B,EAAE,UAA6B,EAAE,YAAqB,EAAE,KAAY;QAnD5G;;WAEG;QACI,gBAAW,GAAQ,SAAS,CAAC;QACpC;;WAEG;QACI,yBAAoB,GAAe,EAAE,CAAC;QAS7C;;WAEG;QACK,wBAAmB,GAAY,KAAK,CAAC;QAK7C;;;WAGG;QACH,mBAAc,GAAY,IAAI,CAAC;QAwB3B,IAAI,CAAC,KAAK,EAAE;YACR,OAAO;SACV;QACD,MAAM,aAAa,GAAG,KAAK,CAAC,gBAAgB,EAAmB,CAAC;QAChE,IAAI,CAAC,aAAa,EAAE;YAChB,MAAM,IAAI,KAAK,CAAC,8BAA8B,CAAC,CAAC;SACnD;QACD,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;QACpC,IAAI,aAAa,CAAC,gBAAgB,EAAE,IAAI,CAAC,EAAE;YACvC,MAAM,IAAI,KAAK,CAAC,kDAAkD,CAAC,CAAC;SACvE;QACD,MAAM,aAAa,GAAG,aAAa,CAAC,gBAAgB,EAAE,CAAC;QACvD,IAAI,CAAC,aAAa,EAAE;YAChB,MAAM,IAAI,KAAK,CAAC,8BAA8B,CAAC,CAAC;SACnD;QAED,IAAI,CAAC,cAAc,GAAG,aAAuC,CAAC;QAC9D,IAAI,CAAC,aAAa,CAAC,kBAAkB,EAAE;YACnC,aAAa,CAAC,kBAAkB,GAAG,UAAU,CAAC,eAAe,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC,EAAE,aAAa,CAAC,QAAQ,CAAC,CAAC,EAAE,aAAa,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;SAC/I;QAED,IAAI,CAAC,WAAW,GAAG,YAAY,CAAC;QAEhC,aAAa;QACb,MAAM,CAAC,GAAG,aAAqB,CAAC;QAChC,IAAI,CAAC,CAAC,gBAAgB,EAAE;YACpB,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC,CAAC,CAAC;SAC9D;aAAM;YACH,kBAAkB;YAClB,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,UAAU,EAAE,aAAa,CAAC,gBAAgB,EAAE,aAAa,CAAC,0BAA0B,CAAC,CAAC;SAC5H;QACD,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;QACnC,aAAa,CAAC,WAAW,GAAG,IAAI,CAAC;QACjC,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAE5B,IAAI,CAAC,oBAAoB,GAAG,aAAa,CAAC,mBAAmB,CAAC,GAAG,CAAC,GAAG,EAAE;YACnE,IAAI,CAAC,OAAO,EAAE,CAAC;QACnB,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,KAAK,CAAC,aAA4B;QACrC,MAAM,UAAU,GAAG,IAAI,WAAW,CAAC,aAAa,EAAE,IAAI,CAAC,aAAa,EAAE,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,QAAQ,EAAE,CAAC,CAAC;QACzH,UAAU,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC9B,OAAO,UAAU,CAAC;IACtB,CAAC;IAED;;OAEG;IACI,mBAAmB;QACtB,MAAM,CAAC,GAAG,IAAI,CAAC,aAAqB,CAAC;QACrC,IAAI,CAAC,CAAC,gBAAgB,EAAE;YACpB,IAAI,CAAC,cAAc,CAAC,mBAAmB,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC;SACpD;IACL,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,oBAAoB,CAAC,MAAM,CAAC;IAC5C,CAAC;IAED;;;;;;OAMG;IACH,IAAW,KAAK,CAAC,KAA6B;QAC1C,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAC9C,CAAC;IAED;;;;;;;;OAQG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC;IAC9C,CAAC;IAED;;;;;;;OAOG;IACI,YAAY,CAAC,SAAiB,EAAE,aAAsB;QACzD,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,IAAI,EAAE,SAAS,EAAE,aAAa,CAAC,CAAC;IACrE,CAAC;IAED;;;;;;;;;OASG;IACI,YAAY,CAAC,aAAsB;QACtC,OAAO,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACjE,CAAC;IAED;;OAEG;IACI,aAAa,CAAC,UAA6B,EAAE,aAAsB;QACtE,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,IAAI,EAAE,UAAU,EAAE,aAAa,CAAC,CAAC;IACvE,CAAC;IAED;;OAEG;IACI,aAAa,CAAC,aAAsB;QACvC,OAAO,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IAClE,CAAC;IAED;;;;;;OAMG;IACI,qBAAqB,CAAC,aAAsB;QAC/C,OAAO,IAAI,CAAC,cAAc,CAAC,qBAAqB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IAC1E,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CAAC,SAAgC,EAAE,aAAsB;QAC7E,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,SAAS,EAAE,aAAa,CAAC,CAAC;IAC1E,CAAC;IAED;;;;;;;;;OASG;IACI,iBAAiB,CAAC,aAAsB;QAC3C,OAAO,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACtE,CAAC;IAED;;;;;;;;OAQG;IACI,gBAAgB,CAAC,OAAe,EAAE,aAAsB;QAC3D,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,IAAI,EAAE,OAAO,EAAE,aAAa,CAAC,CAAC;IACvE,CAAC;IAED;;;;;;;OAOG;IACI,gBAAgB,CAAC,aAAsB;QAC1C,OAAO,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACrE,CAAC;IAED;;;;;;;OAOG;IACI,iBAAiB,CAAC,OAAe,EAAE,aAAsB;QAC5D,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,OAAO,EAAE,aAAa,CAAC,CAAC;IACxE,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CAAC,aAAsB;QAC3C,OAAO,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;IACtE,CAAC;IAED;;;;;;;;OAQG;IACI,iBAAiB,CAAC,MAAe,EAAE,aAAsB;QAC5D,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACvE,CAAC;IAED;;;;;kIAK8H;IACvH,sBAAsB,CAAC,MAAe,EAAE,aAAsB;QACjE,OAAO,IAAI,CAAC,cAAc,CAAC,sBAAsB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACnF,CAAC;IAED;;;;;;;OAOG;IACI,kBAAkB,CAAC,MAAe,EAAE,aAAsB;QAC7D,IAAI,CAAC,cAAc,CAAC,kBAAkB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACxE,CAAC;IAED;;;;;;OAMG;IACI,uBAAuB,CAAC,MAAe,EAAE,aAAsB;QAClE,OAAO,IAAI,CAAC,cAAc,CAAC,uBAAuB,CAAC,IAAI,EAAE,MAAM,EAAE,aAAa,CAAC,CAAC;IACpF,CAAC;IAED;;;;;;;;;OASG;IACI,YAAY,CAAC,OAAgB,EAAE,QAAiB,EAAE,aAAsB;QAC3E,IAAI,CAAC,cAAc,CAAC,YAAY,CAAC,IAAI,EAAE,OAAO,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IAC7E,CAAC;IAED;;;;;;;;;OASG;IACI,UAAU,CAAC,KAAc,EAAE,QAAiB,EAAE,aAAsB;QACvE,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,IAAI,EAAE,KAAK,EAAE,QAAQ,EAAE,aAAa,CAAC,CAAC;IACzE,CAAC;IAED;;;;;;OAMG;IACI,WAAW;QACd,OAAO,IAAI,CAAC,cAAc,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACrD,CAAC;IAED;;;OAGG;IACI,sBAAsB;QACzB,OAAO,IAAI,CAAC,cAAc,CAAC,sBAAsB,CAAC,IAAI,CAAC,CAAC;IAC5D,CAAC;IAED;;;OAGG;IACI,2BAA2B,CAAC,OAAgB;QAC/C,IAAI,CAAC,mBAAmB,GAAG,OAAO,CAAC;QACnC,IAAI,CAAC,cAAc,CAAC,2BAA2B,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;IA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type { IPhysicsCollisionEvent, IPhysicsEnginePluginV2, PhysicsMassProperties, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport { Space } from \"core/Maths/math.axis\";\r\nimport type { Observable, Observer } from \"../../Misc/observable\";\r\nimport type { Node } from \"../../node\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * PhysicsBody is useful for creating a physics body that can be used in a physics engine. It allows\r\n * the user to set the mass and velocity of the body, which can then be used to calculate the\r\n * motion of the body in the physics engine.\r\n */\r\nexport class PhysicsBody {\r\n /**\r\n * V2 Physics plugin private data for single Transform\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * V2 Physics plugin private data for instances\r\n */\r\n public _pluginDataInstances: Array<any> = [];\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n /**\r\n * The engine used to create and manage this Physics Body\r\n */\r\n private _physicsEngine: PhysicsEngine;\r\n /**\r\n * If the collision callback is enabled\r\n */\r\n private _collisionCBEnabled: boolean = false;\r\n /**\r\n * The transform node associated with this Physics Body\r\n */\r\n transformNode: TransformNode;\r\n /**\r\n * Disable pre-step that consists in updating Physics Body from Transform Node Translation/Orientation.\r\n * True by default for maximum performance.\r\n */\r\n disablePreStep: boolean = true;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n public startAsleep: boolean;\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n /**\r\n * Constructs a new physics body for the given node.\r\n * @param transformNode - The Transform Node to construct the physics body for.\r\n * @param motionType - The motion type of the physics body. The options are:\r\n * - PhysicsMotionType.STATIC - Static bodies are not moving and unaffected by forces or collisions. They are good for level boundaries or terrain.\r\n * - PhysicsMotionType.DYNAMIC - Dynamic bodies are fully simulated. They can move and collide with other objects.\r\n * - PhysicsMotionType.ANIMATED - They behave like dynamic bodies, but they won't be affected by other bodies, but still push other bodies out of the way.\r\n * @param startsAsleep - Whether the physics body should start in a sleeping state (not a guarantee). Defaults to false.\r\n * @param scene - The scene containing the physics engine.\r\n *\r\n * This code is useful for creating a physics body for a given Transform Node in a scene.\r\n * It checks the version of the physics engine and the physics plugin, and initializes the body accordingly.\r\n * It also sets the node's rotation quaternion if it is not already set. Finally, it adds the body to the physics engine.\r\n */\r\n constructor(transformNode: TransformNode, motionType: PhysicsMotionType, startsAsleep: boolean, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine() as PhysicsEngine;\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n this._physicsEngine = physicsEngine;\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n if (!transformNode.rotationQuaternion) {\r\n transformNode.rotationQuaternion = Quaternion.FromEulerAngles(transformNode.rotation.x, transformNode.rotation.y, transformNode.rotation.z);\r\n }\r\n\r\n this.startAsleep = startsAsleep;\r\n\r\n // instances?\r\n const m = transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.initBodyInstances(this, motionType, m);\r\n } else {\r\n // single instance\r\n this._physicsPlugin.initBody(this, motionType, transformNode.absolutePosition, transformNode.absoluteRotationQuaternion);\r\n }\r\n this.transformNode = transformNode;\r\n transformNode.physicsBody = this;\r\n physicsEngine.addBody(this);\r\n\r\n this._nodeDisposeObserver = transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"PhysicsBody\".\r\n * @returns \"PhysicsBody\"\r\n */\r\n public getClassName() {\r\n return \"PhysicsBody\";\r\n }\r\n\r\n /**\r\n * Clone the PhysicsBody to a new body and assign it to the transformNode parameter\r\n * @param transformNode transformNode that will be used for the cloned PhysicsBody\r\n * @returns the newly cloned PhysicsBody\r\n */\r\n public clone(transformNode: TransformNode): PhysicsBody {\r\n const clonedBody = new PhysicsBody(transformNode, this.getMotionType(), this.startAsleep, this.transformNode.getScene());\r\n clonedBody.shape = this.shape;\r\n return clonedBody;\r\n }\r\n\r\n /**\r\n * If a physics body is connected to an instanced node, update the number physic instances to match the number of node instances.