@babylonjs/core 6.38.1 → 6.39.0

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Files changed (194) hide show
  1. package/Behaviors/Meshes/sixDofDragBehavior.js +14 -20
  2. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  3. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +9 -9
  4. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -10
  5. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  6. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  7. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  8. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  9. package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
  10. package/Cameras/VR/vrExperienceHelper.js +2 -2
  11. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  12. package/Culling/Octrees/octree.d.ts +4 -4
  13. package/Culling/Octrees/octree.js +4 -4
  14. package/Culling/Octrees/octree.js.map +1 -1
  15. package/Debug/physicsViewer.d.ts +5 -1
  16. package/Debug/physicsViewer.js +5 -1
  17. package/Debug/physicsViewer.js.map +1 -1
  18. package/Engines/Native/nativeRenderTargetWrapper.js +2 -0
  19. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  20. package/Engines/WebGL/webGLHardwareTexture.js +1 -0
  21. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  22. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -0
  23. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  24. package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -1
  25. package/Engines/WebGPU/webgpuTintWASM.js +5 -5
  26. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  27. package/Engines/engine.d.ts +1 -0
  28. package/Engines/thinEngine.js +2 -2
  29. package/Engines/thinEngine.js.map +1 -1
  30. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +7 -0
  31. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +7 -0
  32. package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
  33. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +6 -6
  34. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  35. package/Gizmos/gizmo.d.ts +4 -1
  36. package/Gizmos/gizmo.js.map +1 -1
  37. package/Loading/sceneLoader.d.ts +9 -0
  38. package/Loading/sceneLoader.js +7 -0
  39. package/Loading/sceneLoader.js.map +1 -1
  40. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +1 -1
  41. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  42. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +2 -1
  43. package/Materials/GreasedLine/greasedLinePluginMaterial.js +2 -1
  44. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  45. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  46. package/Materials/Node/Blocks/Dual/index.js +1 -0
  47. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  48. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +5 -0
  49. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +5 -0
  50. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  51. package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +1 -1
  52. package/Materials/Node/Blocks/Input/prePassTextureBlock.js +1 -1
  53. package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
  54. package/Materials/Node/nodeMaterial.d.ts +2 -1
  55. package/Materials/Node/nodeMaterial.js +2 -1
  56. package/Materials/Node/nodeMaterial.js.map +1 -1
  57. package/Materials/PBR/pbrBaseMaterial.d.ts +3 -3
  58. package/Materials/PBR/pbrBaseMaterial.js +3 -3
  59. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  60. package/Materials/PBR/pbrMaterial.js +1 -1
  61. package/Materials/PBR/pbrMaterial.js.map +1 -1
  62. package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +3 -3
  63. package/Materials/PBR/pbrMetallicRoughnessMaterial.js +3 -3
  64. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  65. package/Materials/PBR/pbrSpecularGlossinessMaterial.d.ts +3 -3
  66. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +3 -3
  67. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  68. package/Materials/Textures/Procedurals/noiseProceduralTexture.d.ts +1 -1
  69. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +1 -1
  70. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  71. package/Materials/Textures/baseTexture.js +3 -0
  72. package/Materials/Textures/baseTexture.js.map +1 -1
  73. package/Materials/Textures/multiRenderTarget.d.ts +1 -1
  74. package/Materials/Textures/multiRenderTarget.js +1 -1
  75. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  76. package/Materials/Textures/texture.d.ts +4 -1
  77. package/Materials/Textures/texture.js +4 -1
  78. package/Materials/Textures/texture.js.map +1 -1
  79. package/Materials/Textures/thinRenderTargetTexture.d.ts +1 -1
  80. package/Materials/Textures/thinRenderTargetTexture.js +1 -1
  81. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  82. package/Materials/Textures/thinTexture.js +3 -0
  83. package/Materials/Textures/thinTexture.js.map +1 -1
  84. package/Materials/material.d.ts +1 -1
  85. package/Materials/material.js +2 -2
  86. package/Materials/material.js.map +1 -1
  87. package/Materials/standardMaterial.js +1 -1
  88. package/Materials/standardMaterial.js.map +1 -1
  89. package/Maths/math.like.d.ts +3 -0
  90. package/Maths/math.like.js.map +1 -1
  91. package/Maths/math.polar.d.ts +3 -2
  92. package/Maths/math.polar.js +8 -2
  93. package/Maths/math.polar.js.map +1 -1
  94. package/Maths/math.vector.d.ts +1 -1
  95. package/Maths/math.vector.js +1 -1
  96. package/Maths/math.vector.js.map +1 -1
  97. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +2 -0
  98. package/Meshes/GreasedLine/greasedLineBaseMesh.js +2 -0
  99. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  100. package/Meshes/GreasedLine/greasedLineRibbonMesh.d.ts +2 -0
  101. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +2 -0
  102. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  103. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -1
  104. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +1 -1
  105. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
  106. package/Meshes/geodesicMesh.d.ts +32 -1
  107. package/Meshes/geodesicMesh.js +17 -1
  108. package/Meshes/geodesicMesh.js.map +1 -1
  109. package/Meshes/instancedMesh.d.ts +27 -14
  110. package/Meshes/instancedMesh.js +27 -14
  111. package/Meshes/instancedMesh.js.map +1 -1
  112. package/Meshes/linesMesh.d.ts +3 -3
  113. package/Meshes/linesMesh.js +3 -3
  114. package/Meshes/linesMesh.js.map +1 -1
  115. package/Meshes/transformNode.js +18 -0
  116. package/Meshes/transformNode.js.map +1 -1
  117. package/Misc/HighDynamicRange/hdr.d.ts +1 -0
  118. package/Misc/HighDynamicRange/hdr.js +1 -0
  119. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  120. package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +1 -0
  121. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -0
  122. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  123. package/Misc/decorators.d.ts +1 -0
  124. package/Misc/decorators.js +1 -0
  125. package/Misc/decorators.js.map +1 -1
  126. package/Misc/greasedLineTools.d.ts +5 -1
  127. package/Misc/greasedLineTools.js +5 -1
  128. package/Misc/greasedLineTools.js.map +1 -1
  129. package/Misc/tools.d.ts +4 -0
  130. package/Misc/tools.js +4 -0
  131. package/Misc/tools.js.map +1 -1
  132. package/Misc/videoRecorder.d.ts +4 -1
  133. package/Misc/videoRecorder.js +7 -5
  134. package/Misc/videoRecorder.js.map +1 -1
  135. package/Misc/webRequest.d.ts +3 -0
  136. package/Misc/webRequest.js +3 -0
  137. package/Misc/webRequest.js.map +1 -1
  138. package/Physics/physicsHelper.d.ts +2 -2
  139. package/Physics/physicsHelper.js +4 -4
  140. package/Physics/physicsHelper.js.map +1 -1
  141. package/Physics/physicsRaycastResult.d.ts +2 -1
  142. package/Physics/physicsRaycastResult.js +2 -1
  143. package/Physics/physicsRaycastResult.js.map +1 -1
  144. package/Physics/v1/physicsImpostor.d.ts +2 -2
  145. package/Physics/v1/physicsImpostor.js +2 -2
  146. package/Physics/v1/physicsImpostor.js.map +1 -1
  147. package/Physics/v2/Plugins/havokPlugin.d.ts +49 -4
  148. package/Physics/v2/Plugins/havokPlugin.js +51 -4
  149. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  150. package/Physics/v2/physicsBody.d.ts +33 -3
  151. package/Physics/v2/physicsBody.js +24 -5
  152. package/Physics/v2/physicsBody.js.map +1 -1
  153. package/Physics/v2/physicsEngine.d.ts +4 -1
  154. package/Physics/v2/physicsEngine.js +4 -1
  155. package/Physics/v2/physicsEngine.js.map +1 -1
  156. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +1 -1
  157. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +1 -1
  158. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  159. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.d.ts +1 -1
  160. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +1 -1
  161. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  162. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +1 -1
  163. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +1 -1
  164. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  165. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +1 -1
  166. package/PostProcesses/volumetricLightScatteringPostProcess.js +1 -1
  167. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  168. package/Rendering/GlobalIllumination/giRSMManager.d.ts +2 -1
  169. package/Rendering/GlobalIllumination/giRSMManager.js +5 -2
  170. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  171. package/Rendering/prePassRenderer.d.ts +2 -2
  172. package/Rendering/prePassRenderer.js +2 -2
  173. package/Rendering/prePassRenderer.js.map +1 -1
  174. package/Rendering/reflectiveShadowMap.d.ts +4 -0
  175. package/Rendering/reflectiveShadowMap.js +7 -0
  176. package/Rendering/reflectiveShadowMap.js.map +1 -1
  177. package/Rendering/renderingManager.d.ts +1 -0
  178. package/Rendering/renderingManager.js +1 -0
  179. package/Rendering/renderingManager.js.map +1 -1
  180. package/XR/features/WebXRAbstractFeature.d.ts +4 -0
  181. package/XR/features/WebXRAbstractFeature.js.map +1 -1
  182. package/XR/features/WebXRDepthSensing.d.ts +1 -1
  183. package/XR/features/WebXRDepthSensing.js +1 -1
  184. package/XR/features/WebXRDepthSensing.js.map +1 -1
  185. package/XR/features/WebXRSpaceWarp.d.ts +0 -27
  186. package/XR/features/WebXRSpaceWarp.js +0 -27
  187. package/XR/features/WebXRSpaceWarp.js.map +1 -1
  188. package/XR/index.d.ts +1 -0
  189. package/XR/index.js +1 -0
  190. package/XR/index.js.map +1 -1
  191. package/assetContainer.d.ts +1 -1
  192. package/assetContainer.js +1 -1
  193. package/assetContainer.js.map +1 -1
  194. package/package.json +1 -1
@@ -1 +1 @@
1
