@babylonjs/core 6.46.0 → 6.47.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (46) hide show
  1. package/Animations/animationGroup.d.ts +5 -3
  2. package/Animations/animationGroup.js +19 -4
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/BakedVertexAnimation/vertexAnimationBaker.d.ts +4 -2
  5. package/BakedVertexAnimation/vertexAnimationBaker.js +25 -17
  6. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  7. package/Bones/skeleton.d.ts +1 -1
  8. package/Bones/skeleton.js +3 -0
  9. package/Bones/skeleton.js.map +1 -1
  10. package/Cameras/arcRotateCamera.d.ts +3 -3
  11. package/Cameras/arcRotateCamera.js +3 -3
  12. package/Cameras/arcRotateCamera.js.map +1 -1
  13. package/Engines/Extensions/engine.dynamicBuffer.js.map +1 -1
  14. package/Engines/Native/nativeInterfaces.d.ts +4 -4
  15. package/Engines/Native/nativeInterfaces.js.map +1 -1
  16. package/Engines/nativeEngine.d.ts +1 -1
  17. package/Engines/nativeEngine.js +4 -3
  18. package/Engines/nativeEngine.js.map +1 -1
  19. package/Engines/thinEngine.js +2 -2
  20. package/Engines/thinEngine.js.map +1 -1
  21. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.d.ts +1 -1
  22. package/FlowGraph/Blocks/Execution/Animation/flowGraphPauseAnimationBlock.js.map +1 -1
  23. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.d.ts +1 -1
  24. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  25. package/Gizmos/gizmo.d.ts +1 -1
  26. package/Gizmos/gizmo.js.map +1 -1
  27. package/Materials/Node/nodeMaterial.js +2 -0
  28. package/Materials/Node/nodeMaterial.js.map +1 -1
  29. package/Meshes/Compression/dracoCompressionWorker.d.ts +1 -2
  30. package/Meshes/Compression/dracoCompressionWorker.js +1 -1
  31. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  32. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +10 -3
  33. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  34. package/Physics/castingResult.d.ts +1 -1
  35. package/Physics/castingResult.js.map +1 -1
  36. package/Physics/physicsPointProximityQuery.d.ts +1 -1
  37. package/Physics/physicsPointProximityQuery.js.map +1 -1
  38. package/Physics/v2/ragdoll.d.ts +16 -5
  39. package/Physics/v2/ragdoll.js +91 -42
  40. package/Physics/v2/ragdoll.js.map +1 -1
  41. package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
  42. package/XR/features/WebXRControllerTeleportation.js +33 -1
  43. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  44. package/XR/features/WebXRNearInteraction.js +11 -1
  45. package/XR/features/WebXRNearInteraction.js.map +1 -1
  46. package/package.json +1 -1
@@ -1,9 +1,8 @@
1
- import { Vector3, Matrix, TmpVectors } from "../../Maths/math.vector.js";
2
- import { Quaternion } from "../../Maths/math.vector.js";
1
+ import { Vector3, Matrix, TmpVectors, Quaternion } from "../../Maths/math.vector.js";
3
2
  import { PhysicsAggregate } from "./physicsAggregate.js";
4
- import { BallAndSocketConstraint } from "./physicsConstraint.js";
3
+ import { PhysicsConstraint } from "./physicsConstraint.js";
5
4
  import { Axis, Space } from "../../Maths/math.axis.js";
6
- import { PhysicsShapeType, PhysicsConstraintType } from "./IPhysicsEnginePlugin.js";
5
+ import { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType } from "./IPhysicsEnginePlugin.js";
7
6
  import { Logger } from "../../Misc/logger.js";
8
7
  import { TransformNode } from "../../Meshes/transformNode.js";
9
8
  /**
@@ -20,13 +19,16 @@ export class Ragdoll {
20
19
  /**
21
20
  * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method
22
21
  * @param skeleton The skeleton containing bones to be physicalized
23
- * @param mesh The mesh used by the skeleton
22
+ * @param rootTransformNode The mesh or its transform used by the skeleton
24
23
  * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies
25
24
  */
26
- constructor(skeleton, mesh, config) {
25
+ constructor(skeleton, rootTransformNode, config) {
27
26
  this._boxConfigs = new Array();
27
+ this._joints = new Array();
28
28
  this._bones = new Array();
29
29
  this._initialRotation = new Array();
30
+ // without mesh transform, to figure out later
31
+ this._initialRotation2 = new Array();
30
32
  this._boneNames = [];
31
33
  this._transforms = new Array();
32
34
  this._aggregates = new Array();
@@ -44,15 +46,28 @@ export class Ragdoll {
44
46
  this._defaultJointMax = 90;
45
47
  this._skeleton = skeleton;
46
48
  this._scene = skeleton.getScene();
47
- this._mesh = mesh;
49
+ this._rootTransformNode = rootTransformNode;
48
50
  this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.
