@babylonjs/core 6.29.0 → 6.29.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (300) hide show
  1. package/Actions/abstractActionManager.js +1 -1
  2. package/Actions/abstractActionManager.js.map +1 -1
  3. package/Actions/actionManager.js +3 -3
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Animations/animatable.js +1 -1
  6. package/Animations/animatable.js.map +1 -1
  7. package/Animations/animation.js +2 -2
  8. package/Animations/animation.js.map +1 -1
  9. package/Animations/pathCursor.js +1 -1
  10. package/Animations/pathCursor.js.map +1 -1
  11. package/Audio/audioSceneComponent.js +2 -2
  12. package/Audio/audioSceneComponent.js.map +1 -1
  13. package/Audio/soundTrack.js +1 -1
  14. package/Audio/soundTrack.js.map +1 -1
  15. package/Behaviors/Meshes/fadeInOutBehavior.js +1 -2
  16. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  17. package/Bones/bone.js +2 -2
  18. package/Bones/bone.js.map +1 -1
  19. package/Bones/skeleton.js +2 -2
  20. package/Bones/skeleton.js.map +1 -1
  21. package/Cameras/arcRotateCamera.js +13 -37
  22. package/Cameras/arcRotateCamera.js.map +1 -1
  23. package/Cameras/camera.d.ts +0 -21
  24. package/Cameras/camera.js +1 -36
  25. package/Cameras/camera.js.map +1 -1
  26. package/Cameras/targetCamera.js +30 -51
  27. package/Cameras/targetCamera.js.map +1 -1
  28. package/Culling/Octrees/octree.js +1 -1
  29. package/Culling/Octrees/octree.js.map +1 -1
  30. package/Culling/Octrees/octreeBlock.js +1 -1
  31. package/Culling/Octrees/octreeBlock.js.map +1 -1
  32. package/Culling/ray.js +1 -1
  33. package/Culling/ray.js.map +1 -1
  34. package/Debug/axesViewer.d.ts +3 -1
  35. package/Debug/axesViewer.js +14 -11
  36. package/Debug/axesViewer.js.map +1 -1
  37. package/Engines/Extensions/engine.multiRender.js +8 -8
  38. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  39. package/Engines/Extensions/engine.textureSelector.js +1 -1
  40. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  41. package/Engines/Processors/shaderCodeInliner.js +1 -1
  42. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  43. package/Engines/WebGPU/Extensions/engine.computeShader.js +2 -10
  44. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  45. package/Engines/WebGPU/Extensions/engine.debugging.js +3 -6
  46. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  47. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
  48. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  49. package/Engines/WebGPU/Extensions/engine.multiRender.js +9 -14
  50. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  51. package/Engines/WebGPU/Extensions/engine.query.js +2 -6
  52. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  53. package/Engines/WebGPU/Extensions/engine.renderTarget.js +6 -10
  54. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  55. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +1 -1
  56. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  57. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -2
  58. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  59. package/Engines/WebGPU/webgpuBundleList.js +2 -1
  60. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  61. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  62. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  63. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  64. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +4 -7
  65. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  66. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  67. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  68. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  69. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  70. package/Engines/WebGPU/webgpuCacheSampler.js +5 -5
  71. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  72. package/Engines/WebGPU/webgpuClearQuad.js +2 -2
  73. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  74. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -12
  75. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  76. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  77. package/Engines/WebGPU/webgpuMaterialContext.js +14 -10
  78. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  79. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -12
  80. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  81. package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +5 -8
  82. package/Engines/WebGPU/webgpuSnapshotRendering.js +24 -33
  83. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  84. package/Engines/WebGPU/webgpuTextureHelper.d.ts +2 -1
  85. package/Engines/WebGPU/webgpuTextureHelper.js +11 -16
  86. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  87. package/Engines/constants.d.ts +2 -2
  88. package/Engines/constants.js +2 -2
  89. package/Engines/constants.js.map +1 -1
  90. package/Engines/engine.js +2 -2
  91. package/Engines/engine.js.map +1 -1
  92. package/Engines/engineCapabilities.d.ts +2 -0
  93. package/Engines/engineCapabilities.js.map +1 -1
  94. package/Engines/engineStore.js +1 -1
  95. package/Engines/engineStore.js.map +1 -1
  96. package/Engines/nativeEngine.js +1 -0
  97. package/Engines/nativeEngine.js.map +1 -1
  98. package/Engines/nullEngine.js +1 -0
  99. package/Engines/nullEngine.js.map +1 -1
  100. package/Engines/thinEngine.js +6 -2
  101. package/Engines/thinEngine.js.map +1 -1
  102. package/Engines/webgpuEngine.d.ts +27 -32
  103. package/Engines/webgpuEngine.js +237 -317
  104. package/Engines/webgpuEngine.js.map +1 -1
  105. package/Gizmos/boundingBoxGizmo.js +1 -1
  106. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  107. package/Gizmos/cameraGizmo.d.ts +3 -1
  108. package/Gizmos/cameraGizmo.js +11 -8
  109. package/Gizmos/cameraGizmo.js.map +1 -1
  110. package/Layers/effectLayerSceneComponent.js +2 -2
  111. package/Layers/effectLayerSceneComponent.js.map +1 -1
  112. package/Layers/layerSceneComponent.js +1 -1
  113. package/Layers/layerSceneComponent.js.map +1 -1
  114. package/LensFlares/lensFlareSystem.js +1 -1
  115. package/LensFlares/lensFlareSystem.js.map +1 -1
  116. package/LensFlares/lensFlareSystemSceneComponent.js +2 -2
  117. package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
  118. package/Lights/Shadows/shadowGenerator.js +1 -1
  119. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  120. package/Lights/light.js +2 -2
  121. package/Lights/light.js.map +1 -1
  122. package/Loading/Plugins/babylonFileLoader.js +1 -1
  123. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  124. package/Loading/sceneLoader.js +3 -3
  125. package/Loading/sceneLoader.js.map +1 -1
  126. package/Materials/GreasedLine/greasedLineMaterialDefaults.d.ts +2 -2
  127. package/Materials/GreasedLine/greasedLineMaterialDefaults.js.map +1 -1
  128. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +4 -1
  129. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  130. package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
  131. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  132. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  133. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  134. package/Materials/Node/nodeMaterial.js +1 -1
  135. package/Materials/Node/nodeMaterial.js.map +1 -1
  136. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +2 -2
  137. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  138. package/Materials/Node/nodeMaterialBuildState.js +4 -4
  139. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  140. package/Materials/Node/nodeMaterialBuildStateSharedData.js +12 -12
  141. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  142. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js +1 -1
  143. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
  144. package/Materials/Textures/baseTexture.js +1 -1
  145. package/Materials/Textures/baseTexture.js.map +1 -1
  146. package/Materials/Textures/dynamicTexture.d.ts +4 -3
  147. package/Materials/Textures/dynamicTexture.js +10 -6
  148. package/Materials/Textures/dynamicTexture.js.map +1 -1
  149. package/Materials/Textures/externalTexture.d.ts +4 -0
  150. package/Materials/Textures/externalTexture.js +4 -0
  151. package/Materials/Textures/externalTexture.js.map +1 -1
  152. package/Materials/Textures/internalTexture.d.ts +0 -4
  153. package/Materials/Textures/internalTexture.js.map +1 -1
  154. package/Materials/Textures/renderTargetTexture.js +1 -1
  155. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  156. package/Materials/Textures/textureSampler.d.ts +4 -0
  157. package/Materials/Textures/textureSampler.js.map +1 -1
  158. package/Materials/material.js +1 -1
  159. package/Materials/material.js.map +1 -1
  160. package/Materials/multiMaterial.js +1 -1
  161. package/Materials/multiMaterial.js.map +1 -1
  162. package/Materials/shaderMaterial.js +1 -1
  163. package/Materials/shaderMaterial.js.map +1 -1
  164. package/Maths/math.path.d.ts +9 -1
  165. package/Maths/math.path.js +23 -7
  166. package/Maths/math.path.js.map +1 -1
  167. package/Maths/math.vector.d.ts +93 -0
  168. package/Maths/math.vector.js +157 -26
  169. package/Maths/math.vector.js.map +1 -1
  170. package/Meshes/Builders/cylinderBuilder.js +5 -5
  171. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  172. package/Meshes/Builders/decalBuilder.js +1 -1
  173. package/Meshes/Builders/decalBuilder.js.map +1 -1
  174. package/Meshes/Builders/discBuilder.js +4 -4
  175. package/Meshes/Builders/discBuilder.js.map +1 -1
  176. package/Meshes/Builders/goldbergBuilder.js +4 -4
  177. package/Meshes/Builders/goldbergBuilder.js.map +1 -1
  178. package/Meshes/Builders/groundBuilder.js +4 -4
  179. package/Meshes/Builders/groundBuilder.js.map +1 -1
  180. package/Meshes/Builders/icoSphereBuilder.js +4 -4
  181. package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
  182. package/Meshes/Builders/latheBuilder.js +1 -1
  183. package/Meshes/Builders/latheBuilder.js.map +1 -1
  184. package/Meshes/Builders/linesBuilder.js +2 -2
  185. package/Meshes/Builders/linesBuilder.js.map +1 -1
  186. package/Meshes/Builders/polyhedronBuilder.js +6 -6
  187. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  188. package/Meshes/Builders/shapeBuilder.js +1 -1
  189. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  190. package/Meshes/Builders/textBuilder.js +13 -5
  191. package/Meshes/Builders/textBuilder.js.map +1 -1
  192. package/Meshes/Builders/torusKnotBuilder.js +4 -4
  193. package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
  194. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +1 -1
  195. package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
  196. package/Meshes/Node/Blocks/Sources/boxBlock.js +1 -0
  197. package/Meshes/Node/Blocks/Sources/boxBlock.js.map +1 -1
  198. package/Meshes/Node/Blocks/Sources/capsuleBlock.js +1 -0
  199. package/Meshes/Node/Blocks/Sources/capsuleBlock.js.map +1 -1
  200. package/Meshes/Node/Blocks/Sources/cylinderBlock.js +1 -0
  201. package/Meshes/Node/Blocks/Sources/cylinderBlock.js.map +1 -1
  202. package/Meshes/Node/Blocks/Sources/discBlock.js +1 -0
  203. package/Meshes/Node/Blocks/Sources/discBlock.js.map +1 -1
  204. package/Meshes/Node/Blocks/Sources/gridBlock.js +1 -0
  205. package/Meshes/Node/Blocks/Sources/gridBlock.js.map +1 -1
  206. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js +1 -0
  207. package/Meshes/Node/Blocks/Sources/icoSphereBlock.js.map +1 -1
  208. package/Meshes/Node/Blocks/Sources/planeBlock.js +1 -0
  209. package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
  210. package/Meshes/Node/Blocks/Sources/sphereBlock.js +1 -0
  211. package/Meshes/Node/Blocks/Sources/sphereBlock.js.map +1 -1
  212. package/Meshes/Node/Blocks/Sources/torusBlock.js +1 -0
  213. package/Meshes/Node/Blocks/Sources/torusBlock.js.map +1 -1
  214. package/Meshes/Node/nodeGeometry.js +1 -1
  215. package/Meshes/Node/nodeGeometry.js.map +1 -1
  216. package/Meshes/Node/nodeGeometryBlock.js +1 -0
  217. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  218. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +14 -0
  219. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +32 -5
  220. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  221. package/Meshes/abstractMesh.js +5 -5
  222. package/Meshes/abstractMesh.js.map +1 -1