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type { Nullable, IndicesArray } from \"../../types\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { ArrayTools } from \"../../Misc/arrayTools\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Bone } from \"../../Bones/bone\";\r\nimport type { BoundingInfo } from \"../../Culling/boundingInfo\";\r\nimport type { PhysicsEngine as PhysicsEngineV1 } from \"./physicsEngine\";\r\n\r\nimport type { PhysicsJointData } from \"./physicsJoint\";\r\nimport { PhysicsJoint } from \"./physicsJoint\";\r\nimport { Space } from \"../../Maths/math.axis\";\r\n\r\n/**\r\n * The interface for the physics imposter parameters\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface PhysicsImpostorParameters {\r\n /**\r\n * The mass of the physics imposter\r\n */\r\n mass: number;\r\n /**\r\n * The friction of the physics imposter\r\n */\r\n friction?: number;\r\n /**\r\n * The coefficient of restitution of the physics imposter\r\n */\r\n restitution?: number;\r\n /**\r\n * The native options of the physics imposter\r\n */\r\n nativeOptions?: any;\r\n /**\r\n * Specifies if the parent should be ignored\r\n */\r\n ignoreParent?: boolean;\r\n /**\r\n * Specifies if bi-directional transformations should be disabled\r\n */\r\n disableBidirectionalTransformation?: boolean;\r\n /**\r\n * The pressure inside the physics imposter, soft object only\r\n */\r\n pressure?: number;\r\n /**\r\n * The stiffness the physics imposter, soft object only\r\n */\r\n stiffness?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex velocities, soft object only\r\n */\r\n velocityIterations?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex positions, soft object only\r\n */\r\n positionIterations?: number;\r\n /**\r\n * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only\r\n * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right\r\n * Add to fix multiple points\r\n */\r\n fixedPoints?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n margin?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n damping?: number;\r\n /**\r\n * The path for a rope based on an extrusion\r\n */\r\n path?: any;\r\n /**\r\n * The shape of an extrusion used for a rope based on an extrusion\r\n */\r\n shape?: any;\r\n}\r\n\r\n/**\r\n * Interface for a physics-enabled object\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface IPhysicsEnabledObject {\r\n /**\r\n * The position of the physics-enabled object\r\n */\r\n position: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * The scale of the physics-enabled object\r\n */\r\n scaling: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotation?: Vector3;\r\n /**\r\n * The parent of the physics-enabled object\r\n */\r\n parent?: any;\r\n /**\r\n * The bounding info of the physics-enabled object\r\n * @returns The bounding info of the physics-enabled object\r\n */\r\n getBoundingInfo(): BoundingInfo;\r\n /**\r\n * Computes the world matrix\r\n * @param force Specifies if the world matrix should be computed by force\r\n * @returns A world matrix\r\n */\r\n computeWorldMatrix(force: boolean): Matrix;\r\n /**\r\n * Gets the world matrix\r\n * @returns A world matrix\r\n */\r\n getWorldMatrix?(): Matrix;\r\n /**\r\n * Gets the child meshes\r\n * @param directDescendantsOnly Specifies if only direct-descendants should be obtained\r\n * @returns An array of abstract meshes\r\n */\r\n getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;\r\n /**\r\n * Gets the vertex data\r\n * @param kind The type of vertex data\r\n * @returns A nullable array of numbers, or a float32 array\r\n */\r\n getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;\r\n /**\r\n * Gets the indices from the mesh\r\n * @returns A nullable array of index arrays\r\n */\r\n getIndices?(): Nullable<IndicesArray>;\r\n /**\r\n * Gets the scene from the mesh\r\n * @returns the indices array or null\r\n */\r\n getScene?(): Scene;\r\n /**\r\n * Gets the absolute position from the mesh\r\n * @returns the absolute position\r\n */\r\n getAbsolutePosition(): Vector3;\r\n /**\r\n * Gets the absolute pivot point from the mesh\r\n * @returns the absolute pivot point\r\n */\r\n getAbsolutePivotPoint(): Vector3;\r\n /**\r\n * Rotates the mesh\r\n * @param axis The axis of rotation\r\n * @param amount The amount of rotation\r\n * @param space The space of the rotation\r\n * @returns The rotation transform node\r\n */\r\n rotate(axis: Vector3, amount: number, space?: Space): TransformNode;\r\n /**\r\n * Translates the mesh\r\n * @param axis The axis of translation\r\n * @param distance The distance of translation\r\n * @param space The space of the translation\r\n * @returns The transform node\r\n */\r\n translate(axis: Vector3, distance: number, space?: Space): TransformNode;\r\n /**\r\n * Sets the absolute position of the mesh\r\n * @param absolutePosition The absolute position of the mesh\r\n * @returns The transform node\r\n */\r\n setAbsolutePosition(absolutePosition: Vector3): TransformNode;\r\n /**\r\n * Gets the class name of the mesh\r\n * @returns The class name\r\n */\r\n getClassName(): string;\r\n}\r\n\r\nMesh._PhysicsImpostorParser = function (scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor {\r\n return new PhysicsImpostor(\r\n physicObject,\r\n jsonObject.physicsImpostor,\r\n {\r\n mass: jsonObject.physicsMass,\r\n friction: jsonObject.physicsFriction,\r\n restitution: jsonObject.physicsRestitution,\r\n },\r\n scene\r\n );\r\n};\r\n\r\n/**\r\n * Represents a physics imposter\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsImpostor {\r\n /**\r\n * The default object size of the imposter\r\n */\r\n public static DEFAULT_OBJECT_SIZE: Vector3 = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * The identity quaternion of the imposter\r\n */\r\n public static IDENTITY_QUATERNION = Quaternion.Identity();\r\n\r\n /** @internal */\r\n public _pluginData: any = {};\r\n\r\n private _physicsEngine: Nullable<PhysicsEngineV1>;\r\n //The native cannon/oimo/energy physics body object.\r\n private _physicsBody: any;\r\n private _bodyUpdateRequired: boolean = false;\r\n\r\n private _onBeforePhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n private _onAfterPhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n /** @internal */\r\n public _onPhysicsCollideCallbacks: Array<{\r\n callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor, point: Nullable<Vector3>, distance: number, impulse: number, normal: Nullable<Vector3>) => void;\r\n otherImpostors: Array<PhysicsImpostor>;\r\n }> = [];\r\n\r\n private _deltaPosition: Vector3 = Vector3.Zero();\r\n private _deltaRotation: Quaternion;\r\n private _deltaRotationConjugated: Quaternion;\r\n\r\n /** @internal */\r\n public _isFromLine: boolean;\r\n\r\n //If set, this is this impostor's parent\r\n private _parent: Nullable<PhysicsImpostor>;\r\n\r\n private _isDisposed = false;\r\n\r\n private static _TmpVecs: Vector3[] = ArrayTools.BuildArray(3, Vector3.Zero);\r\n private static _TmpQuat: Quaternion = Quaternion.Identity();\r\n\r\n /**\r\n * Specifies if the physics imposter is disposed\r\n */\r\n get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Gets the mass of the physics imposter\r\n */\r\n get mass(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;\r\n }\r\n\r\n set mass(value: number) {\r\n this.setMass(value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of friction\r\n */\r\n get friction(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of friction\r\n */\r\n set friction(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of restitution\r\n */\r\n get restitution(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of restitution\r\n */\r\n set restitution(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);\r\n }\r\n\r\n /**\r\n * Gets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get pressure(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return 0;\r\n }\r\n return plugin.getBodyPressure!(this);\r\n }\r\n\r\n /**\r\n * Sets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set pressure(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return;\r\n }\r\n plugin.setBodyPressure!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get stiffness(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyStiffness) {\r\n return 0;\r\n }\r\n return plugin.getBodyStiffness!(this);\r\n }\r\n\r\n /**\r\n * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set stiffness(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyStiffness) {\r\n return;\r\n }\r\n plugin.setBodyStiffness!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get velocityIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyVelocityIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyVelocityIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set velocityIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyVelocityIterations) {\r\n return;\r\n }\r\n plugin.setBodyVelocityIterations!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get positionIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyPositionIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyPositionIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set positionIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPositionIterations) {\r\n return;\r\n }\r\n plugin.setBodyPositionIterations!(this, value);\r\n }\r\n\r\n /**\r\n * The unique id of the physics imposter\r\n * set by the physics engine when adding this impostor to the array\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * @internal\r\n */\r\n public soft: boolean = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public segments: number = 0;\r\n\r\n private _joints: Array<{\r\n joint: PhysicsJoint;\r\n otherImpostor: PhysicsImpostor;\r\n }>;\r\n\r\n /**\r\n * Initializes the physics imposter\r\n * @param object The physics-enabled object used as the physics imposter\r\n * @param type The type of the physics imposter. Types are available as static members of this class.\r\n * @param _options The options for the physics imposter\r\n * @param _scene The Babylon scene\r\n */\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics imposter\r\n */\r\n public object: IPhysicsEnabledObject,\r\n /**\r\n * The type of the physics imposter\r\n */\r\n public type: number,\r\n private _options: PhysicsImpostorParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n //sanity check!\r\n if (!this.object) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n if (this.object.parent && _options.mass !== 0) {\r\n Logger.Warn(\"A physics impostor has been created for an object which has a parent. Babylon physics currently works in local space so unexpected issues may occur.\");\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && object.getScene) {\r\n this._scene = object.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n if (this.type > 100) {\r\n this.soft = true;\r\n }\r\n\r\n this._physicsEngine = this._scene.getPhysicsEngine() as any;\r\n if (!this._physicsEngine) {\r\n Logger.Error(\"Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.\");\r\n } else {\r\n //set the object's quaternion, if not set\r\n if (!this.object.rotationQuaternion) {\r\n if (this.object.rotation) {\r\n this.object.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);\r\n } else {\r\n this.object.rotationQuaternion = new Quaternion();\r\n }\r\n }\r\n //default options params\r\n this._options.mass = _options.mass === void 0 ? 0 : _options.mass;\r\n this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;\r\n this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;\r\n if (this.soft) {\r\n //softbody mass must be above 0;\r\n this._options.mass = this._options.mass > 0 ? this._options.mass : 1;\r\n this._options.pressure = _options.pressure === void 0 ? 