49
51
  this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).
50
52
  this._putBoxesInBoneCenter = false;
51
53
  this._defaultJoint = PhysicsConstraintType.HINGE;
52
- this._boneOffsetAxis = Axis.Y;
54
+ this._init();
55
+ }
56
+ /**
57
+ * Returns the aggregate corresponding to the ragdoll bone index
58
+ * @param index ragdoll bone aggregate index
59
+ * @returns the aggregate for the bone index for the root aggregate if index is invalid
60
+ */
61
+ getAggregate(index) {
62
+ if (index < 0 || index >= this._aggregates.length) {
63
+ return this._aggregates[this._rootBoneIndex];
64
+ }
65
+ return this._aggregates[index];
53
66
  }
54
67
  _createColliders() {
55
- this._mesh.computeWorldMatrix();
68
+ this._rootTransformNode.computeWorldMatrix();
69
+ this._skeleton.computeAbsoluteMatrices(true);
70
+ this._skeleton.prepare(true);
56
71
  const config = this._config;
57
72
  for (let i = 0; i < config.length; i++) {
58
73
  const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;
@@ -90,10 +105,10 @@ export class Ragdoll {
90
105
  }
91
106
  currentRagdollBoneProperties.boxOffset = boxOffset;
92
107
  // Offset axis.
93
- const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : this._boneOffsetAxis;
94
- const boneDir = currentBone.getDirection(boneOffsetAxis, this._mesh);
108
+ const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;
109
+ const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);
95
110
  currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;
96
- transform.position = currentBone.getAbsolutePosition(this._mesh).add(boneDir.scale(boxOffset));
111
+ transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));
97
112
  const mass = config[i].mass !== undefined ? config[i].mass : this._mass;
98
113
  const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;
99
114
  const aggregate = new PhysicsAggregate(transform, PhysicsShapeType.BOX, {
@@ -104,17 +119,19 @@ export class Ragdoll {
104
119
  }, this._scene);
105
120
  aggregate.body.setCollisionCallbackEnabled(true);
106
121
  aggregate.body.disablePreStep = false;
122
+ aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);
107
123
  this._aggregates.push(aggregate);
108
124
  this._bones.push(currentBone);
109
125
  this._boneNames.push(currentBone.name);
110
126
  this._transforms.push(transform);
111
127
  this._boxConfigs.push(currentRagdollBoneProperties);
112
- this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD));
128
+ this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));
129
+ this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));
113
130
  }
114
131
  }
115
132
  }
116
133
  _initJoints() {
117
- this._mesh.computeWorldMatrix();
134
+ this._rootTransformNode.computeWorldMatrix();
118
135
  for (let i = 0; i < this._bones.length; i++) {
119
136
  // The root bone has no joints.