\r\n */\r\n public updateBodyInstances() {\r\n const m = this.transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.updateBodyInstances(this, m);\r\n }\r\n }\r\n\r\n /**\r\n * This returns the number of internal instances of the physics body\r\n */\r\n public get numInstances(): number {\r\n return this._pluginDataInstances.length;\r\n }\r\n\r\n /**\r\n * Sets the shape of the physics body.\r\n * @param shape - The shape of the physics body.\r\n *\r\n * This method is useful for setting the shape of the physics body, which is necessary for the physics engine to accurately simulate the body's behavior.\r\n * The shape is used to calculate the body's mass, inertia, and other properties.\r\n */\r\n public set shape(shape: Nullable<PhysicsShape>) {\r\n this._physicsPlugin.setShape(this, shape);\r\n }\r\n\r\n /**\r\n * Retrieves the physics shape associated with this object.\r\n *\r\n * @returns The physics shape associated with this object, or `undefined` if no\r\n * shape is associated.\r\n *\r\n * This method is useful for retrieving the physics shape associated with this object,\r\n * which can be used to apply physical forces to the object or to detect collisions.\r\n */\r\n public get shape(): Nullable<PhysicsShape> {\r\n return this._physicsPlugin.getShape(this);\r\n }\r\n\r\n /**\r\n * Sets the event mask for the physics engine.\r\n *\r\n * @param eventMask - A bitmask that determines which events will be sent to the physics engine.\r\n *\r\n * This method is useful for setting the event mask for the physics engine, which determines which events\r\n * will be sent to the physics engine. This allows the user to control which events the physics engine will respond to.\r\n */\r\n public setEventMask(eventMask: number, instanceIndex?: number) {\r\n this._physicsPlugin.setEventMask(this, eventMask, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the event mask of the physics engine.\r\n *\r\n * @returns The event mask of the physics engine.\r\n *\r\n * This method is useful for getting the event mask of the physics engine,\r\n * which is used to determine which events the engine will respond to.\r\n * This is important for ensuring that the engine is responding to the correct events and not\r\n * wasting resources on unnecessary events.\r\n */\r\n public getEventMask(instanceIndex?: number): number {\r\n return this._physicsPlugin.getEventMask(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n */\r\n public setMotionType(motionType: PhysicsMotionType, instanceIndex?: number) {\r\n this._physicsPlugin.setMotionType(this, motionType, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n */\r\n public getMotionType(instanceIndex?: number): PhysicsMotionType {\r\n return this._physicsPlugin.getMotionType(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Computes the mass properties of the physics object, based on the set of physics shapes this body uses.\r\n * This method is useful for computing the initial mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass; these values are important for accurately simulating the physics of the\r\n * object in the physics engine, and computing values based on the shape will provide you with reasonable\r\n * intial values, which you can then customize.\r\n */\r\n public computeMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.computeMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the mass properties of the physics object.\r\n *\r\n * @param massProps - The mass properties to set.\r\n * @param instanceIndex - The index of the instance to set the mass properties for. If not defined, the mass properties will be set for all instances.\r\n *\r\n * This method is useful for setting the mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass. This is important for accurately simulating the physics of the object in the physics engine.\r\n */\r\n public setMassProperties(massProps: PhysicsMassProperties, instanceIndex?: number): void {\r\n this._physicsPlugin.setMassProperties(this, massProps, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the mass properties of the object.\r\n *\r\n * @returns The mass properties of the object.\r\n *\r\n * This method is useful for physics simulations, as it allows the user to\r\n * retrieve the mass properties of the object, such as its mass, center of mass,\r\n * and moment of inertia. This information is necessary for accurate physics\r\n * simulations.\r\n */\r\n public getMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.getMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear damping of the physics body.\r\n *\r\n * @param damping - The linear damping value.\r\n *\r\n * This method is useful for controlling the linear damping of the physics body,\r\n * which is the rate at which the body's velocity decreases over time. This is useful for simulating\r\n * the effects of air resistance or other forms of friction.\r\n */\r\n public setLinearDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setLinearDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear damping of the physics body.