200 : _options.pressure;\r\n this._options.stiffness = _options.stiffness === void 0 ? 1 : _options.stiffness;\r\n this._options.velocityIterations = _options.velocityIterations === void 0 ? 20 : _options.velocityIterations;\r\n this._options.positionIterations = _options.positionIterations === void 0 ? 20 : _options.positionIterations;\r\n this._options.fixedPoints = _options.fixedPoints === void 0 ? 0 : _options.fixedPoints;\r\n this._options.margin = _options.margin === void 0 ? 0 : _options.margin;\r\n this._options.damping = _options.damping === void 0 ? 0 : _options.damping;\r\n this._options.path = _options.path === void 0 ? null : _options.path;\r\n this._options.shape = _options.shape === void 0 ? null : _options.shape;\r\n }\r\n this._joints = [];\r\n //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.\r\n if (!this.object.parent || this._options.ignoreParent) {\r\n this._init();\r\n } else if (this.object.parent.physicsImpostor) {\r\n Logger.Warn(\"You must affect impostors to children before affecting impostor to parent.\");\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * This function will completely initialize this impostor.\r\n * It will create a new body - but only if this mesh has no parent.\r\n * If it has, this impostor will not be used other than to define the impostor\r\n * of the child mesh.\r\n * @internal\r\n */\r\n public _init() {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.removeImpostor(this);\r\n this.physicsBody = null;\r\n this._parent = this._parent || this._getPhysicsParent();\r\n if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {\r\n this._physicsEngine.addImpostor(this);\r\n }\r\n }\r\n\r\n private _getPhysicsParent(): Nullable<PhysicsImpostor> {\r\n if (this.object.parent instanceof AbstractMesh) {\r\n const parentMesh: AbstractMesh = <AbstractMesh>this.object.parent;\r\n return parentMesh.physicsImpostor;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Should a new body be generated.\r\n * @returns boolean specifying if body initialization is required\r\n */\r\n public isBodyInitRequired(): boolean {\r\n return this._bodyUpdateRequired || (!this._physicsBody && (!this._parent || !!this._options.ignoreParent));\r\n }\r\n\r\n /**\r\n * Sets the updated scaling\r\n */\r\n public setScalingUpdated() {\r\n this.forceUpdate();\r\n }\r\n\r\n /**\r\n * Force a regeneration of this or the parent's impostor's body.\r\n * Use with caution - This will remove all previously-instantiated joints.\r\n */\r\n public forceUpdate() {\r\n this._init();\r\n if (this.parent && !this._options.ignoreParent) {\r\n this.parent.forceUpdate();\r\n }\r\n }\r\n\r\n /*public get mesh(): AbstractMesh {\r\n return this._mesh;\r\n }*/\r\n\r\n /**\r\n * Gets the body that holds this impostor. Either its own, or its parent.\r\n */\r\n public get physicsBody(): any {\r\n return this._parent && !this._options.ignoreParent ? this._parent.physicsBody : this._physicsBody;\r\n }\r\n\r\n /**\r\n * Get the parent of the physics imposter\r\n * @returns Physics imposter or null\r\n */\r\n public get parent(): Nullable<PhysicsImpostor> {\r\n return !this._options.ignoreParent && this._parent ? this._parent : null;\r\n }\r\n\r\n /**\r\n * Sets the parent of the physics imposter\r\n */\r\n public set parent(value: Nullable<PhysicsImpostor>) {\r\n this._parent = value;\r\n }\r\n\r\n /**\r\n * Set the physics body. Used mainly by the physics engine/plugin\r\n */\r\n public set physicsBody(physicsBody: any) {\r\n if (this._physicsBody && this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);\r\n }\r\n this._physicsBody = physicsBody;\r\n this.resetUpdateFlags();\r\n }\r\n\r\n /**\r\n * Resets the update flags\r\n */\r\n public resetUpdateFlags() {\r\n this._bodyUpdateRequired = false;\r\n }\r\n\r\n /**\r\n * Gets the object extents\r\n * @returns the object extents\r\n */\r\n public getObjectExtents(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n const q = this.object.rotationQuaternion;\r\n const scaling = this.object.scaling.clone();\r\n //reset rotation\r\n this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;\r\n //calculate the world matrix with no rotation\r\n const worldMatrix = this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n if (worldMatrix) {\r\n worldMatrix.decompose(scaling, undefined, undefined);\r\n }\r\n const boundingInfo = this.object.getBoundingInfo();\r\n // get the global scaling of the object\r\n const size = boundingInfo.boundingBox.extendSize.scale(2).multiplyInPlace(scaling);\r\n size.x = Math.abs(size.x);\r\n size.y = Math.abs(size.y);\r\n size.z = Math.abs(size.z);\r\n //bring back the rotation\r\n this.object.rotationQuaternion = q;\r\n //calculate the world matrix with the new rotation\r\n this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n return size;\r\n } else {\r\n return PhysicsImpostor.DEFAULT_OBJECT_SIZE;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the object center\r\n * @returns The object center\r\n */\r\n public getObjectCenter(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n const boundingInfo = this.object.getBoundingInfo();\r\n return boundingInfo.boundingBox.centerWorld;\r\n } else {\r\n return this.object.position;\r\n }\r\n }\r\n\r\n /**\r\n * Get a specific parameter from the options parameters\r\n * @param paramName The object parameter name\r\n * @returns The object parameter\r\n */\r\n public getParam(paramName: string): any {\r\n return (<any>this._options)[paramName];\r\n }\r\n\r\n /**\r\n * Sets a specific parameter in the options given to the physics plugin\r\n * @param paramName The parameter name\r\n * @param value The value of the parameter\r\n */\r\n public setParam(paramName: string, value: number) {\r\n (<any>this._options)[paramName] = value;\r\n this._bodyUpdateRequired = true;\r\n }\r\n\r\n /**\r\n * Specifically change the body's mass. Won't recreate the physics body object\r\n * @param mass The mass of the physics imposter\r\n */\r\n public setMass(mass: number) {\r\n if (this.getParam(\"mass\") !== mass) {\r\n this.setParam(\"mass\", mass);\r\n }\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the linear velocity\r\n * @returns linear velocity or null\r\n */\r\n public getLinearVelocity(): Nullable<Vector3> {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the linear velocity\r\n * @param velocity linear velocity or null\r\n */\r\n public setLinearVelocity(velocity: Nullable<Vector3>) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the angular velocity\r\n * @returns angular velocity or null\r\n */\r\n public getAngularVelocity(): Nullable<Vector3> {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the angular velocity\r\n * @param velocity The velocity or null\r\n */\r\n public setAngularVelocity(velocity: Nullable<Vector3>) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Execute a function with the physics plugin native code\r\n * Provide a function the will have two variables - the world object and the physics body object\r\n * @param func The function to execute with the physics plugin native code\r\n */\r\n public executeNativeFunction(func: (world: any, physicsBody: any) => void) {\r\n if (this._physicsEngine) {\r\n func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onBeforePhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregister a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n const index = this._onBeforePhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onBeforePhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onAfterPhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregisters a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n const index = this._onAfterPhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onAfterPhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * register a function that will be executed when this impostor collides against a different body\r\n * @param collideAgainst Physics imposter, or array of physics imposters to collide against\r\n * @param func Callback that is executed on collision\r\n */\r\n public registerOnPhysicsCollide(\r\n collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>,\r\n func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor, point: Nullable<Vector3>) => void\r\n ): void {\r\n const collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst];\r\n this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });\r\n }\r\n\r\n /**\r\n * Unregisters the physics imposter's collision callback\r\n * @param collideAgainst The physics object to collide against\r\n * @param func Callback to execute on collision\r\n */\r\n public unregisterOnPhysicsCollide(\r\n collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>,\r\n func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>, point: Nullable<Vector3>) => void\r\n ): void {\r\n const collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst];\r\n let index = -1;\r\n const found = this._onPhysicsCollideCallbacks.some((cbDef, idx) => {\r\n if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {\r\n // chcek the arrays match\r\n const sameList = cbDef.otherImpostors.every((impostor) => {\r\n return collidedAgainstList.indexOf(impostor) > -1;\r\n });\r\n if (sameList) {\r\n index = idx;\r\n }\r\n return sameList;\r\n }\r\n return false;\r\n });\r\n\r\n if (found) {\r\n this._onPhysicsCollideCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n //temp variables for parent rotation calculations\r\n //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];\r\n private _tmpQuat: Quaternion = new Quaternion();\r\n private _tmpQuat2: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Get the parent rotation\r\n * @returns The parent rotation\r\n */\r\n public getParentsRotation(): Quaternion {\r\n let parent = this.object.parent;\r\n this._tmpQuat.copyFromFloats(0, 0, 0, 1);\r\n while (parent) {\r\n if (parent.rotationQuaternion) {\r\n this._tmpQuat2.copyFrom(parent.rotationQuaternion);\r\n } else {\r\n Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);\r\n }\r\n this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);\r\n parent = parent.parent;\r\n }\r\n return this._tmpQuat;\r\n }\r\n\r\n /**\r\n * this function is executed by the physics engine.\r\n */\r\n public beforeStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this.object.translate(this._deltaPosition, -1);\r\n this._deltaRotationConjugated &&\r\n this.object.rotationQuaternion &&\r\n this.object.rotationQuaternion.multiplyToRef(this._deltaRotationConjugated, this.object.rotationQuaternion);\r\n this.object.computeWorldMatrix(false);\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this._tmpQuat);\r\n } else {\r\n this._tmpQuat.copyFrom(this.object.rotationQuaternion || new Quaternion());\r\n }\r\n if (!this._options.disableBidirectionalTransformation) {\r\n this.object.rotationQuaternion &&\r\n this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(this, /*bInfo.boundingBox.centerWorld*/ this.object.getAbsolutePosition(), this._tmpQuat);\r\n }\r\n\r\n this._onBeforePhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n };\r\n\r\n /**\r\n * this function is executed by the physics engine\r\n */\r\n public afterStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._onAfterPhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n\r\n this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(this);\r\n // object has now its world rotation. needs to be converted to local.