120
137
  if (i == this._rootBoneIndex)
@@ -125,48 +142,76 @@ export class Ragdoll {
125
142
  return;
126
143
  }
127
144
  const boneParentIndex = this._boneNames.indexOf(nearestParent.name);
128
- let distanceFromParentBoxToBone = this._bones[i].getAbsolutePosition(this._mesh).subtract(this._transforms[boneParentIndex].position);
145
+ let distanceFromParentBoxToBone = this._bones[i].getAbsolutePosition(this._rootTransformNode).subtract(this._transforms[boneParentIndex].position);
129
146
  const wmat = this._transforms[boneParentIndex].computeWorldMatrix();
130
147
  const invertedWorldMat = Matrix.Invert(wmat);
131
- distanceFromParentBoxToBone = Vector3.TransformCoordinates(this._bones[i].getAbsolutePosition(this._mesh), invertedWorldMat);
132
- const boneAbsPos = this._bones[i].getAbsolutePosition(this._mesh);
148
+ distanceFromParentBoxToBone = Vector3.TransformCoordinates(this._bones[i].getAbsolutePosition(this._rootTransformNode), invertedWorldMat);
149
+ const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);
133
150
  const boxAbsPos = this._transforms[i].position.clone();
134
151
  const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);
135
- const joint = new BallAndSocketConstraint(distanceFromParentBoxToBone, myConnectedPivot, this._boxConfigs[i].rotationAxis, this._boxConfigs[i].rotationAxis, this._scene);
152
+ const joint = new PhysicsConstraint(PhysicsConstraintType.BALL_AND_SOCKET, {
153
+ pivotA: distanceFromParentBoxToBone,
154
+ pivotB: myConnectedPivot,
155
+ axisA: this._boxConfigs[i].rotationAxis,
156
+ axisB: this._boxConfigs[i].rotationAxis,
157
+ collision: false,
158
+ }, this._scene);
136
159
  this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, joint);
160
+ joint.isEnabled = false;
161
+ this._joints.push(joint);
137
162
  }
138
163
  }
164
+ // set physics body orientation/position from bones
165
+ _syncBonesToPhysics() {
166
+ const rootMatrix = this._rootTransformNode.getWorldMatrix();
167
+ for (let i = 0; i < this._bones.length; i++) {
168
+ // position
169
+ const transform = this._aggregates[i].transformNode;
170
+ const rootPos = this._bones[i].getAbsolutePosition();
171
+ Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);
172
+ // added offset
173
+ this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis, this._rootTransformNode, TmpVectors.Vector3[0]);
174
+ TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);
175
+ transform.position.addInPlace(TmpVectors.Vector3[0]);
176
+ this._setBoneOrientationToBody(i);
177
+ }
178
+ }
179
+ _setBoneOrientationToBody(boneIndex) {
180
+ const transform = this._aggregates[boneIndex].transformNode;
181
+ const bone = this._bones[boneIndex];
182
+ this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);
183
+ bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);
184
+ TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion);
185
+ transform.rotationQuaternion.normalize();
186
+ }
139
187
  _syncBonesAndBoxes() {
140
188
  if (this.pauseSync) {
141
189
  return;
142
190
  }
143
191
  if (this._ragdollMode) {
144
- this._bones[this._rootBoneIndex].getDirectionToRef(this._boxConfigs[this._rootBoneIndex].boneOffsetAxis, this._mesh, TmpVectors.Vector3[0]);
145
- TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[this._rootBoneIndex].boxOffset);
146
- this._bones[this._rootBoneIndex].getAbsolutePositionToRef(this._mesh, TmpVectors.Vector3[1]);
147
- TmpVectors.Vector3[1].addInPlace(TmpVectors.Vector3[0]);
148
- this._bones[this._rootBoneIndex].setAbsolutePosition(this._transforms[this._rootBoneIndex].position, this._mesh);
149
- this._addImpostorRotationToBone(this._rootBoneIndex);
192
+ this._setBodyOrientationToBone(this._rootBoneIndex);
150
193
  const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;
151
- // Move the mesh, to guarantee alignment between root bone and impostor box position
152
- TmpVectors.Vector3[1].subtractToRef(rootPos, TmpVectors.Vector3[0]);
153
- this._mesh.position.subtractToRef(TmpVectors.Vector3[0], this._mesh.position);
194
+ this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);
195
+ Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);
196
+ this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);
154
197
  for (let i = 0; i < this._bones.length; i++) {
155
198
  if (i == this._rootBoneIndex)
156
199
  continue;
157
- this._addImpostorRotationToBone(i);
200
+ this._setBodyOrientationToBone(i);
158
201
  }
159
202
  }
203
+ else {
204
+ this._syncBonesToPhysics();
205
+ }
160
206
  }
161
- _addImpostorRotationToBone(boneIndex) {
162
- const qmesh = this._mesh.rotationQuaternion ?? Quaternion.FromEulerAngles(this._mesh.rotation.x, this._mesh.rotation.y, this._mesh.rotation.z);
163
- const qbind = this._initialRotation[boneIndex];
207
+ _setBodyOrientationToBone(boneIndex) {
208
+ const qmesh = this._rootTransformNode.rotationQuaternion ??