  223. package/Meshes/csg.js +5 -5
  224. package/Meshes/csg.js.map +1 -1
  225. package/Meshes/geodesicMesh.js +1 -1
  226. package/Meshes/geodesicMesh.js.map +1 -1
  227. package/Meshes/mesh.js +14 -10
  228. package/Meshes/mesh.js.map +1 -1
  229. package/Meshes/mesh.vertexData.js +1 -1
  230. package/Meshes/mesh.vertexData.js.map +1 -1
  231. package/Meshes/meshSimplification.js +2 -2
  232. package/Meshes/meshSimplification.js.map +1 -1
  233. package/Meshes/polygonMesh.js +7 -7
  234. package/Meshes/polygonMesh.js.map +1 -1
  235. package/Meshes/thinInstanceMesh.js +1 -1
  236. package/Meshes/thinInstanceMesh.js.map +1 -1
  237. package/Misc/codeStringParsingTools.d.ts +2 -1
  238. package/Misc/codeStringParsingTools.js +3 -2
  239. package/Misc/codeStringParsingTools.js.map +1 -1
  240. package/Misc/dds.js +1 -1
  241. package/Misc/dds.js.map +1 -1
  242. package/Misc/filesInput.js +1 -1
  243. package/Misc/filesInput.js.map +1 -1
  244. package/Misc/greasedLineTools.d.ts +2 -1
  245. package/Misc/greasedLineTools.js +2 -0
  246. package/Misc/greasedLineTools.js.map +1 -1
  247. package/Misc/precisionDate.js +4 -2
  248. package/Misc/precisionDate.js.map +1 -1
  249. package/Misc/sceneOptimizer.js +2 -2
  250. package/Misc/sceneOptimizer.js.map +1 -1
  251. package/Morph/morphTarget.js +1 -1
  252. package/Morph/morphTarget.js.map +1 -1
  253. package/Particles/gpuParticleSystem.js +1 -1
  254. package/Particles/gpuParticleSystem.js.map +1 -1
  255. package/Particles/particleSystem.js +2 -2
  256. package/Particles/particleSystem.js.map +1 -1
  257. package/Particles/particleSystemComponent.js +2 -2
  258. package/Particles/particleSystemComponent.js.map +1 -1
  259. package/Particles/particleSystemSet.js +1 -1
  260. package/Particles/particleSystemSet.js.map +1 -1
  261. package/Physics/v1/Plugins/cannonJSPlugin.js +2 -2
  262. package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -1
  263. package/Physics/v2/Plugins/havokPlugin.js +3 -1
  264. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  265. package/PostProcesses/postProcess.d.ts +1 -0
  266. package/PostProcesses/postProcess.js +30 -23
  267. package/PostProcesses/postProcess.js.map +1 -1
  268. package/PostProcesses/volumetricLightScatteringPostProcess.js +2 -2
  269. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  270. package/Probes/reflectionProbe.js +1 -1
  271. package/Probes/reflectionProbe.js.map +1 -1
  272. package/Rendering/edgesRenderer.js +3 -3
  273. package/Rendering/edgesRenderer.js.map +1 -1
  274. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +2 -1
  275. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
  276. package/Rendering/prePassRenderer.js +8 -4
  277. package/Rendering/prePassRenderer.js.map +1 -1
  278. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +2 -1
  279. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  280. package/Sprites/spriteManager.js +1 -1
  281. package/Sprites/spriteManager.js.map +1 -1
  282. package/Sprites/spriteMap.js +4 -4
  283. package/Sprites/spriteMap.js.map +1 -1
  284. package/Sprites/spriteSceneComponent.js +2 -2
  285. package/Sprites/spriteSceneComponent.js.map +1 -1
  286. package/XR/features/WebXRFeaturePointSystem.js +2 -2
  287. package/XR/features/WebXRFeaturePointSystem.js.map +1 -1
  288. package/abstractScene.js +16 -16
  289. package/abstractScene.js.map +1 -1
  290. package/assetContainer.js +2 -2
  291. package/assetContainer.js.map +1 -1
  292. package/node.js +2 -2
  293. package/node.js.map +1 -1
  294. package/package.json +1 -1
  295. package/scene.d.ts +0 -4
  296. package/scene.js +6 -12
  297. package/scene.js.map +1 -1
  298. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +0 -13
  299. package/Engines/WebGPU/webgpuRenderPassWrapper.js +0 -18
  300. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +0 -1
@@ -58,7 +58,7 @@ Engine.prototype.createEffectForParticles = function (fragmentName, uniformsName
58
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  }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), allSamplers.concat(samplers), defines, fallbacks, onCompiled, onError);
59
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  };
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  Mesh.prototype.getEmittedParticleSystems = function () {
61
- const results = new Array();
61
+ const results = [];
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  for (let index = 0; index < this.getScene().particleSystems.length; index++) {
63
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  const particleSystem = this.getScene().particleSystems[index];
64
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  if (particleSystem.emitter === this) {
@@ -68,7 +68,7 @@ Mesh.prototype.getEmittedParticleSystems = function () {
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  return results;
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  };
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  Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
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- const results = new Array();
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+ const results = [];
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  const descendants = this.getDescendants();
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  descendants.push(this);
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  for (let index = 0; index < this.getScene().particleSystems.length; index++) {
@@ -1 +1 @@
1
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index < cache; index++) {\r\n const parsedParticleSystem = parsedData.particleSystems[index];\r\n container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));\r\n }\r\n }\r\n});\r\n\r\nAbstractScene.AddIndividualParser(SceneComponentConstants.NAME_PARTICLESYSTEM, (parsedParticleSystem: any, scene: Scene, rootUrl: string) => {\r\n if (parsedParticleSystem.activeParticleCount) {\r\n const ps = GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);\r\n return ps;\r\n } else {\r\n const ps = ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);\r\n return ps;\r\n }\r\n});\r\n\r\ndeclare module \"../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Create an effect to use with particle systems.\r\n * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration, except if you pass\r\n * the particle system for which you want to create a custom effect in the last parameter\r\n * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)\r\n * @param uniformsNames defines a list of attribute names\r\n * @param samplers defines an array of string used to represent textures\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param fallbacks defines the list of potential fallbacks to use if shader compilation fails\r\n * @param onCompiled defines a function to call when the effect creation is successful\r\n * @param onError defines a function to call when the effect creation has failed\r\n * @param particleSystem the particle system you want to create the effect for\r\n * @returns the new Effect\r\n */\r\n createEffectForParticles(\r\n fragmentName: string,\r\n uniformsNames: string[],\r\n samplers: string[],\r\n defines: string,\r\n fallbacks?: EffectFallbacks,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n particleSystem?: IParticleSystem\r\n ): Effect;\r\n }\r\n}\r\n\r\nEngine.prototype.createEffectForParticles = function (\r\n fragmentName: string,\r\n uniformsNames: string[] = [],\r\n samplers: string[] = [],\r\n defines = \"\",\r\n fallbacks?: EffectFallbacks,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n particleSystem?: IParticleSystem\r\n): Effect {\r\n let attributesNamesOrOptions: Array<string> = [];\r\n let effectCreationOption: Array<string> = [];\r\n const allSamplers: Array<string> = [];\r\n\r\n if (particleSystem) {\r\n particleSystem.fillUniformsAttributesAndSamplerNames(effectCreationOption, attributesNamesOrOptions, allSamplers);\r\n } else {\r\n attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions();\r\n effectCreationOption = ParticleSystem._GetEffectCreationOptions();\r\n }\r\n\r\n if (defines.indexOf(\" BILLBOARD\") === -1) {\r\n defines += \"\\n#define BILLBOARD\\n\";\r\n }\r\n\r\n if (particleSystem?.isAnimationSheetEnabled) {\r\n if (defines.indexOf(\" ANIMATESHEET\") === -1) {\r\n defines += \"\\n#define ANIMATESHEET\\n\";\r\n }\r\n }\r\n\r\n if (samplers.indexOf(\"diffuseSampler\") === -1) {\r\n samplers.push(\"diffuseSampler\");\r\n }\r\n\r\n return this.createEffect(\r\n {\r\n vertex: particleSystem?.vertexShaderName ?? \"particles\",\r\n fragmentElement: fragmentName,\r\n },\r\n attributesNamesOrOptions,\r\n effectCreationOption.concat(uniformsNames),\r\n allSamplers.concat(samplers),\r\n defines,\r\n fallbacks,\r\n onCompiled,\r\n onError\r\n );\r\n};\r\n\r\ndeclare module \"../Meshes/mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Returns an array populated with IParticleSystem objects whose the mesh is the emitter\r\n * @returns an array of IParticleSystem\r\n */\r\n getEmittedParticleSystems(): IParticleSystem[];\r\n\r\n /**\r\n * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter\r\n * @returns an array of IParticleSystem\r\n */\r\n getHierarchyEmittedParticleSystems(): IParticleSystem[];\r\n }\r\n}\r\n\r\nMesh.prototype.getEmittedParticleSystems = function (): IParticleSystem[] {\r\n const results = new Array<IParticleSystem>();\r\n for (let index = 0; index < this.getScene().particleSystems.length; index++) {\r\n const particleSystem = this.getScene().particleSystems[index];\r\n if (particleSystem.emitter === this) {\r\n results.push(particleSystem);\r\n }\r\n }\r\n return results;\r\n};\r\n\r\nMesh.prototype.getHierarchyEmittedParticleSystems = function (): IParticleSystem[] {\r\n const results = new Array<IParticleSystem>();\r\n const descendants = this.getDescendants();\r\n descendants.push(this);\r\n\r\n for (let index = 0; index < this.getScene().particleSystems.length; index++) {\r\n const particleSystem = this.getScene().particleSystems[index];\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (emitter.position && descendants.indexOf(emitter) !== -1) {\r\n results.push(particleSystem);\r\n }\r\n }\r\n\r\n return results;\r\n};\r\n"]}
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index < cache; index++) {\r\n const parsedParticleSystem = parsedData.particleSystems[index];\r\n container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));\r\n }\r\n }\r\n});\r\n\r\nAbstractScene.AddIndividualParser(SceneComponentConstants.NAME_PARTICLESYSTEM, (parsedParticleSystem: any, scene: Scene, rootUrl: string) => {\r\n if (parsedParticleSystem.activeParticleCount) {\r\n const ps = GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);\r\n return ps;\r\n } else {\r\n const ps = ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);\r\n return ps;\r\n }\r\n});\r\n\r\ndeclare module \"../Engines/engine\" {\r\n export interface Engine {\r\n /**\r\n * Create an effect to use with particle systems.