\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.conjugateInPlace();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this.object.rotationQuaternion);\r\n }\r\n // take the position set and make it the absolute position of this object.\r\n this.object.setAbsolutePosition(this.object.position);\r\n if (this._deltaRotation) {\r\n this.object.rotationQuaternion && this.object.rotationQuaternion.multiplyToRef(this._deltaRotation, this.object.rotationQuaternion);\r\n this._deltaPosition.applyRotationQuaternionToRef(this._deltaRotation, PhysicsImpostor._TmpVecs[0]);\r\n this.object.translate(PhysicsImpostor._TmpVecs[0], 1);\r\n } else {\r\n this.object.translate(this._deltaPosition, 1);\r\n }\r\n this.object.computeWorldMatrix(true);\r\n };\r\n\r\n /**\r\n * Legacy collision detection event support\r\n */\r\n public onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void> = null;\r\n\r\n /**\r\n *\r\n * @param e\r\n * @returns\r\n */\r\n public onCollide = (e: { body: any; point: Nullable<Vector3>; distance: number; impulse: number; normal: Nullable<Vector3> }) => {\r\n if (!this._onPhysicsCollideCallbacks.length && !this.onCollideEvent) {\r\n return;\r\n }\r\n\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const otherImpostor = this._physicsEngine.getImpostorWithPhysicsBody(e.body);\r\n if (otherImpostor) {\r\n // Legacy collision detection event support\r\n if (this.onCollideEvent) {\r\n this.onCollideEvent(this, otherImpostor);\r\n }\r\n this._onPhysicsCollideCallbacks\r\n .filter((obj) => {\r\n return obj.otherImpostors.indexOf(<PhysicsImpostor>otherImpostor) !== -1;\r\n })\r\n .forEach((obj) => {\r\n obj.callback(this, <PhysicsImpostor>otherImpostor, e.point, e.distance, e.impulse, e.normal);\r\n });\r\n }\r\n };\r\n\r\n /**\r\n * Apply a force\r\n * @param force The force to apply\r\n * @param contactPoint The contact point for the force\r\n * @returns The physics imposter\r\n */\r\n public applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Apply an impulse\r\n * @param force The impulse force\r\n * @param contactPoint The contact point for the impulse force\r\n * @returns The physics imposter\r\n */\r\n public applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * A help function to create a joint\r\n * @param otherImpostor A physics imposter used to create a joint\r\n * @param jointType The type of joint\r\n * @param jointData The data for the joint\r\n * @returns The physics imposter\r\n */\r\n public createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor {\r\n const joint = new PhysicsJoint(jointType, jointData);\r\n this.addJoint(otherImpostor, joint);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a joint to this impostor with a different impostor\r\n * @param otherImpostor A physics imposter used to add a joint\r\n * @param joint The joint to add\r\n * @returns The physics imposter\r\n */\r\n public addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor {\r\n this._joints.push({\r\n otherImpostor: otherImpostor,\r\n joint: joint,\r\n });\r\n\r\n if (this._physicsEngine) {\r\n this._physicsEngine.addJoint(this, otherImpostor, joint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add an anchor to a cloth impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param width ratio across width from 0 to 1\r\n * @param height ratio up height from 0 to 1\r\n * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little stretch\r\n * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false\r\n * @returns impostor the soft imposter\r\n */\r\n public addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendAnchor!(this, otherImpostor, width, height, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a hook to a rope impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param length ratio across rope from 0 to 1\r\n * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little stretch\r\n * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false\r\n * @returns impostor the rope imposter\r\n */\r\n public addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendHook!(this, otherImpostor, length, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Will keep this body still, in a sleep mode.\r\n * @returns the physics imposter\r\n */\r\n public sleep(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().sleepBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Wake the body up.\r\n * @returns The physics imposter\r\n */\r\n public wakeUp(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Clones the physics imposter\r\n * @param newObject The physics imposter clones to this physics-enabled object\r\n * @returns A nullable physics imposter\r\n */\r\n public clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor> {\r\n if (!newObject) {\r\n return null;\r\n }\r\n return new PhysicsImpostor(newObject, this.type, this._options, this._scene);\r\n }\r\n\r\n /**\r\n * Disposes the physics imposter\r\n */\r\n public dispose(/*disposeChildren: boolean = true*/) {\r\n //no dispose if no physics engine is available.\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._joints.forEach((j) => {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.removeJoint(this, j.otherImpostor, j.joint);\r\n }\r\n });\r\n //dispose the physics body\r\n this._physicsEngine.removeImpostor(this);\r\n if (this.parent) {\r\n this.parent.forceUpdate();\r\n } else {\r\n /*this._object.getChildMeshes().forEach(function(mesh) {\r\n if (mesh.physicsImpostor) {\r\n if (disposeChildren) {\r\n mesh.physicsImpostor.dispose();\r\n mesh.physicsImpostor = null;\r\n }\r\n }\r\n })*/\r\n }\r\n\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * Sets the delta position\r\n * @param position The delta position amount\r\n */\r\n public setDeltaPosition(position: Vector3) {\r\n this._deltaPosition.copyFrom(position);\r\n }\r\n\r\n /**\r\n * Sets the delta rotation\r\n * @param rotation The delta rotation amount\r\n */\r\n public setDeltaRotation(rotation: Quaternion) {\r\n if (!this._deltaRotation) {\r\n this._deltaRotation = new Quaternion();\r\n }\r\n this._deltaRotation.copyFrom(rotation);\r\n this._deltaRotationConjugated = this._deltaRotation.conjugate();\r\n }\r\n\r\n /**\r\n * Gets the box size of the physics imposter and stores the result in the input parameter\r\n * @param result Stores the box size\r\n * @returns The physics imposter\r\n */\r\n public getBoxSizeToRef(result: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the radius of the physics imposter\r\n * @returns Radius of the physics imposter\r\n */\r\n public getRadius(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;\r\n }\r\n\r\n /**\r\n * Sync a bone with this impostor\r\n * @param bone The bone to sync to the impostor.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n */\r\n public syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion) {\r\n const tempVec = PhysicsImpostor._TmpVecs[0];\r\n const mesh = <AbstractMesh>this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = PhysicsImpostor._TmpQuat;\r\n mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);\r\n bone.setRotationQuaternion(tempQuat, Space.WORLD, boneMesh);\r\n } else {\r\n bone.setRotationQuaternion(mesh.rotationQuaternion, Space.WORLD, boneMesh);\r\n }\r\n }\r\n\r\n tempVec.x = 0;\r\n tempVec.y = 0;\r\n tempVec.z = 0;\r\n\r\n if (jointPivot) {\r\n tempVec.x = jointPivot.x;\r\n tempVec.y = jointPivot.y;\r\n tempVec.z = jointPivot.z;\r\n\r\n bone.getDirectionToRef(tempVec, boneMesh, tempVec);\r\n\r\n if (distToJoint === undefined || distToJoint === null) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n tempVec.x *= distToJoint;\r\n tempVec.y *= distToJoint;\r\n tempVec.z *= distToJoint;\r\n }\r\n\r\n if (bone.getParent()) {\r\n tempVec.addInPlace(mesh.getAbsolutePosition());\r\n bone.setAbsolutePosition(tempVec, boneMesh);\r\n } else {\r\n boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());\r\n boneMesh.position.x -= tempVec.x;\r\n boneMesh.position.y -= tempVec.y;\r\n boneMesh.position.z -= tempVec.z;\r\n }\r\n }\r\n\r\n /**\r\n * Sync impostor to a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = <AbstractMesh>this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = PhysicsImpostor._TmpQuat;\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = PhysicsImpostor._TmpVecs[0];\r\n const boneDir = PhysicsImpostor._TmpVecs[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = PhysicsImpostor._TmpVecs[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n //Impostor types\r\n /**\r\n * No-Imposter type\r\n */\r\n public static NoImpostor = 0;\r\n /**\r\n * Sphere-Imposter type\r\n */\r\n public static SphereImpostor = 1;\r\n /**\r\n * Box-Imposter type\r\n */\r\n public static BoxImpostor = 2;\r\n /**\r\n * Plane-Imposter type\r\n */\r\n public static PlaneImpostor = 3;\r\n /**\r\n * Mesh-imposter type (Only available to objects with vertices data)\r\n */\r\n public static MeshImpostor = 4;\r\n /**\r\n * Capsule-Impostor type (Ammo.js plugin only)\r\n */\r\n public static CapsuleImpostor = 6;\r\n /**\r\n * Cylinder-Imposter type\r\n */\r\n public static CylinderImpostor = 7;\r\n /**\r\n * Particle-Imposter type\r\n */\r\n public static ParticleImpostor = 8;\r\n /**\r\n * Heightmap-Imposter type\r\n */\r\n public static HeightmapImpostor = 9;\r\n /**\r\n * ConvexHull-Impostor type (Ammo.js plugin only)\r\n */\r\n public static ConvexHullImpostor = 10;\r\n /**\r\n * Custom-Imposter type (Ammo.js plugin only)\r\n */\r\n public static CustomImpostor = 100;\r\n /**\r\n * Rope-Imposter type\r\n */\r\n public static RopeImpostor = 101;\r\n /**\r\n * Cloth-Imposter type\r\n */\r\n public static ClothImpostor = 102;\r\n /**\r\n * Softbody-Imposter type\r\n */\r\n public static SoftbodyImpostor = 103;\r\n}\r\n"]}
1