209
+ Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);
210
+ const qbind = this._initialRotation2[boneIndex];
164
211
  const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion;
165
- // TmpVectors.Quaternion[1] = mesh.rotation * this._initialRotation[boneIndex]
166
- // TmpVectors.Quaternion[0] = body.rotation * TmpVectors.Quaternion[1]
167
212
  qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);
168
213
  qphys.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);
169
- this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._mesh);
214
+ this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);
170
215
  }
171
216
  // Return true if root bone is valid/exists in this.bonesNames. false otherwise.
172
217
  _defineRootBone() {
@@ -194,12 +239,8 @@ export class Ragdoll {
194
239
  return nearestParent;
195
240
  }
196
241
  _init() {
197
- // detach bones with link transform to let physics have control
198
- this._skeleton.bones.forEach((bone) => {
199
- bone.linkTransformNode(null);
200
- });
201
242
  this._createColliders();
202
- // If this.defineRootBone() returns false... there is not root bone.
243
+ // If this.defineRootBone() returns ... there is not root bone.
203
244
  if (!this._defineRootBone()) {
204
245
  return;
205
246
  }
@@ -207,14 +248,22 @@ export class Ragdoll {
207
248
  this._scene.registerBeforeRender(() => {
208
249
  this._syncBonesAndBoxes();
209
250
  });
251
+ this._syncBonesToPhysics();
210
252
  }
211
253
  /**
212
254
  * Enable ragdoll mode. Create physics objects and make them dynamic.
213
255
  */
214
256
  ragdoll() {
215
- if (!this._ragdollMode) {
216
- this._ragdollMode = true;
217
- this._init();
257
+ this._ragdollMode = true;
258
+ // detach bones with link transform to let physics have control
259
+ this._skeleton.bones.forEach((bone) => {
260
+ bone.linkTransformNode(null);
261
+ });
262
+ for (let i = 0; i < this._joints.length; i++) {
263
+ this._joints[i].isEnabled = true;
264
+ }
265
+ for (let i = 0; i < this._aggregates.length; i++) {
266
+ this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);
218
267
  }
219
268
  }
220
269
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"ragdoll.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v2/ragdoll.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AACtE,OAAO,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAErD,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,uBAAuB,EAAE,MAAM,qBAAqB,CAAC;AAE9D,OAAO,EAAE,IAAI,EAAE,KAAK,EAAE,iCAA6B;AACnD,OAAO,EAAE,gBAAgB,EAAE,qBAAqB,EAAE,MAAM,wBAAwB,CAAC;AAGjF,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAE3D;;;GAGG;AACH,MAAM,OAAO,qBAAqB;CAyCjC;AAED;;;GAGG;AACH,MAAM,OAAO,OAAO;IA8BhB;;;;;OAKG;IACH,YAAY,QAAkB,EAAE,IAAU,EAAE,MAA+B;QA/BnE,gBAAW,GAAiC,IAAI,KAAK,EAAyB,CAAC;QAE/E,WAAM,GAAgB,IAAI,KAAK,EAAQ,CAAC;QACxC,qBAAgB,GAAsB,IAAI,KAAK,EAAc,CAAC;QAC9D,eAAU,GAAa,EAAE,CAAC;QAC1B,gBAAW,GAAyB,IAAI,KAAK,EAAiB,CAAC;QAC/D,gBAAW,GAA4B,IAAI,KAAK,EAAoB,CAAC;QACrE,iBAAY,GAAY,KAAK,CAAC;QAC9B,kBAAa,GAAW,EAAE,CAAC;QAC3B,mBAAc,GAAW,CAAC,CAAC,CAAC;QAC5B,UAAK,GAAW,EAAE,CAAC;QACnB,iBAAY,GAAW,CAAC,CAAC;QAEjC;;WAEG;QACI,cAAS,GAAY,KAAK,CAAC;QAG1B,kBAAa,GAAW,qBAAqB,CAAC,KAAK,CAAC;QACpD,qBAAgB,GAAW,CAAC,EAAE,CAAC;QAC/B,qBAAgB,GAAW,EAAE,CAAC;QAWlC,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,CAAC,MAAM,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC;QAClC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,CAAC,uFAAuF;QAC9G,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC,wHAAwH;QAC/I,IAAI,CAAC,qBAAqB,GAAG,KAAK,CAAC;QACnC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC,KAAK,CAAC;QACjD,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,CAAC,CAAC;IAClC,CAAC;IAEO,gBAAgB;QACpB,IAAI,CAAC,KAAK,CAAC,kBAAkB,EAAE,CAAC;QAEhC,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACpC,MAAM,SAAS,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