\r\n * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration, except if you pass\r\n * the particle system for which you want to create a custom effect in the last parameter\r\n * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)\r\n * @param uniformsNames defines a list of attribute names\r\n * @param samplers defines an array of string used to represent textures\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param fallbacks defines the list of potential fallbacks to use if shader compilation fails\r\n * @param onCompiled defines a function to call when the effect creation is successful\r\n * @param onError defines a function to call when the effect creation has failed\r\n * @param particleSystem the particle system you want to create the effect for\r\n * @returns the new Effect\r\n */\r\n createEffectForParticles(\r\n fragmentName: string,\r\n uniformsNames: string[],\r\n samplers: string[],\r\n defines: string,\r\n fallbacks?: EffectFallbacks,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n particleSystem?: IParticleSystem\r\n ): Effect;\r\n }\r\n}\r\n\r\nEngine.prototype.createEffectForParticles = function (\r\n fragmentName: string,\r\n uniformsNames: string[] = [],\r\n samplers: string[] = [],\r\n defines = \"\",\r\n fallbacks?: EffectFallbacks,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n particleSystem?: IParticleSystem\r\n): Effect {\r\n let attributesNamesOrOptions: Array<string> = [];\r\n let effectCreationOption: Array<string> = [];\r\n const allSamplers: Array<string> = [];\r\n\r\n if (particleSystem) {\r\n particleSystem.fillUniformsAttributesAndSamplerNames(effectCreationOption, attributesNamesOrOptions, allSamplers);\r\n } else {\r\n attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions();\r\n effectCreationOption = ParticleSystem._GetEffectCreationOptions();\r\n }\r\n\r\n if (defines.indexOf(\" BILLBOARD\") === -1) {\r\n defines += \"\\n#define BILLBOARD\\n\";\r\n }\r\n\r\n if (particleSystem?.isAnimationSheetEnabled) {\r\n if (defines.indexOf(\" ANIMATESHEET\") === -1) {\r\n defines += \"\\n#define ANIMATESHEET\\n\";\r\n }\r\n }\r\n\r\n if (samplers.indexOf(\"diffuseSampler\") === -1) {\r\n samplers.push(\"diffuseSampler\");\r\n }\r\n\r\n return this.createEffect(\r\n {\r\n vertex: particleSystem?.vertexShaderName ?? \"particles\",\r\n fragmentElement: fragmentName,\r\n },\r\n attributesNamesOrOptions,\r\n effectCreationOption.concat(uniformsNames),\r\n allSamplers.concat(samplers),\r\n defines,\r\n fallbacks,\r\n onCompiled,\r\n onError\r\n );\r\n};\r\n\r\ndeclare module \"../Meshes/mesh\" {\r\n export interface Mesh {\r\n /**\r\n * Returns an array populated with IParticleSystem objects whose the mesh is the emitter\r\n * @returns an array of IParticleSystem\r\n */\r\n getEmittedParticleSystems(): IParticleSystem[];\r\n\r\n /**\r\n * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter\r\n * @returns an array of IParticleSystem\r\n */\r\n getHierarchyEmittedParticleSystems(): IParticleSystem[];\r\n }\r\n}\r\n\r\nMesh.prototype.getEmittedParticleSystems = function (): IParticleSystem[] {\r\n const results: IParticleSystem[] = [];\r\n for (let index = 0; index < this.getScene().particleSystems.length; index++) {\r\n const particleSystem = this.getScene().particleSystems[index];\r\n if (particleSystem.emitter === this) {\r\n results.push(particleSystem);\r\n }\r\n }\r\n return results;\r\n};\r\n\r\nMesh.prototype.getHierarchyEmittedParticleSystems = function (): IParticleSystem[] {\r\n const results: IParticleSystem[] = [];\r\n const descendants = this.getDescendants();\r\n descendants.push(this);\r\n\r\n for (let index = 0; index < this.getScene().particleSystems.length; index++) {\r\n const particleSystem = this.getScene().particleSystems[index];\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (emitter.position && descendants.indexOf(emitter) !== -1) {\r\n results.push(particleSystem);\r\n }\r\n }\r\n\r\n return results;\r\n};\r\n"]}
@@ -16,7 +16,7 @@ export class ParticleSystemSet {
16
16
  /**
17
17
  * Gets the particle system list
18
18
  */
19
- this.systems = new Array();
19
+ this.systems = [];
20
20
  }
21
21
  /**
22
22
  * Gets or sets the emitter node used with this set
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { ParticleSystem } from \"../Particles/particleSystem\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\n\r\n/** Internal class used to store shapes for emitters */\r\nclass ParticleSystemSetEmitterCreationOptions {\r\n public kind: string;\r\n public options: any;\r\n public renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * Represents a set of particle systems working together to create a specific effect\r\n */\r\nexport class ParticleSystemSet implements IDisposable {\r\n /**\r\n * Gets or sets base Assets URL\r\n */\r\n public static BaseAssetsUrl = \"https://assets.babylonjs.com/particles\";\r\n\r\n private _emitterCreationOptions: ParticleSystemSetEmitterCreationOptions;\r\n private _emitterNode: Nullable<AbstractMesh | Vector3>;\r\n private _emitterNodeIsOwned = true;\r\n\r\n /**\r\n * Gets the particle system list\r\n */\r\n public systems = new Array<IParticleSystem>();\r\n\r\n /**\r\n * Gets or sets the emitter node used with this set\r\n */\r\n public get emitterNode(): Nullable<AbstractMesh | Vector3> {\r\n return this._emitterNode;\r\n }\r\n\r\n public set emitterNode(value: Nullable<AbstractMesh | Vector3>) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNodeIsOwned = false;\r\n }\r\n\r\n for (const system of this.systems) {\r\n system.emitter = value;\r\n }\r\n\r\n this._emitterNode = value;\r\n }\r\n\r\n /**\r\n * Creates a new emitter mesh as a sphere\r\n * @param options defines the options used to create the sphere\r\n * @param options.diameter\r\n * @param options.segments\r\n * @param options.color\r\n * @param renderingGroupId defines the renderingGroupId to use for the sphere\r\n * @param scene defines the hosting scene\r\n */\r\n public setEmitterAsSphere(options: { diameter: number; segments: number; color: Color3 }, renderingGroupId: number, scene: Scene) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n }\r\n\r\n this._emitterNodeIsOwned = true;\r\n\r\n this._emitterCreationOptions = {\r\n kind: \"Sphere\",\r\n options: options,\r\n renderingGroupId: renderingGroupId,\r\n };\r\n\r\n const emitterMesh = CreateSphere(\"emitterSphere\", { diameter: options.diameter, segments: options.segments }, scene);\r\n emitterMesh.renderingGroupId = renderingGroupId;\r\n\r\n const material = new StandardMaterial(\"emitterSphereMaterial\", scene);\r\n material.emissiveColor = options.color;\r\n emitterMesh.material = material;\r\n\r\n for (const system of this.systems) {\r\n system.emitter = emitterMesh;\r\n }\r\n\r\n this._emitterNode = emitterMesh;\r\n }\r\n\r\n /**\r\n * Starts all particle systems of the set\r\n * @param emitter defines an optional mesh to use as emitter for the particle systems\r\n */\r\n public start(emitter?: AbstractMesh): void {\r\n for (const system of this.systems) {\r\n if (emitter) {\r\n system.emitter = emitter;\r\n }\r\n system.start();\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources\r\n */\r\n public dispose(): void {\r\n for (const system of this.systems) {\r\n system.dispose();\r\n }\r\n\r\n this.systems.length = 0;\r\n\r\n if (this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNode = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the set into a JSON compatible object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns a JSON compatible representation of the set\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const result: any = {};\r\n\r\n result.systems = [];\r\n for (const system of this.systems) {\r\n result.systems.push(system.serialize(serializeTexture));\r\n }\r\n\r\n if (this._emitterNode) {\r\n result.emitter = this._emitterCreationOptions;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Parse a new ParticleSystemSet from a serialized source\r\n * @param data defines a JSON compatible representation of the set\r\n * @param scene defines the hosting scene\r\n * @param gpu defines if we want GPU particles or CPU particles\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a new ParticleSystemSet\r\n */\r\n public static Parse(data: any, scene: Scene, gpu = false, capacity?: number): ParticleSystemSet {\r\n const result = new ParticleSystemSet();\r\n const rootUrl = this.BaseAssetsUrl + \"/textures/\";\r\n\r\n scene = scene || EngineStore.LastCreatedScene;\r\n\r\n for (const system of data.systems) {\r\n result.systems.push(gpu ? GPUParticleSystem.Parse(system, scene, rootUrl, true, capacity) : ParticleSystem.Parse(system, scene, rootUrl, true, capacity));\r\n }\r\n\r\n if (data.emitter) {\r\n const options = data.emitter.options;\r\n switch (data.emitter.kind) {\r\n case \"Sphere\":\r\n result.setEmitterAsSphere(\r\n {\r\n diameter: options.diameter,\r\n segments: options.segments,\r\n color: Color3.FromArray(options.color),\r\n },\r\n data.emitter.renderingGroupId,\r\n scene\r\n );\r\n break;\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport type { IParticleSystem } from \"./IParticleSystem\";\r\nimport { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { ParticleSystem } from \"../Particles/particleSystem\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\n\r\n/** Internal class used to store shapes for emitters */\r\nclass ParticleSystemSetEmitterCreationOptions {\r\n public kind: string;\r\n public options: any;\r\n public renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * Represents a set of particle systems working together to create a specific effect\r\n */\r\nexport class ParticleSystemSet implements IDisposable {\r\n /**\r\n * Gets or sets base Assets URL\r\n */\r\n public static BaseAssetsUrl = \"https://assets.babylonjs.com/particles\";\r\n\r\n private _emitterCreationOptions: ParticleSystemSetEmitterCreationOptions;\r\n private _emitterNode: Nullable<AbstractMesh | Vector3>;\r\n private _emitterNodeIsOwned = true;\r\n\r\n /**\r\n * Gets the particle system list\r\n */\r\n public systems: IParticleSystem[] = [];\r\n\r\n /**\r\n * Gets or sets the emitter node used with this set\r\n */\r\n public get emitterNode(): Nullable<AbstractMesh | Vector3> {\r\n return this._emitterNode;\r\n }\r\n\r\n public set emitterNode(value: Nullable<AbstractMesh | Vector3>) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNodeIsOwned = false;\r\n }\r\n\r\n for (const system of this.systems) {\r\n system.emitter = value;\r\n }\r\n\r\n this._emitterNode = value;\r\n }\r\n\r\n /**\r\n * Creates a new emitter mesh as a sphere\r\n * @param options defines the options used to create the sphere\r\n * @param options.diameter\r\n * @param options.segments\r\n * @param options.color\r\n * @param renderingGroupId defines the renderingGroupId to use for the sphere\r\n * @param scene defines the hosting scene\r\n */\r\n public setEmitterAsSphere(options: { diameter: number; segments: number; color: Color3 }, renderingGroupId: number, scene: Scene) {\r\n if (this._emitterNodeIsOwned && this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n }\r\n\r\n this._emitterNodeIsOwned = true;\r\n\r\n this._emitterCreationOptions = {\r\n kind: \"Sphere\",\r\n options: options,\r\n renderingGroupId: renderingGroupId,\r\n };\r\n\r\n const emitterMesh = CreateSphere(\"emitterSphere\", { diameter: options.diameter, segments: options.segments }, scene);\r\n emitterMesh.renderingGroupId = renderingGroupId;\r\n\r\n const material = new StandardMaterial(\"emitterSphereMaterial\", scene);\r\n material.emissiveColor = options.color;\r\n emitterMesh.material = material;\r\n\r\n for (const system of this.systems) {\r\n system.emitter = emitterMesh;\r\n }\r\n\r\n this._emitterNode = emitterMesh;\r\n }\r\n\r\n /**\r\n * Starts all particle systems of the set\r\n * @param emitter defines an optional mesh to use as emitter for the particle systems\r\n */\r\n public start(emitter?: AbstractMesh): void {\r\n for (const system of this.systems) {\r\n if (emitter) {\r\n system.emitter = emitter;\r\n }\r\n system.start();\r\n }\r\n }\r\n\r\n /**\r\n * Release all associated resources\r\n */\r\n public dispose(): void {\r\n for (const system of this.systems) {\r\n system.dispose();\r\n }\r\n\r\n this.systems.length = 0;\r\n\r\n if (this._emitterNode) {\r\n if ((this._emitterNode as AbstractMesh).dispose) {\r\n (this._emitterNode as AbstractMesh).dispose();\r\n }\r\n this._emitterNode = null;\r\n }\r\n }\r\n\r\n /**\r\n * Serialize the set into a JSON compatible object\r\n * @param serializeTexture defines if the texture must be serialized as well\r\n * @returns a JSON compatible representation of the set\r\n */\r\n public serialize(serializeTexture = false): any {\r\n const result: any = {};\r\n\r\n result.systems = [];\r\n for (const system of this.systems) {\r\n result.systems.push(system.serialize(serializeTexture));\r\n }\r\n\r\n if (this._emitterNode) {\r\n result.emitter = this._emitterCreationOptions;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Parse a new ParticleSystemSet from a serialized source\r\n * @param data defines a JSON compatible representation of the set\r\n * @param scene defines the hosting scene\r\n * @param gpu defines if we want GPU particles or CPU particles\r\n * @param capacity defines the system capacity (if null or undefined the sotred capacity will be used)\r\n * @returns a new ParticleSystemSet\r\n */\r\n public static Parse(data: any, scene: Scene, gpu = false, capacity?: number): ParticleSystemSet {\r\n const result = new ParticleSystemSet();\r\n const rootUrl = this.BaseAssetsUrl + \"/textures/\";\r\n\r\n scene = scene || EngineStore.LastCreatedScene;\r\n\r\n for (const system of data.systems) {\r\n result.systems.push(gpu ? GPUParticleSystem.Parse(system, scene, rootUrl, true, capacity) : ParticleSystem.Parse(system, scene, rootUrl, true, capacity));\r\n }\r\n\r\n if (data.emitter) {\r\n const options = data.emitter.options;\r\n switch (data.emitter.kind) {\r\n case \"Sphere\":\r\n result.setEmitterAsSphere(\r\n {\r\n diameter: options.diameter,\r\n segments: options.segments,\r\n color: Color3.FromArray(options.color),\r\n },\r\n data.emitter.renderingGroupId,\r\n scene\r\n );\r\n break;\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -338,7 +338,7 @@ export class CannonJSPlugin {