+ 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type { Nullable, IndicesArray } from \"../../types\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { ArrayTools } from \"../../Misc/arrayTools\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport { Vector3, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Bone } from \"../../Bones/bone\";\r\nimport type { BoundingInfo } from \"../../Culling/boundingInfo\";\r\nimport type { PhysicsEngine as PhysicsEngineV1 } from \"./physicsEngine\";\r\n\r\nimport type { PhysicsJointData } from \"./physicsJoint\";\r\nimport { PhysicsJoint } from \"./physicsJoint\";\r\nimport { Space } from \"../../Maths/math.axis\";\r\n\r\n/**\r\n * The interface for the physics imposter parameters\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface PhysicsImpostorParameters {\r\n /**\r\n * The mass of the physics imposter\r\n */\r\n mass: number;\r\n /**\r\n * The friction of the physics imposter\r\n */\r\n friction?: number;\r\n /**\r\n * The coefficient of restitution of the physics imposter\r\n */\r\n restitution?: number;\r\n /**\r\n * The native options of the physics imposter\r\n */\r\n nativeOptions?: any;\r\n /**\r\n * Specifies if the parent should be ignored\r\n */\r\n ignoreParent?: boolean;\r\n /**\r\n * Specifies if bi-directional transformations should be disabled\r\n */\r\n disableBidirectionalTransformation?: boolean;\r\n /**\r\n * The pressure inside the physics imposter, soft object only\r\n */\r\n pressure?: number;\r\n /**\r\n * The stiffness the physics imposter, soft object only\r\n */\r\n stiffness?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex velocities, soft object only\r\n */\r\n velocityIterations?: number;\r\n /**\r\n * The number of iterations used in maintaining consistent vertex positions, soft object only\r\n */\r\n positionIterations?: number;\r\n /**\r\n * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only\r\n * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right\r\n * Add to fix multiple points\r\n */\r\n fixedPoints?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n margin?: number;\r\n /**\r\n * The collision margin around a soft object\r\n */\r\n damping?: number;\r\n /**\r\n * The path for a rope based on an extrusion\r\n */\r\n path?: any;\r\n /**\r\n * The shape of an extrusion used for a rope based on an extrusion\r\n */\r\n shape?: any;\r\n}\r\n\r\n/**\r\n * Interface for a physics-enabled object\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport interface IPhysicsEnabledObject {\r\n /**\r\n * The position of the physics-enabled object\r\n */\r\n position: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotationQuaternion: Nullable<Quaternion>;\r\n /**\r\n * The scale of the physics-enabled object\r\n */\r\n scaling: Vector3;\r\n /**\r\n * The rotation of the physics-enabled object\r\n */\r\n rotation?: Vector3;\r\n /**\r\n * The parent of the physics-enabled object\r\n */\r\n parent?: any;\r\n /**\r\n * The bounding info of the physics-enabled object\r\n * @returns The bounding info of the physics-enabled object\r\n */\r\n getBoundingInfo(): BoundingInfo;\r\n /**\r\n * Computes the world matrix\r\n * @param force Specifies if the world matrix should be computed by force\r\n * @returns A world matrix\r\n */\r\n computeWorldMatrix(force: boolean): Matrix;\r\n /**\r\n * Gets the world matrix\r\n * @returns A world matrix\r\n */\r\n getWorldMatrix?(): Matrix;\r\n /**\r\n * Gets the child meshes\r\n * @param directDescendantsOnly Specifies if only direct-descendants should be obtained\r\n * @returns An array of abstract meshes\r\n */\r\n getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;\r\n /**\r\n * Gets the vertex data\r\n * @param kind The type of vertex data\r\n * @returns A nullable array of numbers, or a float32 array\r\n */\r\n getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;\r\n /**\r\n * Gets the indices from the mesh\r\n * @returns A nullable array of index arrays\r\n */\r\n getIndices?(): Nullable<IndicesArray>;\r\n /**\r\n * Gets the scene from the mesh\r\n * @returns the indices array or null\r\n */\r\n getScene?(): Scene;\r\n /**\r\n * Gets the absolute position from the mesh\r\n * @returns the absolute position\r\n */\r\n getAbsolutePosition(): Vector3;\r\n /**\r\n * Gets the absolute pivot point from the mesh\r\n * @returns the absolute pivot point\r\n */\r\n getAbsolutePivotPoint(): Vector3;\r\n /**\r\n * Rotates the mesh\r\n * @param axis The axis of rotation\r\n * @param amount The amount of rotation\r\n * @param space The space of the rotation\r\n * @returns The rotation transform node\r\n */\r\n rotate(axis: Vector3, amount: number, space?: Space): TransformNode;\r\n /**\r\n * Translates the mesh\r\n * @param axis The axis of translation\r\n * @param distance The distance of translation\r\n * @param space The space of the translation\r\n * @returns The transform node\r\n */\r\n translate(axis: Vector3, distance: number, space?: Space): TransformNode;\r\n /**\r\n * Sets the absolute position of the mesh\r\n * @param absolutePosition The absolute position of the mesh\r\n * @returns The transform node\r\n */\r\n setAbsolutePosition(absolutePosition: Vector3): TransformNode;\r\n /**\r\n * Gets the class name of the mesh\r\n * @returns The class name\r\n */\r\n getClassName(): string;\r\n}\r\n\r\nMesh._PhysicsImpostorParser = function (scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor {\r\n return new PhysicsImpostor(\r\n physicObject,\r\n jsonObject.physicsImpostor,\r\n {\r\n mass: jsonObject.physicsMass,\r\n friction: jsonObject.physicsFriction,\r\n restitution: jsonObject.physicsRestitution,\r\n },\r\n scene\r\n );\r\n};\r\n\r\n/**\r\n * Represents a physics imposter\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine\r\n */\r\nexport class PhysicsImpostor {\r\n /**\r\n * The default object size of the imposter\r\n */\r\n public static DEFAULT_OBJECT_SIZE: Vector3 = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * The identity quaternion of the imposter\r\n */\r\n public static IDENTITY_QUATERNION = Quaternion.Identity();\r\n\r\n /** @internal */\r\n public _pluginData: any = {};\r\n\r\n private _physicsEngine: Nullable<PhysicsEngineV1>;\r\n //The native cannon/oimo/energy physics body object.\r\n private _physicsBody: any;\r\n private _bodyUpdateRequired: boolean = false;\r\n\r\n private _onBeforePhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n private _onAfterPhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>();\r\n /** @internal */\r\n public _onPhysicsCollideCallbacks: Array<{\r\n callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor, point: Nullable<Vector3>, distance: number, impulse: number, normal: Nullable<Vector3>) => void;\r\n otherImpostors: Array<PhysicsImpostor>;\r\n }> = [];\r\n\r\n private _deltaPosition: Vector3 = Vector3.Zero();\r\n private _deltaRotation: Quaternion;\r\n private _deltaRotationConjugated: Quaternion;\r\n\r\n /** @internal */\r\n public _isFromLine: boolean;\r\n\r\n //If set, this is this impostor's parent\r\n private _parent: Nullable<PhysicsImpostor>;\r\n\r\n private _isDisposed = false;\r\n\r\n private static _TmpVecs: Vector3[] = ArrayTools.BuildArray(3, Vector3.Zero);\r\n private static _TmpQuat: Quaternion = Quaternion.Identity();\r\n\r\n /**\r\n * Specifies if the physics imposter is disposed\r\n */\r\n get isDisposed(): boolean {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Gets the mass of the physics imposter\r\n */\r\n get mass(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;\r\n }\r\n\r\n set mass(value: number) {\r\n this.setMass(value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of friction\r\n */\r\n get friction(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of friction\r\n */\r\n set friction(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);\r\n }\r\n\r\n /**\r\n * Gets the coefficient of restitution\r\n */\r\n get restitution(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;\r\n }\r\n\r\n /**\r\n * Sets the coefficient of restitution\r\n */\r\n set restitution(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);\r\n }\r\n\r\n /**\r\n * Gets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get pressure(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return 0;\r\n }\r\n return plugin.getBodyPressure!(this);\r\n }\r\n\r\n /**\r\n * Sets the pressure of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set pressure(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPressure) {\r\n return;\r\n }\r\n plugin.setBodyPressure!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get stiffness(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyStiffness) {\r\n return 0;\r\n }\r\n return plugin.getBodyStiffness!(this);\r\n }\r\n\r\n /**\r\n * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set stiffness(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyStiffness) {\r\n return;\r\n }\r\n plugin.setBodyStiffness!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get velocityIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyVelocityIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyVelocityIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set velocityIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyVelocityIterations) {\r\n return;\r\n }\r\n plugin.setBodyVelocityIterations!(this, value);\r\n }\r\n\r\n /**\r\n * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n get positionIterations(): number {\r\n if (!this._physicsEngine) {\r\n return 0;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.getBodyPositionIterations) {\r\n return 0;\r\n }\r\n return plugin.getBodyPositionIterations!(this);\r\n }\r\n\r\n /**\r\n * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin\r\n */\r\n set positionIterations(value: number) {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.setBodyPositionIterations) {\r\n return;\r\n }\r\n plugin.setBodyPositionIterations!(this, value);\r\n }\r\n\r\n /**\r\n * The unique id of the physics imposter\r\n * set by the physics engine when adding this impostor to the array\r\n */\r\n public uniqueId: number;\r\n\r\n /**\r\n * @internal\r\n */\r\n public soft: boolean = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public segments: number = 0;\r\n\r\n private _joints: Array<{\r\n joint: PhysicsJoint;\r\n otherImpostor: PhysicsImpostor;\r\n }>;\r\n\r\n /**\r\n * Initializes the physics imposter\r\n * @param object The physics-enabled object used as the physics imposter\r\n * @param type The type of the physics imposter. Types are available as static members of this class.\r\n * @param _options The options for the physics imposter\r\n * @param _scene The Babylon scene\r\n */\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics imposter\r\n */\r\n public object: IPhysicsEnabledObject,\r\n /**\r\n * The type of the physics imposter\r\n */\r\n public type: number,\r\n private _options: PhysicsImpostorParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n //sanity check!\r\n if (!this.object) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n if (this.object.parent && _options.mass !== 0) {\r\n Logger.Warn(\"A physics impostor has been created for an object which has a parent. Babylon physics currently works in local space so unexpected issues may occur.\");\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && object.getScene) {\r\n this._scene = object.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n if (this.type > 100) {\r\n this.soft = true;\r\n }\r\n\r\n this._physicsEngine = this._scene.getPhysicsEngine() as any;\r\n if (!this._physicsEngine) {\r\n Logger.Error(\"Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.\");\r\n } else {\r\n //set the object's quaternion, if not set\r\n if (!this.object.rotationQuaternion) {\r\n if (this.object.rotation) {\r\n this.object.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);\r\n } else {\r\n this.object.rotationQuaternion = new Quaternion();\r\n }\r\n }\r\n //default options params\r\n this._options.mass = _options.mass === void 0 ? 0 : _options.mass;\r\n this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;\r\n this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;\r\n if (this.soft) {\r\n //softbody mass must be above 0;\r\n this._options.mass = this._options.mass > 0 ? this._options.mass : 1;\r\n this._options.pressure = _options.pressure === void 0 ? 200 : _options.pressure;\r\n this._options.stiffness = _options.stiffness === void 0 ? 