;YAEpF,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE;gBAC1C,MAAM,WAAW,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,kBAAkB,CAAC,SAAS,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;gBAC3F,IAAI,WAAW,IAAI,SAAS,EAAE;oBAC1B,OAAO;iBACV;gBAED,qFAAqF;gBACrF,MAAM,4BAA4B,GAA0B;oBACxD,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,KAAK;oBAC5B,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,KAAK;oBAC5B,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM;oBAC9B,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,IAAI;iBAC7B,CAAC;gBAEF,4BAA4B,CAAC,KAAK,GAAG,4BAA4B,CAAC,KAAK,IAAI,4BAA4B,CAAC,IAAI,CAAC;gBAC7G,4BAA4B,CAAC,KAAK,GAAG,4BAA4B,CAAC,KAAK,IAAI,4BAA4B,CAAC,IAAI,CAAC;gBAC7G,4BAA4B,CAAC,MAAM,GAAG,4BAA4B,CAAC,MAAM,IAAI,4BAA4B,CAAC,IAAI,CAAC;gBAC/G,MAAM,SAAS,GAAG,IAAI,aAAa,CAAC,SAAS,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;gBAE/E,yCAAyC;gBACzC,4BAA4B,CAAC,KAAK,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,KAAK,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC;gBAC1G,4BAA4B,CAAC,YAAY,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,YAAY,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;gBACnH,4BAA4B,CAAC,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,gBAAgB,CAAC;gBACvG,4BAA4B,CAAC,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,gBAAgB,CAAC;gBAEvG,gBAAgB;gBAChB,IAAI,SAAS,GAAG,CAAC,CAAC;gBAClB,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,kBAAkB,KAAK,SAAS,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,IAAI,CAAC,qBAAqB,EAAE;oBAC5G,IAAI,WAAW,CAAC,MAAM,KAAK,SAAS,EAAE;wBAClC,MAAM,CAAC,GAAG,CAAC,8CAA8C,GAAG,WAAW,CAAC,IAAI,CAAC,CAAC;qBACjF;oBACD,SAAS,GAAG,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC;iBACtC;qBAAM,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,SAAS,KAAK,SAAS,EAAE;oBAC1C,SAAS,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;iBACnC;gBACD,4BAA4B,CAAC,SAAS,GAAG,SAAS,CAAC;gBAEnD,eAAe;gBACf,MAAM,cAAc,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,eAAe,CAAC;gBAChH,MAAM,OAAO,GAAG,WAAW,CAAC,YAAY,CAAC,cAAc,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;gBACrE,4BAA4B,CAAC,cAAc,GAAG,cAAc,CAAC;gBAE7D,SAAS,CAAC,QAAQ,GAAG,WAAW,CAAC,mBAAmB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC,CAAC;gBAE/F,MAAM,IAAI,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC;gBACxE,MAAM,WAAW,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,WAAW,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC;gBACpG,MAAM,SAAS,GAAG,IAAI,gBAAgB,CAClC,SAAS,EACT,gBAAgB,CAAC,GAAG,EACpB;oBACI,IAAI,EAAE,IAAI;oBACV,WAAW,EAAE,WAAW;oBACxB,QAAQ,EAAE,GAAG;oBACb,OAAO,EAAE,IAAI,OAAO,CAAC,4BAA4B,CAAC,KAAK,EAAE,4BAA4B,CAAC,MAAM,EAAE,4BAA4B,CAAC,KAAK,CAAC;iBACpI,EACD,IAAI,CAAC,MAAM,CACd,CAAC;gBACF,SAAS,CAAC,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;gBACjD,SAAS,CAAC,IAAI,CAAC,cAAc,GAAG,KAAK,CAAC;gBACtC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;gBACjC,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;gBAC9B,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;gBACvC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;gBACjC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,4BAA4B,CAAC,CAAC;gBACpD,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,WAAW,CAAC,qBAAqB,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC;aAC9E;SACJ;IACL,CAAC;IAEO,WAAW;QACf,IAAI,CAAC,KAAK,CAAC,kBAAkB,EAAE,CAAC;QAChC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACzC,+BAA+B;YAC/B,IAAI,CAAC,IAAI,IAAI,CAAC,cAAc;gBAAE,SAAS;YAEvC,MAAM,aAAa,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC;YAEjD,IAAI,aAAa,IAAI,IAAI,EAAE;gBACvB,MAAM,CAAC,IAAI,CAAC,qEAAqE,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxG,OAAO;aACV;YAED,MAAM,eAAe,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAEpE,IAAI,2BAA2B,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,mBAAmB