338
338
  object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
339
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  const transform = object.computeWorldMatrix(true);
340
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  // convert rawVerts to object space
341
- const transformedVertices = new Array();
341
+ const transformedVertices = [];
342
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  let index;
343
343
  for (index = 0; index < rawVerts.length; index += 3) {
344
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  Vector3.TransformCoordinates(Vector3.FromArray(rawVerts, index), transform).toArray(transformedVertices, index);
@@ -380,7 +380,7 @@ export class CannonJSPlugin {
380
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  let pos = object.getVerticesData(VertexBuffer.PositionKind);
381
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  const transform = object.computeWorldMatrix(true);
382
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  // convert rawVerts to object space
383
- const transformedVertices = new Array();
383
+ const transformedVertices = [];
384
384
  let index;
385
385
  for (index = 0; index < pos.length; index += 3) {
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  Vector3.TransformCoordinates(Vector3.FromArray(pos, index), transform).toArray(transformedVertices, index);
@@ -1 +1 @@
1
- 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type { Nullable, FloatArray } from \"../../../types\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { Vector3, Matrix, Quaternion } from \"../../../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../../../Buffers/buffer\";\r\nimport type { AbstractMesh } from \"../../../Meshes/abstractMesh\";\r\nimport type { IPhysicsEnginePlugin, PhysicsImpostorJoint } from \"../IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnabledObject } from \"../physicsImpostor\";\r\nimport { PhysicsImpostor } from \"../physicsImpostor\";\r\nimport type { IMotorEnabledJoint, DistanceJointData, SpringJointData } from \"../physicsJoint\";\r\nimport { PhysicsJoint } from \"../physicsJoint\";\r\nimport { PhysicsRaycastResult } from \"../../physicsRaycastResult\";\r\nimport type { TransformNode } from \"../../../Meshes/transformNode\";\r\nimport { PhysicsEngine } from \"../physicsEngine\";\r\nimport { Epsilon } from \"../../../Maths/math.constants\";\r\n\r\n//declare var require: any;\r\ndeclare let CANNON: any;\r\n\r\n/** @internal */\r\nexport class CannonJSPlugin implements IPhysicsEnginePlugin {\r\n public world: any;\r\n public name: string = \"CannonJSPlugin\";\r\n private _physicsMaterials = new Array();\r\n private _fixedTimeStep: number = 1 / 60;\r\n private _cannonRaycastResult: any;\r\n private _raycastResult: PhysicsRaycastResult;\r\n private _physicsBodiesToRemoveAfterStep = new Array<any>();\r\n private _firstFrame = true;\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public BJSCANNON: any;\r\n\r\n public constructor(\r\n private _useDeltaForWorldStep: boolean = true,\r\n iterations: number = 10,\r\n cannonInjection = CANNON\r\n ) {\r\n this.BJSCANNON = cannonInjection;\r\n if (!this.isSupported()) {\r\n Logger.Error(\"CannonJS is not available. Please make sure you included the js file.\");\r\n return;\r\n }\r\n\r\n this._extendNamespace();\r\n\r\n this.world = new this.BJSCANNON.World();\r\n this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();\r\n this.world.solver.iterations = iterations;\r\n this._cannonRaycastResult = new this.BJSCANNON.RaycastResult();\r\n this._raycastResult = new PhysicsRaycastResult();\r\n }\r\n\r\n /**\r\n *\r\n * @returns plugin version\r\n */\r\n public getPluginVersion(): number {\r\n return 1;\r\n }\r\n\r\n public setGravity(gravity: Vector3): void {\r\n const vec = gravity;\r\n this.world.gravity.set(vec.x, vec.y, vec.z);\r\n }\r\n\r\n public setTimeStep(timeStep: number) {\r\n this._fixedTimeStep = timeStep;\r\n }\r\n\r\n public getTimeStep(): number {\r\n return this._fixedTimeStep;\r\n }\r\n\r\n public executeStep(delta: number, impostors: Array<PhysicsImpostor>): void {\r\n // due to cannon's architecture, the first frame's before-step is skipped.\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n for (const impostor of impostors) {\r\n if (!(impostor.type == PhysicsImpostor.HeightmapImpostor || impostor.type === PhysicsImpostor.PlaneImpostor)) {\r\n impostor.beforeStep();\r\n }\r\n }\r\n }\r\n this.world.step(this._useDeltaForWorldStep ? delta : this._fixedTimeStep);\r\n this._removeMarkedPhysicsBodiesFromWorld();\r\n }\r\n\r\n private _removeMarkedPhysicsBodiesFromWorld(): void {\r\n if (this._physicsBodiesToRemoveAfterStep.length > 0) {\r\n this._physicsBodiesToRemoveAfterStep.forEach((physicsBody) => {\r\n if (typeof this.world.removeBody === \"function\") {\r\n this.world.removeBody(physicsBody);\r\n } else {\r\n this.world.remove(physicsBody);\r\n }\r\n });\r\n this._physicsBodiesToRemoveAfterStep.length = 0;\r\n }\r\n }\r\n\r\n public applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n const worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);\r\n const impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);\r\n\r\n impostor.physicsBody.applyImpulse(impulse, worldPoint);\r\n }\r\n\r\n public applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n const worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);\r\n const impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);\r\n\r\n impostor.physicsBody.applyForce(impulse, worldPoint);\r\n }\r\n\r\n public generatePhysicsBody(impostor: PhysicsImpostor) {\r\n // When calling forceUpdate generatePhysicsBody is called again, ensure that the updated body does not instantly collide with removed body\r\n this._removeMarkedPhysicsBodiesFromWorld();\r\n\r\n //parent-child relationship. Does this impostor have a parent impostor?\r\n if (impostor.parent) {\r\n if (impostor.physicsBody) {\r\n this.removePhysicsBody(impostor);\r\n //TODO is that needed?\r\n impostor.forceUpdate();\r\n }\r\n return;\r\n }\r\n\r\n //should a new body be created for this impostor?\r\n if (impostor.isBodyInitRequired()) {\r\n const shape = this._createShape(impostor);\r\n if (!shape) {\r\n Logger.Warn(\"It was not possible to create a physics body for this object.\");\r\n return;\r\n }\r\n\r\n //unregister events if body is being changed\r\n const oldBody = impostor.physicsBody;\r\n if (oldBody) {\r\n this.removePhysicsBody(impostor);\r\n }\r\n\r\n //create the body and material\r\n const material = this._addMaterial(\"mat-\" + impostor.uniqueId, impostor.getParam(\"friction\"), impostor.getParam(\"restitution\"));\r\n\r\n const bodyCreationObject = {\r\n mass: impostor.getParam(\"mass\"),\r\n material: material,\r\n };\r\n // A simple extend, in case native options were used.\r\n const nativeOptions = impostor.getParam(\"nativeOptions\");\r\n for (const key in nativeOptions) {\r\n if (Object.prototype.hasOwnProperty.call(nativeOptions, key)) {\r\n (<any>bodyCreationObject)[key] = nativeOptions[key];\r\n }\r\n }\r\n impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);\r\n impostor.physicsBody.addEventListener(\"collide\", impostor.onCollide);\r\n this.world.addEventListener(\"preStep\", impostor.beforeStep);\r\n this.world.addEventListener(\"postStep\", impostor.afterStep);\r\n impostor.physicsBody.addShape(shape);\r\n if (typeof this.world.addBody === \"function\") {\r\n this.world.addBody(impostor.physicsBody);\r\n } else {\r\n this.world.add(impostor.physicsBody);\r\n }\r\n\r\n //try to keep the body moving in the right direction by taking old properties.\r\n //Should be tested!\r\n if (oldBody) {\r\n [\"force\", \"torque\", \"velocity\", \"angularVelocity\"].forEach(function (param) {\r\n const vec = oldBody[param];\r\n impostor.physicsBody[param].set(vec.x, vec.y, vec.z);\r\n });\r\n }\r\n this._processChildMeshes(impostor);\r\n }\r\n\r\n //now update the body's transformation\r\n this._updatePhysicsBodyTransformation(impostor);\r\n }\r\n\r\n private _processChildMeshes(mainImpostor: PhysicsImpostor) {\r\n const meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];\r\n const mainRotation: Nullable<Quaternion> = mainImpostor.object.rotationQuaternion;\r\n if (mainRotation) {\r\n mainRotation.conjugateToRef(this._tmpQuaternion);\r\n } else {\r\n this._tmpQuaternion.set(0, 0, 0, 1);\r\n }\r\n\r\n if (meshChildren.length) {\r\n const processMesh = (mesh: AbstractMesh) => {\r\n if (!mesh.rotationQuaternion) {\r\n return;\r\n }\r\n\r\n const childImpostor = mesh.getPhysicsImpostor();\r\n if (childImpostor) {\r\n const parent = childImpostor.parent;\r\n if (parent !== mainImpostor && mesh.parent) {\r\n const pPosition = mesh.getAbsolutePosition().subtract((mesh.parent as TransformNode).getAbsolutePosition());\r\n const q = mesh.rotationQuaternion.multiply(this._tmpQuaternion);\r\n\r\n if (childImpostor.physicsBody) {\r\n this.removePhysicsBody(childImpostor);\r\n childImpostor.physicsBody = null;\r\n }\r\n childImpostor.parent = mainImpostor;\r\n childImpostor.resetUpdateFlags();\r\n mainImpostor.physicsBody.addShape(\r\n this._createShape(childImpostor),\r\n new this.BJSCANNON.Vec3(pPosition.x, pPosition.y, pPosition.z),\r\n new this.BJSCANNON.Quaternion(q.x, q.y, q.z, q.w)\r\n );\r\n //Add the mass of the children.\r\n mainImpostor.physicsBody.mass += childImpostor.getParam(\"mass\");\r\n }\r\n }\r\n mesh.getChildMeshes(true)\r\n .filter((m) => !!m.physicsImpostor)\r\n .forEach(processMesh);\r\n };\r\n meshChildren.filter((m) => !!m.physicsImpostor).forEach(processMesh);\r\n }\r\n }\r\n\r\n public removePhysicsBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.removeEventListener(\"collide\", impostor.onCollide);\r\n this.world.removeEventListener(\"preStep\", impostor.beforeStep);\r\n this.world.removeEventListener(\"postStep\", impostor.afterStep);\r\n\r\n // Only remove the physics body after the physics step to avoid disrupting cannon's internal state\r\n if (this._physicsBodiesToRemoveAfterStep.indexOf(impostor.physicsBody) === -1) {\r\n this._physicsBodiesToRemoveAfterStep.push(impostor.physicsBody);\r\n }\r\n }\r\n\r\n public generateJoint(impostorJoint: PhysicsImpostorJoint) {\r\n const mainBody = impostorJoint.mainImpostor.physicsBody;\r\n const connectedBody = impostorJoint.connectedImpostor.physicsBody;\r\n if (!mainBody || !connectedBody) {\r\n return;\r\n }\r\n let constraint: any;\r\n const jointData = impostorJoint.joint.jointData;\r\n //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html\r\n const constraintData = {\r\n pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().set(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z) : null,\r\n pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().set(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z) : null,\r\n axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().set(jointData.mainAxis.x, jointData.mainAxis.y, jointData.mainAxis.z) : null,\r\n axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().set(jointData.connectedAxis.x, jointData.connectedAxis.y, jointData.connectedAxis.z) : null,\r\n maxForce: jointData.nativeParams.maxForce,\r\n collideConnected: !!jointData.collision,\r\n };\r\n switch (impostorJoint.joint.type) {\r\n case PhysicsJoint.HingeJoint:\r\n case PhysicsJoint.Hinge2Joint:\r\n constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);\r\n break;\r\n case PhysicsJoint.DistanceJoint:\r\n constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, (<DistanceJointData>jointData).maxDistance || 2);\r\n break;\r\n case PhysicsJoint.SpringJoint: {\r\n const springData = <SpringJointData>jointData;\r\n constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {\r\n restLength: springData.length,\r\n stiffness: springData.stiffness,\r\n damping: springData.damping,\r\n localAnchorA: constraintData.pivotA,\r\n localAnchorB: constraintData.pivotB,\r\n });\r\n break;\r\n }\r\n case PhysicsJoint.LockJoint:\r\n constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);\r\n break;\r\n case PhysicsJoint.PointToPointJoint:\r\n case PhysicsJoint.BallAndSocketJoint:\r\n default:\r\n constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotB, constraintData.maxForce);\r\n break;\r\n }\r\n //set the collideConnected flag after the creation, since DistanceJoint ignores it.