1 : _options.stiffness;\r\n this._options.velocityIterations = _options.velocityIterations === void 0 ? 20 : _options.velocityIterations;\r\n this._options.positionIterations = _options.positionIterations === void 0 ? 20 : _options.positionIterations;\r\n this._options.fixedPoints = _options.fixedPoints === void 0 ? 0 : _options.fixedPoints;\r\n this._options.margin = _options.margin === void 0 ? 0 : _options.margin;\r\n this._options.damping = _options.damping === void 0 ? 0 : _options.damping;\r\n this._options.path = _options.path === void 0 ? null : _options.path;\r\n this._options.shape = _options.shape === void 0 ? null : _options.shape;\r\n }\r\n this._joints = [];\r\n //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.\r\n if (!this.object.parent || this._options.ignoreParent) {\r\n this._init();\r\n } else if (this.object.parent.physicsImpostor) {\r\n Logger.Warn(\"You must affect impostors to children before affecting impostor to parent.\");\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * This function will completely initialize this impostor.\r\n * It will create a new body - but only if this mesh has no parent.\r\n * If it has, this impostor will not be used other than to define the impostor\r\n * of the child mesh.\r\n * @internal\r\n */\r\n public _init() {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.removeImpostor(this);\r\n this.physicsBody = null;\r\n this._parent = this._parent || this._getPhysicsParent();\r\n if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {\r\n this._physicsEngine.addImpostor(this);\r\n }\r\n }\r\n\r\n private _getPhysicsParent(): Nullable<PhysicsImpostor> {\r\n if (this.object.parent instanceof AbstractMesh) {\r\n const parentMesh: AbstractMesh = <AbstractMesh>this.object.parent;\r\n return parentMesh.physicsImpostor;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Should a new body be generated.\r\n * @returns boolean specifying if body initialization is required\r\n */\r\n public isBodyInitRequired(): boolean {\r\n return this._bodyUpdateRequired || (!this._physicsBody && (!this._parent || !!this._options.ignoreParent));\r\n }\r\n\r\n /**\r\n * Sets the updated scaling\r\n */\r\n public setScalingUpdated() {\r\n this.forceUpdate();\r\n }\r\n\r\n /**\r\n * Force a regeneration of this or the parent's impostor's body.\r\n * Use with caution - This will remove all previously-instantiated joints.\r\n */\r\n public forceUpdate() {\r\n this._init();\r\n if (this.parent && !this._options.ignoreParent) {\r\n this.parent.forceUpdate();\r\n }\r\n }\r\n\r\n /*public get mesh(): AbstractMesh {\r\n return this._mesh;\r\n }*/\r\n\r\n /**\r\n * Gets the body that holds this impostor. Either its own, or its parent.\r\n */\r\n public get physicsBody(): any {\r\n return this._parent && !this._options.ignoreParent ? this._parent.physicsBody : this._physicsBody;\r\n }\r\n\r\n /**\r\n * Get the parent of the physics imposter\r\n * @returns Physics imposter or null\r\n */\r\n public get parent(): Nullable<PhysicsImpostor> {\r\n return !this._options.ignoreParent && this._parent ? this._parent : null;\r\n }\r\n\r\n /**\r\n * Sets the parent of the physics imposter\r\n */\r\n public set parent(value: Nullable<PhysicsImpostor>) {\r\n this._parent = value;\r\n }\r\n\r\n /**\r\n * Set the physics body. Used mainly by the physics engine/plugin\r\n */\r\n public set physicsBody(physicsBody: any) {\r\n if (this._physicsBody && this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);\r\n }\r\n this._physicsBody = physicsBody;\r\n this.resetUpdateFlags();\r\n }\r\n\r\n /**\r\n * Resets the update flags\r\n */\r\n public resetUpdateFlags() {\r\n this._bodyUpdateRequired = false;\r\n }\r\n\r\n /**\r\n * Gets the object extents\r\n * @returns the object extents\r\n */\r\n public getObjectExtents(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n const q = this.object.rotationQuaternion;\r\n const scaling = this.object.scaling.clone();\r\n //reset rotation\r\n this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;\r\n //calculate the world matrix with no rotation\r\n const worldMatrix = this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n if (worldMatrix) {\r\n worldMatrix.decompose(scaling, undefined, undefined);\r\n }\r\n const boundingInfo = this.object.getBoundingInfo();\r\n // get the global scaling of the object\r\n const size = boundingInfo.boundingBox.extendSize.scale(2).multiplyInPlace(scaling);\r\n size.x = Math.abs(size.x);\r\n size.y = Math.abs(size.y);\r\n size.z = Math.abs(size.z);\r\n //bring back the rotation\r\n this.object.rotationQuaternion = q;\r\n //calculate the world matrix with the new rotation\r\n this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);\r\n return size;\r\n } else {\r\n return PhysicsImpostor.DEFAULT_OBJECT_SIZE;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the object center\r\n * @returns The object center\r\n */\r\n public getObjectCenter(): Vector3 {\r\n if (this.object.getBoundingInfo) {\r\n const boundingInfo = this.object.getBoundingInfo();\r\n return boundingInfo.boundingBox.centerWorld;\r\n } else {\r\n return this.object.position;\r\n }\r\n }\r\n\r\n /**\r\n * Get a specific parameter from the options parameters\r\n * @param paramName The object parameter name\r\n * @returns The object parameter\r\n */\r\n public getParam(paramName: string): any {\r\n return (<any>this._options)[paramName];\r\n }\r\n\r\n /**\r\n * Sets a specific parameter in the options given to the physics plugin\r\n * @param paramName The parameter name\r\n * @param value The value of the parameter\r\n */\r\n public setParam(paramName: string, value: number) {\r\n (<any>this._options)[paramName] = value;\r\n this._bodyUpdateRequired = true;\r\n }\r\n\r\n /**\r\n * Specifically change the body's mass. Won't recreate the physics body object\r\n * @param mass The mass of the physics imposter\r\n */\r\n public setMass(mass: number) {\r\n if (this.getParam(\"mass\") !== mass) {\r\n this.setParam(\"mass\", mass);\r\n }\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the linear velocity\r\n * @returns linear velocity or null\r\n */\r\n public getLinearVelocity(): Nullable<Vector3> {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the linear velocity\r\n * @param velocity linear velocity or null\r\n */\r\n public setLinearVelocity(velocity: Nullable<Vector3>) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the angular velocity\r\n * @returns angular velocity or null\r\n */\r\n public getAngularVelocity(): Nullable<Vector3> {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : Vector3.Zero();\r\n }\r\n\r\n /**\r\n * Sets the angular velocity\r\n * @param velocity The velocity or null\r\n */\r\n public setAngularVelocity(velocity: Nullable<Vector3>) {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);\r\n }\r\n }\r\n\r\n /**\r\n * Execute a function with the physics plugin native code\r\n * Provide a function the will have two variables - the world object and the physics body object\r\n * @param func The function to execute with the physics plugin native code\r\n */\r\n public executeNativeFunction(func: (world: any, physicsBody: any) => void) {\r\n if (this._physicsEngine) {\r\n func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onBeforePhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregister a function that will be executed before the physics world is stepping forward\r\n * @param func The function to execute before the physics world is stepped forward\r\n */\r\n public unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n const index = this._onBeforePhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onBeforePhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * Register a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n this._onAfterPhysicsStepCallbacks.push(func);\r\n }\r\n\r\n /**\r\n * Unregisters a function that will be executed after the physics step\r\n * @param func The function to execute after physics step\r\n */\r\n public unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void {\r\n const index = this._onAfterPhysicsStepCallbacks.indexOf(func);\r\n\r\n if (index > -1) {\r\n this._onAfterPhysicsStepCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n /**\r\n * register a function that will be executed when this impostor collides against a different body\r\n * @param collideAgainst Physics imposter, or array of physics imposters to collide against\r\n * @param func Callback that is executed on collision\r\n */\r\n public registerOnPhysicsCollide(\r\n collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>,\r\n func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor, point: Nullable<Vector3>) => void\r\n ): void {\r\n const collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst];\r\n this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });\r\n }\r\n\r\n /**\r\n * Unregisters the physics imposter's collision callback\r\n * @param collideAgainst The physics object to collide against\r\n * @param func Callback to execute on collision\r\n */\r\n public unregisterOnPhysicsCollide(\r\n collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>,\r\n func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>, point: Nullable<Vector3>) => void\r\n ): void {\r\n const collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst];\r\n let index = -1;\r\n const found = this._onPhysicsCollideCallbacks.some((cbDef, idx) => {\r\n if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {\r\n // chcek the arrays match\r\n const sameList = cbDef.otherImpostors.every((impostor) => {\r\n return collidedAgainstList.indexOf(impostor) > -1;\r\n });\r\n if (sameList) {\r\n index = idx;\r\n }\r\n return sameList;\r\n }\r\n return false;\r\n });\r\n\r\n if (found) {\r\n this._onPhysicsCollideCallbacks.splice(index, 1);\r\n } else {\r\n Logger.Warn(\"Function to remove was not found\");\r\n }\r\n }\r\n\r\n //temp variables for parent rotation calculations\r\n //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];\r\n private _tmpQuat: Quaternion = new Quaternion();\r\n private _tmpQuat2: Quaternion = new Quaternion();\r\n\r\n /**\r\n * Get the parent rotation\r\n * @returns The parent rotation\r\n */\r\n public getParentsRotation(): Quaternion {\r\n let parent = this.object.parent;\r\n this._tmpQuat.copyFromFloats(0, 0, 0, 1);\r\n while (parent) {\r\n if (parent.rotationQuaternion) {\r\n this._tmpQuat2.copyFrom(parent.rotationQuaternion);\r\n } else {\r\n Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);\r\n }\r\n this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);\r\n parent = parent.parent;\r\n }\r\n return this._tmpQuat;\r\n }\r\n\r\n /**\r\n * this function is executed by the physics engine.