\r\n * @returns The linear damping of the physics body.\r\n *\r\n * This method is useful for retrieving the linear damping of the physics body, which is the amount of\r\n * resistance the body has to linear motion. This is useful for simulating realistic physics behavior\r\n * in a game.\r\n */\r\n public getLinearDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getLinearDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the angular damping of the physics body.\r\n * @param damping The angular damping of the body.\r\n *\r\n * This method is useful for controlling the angular velocity of a physics body.\r\n * By setting the damping, the body's angular velocity will be reduced over time, simulating the effect of friction.\r\n * This can be used to create realistic physical behavior in a physics engine.\r\n */\r\n public setAngularDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setAngularDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular damping of the physics body.\r\n *\r\n * @returns The angular damping of the physics body.\r\n *\r\n * This method is useful for getting the angular damping of the physics body,\r\n * which is the rate of reduction of the angular velocity over time.\r\n * This is important for simulating realistic physics behavior in a game.\r\n */\r\n public getAngularDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getAngularDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear velocity of the physics object.\r\n * @param linVel - The linear velocity to set.\r\n *\r\n * This method is useful for setting the linear velocity of a physics object,\r\n * which is necessary for simulating realistic physics in a game engine.\r\n * By setting the linear velocity, the physics object will move in the direction and speed specified by the vector.\r\n * This allows for realistic physics simulations, such as simulating the motion of a ball rolling down a hill.\r\n */\r\n public setLinearVelocity(linVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setLinearVelocity(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body and stores it in the given vector3.\r\n * @param linVel - The vector3 to store the linear velocity in.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.*/\r\n public getLinearVelocityToRef(linVel: Vector3, instanceIndex?: number): void {\r\n return this._physicsPlugin.getLinearVelocityToRef(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the angular velocity of the physics object.\r\n * @param angVel - The angular velocity to set.\r\n *\r\n * This method is useful for setting the angular velocity of a physics object, which is necessary for\r\n * simulating realistic physics behavior. The angular velocity is used to determine the rate of rotation of the object,\r\n * which is important for simulating realistic motion.\r\n */\r\n public setAngularVelocity(angVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setAngularVelocity(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body and stores it in the given vector3.\r\n * @param angVel - The vector3 to store the angular velocity in.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocityToRef(angVel: Vector3, instanceIndex?: number): void {\r\n return this._physicsPlugin.getAngularVelocityToRef(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Applies an impulse to the physics object.\r\n *\r\n * @param impulse The impulse vector.\r\n * @param location The location of the impulse.\r\n * @param instanceIndex For a instanced body, the instance to where the impulse should be applied. If not specified, the impulse is applied to all instances.\r\n *\r\n * This method is useful for applying an impulse to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyImpulse(impulse: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyImpulse(this, impulse, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Applies a force to the physics object.\r\n *\r\n * @param force The force vector.\r\n * @param location The location of the force.\r\n * @param instanceIndex For a instanced body, the instance to where the force should be applied. If not specified, the force is applied to all instances.\r\n *\r\n * This method is useful for applying a force to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyForce(force: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyForce(this, force, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the geometry of the body from the physics plugin.\r\n *\r\n * @returns The geometry of the body.\r\n *\r\n * This method is useful for retrieving the geometry of the body from the physics plugin, which can be used for various physics calculations.