\r\n constraint.collideConnected = !!jointData.collision;\r\n impostorJoint.joint.physicsJoint = constraint;\r\n //don't add spring as constraint, as it is not one.\r\n if (impostorJoint.joint.type !== PhysicsJoint.SpringJoint) {\r\n this.world.addConstraint(constraint);\r\n } else {\r\n (<SpringJointData>impostorJoint.joint.jointData).forceApplicationCallback =\r\n (<SpringJointData>impostorJoint.joint.jointData).forceApplicationCallback ||\r\n function () {\r\n constraint.applyForce();\r\n };\r\n impostorJoint.mainImpostor.registerAfterPhysicsStep((<SpringJointData>impostorJoint.joint.jointData).forceApplicationCallback);\r\n }\r\n }\r\n\r\n public removeJoint(impostorJoint: PhysicsImpostorJoint) {\r\n if (impostorJoint.joint.type !== PhysicsJoint.SpringJoint) {\r\n this.world.removeConstraint(impostorJoint.joint.physicsJoint);\r\n } else {\r\n impostorJoint.mainImpostor.unregisterAfterPhysicsStep((<SpringJointData>impostorJoint.joint.jointData).forceApplicationCallback);\r\n }\r\n }\r\n\r\n private _addMaterial(name: string, friction: number, restitution: number) {\r\n let index;\r\n let mat;\r\n\r\n for (index = 0; index < this._physicsMaterials.length; index++) {\r\n mat = this._physicsMaterials[index];\r\n\r\n if (mat.friction === friction && mat.restitution === restitution) {\r\n return mat;\r\n }\r\n }\r\n\r\n const currentMat = new this.BJSCANNON.Material(name);\r\n currentMat.friction = friction;\r\n currentMat.restitution = restitution;\r\n\r\n this._physicsMaterials.push(currentMat);\r\n return currentMat;\r\n }\r\n\r\n private _checkWithEpsilon(value: number): number {\r\n return value < Epsilon ? Epsilon : value;\r\n }\r\n\r\n private _createShape(impostor: PhysicsImpostor) {\r\n const object = impostor.object;\r\n\r\n let returnValue;\r\n const impostorExtents = impostor.getObjectExtents();\r\n switch (impostor.type) {\r\n case PhysicsImpostor.SphereImpostor: {\r\n const radiusX = impostorExtents.x;\r\n const radiusY = impostorExtents.y;\r\n const radiusZ = impostorExtents.z;\r\n\r\n returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);\r\n\r\n break;\r\n }\r\n //TMP also for cylinder - TODO Cannon supports cylinder natively.\r\n case PhysicsImpostor.CylinderImpostor: {\r\n let nativeParams = impostor.getParam(\"nativeOptions\");\r\n if (!nativeParams) {\r\n nativeParams = {};\r\n }\r\n const radiusTop = nativeParams.radiusTop !== undefined ? nativeParams.radiusTop : this._checkWithEpsilon(impostorExtents.x) / 2;\r\n const radiusBottom = nativeParams.radiusBottom !== undefined ? nativeParams.radiusBottom : this._checkWithEpsilon(impostorExtents.x) / 2;\r\n const height = nativeParams.height !== undefined ? nativeParams.height : this._checkWithEpsilon(impostorExtents.y);\r\n const numSegments = nativeParams.numSegments !== undefined ? nativeParams.numSegments : 16;\r\n returnValue = new this.BJSCANNON.Cylinder(radiusTop, radiusBottom, height, numSegments);\r\n\r\n // Rotate 90 degrees as this shape is horizontal in cannon\r\n const quat = new this.BJSCANNON.Quaternion();\r\n quat.setFromAxisAngle(new this.BJSCANNON.Vec3(1, 0, 0), -Math.PI / 2);\r\n const translation = new this.BJSCANNON.Vec3(0, 0, 0);\r\n returnValue.transformAllPoints(translation, quat);\r\n break;\r\n }\r\n case PhysicsImpostor.BoxImpostor: {\r\n const box = impostorExtents.scale(0.5);\r\n returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));\r\n break;\r\n }\r\n case PhysicsImpostor.PlaneImpostor:\r\n Logger.Warn(\"Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead\");\r\n returnValue = new this.BJSCANNON.Plane();\r\n break;\r\n case PhysicsImpostor.MeshImpostor: {\r\n // should transform the vertex data to world coordinates!!\r\n const rawVerts = object.getVerticesData ? object.getVerticesData(VertexBuffer.PositionKind) : [];\r\n const rawFaces = object.getIndices ? object.getIndices() : [];\r\n if (!rawVerts) {\r\n Logger.Warn(\"Tried to create a MeshImpostor for an object without vertices. This will fail.\");\r\n return;\r\n }\r\n // get only scale! so the object could transform correctly.\r\n const oldPosition = object.position.clone();\r\n const oldRotation = object.rotation && object.rotation.clone();\r\n const oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();\r\n object.position.copyFromFloats(0, 0, 0);\r\n object.rotation && object.rotation.copyFromFloats(0, 0, 0);\r\n object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());\r\n\r\n object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();\r\n\r\n const transform = object.computeWorldMatrix(true);\r\n // convert rawVerts to object space\r\n const transformedVertices = new Array<number>();\r\n let index: number;\r\n for (index = 0; index < rawVerts.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(rawVerts, index), transform).toArray(transformedVertices, index);\r\n }\r\n\r\n Logger.Warn(\"MeshImpostor only collides against spheres.\");\r\n returnValue = new this.BJSCANNON.Trimesh(transformedVertices, <number[]>rawFaces);\r\n //now set back the transformation!\r\n object.position.copyFrom(oldPosition);\r\n oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);\r\n oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);\r\n break;\r\n }\r\n case PhysicsImpostor.HeightmapImpostor: {\r\n const oldPosition2 = object.position.clone();\r\n const oldRotation2 = object.rotation && object.rotation.clone();\r\n const oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();\r\n object.position.copyFromFloats(0, 0, 0);\r\n object.rotation && object.rotation.copyFromFloats(0, 0, 0);\r\n object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());\r\n object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();\r\n object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);\r\n\r\n returnValue = this._createHeightmap(object);\r\n object.position.copyFrom(oldPosition2);\r\n oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);\r\n oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);\r\n object.computeWorldMatrix(true);\r\n break;\r\n }\r\n case PhysicsImpostor.ParticleImpostor:\r\n returnValue = new this.BJSCANNON.Particle();\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(0, 0, 0));\r\n break;\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n private _createHeightmap(object: IPhysicsEnabledObject, pointDepth?: number) {\r\n let pos = <FloatArray>object.getVerticesData(VertexBuffer.PositionKind);\r\n const transform = object.computeWorldMatrix(true);\r\n // convert rawVerts to object space\r\n const transformedVertices = new Array<number>();\r\n let index: number;\r\n for (index = 0; index < pos.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(pos, index), transform).toArray(transformedVertices, index);\r\n }\r\n pos = transformedVertices;\r\n const matrix = new Array<Array<any>>();\r\n\r\n //For now pointDepth will not be used and will be automatically calculated.\r\n //Future reference - try and find the best place to add a reference to the pointDepth variable.\r\n const arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);\r\n const boundingInfo = object.getBoundingInfo();\r\n const dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);\r\n const minY = boundingInfo.boundingBox.extendSizeWorld.z;\r\n\r\n const elementSize = (dim * 2) / arraySize;\r\n\r\n for (let i = 0; i < pos.length; i = i + 3) {\r\n const x = Math.round(pos[i + 0] / elementSize + arraySize / 2);\r\n const z = Math.round((pos[i + 1] / elementSize - arraySize / 2) * -1);\r\n const y = -pos[i + 2] + minY;\r\n if (!matrix[x]) {\r\n matrix[x] = [];\r\n }\r\n if (!matrix[x][z]) {\r\n matrix[x][z] = y;\r\n }\r\n matrix[x][z] = Math.max(y, matrix[x][z]);\r\n }\r\n\r\n for (let x = 0; x <= arraySize; ++x) {\r\n if (!matrix[x]) {\r\n let loc = 1;\r\n while (!matrix[(x + loc) % arraySize]) {\r\n loc++;\r\n }\r\n matrix[x] = matrix[(x + loc) % arraySize].slice();\r\n //console.log(\"missing x\", x);\r\n }\r\n for (let z = 0; z <= arraySize; ++z) {\r\n if (!matrix[x][z]) {\r\n let loc = 1;\r\n let newValue;\r\n while (newValue === undefined) {\r\n newValue = matrix[x][(z + loc++) % arraySize];\r\n }\r\n matrix[x][z] = newValue;\r\n }\r\n }\r\n }\r\n\r\n const shape = new this.BJSCANNON.Heightfield(matrix, {\r\n elementSize: elementSize,\r\n });\r\n\r\n //For future reference, needed for body transformation\r\n shape.minY = minY;\r\n\r\n return shape;\r\n }\r\n\r\n private _minus90X = new Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);\r\n private _plus90X = new Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);\r\n private _tmpPosition: Vector3 = Vector3.Zero();\r\n private _tmpDeltaPosition: Vector3 = Vector3.Zero();\r\n private _tmpUnityRotation: Quaternion = new Quaternion();\r\n\r\n private _updatePhysicsBodyTransformation(impostor: PhysicsImpostor) {\r\n const object = impostor.object;\r\n //make sure it is updated...\r\n object.computeWorldMatrix && object.computeWorldMatrix(true);\r\n if (!object.getBoundingInfo()) {\r\n return;\r\n }\r\n const center = impostor.getObjectCenter();\r\n //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)\r\n // The delta between the mesh position and the mesh bounding box center\r\n this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));\r\n this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);\r\n this._tmpPosition.copyFrom(center);\r\n let quaternion = object.rotationQuaternion;\r\n\r\n if (!quaternion) {\r\n return;\r\n }\r\n\r\n //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.\r\n //ideally these would be rotated at time of creation like cylinder but they dont extend ConvexPolyhedron\r\n if (impostor.type === PhysicsImpostor.PlaneImpostor || impostor.type === PhysicsImpostor.HeightmapImpostor) {\r\n //-90 DEG in X, precalculated\r\n quaternion = quaternion.multiply(this._minus90X);\r\n //Invert! (Precalculated, 90 deg in X)\r\n //No need to clone. this will never change.\r\n impostor.setDeltaRotation(this._plus90X);\r\n }\r\n\r\n //If it is a heightfield, if should be centered.\r\n if (impostor.type === PhysicsImpostor.HeightmapImpostor) {\r\n const mesh = <AbstractMesh>(<any>object);\r\n let boundingInfo = mesh.getBoundingInfo();\r\n //calculate the correct body position:\r\n const rotationQuaternion = mesh.rotationQuaternion;\r\n mesh.rotationQuaternion = this._tmpUnityRotation;\r\n mesh.computeWorldMatrix(true);\r\n\r\n //get original center with no rotation\r\n const c = center.clone();\r\n\r\n let oldPivot = mesh.getPivotMatrix();\r\n if (oldPivot) {\r\n // create a copy the pivot Matrix as it is modified in place\r\n oldPivot = oldPivot.clone();\r\n } else {\r\n oldPivot = Matrix.Identity();\r\n }\r\n\r\n //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)\r\n const p = Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);\r\n mesh.setPreTransformMatrix(p);\r\n mesh.computeWorldMatrix(true);\r\n // force bounding box recomputation\r\n boundingInfo = mesh.getBoundingInfo();\r\n\r\n //calculate the translation\r\n const translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();\r\n\r\n this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);\r\n //add it inverted to the delta\r\n this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));\r\n this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;\r\n //rotation is back\r\n mesh.rotationQuaternion = rotationQuaternion;\r\n\r\n mesh.setPreTransformMatrix(oldPivot);\r\n mesh.computeWorldMatrix(true);\r\n } else if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n this._tmpDeltaPosition.copyFromFloats(0, 0, 0);\r\n }\r\n\r\n impostor.setDeltaPosition(this._tmpDeltaPosition);\r\n //Now update the impostor object\r\n impostor.physicsBody.position.set(this._tmpPosition.x, this._tmpPosition.y, this._tmpPosition.z);\r\n impostor.physicsBody.quaternion.set(quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n public setTransformationFromPhysicsBody(impostor: PhysicsImpostor) {\r\n impostor.object.position.set(impostor.physicsBody.position.x, impostor.physicsBody.position.y, impostor.physicsBody.position.z);\r\n if (impostor.object.rotationQuaternion) {\r\n const q = impostor.physicsBody.quaternion;\r\n impostor.object.rotationQuaternion.set(q.x, q.y, q.z, q.w);\r\n }\r\n }\r\n\r\n public setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion) {\r\n impostor.physicsBody.position.set(newPosition.x, newPosition.y, newPosition.z);\r\n impostor.physicsBody.quaternion.set(newRotation.x, newRotation.y, newRotation.z, newRotation.w);\r\n }\r\n\r\n public isSupported(): boolean {\r\n return this.BJSCANNON !