\r\n */\r\n public beforeStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this.object.translate(this._deltaPosition, -1);\r\n this._deltaRotationConjugated &&\r\n this.object.rotationQuaternion &&\r\n this.object.rotationQuaternion.multiplyToRef(this._deltaRotationConjugated, this.object.rotationQuaternion);\r\n this.object.computeWorldMatrix(false);\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this._tmpQuat);\r\n } else {\r\n this._tmpQuat.copyFrom(this.object.rotationQuaternion || new Quaternion());\r\n }\r\n if (!this._options.disableBidirectionalTransformation) {\r\n this.object.rotationQuaternion &&\r\n this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(this, /*bInfo.boundingBox.centerWorld*/ this.object.getAbsolutePosition(), this._tmpQuat);\r\n }\r\n\r\n this._onBeforePhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n };\r\n\r\n /**\r\n * this function is executed by the physics engine\r\n */\r\n public afterStep = () => {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._onAfterPhysicsStepCallbacks.forEach((func) => {\r\n func(this);\r\n });\r\n\r\n this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(this);\r\n // object has now its world rotation. needs to be converted to local.\r\n if (this.object.parent && this.object.rotationQuaternion) {\r\n this.getParentsRotation();\r\n this._tmpQuat.conjugateInPlace();\r\n this._tmpQuat.multiplyToRef(this.object.rotationQuaternion, this.object.rotationQuaternion);\r\n }\r\n // take the position set and make it the absolute position of this object.\r\n this.object.setAbsolutePosition(this.object.position);\r\n if (this._deltaRotation) {\r\n this.object.rotationQuaternion && this.object.rotationQuaternion.multiplyToRef(this._deltaRotation, this.object.rotationQuaternion);\r\n this._deltaPosition.applyRotationQuaternionToRef(this._deltaRotation, PhysicsImpostor._TmpVecs[0]);\r\n this.object.translate(PhysicsImpostor._TmpVecs[0], 1);\r\n } else {\r\n this.object.translate(this._deltaPosition, 1);\r\n }\r\n this.object.computeWorldMatrix(true);\r\n };\r\n\r\n /**\r\n * Legacy collision detection event support\r\n */\r\n public onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void> = null;\r\n\r\n /**\r\n * define an onCollide function to call when this impostor collides against a different body\r\n * @param e collide event data\r\n * @returns\r\n */\r\n public onCollide = (e: { body: any; point: Nullable<Vector3>; distance: number; impulse: number; normal: Nullable<Vector3> }) => {\r\n if (!this._onPhysicsCollideCallbacks.length && !this.onCollideEvent) {\r\n return;\r\n }\r\n\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n const otherImpostor = this._physicsEngine.getImpostorWithPhysicsBody(e.body);\r\n if (otherImpostor) {\r\n // Legacy collision detection event support\r\n if (this.onCollideEvent) {\r\n this.onCollideEvent(this, otherImpostor);\r\n }\r\n this._onPhysicsCollideCallbacks\r\n .filter((obj) => {\r\n return obj.otherImpostors.indexOf(<PhysicsImpostor>otherImpostor) !== -1;\r\n })\r\n .forEach((obj) => {\r\n obj.callback(this, <PhysicsImpostor>otherImpostor, e.point, e.distance, e.impulse, e.normal);\r\n });\r\n }\r\n };\r\n\r\n /**\r\n * Apply a force\r\n * @param force The force to apply\r\n * @param contactPoint The contact point for the force\r\n * @returns The physics imposter\r\n */\r\n public applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Apply an impulse\r\n * @param force The impulse force\r\n * @param contactPoint The contact point for the impulse force\r\n * @returns The physics imposter\r\n */\r\n public applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * A help function to create a joint\r\n * @param otherImpostor A physics imposter used to create a joint\r\n * @param jointType The type of joint\r\n * @param jointData The data for the joint\r\n * @returns The physics imposter\r\n */\r\n public createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor {\r\n const joint = new PhysicsJoint(jointType, jointData);\r\n this.addJoint(otherImpostor, joint);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a joint to this impostor with a different impostor\r\n * @param otherImpostor A physics imposter used to add a joint\r\n * @param joint The joint to add\r\n * @returns The physics imposter\r\n */\r\n public addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor {\r\n this._joints.push({\r\n otherImpostor: otherImpostor,\r\n joint: joint,\r\n });\r\n\r\n if (this._physicsEngine) {\r\n this._physicsEngine.addJoint(this, otherImpostor, joint);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Add an anchor to a cloth impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param width ratio across width from 0 to 1\r\n * @param height ratio up height from 0 to 1\r\n * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little stretch\r\n * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false\r\n * @returns impostor the soft imposter\r\n */\r\n public addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendAnchor!(this, otherImpostor, width, height, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Add a hook to a rope impostor\r\n * @param otherImpostor rigid impostor to anchor to\r\n * @param length ratio across rope from 0 to 1\r\n * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little stretch\r\n * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false\r\n * @returns impostor the rope imposter\r\n */\r\n public addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor {\r\n if (!this._physicsEngine) {\r\n return this;\r\n }\r\n const plugin = this._physicsEngine.getPhysicsPlugin();\r\n if (!plugin.appendAnchor) {\r\n return this;\r\n }\r\n if (this._physicsEngine) {\r\n plugin.appendHook!(this, otherImpostor, length, influence, noCollisionBetweenLinkedBodies);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Will keep this body still, in a sleep mode.\r\n * @returns the physics imposter\r\n */\r\n public sleep(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().sleepBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Wake the body up.\r\n * @returns The physics imposter\r\n */\r\n public wakeUp(): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Clones the physics imposter\r\n * @param newObject The physics imposter clones to this physics-enabled object\r\n * @returns A nullable physics imposter\r\n */\r\n public clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor> {\r\n if (!newObject) {\r\n return null;\r\n }\r\n return new PhysicsImpostor(newObject, this.type, this._options, this._scene);\r\n }\r\n\r\n /**\r\n * Disposes the physics imposter\r\n */\r\n public dispose(/*disposeChildren: boolean = true*/) {\r\n //no dispose if no physics engine is available.\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._joints.forEach((j) => {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.removeJoint(this, j.otherImpostor, j.joint);\r\n }\r\n });\r\n //dispose the physics body\r\n this._physicsEngine.removeImpostor(this);\r\n if (this.parent) {\r\n this.parent.forceUpdate();\r\n } else {\r\n /*this._object.getChildMeshes().forEach(function(mesh) {\r\n if (mesh.physicsImpostor) {\r\n if (disposeChildren) {\r\n mesh.physicsImpostor.dispose();\r\n mesh.physicsImpostor = null;\r\n }\r\n }\r\n })*/\r\n }\r\n\r\n this._isDisposed = true;\r\n }\r\n\r\n /**\r\n * Sets the delta position\r\n * @param position The delta position amount\r\n */\r\n public setDeltaPosition(position: Vector3) {\r\n this._deltaPosition.copyFrom(position);\r\n }\r\n\r\n /**\r\n * Sets the delta rotation\r\n * @param rotation The delta rotation amount\r\n */\r\n public setDeltaRotation(rotation: Quaternion) {\r\n if (!this._deltaRotation) {\r\n this._deltaRotation = new Quaternion();\r\n }\r\n this._deltaRotation.copyFrom(rotation);\r\n this._deltaRotationConjugated = this._deltaRotation.conjugate();\r\n }\r\n\r\n /**\r\n * Gets the box size of the physics imposter and stores the result in the input parameter\r\n * @param result Stores the box size\r\n * @returns The physics imposter\r\n */\r\n public getBoxSizeToRef(result: Vector3): PhysicsImpostor {\r\n if (this._physicsEngine) {\r\n this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the radius of the physics imposter\r\n * @returns Radius of the physics imposter\r\n */\r\n public getRadius(): number {\r\n return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;\r\n }\r\n\r\n /**\r\n * Sync a bone with this impostor\r\n * @param bone The bone to sync to the impostor.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n */\r\n public syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion) {\r\n const tempVec = PhysicsImpostor._TmpVecs[0];\r\n const mesh = <AbstractMesh>this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = PhysicsImpostor._TmpQuat;\r\n mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);\r\n bone.setRotationQuaternion(tempQuat, Space.WORLD, boneMesh);\r\n } else {\r\n bone.setRotationQuaternion(mesh.rotationQuaternion, Space.WORLD, boneMesh);\r\n }\r\n }\r\n\r\n tempVec.x = 0;\r\n tempVec.y = 0;\r\n tempVec.z = 0;\r\n\r\n if (jointPivot) {\r\n tempVec.x = jointPivot.x;\r\n tempVec.y = jointPivot.y;\r\n tempVec.z = jointPivot.z;\r\n\r\n bone.getDirectionToRef(tempVec, boneMesh, tempVec);\r\n\r\n if (distToJoint === undefined || distToJoint === null) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n tempVec.x *= distToJoint;\r\n tempVec.y *= distToJoint;\r\n tempVec.z *= distToJoint;\r\n }\r\n\r\n if (bone.getParent()) {\r\n tempVec.addInPlace(mesh.getAbsolutePosition());\r\n bone.setAbsolutePosition(tempVec, boneMesh);\r\n } else {\r\n boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());\r\n boneMesh.position.x -= tempVec.x;\r\n boneMesh.position.y -= tempVec.y;\r\n boneMesh.position.z -= tempVec.z;\r\n }\r\n }\r\n\r\n /**\r\n * Sync impostor to a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = <AbstractMesh>this.object;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = PhysicsImpostor._TmpQuat;\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = PhysicsImpostor._TmpVecs[0];\r\n const boneDir = PhysicsImpostor._TmpVecs[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = PhysicsImpostor._TmpVecs[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n //Impostor types\r\n /**\r\n * No-Imposter type\r\n */\r\n public static NoImpostor = 0;\r\n /**\r\n * Sphere-Imposter type\r\n */\r\n public static SphereImpostor = 1;\r\n /**\r\n * Box-Imposter type\r\n */\r\n public static BoxImpostor = 2;\r\n /**\r\n * Plane-Imposter type\r\n */\r\n public static PlaneImpostor = 3;\r\n /**\r\n * Mesh-imposter type (Only available to objects with vertices data)\r\n */\r\n public static MeshImpostor = 4;\r\n /**\r\n * Capsule-Impostor type (Ammo.js plugin only)\r\n */\r\n public static CapsuleImpostor = 6;\r\n /**\r\n * Cylinder-Imposter type\r\n */\r\n public static CylinderImpostor = 7;\r\n /**\r\n * Particle-Imposter type\r\n */\r\n public static ParticleImpostor = 8;\r\n /**\r\n * Heightmap-Imposter type\r\n */\r\n public static HeightmapImpostor = 9;\r\n /**\r\n * ConvexHull-Impostor type (Ammo.js plugin only)\r\n */\r\n public static ConvexHullImpostor = 10;\r\n /**\r\n * Custom-Imposter type (Ammo.js plugin only)\r\n */\r\n public static CustomImpostor = 100;\r\n /**\r\n * Rope-Imposter type\r\n */\r\n public static RopeImpostor = 101;\r\n /**\r\n * Cloth-Imposter type\r\n */\r\n public static ClothImpostor = 102;\r\n /**\r\n * Softbody-Imposter type\r\n */\r\n public static SoftbodyImpostor = 103;\r\n}\r\n"]}
@@ -205,6 +205,7 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  * Sets the event mask of a physics body.