\r\n */\r\n public getGeometry(): {} {\r\n return this._physicsPlugin.getBodyGeometry(this);\r\n }\r\n\r\n /**\r\n * Returns an observable that will be notified for all collisions happening for event-enabled bodies\r\n * @returns Observable\r\n */\r\n public getCollisionObservable(): Observable<IPhysicsCollisionEvent> {\r\n return this._physicsPlugin.getCollisionObservable(this);\r\n }\r\n\r\n /**\r\n * Enable or disable collision callback for this PhysicsBody.\r\n * @param enabled true if PhysicsBody's collision will rise a collision event and notifies the observable\r\n */\r\n public setCollisionCallbackEnabled(enabled: boolean): void {\r\n this._collisionCBEnabled = enabled;\r\n this._physicsPlugin.setCollisionCallbackEnabled(this, enabled);\r\n }\r\n\r\n /*\r\n * Get the center of the object in world space.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorld(instanceIndex?: number): Vector3 {\r\n const ref = new Vector3();\r\n return this.getObjectCenterWorldToRef(ref, instanceIndex);\r\n }\r\n\r\n /*\r\n * Get the center of the object in world space.\r\n * @param ref - The vector3 to store the result in.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorldToRef(ref: Vector3, instanceIndex?: number): Vector3 {\r\n if (this._pluginDataInstances?.length > 0) {\r\n const index = instanceIndex || 0;\r\n const matrixData = (this.transformNode as Mesh)._thinInstanceDataStorage.matrixData;\r\n if (matrixData) {\r\n ref.set(matrixData[index * 16 + 12], matrixData[index * 16 + 13], matrixData[index * 16 + 14]);\r\n }\r\n } else {\r\n ref.copyFrom(this.transformNode.position);\r\n }\r\n return ref;\r\n }\r\n\r\n /**\r\n * Adds a constraint to the physics engine.\r\n *\r\n * @param childBody - The body to which the constraint will be applied.\r\n * @param constraint - The constraint to be applied.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n * @param childInstanceIndex - If the child body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n *\r\n */\r\n public addConstraint(childBody: PhysicsBody, constraint: PhysicsConstraint, instanceIndex?: number, childInstanceIndex?: number): void {\r\n this._physicsPlugin.addConstraint(this, childBody, constraint, instanceIndex, childInstanceIndex);\r\n }\r\n\r\n /**\r\n * Sync with a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = this.transformNode;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = TmpVectors.Quaternion[0];\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = TmpVectors.Vector3[0];\r\n const boneDir = TmpVectors.Vector3[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = TmpVectors.Vector3[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n /**\r\n * Executes a callback on the body or all of the instances of a body\r\n * @param callback the callback to execute\r\n */\r\n public iterateOverAllInstances(callback: (body: PhysicsBody, instanceIndex?: number) => void) {\r\n if (this._pluginDataInstances?.length > 0) {\r\n for (let i = 0; i < this._pluginDataInstances.length; i++) {\r\n callback(this, i);\r\n }\r\n } else {\r\n callback(this, undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the gravity factor of the physics body\r\n * @param factor the gravity factor to set\r\n * @param instanceIndex the instance of the body to set, if undefined all instances will be set\r\n */\r\n public setGravityFactor(factor: number, instanceIndex?: number) {\r\n this._physicsPlugin.setGravityFactor(this, factor, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the gravity factor of the physics body\r\n * @param instanceIndex the instance of the body to get, if undefined the value of first instance will be returned\r\n * @returns the gravity factor\r\n */\r\n public getGravityFactor(instanceIndex?: number): number {\r\n return this._physicsPlugin.getGravityFactor(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Disposes the body from the physics engine.\r\n *\r\n * This method is useful for cleaning up the physics engine when a body is no longer needed. Disposing the body will free up resources and prevent memory leaks.\r\n */\r\n public dispose() {\r\n // Disable collisions CB so it doesn't fire when the body is disposed\r\n if (this._collisionCBEnabled) {\r\n this.setCollisionCallbackEnabled(false);\r\n }\r\n if (this._nodeDisposeObserver) {\r\n this.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this._physicsEngine.removeBody(this);\r\n this._physicsPlugin.removeBody(this);\r\n this._physicsPlugin.disposeBody(this);\r\n this._pluginData = null;\r\n this._pluginDataInstances.length = 0;\r\n }\r\n}\r\n"]}
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package/assetContainer.d.ts
CHANGED
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@@ -1,7 +1,6 @@
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1
1
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import { AbstractScene } from "./abstractScene";
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2
2
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import type { Scene } from "./scene";
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3