== undefined;\r\n }\r\n\r\n public setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.velocity.set(velocity.x, velocity.y, velocity.z);\r\n }\r\n\r\n public setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.angularVelocity.set(velocity.x, velocity.y, velocity.z);\r\n }\r\n\r\n public getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3> {\r\n const v = impostor.physicsBody.velocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n public getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3> {\r\n const v = impostor.physicsBody.angularVelocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n\r\n public setBodyMass(impostor: PhysicsImpostor, mass: number) {\r\n impostor.physicsBody.mass = mass;\r\n impostor.physicsBody.updateMassProperties();\r\n }\r\n\r\n public getBodyMass(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.mass;\r\n }\r\n\r\n public getBodyFriction(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.material.friction;\r\n }\r\n\r\n public setBodyFriction(impostor: PhysicsImpostor, friction: number) {\r\n impostor.physicsBody.material.friction = friction;\r\n }\r\n\r\n public getBodyRestitution(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.material.restitution;\r\n }\r\n\r\n public setBodyRestitution(impostor: PhysicsImpostor, restitution: number) {\r\n impostor.physicsBody.material.restitution = restitution;\r\n }\r\n\r\n public sleepBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.sleep();\r\n }\r\n\r\n public wakeUpBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.wakeUp();\r\n }\r\n\r\n public updateDistanceJoint(joint: PhysicsJoint, maxDistance: number) {\r\n joint.physicsJoint.distance = maxDistance;\r\n }\r\n\r\n public setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number) {\r\n if (!motorIndex) {\r\n joint.physicsJoint.enableMotor();\r\n joint.physicsJoint.setMotorSpeed(speed);\r\n if (maxForce) {\r\n this.setLimit(joint, maxForce);\r\n }\r\n }\r\n }\r\n\r\n public setLimit(joint: IMotorEnabledJoint, minForce: number, maxForce?: number) {\r\n joint.physicsJoint.motorEquation.maxForce = maxForce;\r\n joint.physicsJoint.motorEquation.minForce = minForce === void 0 ? -minForce : minForce;\r\n }\r\n\r\n public syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor) {\r\n const body = impostor.physicsBody;\r\n\r\n mesh.position.x = body.position.x;\r\n mesh.position.y = body.position.y;\r\n mesh.position.z = body.position.z;\r\n\r\n if (mesh.rotationQuaternion) {\r\n mesh.rotationQuaternion.x = body.quaternion.x;\r\n mesh.rotationQuaternion.y = body.quaternion.y;\r\n mesh.rotationQuaternion.z = body.quaternion.z;\r\n mesh.rotationQuaternion.w = body.quaternion.w;\r\n }\r\n }\r\n\r\n public getRadius(impostor: PhysicsImpostor): number {\r\n const shape = impostor.physicsBody.shapes[0];\r\n return shape.boundingSphereRadius;\r\n }\r\n\r\n public getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void {\r\n const shape = impostor.physicsBody.shapes[0];\r\n result.x = shape.halfExtents.x * 2;\r\n result.y = shape.halfExtents.y * 2;\r\n result.z = shape.halfExtents.z * 2;\r\n }\r\n\r\n public dispose() {}\r\n\r\n private _extendNamespace() {\r\n //this will force cannon to execute at least one step when using interpolation\r\n const step_tmp1 = new this.BJSCANNON.Vec3();\r\n const engine = this.BJSCANNON;\r\n this.BJSCANNON.World.prototype.step = function (dt: number, timeSinceLastCalled: number, maxSubSteps: number) {\r\n maxSubSteps = maxSubSteps || 10;\r\n timeSinceLastCalled = timeSinceLastCalled || 0;\r\n if (timeSinceLastCalled === 0) {\r\n this.internalStep(dt);\r\n this.time += dt;\r\n } else {\r\n let internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);\r\n internalSteps = Math.min(internalSteps, maxSubSteps) || 1;\r\n const t0 = performance.now();\r\n for (let i = 0; i !== internalSteps; i++) {\r\n this.internalStep(dt);\r\n if (performance.now() - t0 > dt * 1000) {\r\n break;\r\n }\r\n }\r\n this.time += timeSinceLastCalled;\r\n const h = this.time % dt;\r\n const h_div_dt = h / dt;\r\n const interpvelo = step_tmp1;\r\n const bodies = this.bodies;\r\n for (let j = 0; j !== bodies.length; j++) {\r\n const b = bodies[j];\r\n if (b.type !== engine.Body.STATIC && b.sleepState !== engine.Body.SLEEPING) {\r\n b.position.vsub(b.previousPosition, interpvelo);\r\n interpvelo.scale(h_div_dt, interpvelo);\r\n b.position.vadd(interpvelo, b.interpolatedPosition);\r\n } else {\r\n b.interpolatedPosition.set(b.position.x, b.position.y, b.position.z);\r\n b.interpolatedQuaternion.set(b.quaternion.x, b.quaternion.y, b.quaternion.z, b.quaternion.w);\r\n }\r\n }\r\n }\r\n };\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n this._raycastResult.reset(from, to);\r\n this.raycastToRef(from, to, this._raycastResult);\r\n return this._raycastResult;\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @param result resulting PhysicsRaycastResult\r\n */\r\n public raycastToRef(from: Vector3, to: Vector3, result: PhysicsRaycastResult): void {\r\n this._cannonRaycastResult.reset();\r\n this.world.raycastClosest(from, to, {}, this._cannonRaycastResult);\r\n\r\n result.reset(from, to);\r\n if (this._cannonRaycastResult.hasHit) {\r\n // TODO: do we also want to get the body it hit?\r\n result.setHitData(\r\n {\r\n x: this._cannonRaycastResult.hitNormalWorld.x,\r\n y: this._cannonRaycastResult.hitNormalWorld.y,\r\n z: this._cannonRaycastResult.hitNormalWorld.z,\r\n },\r\n {\r\n x: this._cannonRaycastResult.hitPointWorld.x,\r\n y: this._cannonRaycastResult.hitPointWorld.y,\r\n z: this._cannonRaycastResult.hitPointWorld.z,\r\n }\r\n );\r\n result.setHitDistance(this._cannonRaycastResult.distance);\r\n }\r\n }\r\n}\r\n\r\nPhysicsEngine.DefaultPluginFactory = () => {\r\n return new CannonJSPlugin();\r\n};\r\n"]}
1
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type { Nullable, FloatArray } from \"../../../types\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { Vector3, Matrix, Quaternion } from \"../../../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../../../Buffers/buffer\";\r\nimport type { AbstractMesh } from \"../../../Meshes/abstractMesh\";\r\nimport type { IPhysicsEnginePlugin, PhysicsImpostorJoint } from \"../IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnabledObject } from \"../physicsImpostor\";\r\nimport { PhysicsImpostor } from \"../physicsImpostor\";\r\nimport type { IMotorEnabledJoint, DistanceJointData, SpringJointData } from \"../physicsJoint\";\r\nimport { PhysicsJoint } from \"../physicsJoint\";\r\nimport { PhysicsRaycastResult } from \"../../physicsRaycastResult\";\r\nimport type { TransformNode } from \"../../../Meshes/transformNode\";\r\nimport { PhysicsEngine } from \"../physicsEngine\";\r\nimport { Epsilon } from \"../../../Maths/math.constants\";\r\n\r\n//declare var require: any;\r\ndeclare let CANNON: any;\r\n\r\n/** @internal */\r\nexport class CannonJSPlugin implements IPhysicsEnginePlugin {\r\n public world: any;\r\n public name: string = \"CannonJSPlugin\";\r\n private _physicsMaterials = new Array();\r\n private _fixedTimeStep: number = 1 / 60;\r\n private _cannonRaycastResult: any;\r\n private _raycastResult: PhysicsRaycastResult;\r\n private _physicsBodiesToRemoveAfterStep = new Array<any>();\r\n private _firstFrame = true;\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public BJSCANNON: any;\r\n\r\n public constructor(\r\n private _useDeltaForWorldStep: boolean = true,\r\n iterations: number = 10,\r\n cannonInjection = CANNON\r\n ) {\r\n this.BJSCANNON = cannonInjection;\r\n if (!this.isSupported()) {\r\n Logger.Error(\"CannonJS is not available. Please make sure you included the js file.\");\r\n return;\r\n }\r\n\r\n this._extendNamespace();\r\n\r\n this.world = new this.BJSCANNON.World();\r\n this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();\r\n this.world.solver.iterations = iterations;\r\n this._cannonRaycastResult = new this.BJSCANNON.RaycastResult();\r\n this._raycastResult = new PhysicsRaycastResult();\r\n }\r\n\r\n /**\r\n *\r\n * @returns plugin version\r\n */\r\n public getPluginVersion(): number {\r\n return 1;\r\n }\r\n\r\n public setGravity(gravity: Vector3): void {\r\n const vec = gravity;\r\n this.world.gravity.set(vec.x, vec.y, vec.z);\r\n }\r\n\r\n public setTimeStep(timeStep: number) {\r\n this._fixedTimeStep = timeStep;\r\n }\r\n\r\n public getTimeStep(): number {\r\n return this._fixedTimeStep;\r\n }\r\n\r\n public executeStep(delta: number, impostors: Array<PhysicsImpostor>): void {\r\n // due to cannon's architecture, the first frame's before-step is skipped.\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n for (const impostor of impostors) {\r\n if (!(impostor.type == PhysicsImpostor.HeightmapImpostor || impostor.type === PhysicsImpostor.PlaneImpostor)) {\r\n impostor.beforeStep();\r\n }\r\n }\r\n }\r\n this.world.step(this._useDeltaForWorldStep ? delta : this._fixedTimeStep);\r\n this._removeMarkedPhysicsBodiesFromWorld();\r\n }\r\n\r\n private _removeMarkedPhysicsBodiesFromWorld(): void {\r\n if (this._physicsBodiesToRemoveAfterStep.length > 0) {\r\n this._physicsBodiesToRemoveAfterStep.forEach((physicsBody) => {\r\n if (typeof this.world.removeBody === \"function\") {\r\n this.world.removeBody(physicsBody);\r\n } else {\r\n this.world.remove(physicsBody);\r\n }\r\n });\r\n this._physicsBodiesToRemoveAfterStep.length = 0;\r\n }\r\n }\r\n\r\n public applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n const worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);\r\n const impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);\r\n\r\n impostor.physicsBody.applyImpulse(impulse, worldPoint);\r\n }\r\n\r\n public applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3) {\r\n const worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);\r\n const impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);\r\n\r\n impostor.physicsBody.applyForce(impulse, worldPoint);\r\n }\r\n\r\n public generatePhysicsBody(impostor: PhysicsImpostor) {\r\n // When calling forceUpdate generatePhysicsBody is called again, ensure that the updated body does not instantly collide with removed body\r\n this._removeMarkedPhysicsBodiesFromWorld();\r\n\r\n //parent-child relationship. Does this impostor have a parent impostor?\r\n if (impostor.parent) {\r\n if (impostor.physicsBody) {\r\n this.removePhysicsBody(impostor);\r\n //TODO is that needed?\r\n impostor.forceUpdate();\r\n }\r\n return;\r\n }\r\n\r\n //should a new body be created for this impostor?\r\n if (impostor.isBodyInitRequired()) {\r\n const shape = this._createShape(impostor);\r\n if (!shape) {\r\n Logger.Warn(\"It was not possible to create a physics body for this object.\");\r\n return;\r\n }\r\n\r\n //unregister events if body is being changed\r\n const oldBody = impostor.physicsBody;\r\n if (oldBody) {\r\n this.removePhysicsBody(impostor);\r\n }\r\n\r\n //create the body and material\r\n const material = this._addMaterial(\"mat-\" + impostor.uniqueId, impostor.getParam(\"friction\"), impostor.getParam(\"restitution\"));\r\n\r\n const bodyCreationObject = {\r\n mass: impostor.getParam(\"mass\"),\r\n material: material,\r\n };\r\n // A simple extend, in case native options were used.\r\n const nativeOptions = impostor.getParam(\"nativeOptions\");\r\n for (const key in nativeOptions) {\r\n if (Object.prototype.hasOwnProperty.call(nativeOptions, key)) {\r\n (<any>bodyCreationObject)[key] = nativeOptions[key];\r\n }\r\n }\r\n impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);\r\n impostor.physicsBody.addEventListener(\"collide\", impostor.onCollide);\r\n this.world.addEventListener(\"preStep\", impostor.beforeStep);\r\n this.world.addEventListener(\"postStep\", impostor.afterStep);\r\n impostor.physicsBody.addShape(shape);\r\n if (typeof this.world.addBody === \"function\") {\r\n this.world.addBody(impostor.physicsBody);\r\n } else {\r\n this.world.add(impostor.physicsBody);\r\n }\r\n\r\n //try to keep the body moving in the right direction by taking old properties.