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  * @param body - The physics body to set the event mask for.
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  * @param eventMask - The event mask to set.
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+ * @param instanceIndex - The index of the instance to set the event mask for
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  *
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  * This function is useful for setting the event mask of a physics body, which is used to determine which events the body will respond to. This is important for ensuring that the physics engine is able to accurately simulate the behavior of the body in the game world.
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  */
@@ -213,6 +214,7 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  * Retrieves the event mask of a physics body.
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  *
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  * @param body - The physics body to retrieve the event mask from.
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+ * @param instanceIndex - The index of the instance to retrieve the event mask from.
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  * @returns The event mask of the physics body.
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  *
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  */
@@ -220,13 +222,25 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  private _fromMassPropertiesTuple;
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  private _internalUpdateMassProperties;
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  _internalSetMotionType(pluginData: BodyPluginData, motionType: PhysicsMotionType): void;
225
+ /**
226
+ * sets the motion type of a physics body.
227
+ * @param body - The physics body to set the motion type for.
228
+ * @param motionType - The motion type to set.
229
+ * @param instanceIndex - The index of the instance to set the motion type for. If undefined, the motion type of all the bodies will be set.
230
+ */
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  setMotionType(body: PhysicsBody, motionType: PhysicsMotionType, instanceIndex?: number): void;
232
+ /**
233
+ * Gets the motion type of a physics body.
234
+ * @param body - The physics body to get the motion type from.
235
+ * @param instanceIndex - The index of the instance to get the motion type from. If not specified, the motion type of the first instance will be returned.
236
+ */
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  getMotionType(body: PhysicsBody, instanceIndex?: number): PhysicsMotionType;
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  private _internalComputeMassProperties;
226
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  /**
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  * Computes the mass properties of a physics body, from it's shape
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  *
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  * @param body - The physics body to copmute the mass properties of
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+ * @param instanceIndex - The index of the instance to compute the mass properties of.
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  */
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  computeMassProperties(body: PhysicsBody, instanceIndex?: number): PhysicsMassProperties;
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  /**
@@ -242,13 +256,17 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  */
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  setMassProperties(body: PhysicsBody, massProps: PhysicsMassProperties, instanceIndex?: number): void;
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  /**
245
- *
259
+ * Gets the mass properties of a physics body.
260
+ * @param body - The physics body to get the mass properties from.
261
+ * @param instanceIndex - The index of the instance to get the mass properties from. If not specified, the mass properties of the first instance will be returned.
262
+ * @returns The mass properties of the physics body.
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263
  */
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  getMassProperties(body: PhysicsBody, instanceIndex?: number): PhysicsMassProperties;
248
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  /**
249
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  * Sets the linear damping of the given body.
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  * @param body - The body to set the linear damping for.
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  * @param damping - The linear damping to set.
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+ * @param instanceIndex - The index of the instance to set the linear damping for. If not specified, the linear damping of the first instance will be set.
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  *
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  * This method is useful for controlling the linear damping of a body in a physics engine.
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  * Linear damping is a force that opposes the motion of the body, and is proportional to the velocity of the body.
@@ -258,6 +276,7 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  /**
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  * Gets the linear damping of the given body.
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  * @param body - The body to get the linear damping from.
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+ * @param instanceIndex - The index of the instance to get the linear damping from. If not specified, the linear damping of the first instance will be returned.
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  * @returns The linear damping of the given body.
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  *
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  * This method is useful for getting the linear damping of a body in a physics engine.
@@ -269,6 +288,7 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  * Sets the angular damping of a physics body.
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  * @param body - The physics body to set the angular damping for.
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  * @param damping - The angular damping value to set.
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+ * @param instanceIndex - The index of the instance to set the angular damping for. If not specified, the angular damping of the first instance will be set.
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  *
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  * This function is useful for controlling the angular velocity of a physics body.
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  * By setting the angular damping, the body's angular velocity will be reduced over time, allowing for more realistic physics simulations.
@@ -277,6 +297,7 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  /**
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  * Gets the angular damping of a physics body.
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  * @param body - The physics body to get the angular damping from.
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+ * @param instanceIndex - The index of the instance to get the angular damping from. If not specified, the angular damping of the first instance will be returned.
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  * @returns The angular damping of the body.
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  *
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  * This function is useful for retrieving the angular damping of a physics body,
@@ -287,6 +308,7 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  * Sets the linear velocity of a physics body.
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  * @param body - The physics body to set the linear velocity of.
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  * @param linVel - The linear velocity to set.
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+ * @param instanceIndex - The index of the instance to set the linear velocity of. If not specified, the linear velocity of the first instance will be set.
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  *
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  * This function is useful for setting the linear velocity of a physics body, which is necessary for simulating
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  * motion in a physics engine. The linear velocity is the speed and direction of the body's movement.
@@ -296,6 +318,7 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  * Gets the linear velocity of a physics body and stores it in a given vector.
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  * @param body - The physics body to get the linear velocity from.
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  * @param linVel - The vector to store the linear velocity in.
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+ * @param instanceIndex - The index of the instance to get the linear velocity from. If not specified, the linear velocity of the first instance will be returned.
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  *
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  * This function is useful for retrieving the linear velocity of a physics body,
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  * which can be used to determine the speed and direction of the body. This
@@ -330,6 +353,7 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  *
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  * @param body - The physics body to set the angular velocity of.
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  * @param angVel - The angular velocity to set.
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+ * @param instanceIndex - The index of the instance to set the angular velocity of. If not specified, the angular velocity of the first instance will be set.
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  *
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  * This function is useful for setting the angular velocity of a physics body in a physics engine.
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  * This allows for more realistic simulations of physical objects, as they can be given a rotational velocity.
@@ -339,6 +363,7 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  * Gets the angular velocity of a body.
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  * @param body - The body to get the angular velocity from.
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  * @param angVel - The vector3 to store the angular velocity.
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+ * @param instanceIndex - The index of the instance to get the angular velocity from. If not specified, the angular velocity of the first instance will be returned.
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  *
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  * This method is useful for getting the angular velocity of a body in a physics engine. It
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  * takes the body and a vector3 as parameters and stores the angular velocity of the body
@@ -402,9 +427,29 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  * For example, a sphere requires a radius, while a box requires extents and a rotation.
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  */
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  initShape(shape: PhysicsShape, type: PhysicsShapeType, options: PhysicsShapeParameters): void;
430
+ /**
431
+ * Sets the shape filter membership mask of a body
432
+ * @param shape - The physics body to set the shape filter membership mask for.
433
+ * @param membershipMask - The shape filter membership mask to set.
434
+ */
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  setShapeFilterMembershipMask(shape: PhysicsShape, membershipMask: number): void;
436
+ /**
437
+ * Gets the shape filter membership mask of a body
438
+ * @param shape - The physics body to get the shape filter membership mask from.
439
+ * @returns The shape filter membership mask of the given body.
440
+ */
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  getShapeFilterMembershipMask(shape: PhysicsShape): number;
442
+ /**
443
+ * Sets the shape filter collide mask of a body
444
+ * @param shape - The physics body to set the shape filter collide mask for.
445
+ * @param collideMask - The shape filter collide mask to set.
446
+ */
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  setShapeFilterCollideMask(shape: PhysicsShape, collideMask: number): void;
448
+ /**
449
+ * Gets the shape filter collide mask of a body
450
+ * @param shape - The physics body to get the shape filter collide mask from.
451
+ * @returns The shape filter collide mask of the given body.
452
+ */
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  getShapeFilterCollideMask(shape: PhysicsShape): number;
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  /**
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  * Sets the material of a physics shape.
@@ -713,13 +758,13 @@ export declare class HavokPlugin implements IPhysicsEnginePluginV2 {
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  /**
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  * Enable collision to be reported for a body when a callback is setup on the world
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  * @param body the physics body
716
- * @param enabled
761
+ * @param enabled whether to enable or disable collision events
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  */
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  setCollisionCallbackEnabled(body: PhysicsBody, enabled: boolean): void;
719
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  /**
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  * Enable collision ended to be reported for a body when a callback is setup on the world
721
- * @param body
722
- * @param enabled
766
+ * @param body the physics body
767
+ * @param enabled whether to enable or disable collision ended events
723
768
  */
724
769
  setCollisionEndedCallbackEnabled(body: PhysicsBody, enabled: boolean): void;
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  private _notifyTriggers;