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import { Mesh } from "./Meshes/mesh";
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-
import { TransformNode } from "./Meshes/transformNode";
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4
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import type { Skeleton } from "./Bones/skeleton";
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5
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import type { AnimationGroup } from "./Animations/animationGroup";
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6
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import type { Animatable } from "./Animations/animatable";
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@@ -19,7 +18,7 @@ export declare class InstantiatedEntries {
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/**
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20
19
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* List of new root nodes (eg. nodes with no parent)
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*/
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-
rootNodes:
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+
rootNodes: Node[];
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/**
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23
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* List of new skeletons
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*/
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@@ -74,7 +73,7 @@ export declare class AssetContainer extends AbstractScene {
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* @returns a list of rootNodes, skeletons and animation groups that were duplicated
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74
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*/
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75
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instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean, options?: {
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|
77
|
-
doNotInstantiate?: boolean | ((node:
|
|
76
|
+
doNotInstantiate?: boolean | ((node: Node) => boolean);
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78
77
|
predicate?: (entity: any) => boolean;
|
|
79
78
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}): InstantiatedEntries;
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|
80
79
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/**
|
package/assetContainer.js
CHANGED
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@@ -299,9 +299,18 @@ export class AssetContainer extends AbstractScene {
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|
299
299
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clone.parent = source.parent;
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|
300
300
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}
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301
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}
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|
-
clone.position
|
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303
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-
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304
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-
|
|
302
|
+
if (clone.position && source.position) {
|
|
303
|
+
clone.position.copyFrom(source.position);
|
|
304
|
+
}
|
|
305
|
+
if (clone.rotationQuaternion && source.rotationQuaternion) {
|
|
306
|
+
clone.rotationQuaternion.copyFrom(source.rotationQuaternion);
|
|
307
|
+
}
|
|
308
|
+
if (clone.rotation && source.rotation) {
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|
309
|
+
clone.rotation.copyFrom(source.rotation);
|
|
310
|
+
}
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311
|
+
if (clone.scaling && source.scaling) {
|
|
312
|
+
clone.scaling.copyFrom(source.scaling);
|
|
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|
+
}
|
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314
|
if (clone.material) {
|
|
306
315
|
const mesh = clone;
|
|
307
316
|
if (mesh.material) {
|
|
@@ -360,7 +369,7 @@ export class AssetContainer extends AbstractScene {
|
|
|
360
369
|
else {
|
|
361
370
|
// Mesh or TransformNode
|
|
362
371
|
let canInstance = true;
|
|
363
|
-
if (node.getClassName() === "TransformNode" || node.skeleton || node.getTotalVertices() === 0) {
|
|
372
|
+
if (node.getClassName() === "TransformNode" || node.getClassName() === "Node" || node.skeleton || node.getTotalVertices() === 0) {
|
|
364
373
|
// Transform nodes, skinned meshes, and meshes with no vertices can never be instanced!
|
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374
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canInstance = false;
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}
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