\r\n //Should be tested!\r\n if (oldBody) {\r\n [\"force\", \"torque\", \"velocity\", \"angularVelocity\"].forEach(function (param) {\r\n const vec = oldBody[param];\r\n impostor.physicsBody[param].set(vec.x, vec.y, vec.z);\r\n });\r\n }\r\n this._processChildMeshes(impostor);\r\n }\r\n\r\n //now update the body's transformation\r\n this._updatePhysicsBodyTransformation(impostor);\r\n }\r\n\r\n private _processChildMeshes(mainImpostor: PhysicsImpostor) {\r\n const meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];\r\n const mainRotation: Nullable<Quaternion> = mainImpostor.object.rotationQuaternion;\r\n if (mainRotation) {\r\n mainRotation.conjugateToRef(this._tmpQuaternion);\r\n } else {\r\n this._tmpQuaternion.set(0, 0, 0, 1);\r\n }\r\n\r\n if (meshChildren.length) {\r\n const processMesh = (mesh: AbstractMesh) => {\r\n if (!mesh.rotationQuaternion) {\r\n return;\r\n }\r\n\r\n const childImpostor = mesh.getPhysicsImpostor();\r\n if (childImpostor) {\r\n const parent = childImpostor.parent;\r\n if (parent !== mainImpostor && mesh.parent) {\r\n const pPosition = mesh.getAbsolutePosition().subtract((mesh.parent as TransformNode).getAbsolutePosition());\r\n const q = mesh.rotationQuaternion.multiply(this._tmpQuaternion);\r\n\r\n if (childImpostor.physicsBody) {\r\n this.removePhysicsBody(childImpostor);\r\n childImpostor.physicsBody = null;\r\n }\r\n childImpostor.parent = mainImpostor;\r\n childImpostor.resetUpdateFlags();\r\n mainImpostor.physicsBody.addShape(\r\n this._createShape(childImpostor),\r\n new this.BJSCANNON.Vec3(pPosition.x, pPosition.y, pPosition.z),\r\n new this.BJSCANNON.Quaternion(q.x, q.y, q.z, q.w)\r\n );\r\n //Add the mass of the children.\r\n mainImpostor.physicsBody.mass += childImpostor.getParam(\"mass\");\r\n }\r\n }\r\n mesh.getChildMeshes(true)\r\n .filter((m) => !!m.physicsImpostor)\r\n .forEach(processMesh);\r\n };\r\n meshChildren.filter((m) => !!m.physicsImpostor).forEach(processMesh);\r\n }\r\n }\r\n\r\n public removePhysicsBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.removeEventListener(\"collide\", impostor.onCollide);\r\n this.world.removeEventListener(\"preStep\", impostor.beforeStep);\r\n this.world.removeEventListener(\"postStep\", impostor.afterStep);\r\n\r\n // Only remove the physics body after the physics step to avoid disrupting cannon's internal state\r\n if (this._physicsBodiesToRemoveAfterStep.indexOf(impostor.physicsBody) === -1) {\r\n this._physicsBodiesToRemoveAfterStep.push(impostor.physicsBody);\r\n }\r\n }\r\n\r\n public generateJoint(impostorJoint: PhysicsImpostorJoint) {\r\n const mainBody = impostorJoint.mainImpostor.physicsBody;\r\n const connectedBody = impostorJoint.connectedImpostor.physicsBody;\r\n if (!mainBody || !connectedBody) {\r\n return;\r\n }\r\n let constraint: any;\r\n const jointData = impostorJoint.joint.jointData;\r\n //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html\r\n const constraintData = {\r\n pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().set(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z) : null,\r\n pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().set(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z) : null,\r\n axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().set(jointData.mainAxis.x, jointData.mainAxis.y, jointData.mainAxis.z) : null,\r\n axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().set(jointData.connectedAxis.x, jointData.connectedAxis.y, jointData.connectedAxis.z) : null,\r\n maxForce: jointData.nativeParams.maxForce,\r\n collideConnected: !!jointData.collision,\r\n };\r\n switch (impostorJoint.joint.type) {\r\n case PhysicsJoint.HingeJoint:\r\n case PhysicsJoint.Hinge2Joint:\r\n constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);\r\n break;\r\n case PhysicsJoint.DistanceJoint:\r\n constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, (<DistanceJointData>jointData).maxDistance || 2);\r\n break;\r\n case PhysicsJoint.SpringJoint: {\r\n const springData = <SpringJointData>jointData;\r\n constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {\r\n restLength: springData.length,\r\n stiffness: springData.stiffness,\r\n damping: springData.damping,\r\n localAnchorA: constraintData.pivotA,\r\n localAnchorB: constraintData.pivotB,\r\n });\r\n break;\r\n }\r\n case PhysicsJoint.LockJoint:\r\n constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);\r\n break;\r\n case PhysicsJoint.PointToPointJoint:\r\n case PhysicsJoint.BallAndSocketJoint:\r\n default:\r\n constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotB, constraintData.maxForce);\r\n break;\r\n }\r\n //set the collideConnected flag after the creation, since DistanceJoint ignores it.\r\n constraint.collideConnected = !!jointData.collision;\r\n impostorJoint.joint.physicsJoint = constraint;\r\n //don't add spring as constraint, as it is not one.\r\n if (impostorJoint.joint.type !== PhysicsJoint.SpringJoint) {\r\n this.world.addConstraint(constraint);\r\n } else {\r\n (<SpringJointData>impostorJoint.joint.jointData).forceApplicationCallback =\r\n (<SpringJointData>impostorJoint.joint.jointData).forceApplicationCallback ||\r\n function () {\r\n constraint.applyForce();\r\n };\r\n impostorJoint.mainImpostor.registerAfterPhysicsStep((<SpringJointData>impostorJoint.joint.jointData).forceApplicationCallback);\r\n }\r\n }\r\n\r\n public removeJoint(impostorJoint: PhysicsImpostorJoint) {\r\n if (impostorJoint.joint.type !== PhysicsJoint.SpringJoint) {\r\n this.world.removeConstraint(impostorJoint.joint.physicsJoint);\r\n } else {\r\n impostorJoint.mainImpostor.unregisterAfterPhysicsStep((<SpringJointData>impostorJoint.joint.jointData).forceApplicationCallback);\r\n }\r\n }\r\n\r\n private _addMaterial(name: string, friction: number, restitution: number) {\r\n let index;\r\n let mat;\r\n\r\n for (index = 0; index < this._physicsMaterials.length; index++) {\r\n mat = this._physicsMaterials[index];\r\n\r\n if (mat.friction === friction && mat.restitution === restitution) {\r\n return mat;\r\n }\r\n }\r\n\r\n const currentMat = new this.BJSCANNON.Material(name);\r\n currentMat.friction = friction;\r\n currentMat.restitution = restitution;\r\n\r\n this._physicsMaterials.push(currentMat);\r\n return currentMat;\r\n }\r\n\r\n private _checkWithEpsilon(value: number): number {\r\n return value < Epsilon ? Epsilon : value;\r\n }\r\n\r\n private _createShape(impostor: PhysicsImpostor) {\r\n const object = impostor.object;\r\n\r\n let returnValue;\r\n const impostorExtents = impostor.getObjectExtents();\r\n switch (impostor.type) {\r\n case PhysicsImpostor.SphereImpostor: {\r\n const radiusX = impostorExtents.x;\r\n const radiusY = impostorExtents.y;\r\n const radiusZ = impostorExtents.z;\r\n\r\n returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);\r\n\r\n break;\r\n }\r\n //TMP also for cylinder - TODO Cannon supports cylinder natively.\r\n case PhysicsImpostor.CylinderImpostor: {\r\n let nativeParams = impostor.getParam(\"nativeOptions\");\r\n if (!nativeParams) {\r\n nativeParams = {};\r\n }\r\n const radiusTop = nativeParams.radiusTop !== undefined ? nativeParams.radiusTop : this._checkWithEpsilon(impostorExtents.x) / 2;\r\n const radiusBottom = nativeParams.radiusBottom !== undefined ? nativeParams.radiusBottom : this._checkWithEpsilon(impostorExtents.x) / 2;\r\n const height = nativeParams.height !== undefined ? nativeParams.height : this._checkWithEpsilon(impostorExtents.y);\r\n const numSegments = nativeParams.numSegments !== undefined ? nativeParams.numSegments : 16;\r\n returnValue = new this.BJSCANNON.Cylinder(radiusTop, radiusBottom, height, numSegments);\r\n\r\n // Rotate 90 degrees as this shape is horizontal in cannon\r\n const quat = new this.BJSCANNON.Quaternion();\r\n quat.setFromAxisAngle(new this.BJSCANNON.Vec3(1, 0, 0), -Math.PI / 2);\r\n const translation = new this.BJSCANNON.Vec3(0, 0, 0);\r\n returnValue.transformAllPoints(translation, quat);\r\n break;\r\n }\r\n case PhysicsImpostor.BoxImpostor: {\r\n const box = impostorExtents.scale(0.5);\r\n returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));\r\n break;\r\n }\r\n case PhysicsImpostor.PlaneImpostor:\r\n Logger.Warn(\"Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead\");\r\n returnValue = new this.BJSCANNON.Plane();\r\n break;\r\n case PhysicsImpostor.MeshImpostor: {\r\n // should transform the vertex data to world coordinates!!\r\n const rawVerts = object.getVerticesData ? object.getVerticesData(VertexBuffer.PositionKind) : [];\r\n const rawFaces = object.getIndices ? object.getIndices() : [];\r\n if (!rawVerts) {\r\n Logger.Warn(\"Tried to create a MeshImpostor for an object without vertices. This will fail.\");\r\n return;\r\n }\r\n // get only scale! so the object could transform correctly.\r\n const oldPosition = object.position.clone();\r\n const oldRotation = object.rotation && object.rotation.clone();\r\n const oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();\r\n object.position.copyFromFloats(0, 0, 0);\r\n object.rotation && object.rotation.copyFromFloats(0, 0, 0);\r\n object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());\r\n\r\n object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();\r\n\r\n const transform = object.computeWorldMatrix(true);\r\n // convert rawVerts to object space\r\n const transformedVertices: number[] = [];\r\n let index: number;\r\n for (index = 0; index < rawVerts.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(rawVerts, index), transform).toArray(transformedVertices, index);\r\n }\r\n\r\n Logger.Warn(\"MeshImpostor only collides against spheres.\");\r\n returnValue = new this.BJSCANNON.Trimesh(transformedVertices, <number[]>rawFaces);\r\n //now set back the transformation!\r\n object.position.copyFrom(oldPosition);\r\n oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);\r\n oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);\r\n break;\r\n }\r\n case PhysicsImpostor.HeightmapImpostor: {\r\n const oldPosition2 = object.position.clone();\r\n const oldRotation2 = object.rotation && object.rotation.clone();\r\n const oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();\r\n object.position.copyFromFloats(0, 0, 0);\r\n object.rotation && object.rotation.copyFromFloats(0, 0, 0);\r\n object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());\r\n object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();\r\n object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);\r\n\r\n returnValue = this._createHeightmap(object);\r\n object.position.copyFrom(oldPosition2);\r\n oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);\r\n oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);\r\n object.computeWorldMatrix(true);\r\n break;\r\n }\r\n case PhysicsImpostor.ParticleImpostor:\r\n returnValue = new this.BJSCANNON.Particle();\r\n break;\r\n case PhysicsImpostor.NoImpostor:\r\n returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(0, 0, 0));\r\n break;\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n private _createHeightmap(object: IPhysicsEnabledObject, pointDepth?: number) {\r\n let pos = <FloatArray>object.getVerticesData(VertexBuffer.PositionKind);\r\n const transform = object.computeWorldMatrix(true);\r\n // convert rawVerts to object space\r\n const transformedVertices: number[] = [];\r\n let index: number;\r\n for (index = 0; index < pos.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(pos, index), transform).toArray(transformedVertices, index);\r\n }\r\n pos = transformedVertices;\r\n const matrix = new Array<Array<any>>();\r\n\r\n //For now pointDepth will not be used and will be automatically calculated.\r\n //Future reference - try and find the best place to add a reference to the pointDepth variable.\r\n const arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);\r\n const boundingInfo = object.getBoundingInfo();\r\n const dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);\r\n const minY = boundingInfo.boundingBox.extendSizeWorld.z;\r\n\r\n const elementSize = (dim * 2) / arraySize;\r\n\r\n for (let i = 0; i < pos.length; i = i + 3) {\r\n const x = Math.round(pos[i + 0] / elementSize + arraySize / 2);\r\n const z = Math.round((pos[i + 1] / elementSize - arraySize / 2) * -1);\r\n const y = -pos[i + 2] + minY;\r\n if (!matrix[x]) {\r\n matrix[x] = [];\r\n }\r\n if (!matrix[x][z]) {\r\n matrix[x][z] = y;\r\n }\r\n matrix[x][z] = Math.max(y, matrix[x][z]);\r\n }\r\n\r\n for (let x = 0; x <= arraySize; ++x) {\r\n if (!matrix[x]) {\r\n let loc = 1;\r\n while (!matrix[(x + loc) % arraySize]) {\r\n loc++;\r\n }\r\n matrix[x] = matrix[(x + loc) % arraySize].slice();\r\n //console.log(\"missing x\", x);\r\n }\r\n for (let z = 0; z <= arraySize; ++z) {\r\n if (!matrix[x][z]) {\r\n let loc = 1;\r\n let newValue;\r\n while (newValue === undefined) {\r\n newValue = matrix[x][(z + loc++) % arraySize];\r\n }\r\n matrix[x][z] = newValue;\r\n }\r\n }\r\n }\r\n\r\n const shape = new this.BJSCANNON.Heightfield(matrix, {\r\n elementSize: elementSize,\r\n });\r\n\r\n //For future reference, needed for body transformation\r\n shape.minY = minY;\r\n\r\n return shape;\r\n }\r\n\r\n private _minus90X = new Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);\r\n private _plus90X = new Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);\r\n private _tmpPosition: Vector3 = Vector3.Zero();\r\n private _tmpDeltaPosition: Vector3 = Vector3.Zero();\r\n private _tmpUnityRotation: Quaternion = new Quaternion();\r\n\r\n private _updatePhysicsBodyTransformation(impostor: PhysicsImpostor) {\r\n const object = impostor.object;\r\n //make sure it is updated...\r\n object.computeWorldMatrix && object.computeWorldMatrix(true);\r\n if (!object.getBoundingInfo()) {\r\n return;\r\n }\r\n const center = impostor.getObjectCenter();\r\n //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)\r\n // The delta between the mesh position and the mesh bounding box center\r\n this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));\r\n this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);\r\n this._tmpPosition.copyFrom(center);\r\n let quaternion = object.rotationQuaternion;\r\n\r\n if (!quaternion) {\r\n return;\r\n }\r\n\r\n //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.\r\n //ideally these would be rotated at time of creation like cylinder but they dont extend ConvexPolyhedron\r\n if (impostor.type === PhysicsImpostor.PlaneImpostor || impostor.type === PhysicsImpostor.HeightmapImpostor) {\r\n //-90 DEG in X, precalculated\r\n quaternion = quaternion.multiply(this._minus90X);\r\n //Invert! (Precalculated, 90 deg in X)\r\n //No need to clone. this will never change.\r\n impostor.setDeltaRotation(this._plus90X);\r\n }\r\n\r\n //If it is a heightfield, if should be centered.\r\n if (impostor.type === PhysicsImpostor.HeightmapImpostor) {\r\n const mesh = <AbstractMesh>(<any>object);\r\n let boundingInfo = mesh.getBoundingInfo();\r\n //calculate the correct body position:\r\n const rotationQuaternion = mesh.rotationQuaternion;\r\n mesh.rotationQuaternion = this._tmpUnityRotation;\r\n mesh.computeWorldMatrix(true);\r\n\r\n //get original center with no rotation\r\n const c = center.clone();\r\n\r\n let oldPivot = mesh.getPivotMatrix();\r\n if (oldPivot) {\r\n // create a copy the pivot Matrix as it is modified in place\r\n oldPivot = oldPivot.clone();\r\n } else {\r\n oldPivot = Matrix.Identity();\r\n }\r\n\r\n //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)\r\n const p = Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);\r\n mesh.setPreTransformMatrix(p);\r\n mesh.computeWorldMatrix(true);\r\n // force bounding box recomputation\r\n boundingInfo = mesh.getBoundingInfo();\r\n\r\n //calculate the translation\r\n const translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();\r\n\r\n this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);\r\n //add it inverted to the delta\r\n this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));\r\n this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;\r\n //rotation is back\r\n mesh.rotationQuaternion = rotationQuaternion;\r\n\r\n mesh.setPreTransformMatrix(oldPivot);\r\n mesh.computeWorldMatrix(true);\r\n } else if (impostor.type === PhysicsImpostor.MeshImpostor) {\r\n this._tmpDeltaPosition.copyFromFloats(0, 0, 0);\r\n }\r\n\r\n impostor.setDeltaPosition(this._tmpDeltaPosition);\r\n //Now update the impostor object\r\n impostor.physicsBody.position.set(this._tmpPosition.x, this._tmpPosition.y, this._tmpPosition.z);\r\n impostor.physicsBody.quaternion.set(quaternion.x, quaternion.y, quaternion.z, quaternion.w);\r\n }\r\n\r\n public setTransformationFromPhysicsBody(impostor: PhysicsImpostor) {\r\n impostor.object.position.set(impostor.physicsBody.position.x, impostor.physicsBody.position.y, impostor.physicsBody.position.z);\r\n if (impostor.object.rotationQuaternion) {\r\n const q = impostor.physicsBody.quaternion;\r\n impostor.object.rotationQuaternion.set(q.x, q.y, q.z, q.w);\r\n }\r\n }\r\n\r\n public setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion) {\r\n impostor.physicsBody.position.set(newPosition.x, newPosition.y, newPosition.z);\r\n impostor.physicsBody.quaternion.set(newRotation.x, newRotation.y, newRotation.z, newRotation.w);\r\n }\r\n\r\n public isSupported(): boolean {\r\n return this.BJSCANNON !== undefined;\r\n }\r\n\r\n public setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.velocity.set(velocity.x, velocity.y, velocity.z);\r\n }\r\n\r\n public setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3) {\r\n impostor.physicsBody.angularVelocity.set(velocity.x, velocity.y, velocity.z);\r\n }\r\n\r\n public getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3> {\r\n const v = impostor.physicsBody.velocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n public getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3> {\r\n const v = impostor.physicsBody.angularVelocity;\r\n if (!v) {\r\n return null;\r\n }\r\n return new Vector3(v.x, v.y, v.z);\r\n }\r\n\r\n public setBodyMass(impostor: PhysicsImpostor, mass: number) {\r\n impostor.physicsBody.mass = mass;\r\n impostor.physicsBody.updateMassProperties();\r\n }\r\n\r\n public getBodyMass(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.mass;\r\n }\r\n\r\n public getBodyFriction(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.material.friction;\r\n }\r\n\r\n public setBodyFriction(impostor: PhysicsImpostor, friction: number) {\r\n impostor.physicsBody.material.friction = friction;\r\n }\r\n\r\n public getBodyRestitution(impostor: PhysicsImpostor): number {\r\n return impostor.physicsBody.material.restitution;\r\n }\r\n\r\n public setBodyRestitution(impostor: PhysicsImpostor, restitution: number) {\r\n impostor.physicsBody.material.restitution = restitution;\r\n }\r\n\r\n public sleepBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.sleep();\r\n }\r\n\r\n public wakeUpBody(impostor: PhysicsImpostor) {\r\n impostor.physicsBody.wakeUp();\r\n }\r\n\r\n public updateDistanceJoint(joint: PhysicsJoint, maxDistance: number) {\r\n joint.physicsJoint.distance = maxDistance;\r\n }\r\n\r\n public setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number) {\r\n if (!motorIndex) {\r\n joint.physicsJoint.enableMotor();\r\n joint.physicsJoint.setMotorSpeed(speed);\r\n if (maxForce) {\r\n this.setLimit(joint, maxForce);\r\n }\r\n }\r\n }\r\n\r\n public setLimit(joint: IMotorEnabledJoint, minForce: number, maxForce?: number) {\r\n joint.physicsJoint.motorEquation.maxForce = maxForce;\r\n joint.physicsJoint.motorEquation.minForce = minForce === void 0 ? -minForce : minForce;\r\n }\r\n\r\n public syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor) {\r\n const body = impostor.physicsBody;\r\n\r\n mesh.position.x = body.position.x;\r\n mesh.position.y = body.position.y;\r\n mesh.position.z = body.position.z;\r\n\r\n if (mesh.rotationQuaternion) {\r\n mesh.rotationQuaternion.x = body.quaternion.x;\r\n mesh.rotationQuaternion.y = body.quaternion.y;\r\n mesh.rotationQuaternion.z = body.quaternion.z;\r\n mesh.rotationQuaternion.w = body.quaternion.w;\r\n }\r\n }\r\n\r\n public getRadius(impostor: PhysicsImpostor): number {\r\n const shape = impostor.physicsBody.shapes[0];\r\n return shape.boundingSphereRadius;\r\n }\r\n\r\n public getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void {\r\n const shape = impostor.physicsBody.shapes[0];\r\n result.x = shape.halfExtents.x * 2;\r\n result.y = shape.halfExtents.y * 2;\r\n result.z = shape.halfExtents.z * 2;\r\n }\r\n\r\n public dispose() {}\r\n\r\n private _extendNamespace() {\r\n //this will force cannon to execute at least one step when using interpolation\r\n const step_tmp1 = new this.BJSCANNON.Vec3();\r\n const engine = this.BJSCANNON;\r\n this.BJSCANNON.World.prototype.step = function (dt: number, timeSinceLastCalled: number, maxSubSteps: number) {\r\n maxSubSteps = maxSubSteps || 10;\r\n timeSinceLastCalled = timeSinceLastCalled || 0;\r\n if (timeSinceLastCalled === 0) {\r\n this.internalStep(dt);\r\n this.time += dt;\r\n } else {\r\n let internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);\r\n internalSteps = Math.min(internalSteps, maxSubSteps) || 1;\r\n const t0 = performance.now();\r\n for (let i = 0; i !== internalSteps; i++) {\r\n this.internalStep(dt);\r\n if (performance.now() - t0 > dt * 1000) {\r\n break;\r\n }\r\n }\r\n this.time += timeSinceLastCalled;\r\n const h = this.time % dt;\r\n const h_div_dt = h / dt;\r\n const interpvelo = step_tmp1;\r\n const bodies = this.bodies;\r\n for (let j = 0; j !== bodies.length; j++) {\r\n const b = bodies[j];\r\n if (b.type !== engine.Body.STATIC && b.sleepState !== engine.Body.SLEEPING) {\r\n b.position.vsub(b.previousPosition, interpvelo);\r\n interpvelo.scale(h_div_dt, interpvelo);\r\n b.position.vadd(interpvelo, b.interpolatedPosition);\r\n } else {\r\n b.interpolatedPosition.set(b.position.x, b.position.y, b.position.z);\r\n b.interpolatedQuaternion.set(b.quaternion.x, b.quaternion.y, b.quaternion.z, b.quaternion.w);\r\n }\r\n }\r\n }\r\n };\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @returns PhysicsRaycastResult\r\n */\r\n public raycast(from: Vector3, to: Vector3): PhysicsRaycastResult {\r\n this._raycastResult.reset(from, to);\r\n this.raycastToRef(from, to, this._raycastResult);\r\n return this._raycastResult;\r\n }\r\n\r\n /**\r\n * Does a raycast in the physics world\r\n * @param from when should the ray start?\r\n * @param to when should the ray end?\r\n * @param result resulting PhysicsRaycastResult\r\n */\r\n public raycastToRef(from: Vector3, to: Vector3, result: PhysicsRaycastResult): void {\r\n this._cannonRaycastResult.reset();\r\n this.world.raycastClosest(from, to, {}, this._cannonRaycastResult);\r\n\r\n result.reset(from, to);\r\n if (this._cannonRaycastResult.hasHit) {\r\n // TODO: do we also want to get the body it hit?\r\n result.setHitData(\r\n {\r\n x: this._cannonRaycastResult.hitNormalWorld.x,\r\n y: this._cannonRaycastResult.hitNormalWorld.y,\r\n z: this._cannonRaycastResult.hitNormalWorld.z,\r\n },\r\n {\r\n x: this._cannonRaycastResult.hitPointWorld.x,\r\n y: this._cannonRaycastResult.hitPointWorld.y,\r\n z: this._cannonRaycastResult.hitPointWorld.z,\r\n }\r\n );\r\n result.setHitDistance(this._cannonRaycastResult.distance);\r\n }\r\n }\r\n}\r\n\r\nPhysicsEngine.DefaultPluginFactory = () => {\r\n return new CannonJSPlugin();\r\n};\r\n"]}
@@ -1648,7 +1648,9 @@ export class HavokPlugin {
1648
1648
  const queryMembership = (_a = query === null || query === void 0 ? void 0 : query.membership) !== null && _a !== void 0 ? _a : ~0;
1649
1649
  const queryCollideWith = (_b = query === null || query === void 0 ? void 0 : query.collideWith) !== null && _b !== void 0 ? _b : ~0;
1650
1650
  result.reset(from, to);
1651
- const hkQuery = [this._bVecToV3(from), this._bVecToV3(to), [queryMembership, queryCollideWith]];
1651
+ const shouldHitTriggers = false;
1652
+ const bodyToIgnore = [BigInt(0)];
1653
+ const hkQuery = [this._bVecToV3(from), this._bVecToV3(to), [queryMembership, queryCollideWith], shouldHitTriggers, bodyToIgnore];
1652
1654
  this._hknp.HP_World_CastRayWithCollector(this.world, this._queryCollector, hkQuery);
1653
1655
  if (this._hknp.HP_QueryCollector_GetNumHits(this._queryCollector)[1] > 0) {
1654
1656
  const hitData = this._hknp.HP_QueryCollector_GetCastRayResult(this._queryCollector, 0)[1];