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC,QAAQ,CAAC,CAAC;YAEtI,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC,kBAAkB,EAAE,CAAC;YACpE,MAAM,gBAAgB,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;YAC7C,2BAA2B,GAAG,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,mBAAmB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,gBAAgB,CAAC,CAAC;YAE7H,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,mBAAmB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAClE,MAAM,SAAS,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;YACvD,MAAM,gBAAgB,GAAG,UAAU,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;YAExD,MAAM,KAAK,GAAG,IAAI,uBAAuB,CACrC,2BAA2B,EAC3B,gBAAgB,EAChB,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,YAAa,EACjC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,YAAa,EACjC,IAAI,CAAC,MAAM,CACd,CAAC;YACF,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;SACzF;IACL,CAAC;IAEO,kBAAkB;QACtB,IAAI,IAAI,CAAC,SAAS,EAAE;YAChB,OAAO;SACV;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,iBAAiB,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,cAAe,EAAE,IAAI,CAAC,KAAK,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC7I,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,SAAU,CAAC,CAAC;YACrF,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,wBAAwB,CAAC,IAAI,CAAC,KAAK,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAC7F,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAExD,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,mBAAmB,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;YACjH,IAAI,CAAC,0BAA0B,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YAErD,MAAM,OAAO,GAAG,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC;YAElF,oFAAoF;YACpF,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,OAAO,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YACpE,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,aAAa,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;YAE9E,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACzC,IAAI,CAAC,IAAI,IAAI,CAAC,cAAc;oBAAE,SAAS;gBACvC,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC;aACtC;SACJ;IACL,CAAC;IAEO,0BAA0B,CAAC,SAAiB;QAChD,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,kBAAkB,IAAI,UAAU,CAAC,eAAe,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC/I,MAAM,KAAK,GAAG,IAAI,CAAC,gBAAgB,CAAC,SAAS,CAAC,CAAC;QAC/C,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,SAAS,CAAC,CAAC,IAAI,EAAE,aAAa,EAAE,kBAAmB,CAAC;QAEnF,8EAA8E;QAC9E,uEAAuE;QACvE,KAAK,CAAC,aAAa,CAAC,KAAK,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QACrD,KAAK,CAAC,aAAa,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QAExE,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,qBAAqB,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,KAAK,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;IACpG,CAAC;IAED,gFAAgF;IACxE,eAAe;QACnB,MAAM,aAAa,GAAG,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC;QACnD,IAAI,aAAa,CAAC,MAAM,IAAI,CAAC,EAAE;YAC3B,MAAM,CAAC,GAAG,CAAC,sEAAsE,CAAC,CAAC;YACnF,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAC3C,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAClE,IAAI,IAAI,CAAC,cAAc,IAAI,CAAC,CAAC,EAAE;YAC3B,MAAM,CAAC,GAAG,CAAC,4FAA4F,GAAG,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,CAAC;YACxI,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,kBAAkB,CAAC,SAAiB;QACxC,IAAI,aAAa,GAA+B,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,SAAS,EAAE,CAAC;QACnF,GAAG;YACC,IAAI,aAAa,IAAI,IAAI,IAAI,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE;gBACvE,MAAM;aACT;YAED,aAAa,GAAG,aAAa,EAAE,SAAS,EAAE,CAAC;SAC9C,QAAQ,aAAa,IAAI,IAAI,EAAE;QAEhC,OAAO,aAAa,CAAC;IACzB,CAAC;IAEO,KAAK;QACT,+DAA+D;QAC/D,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;YAClC,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC;QACjC,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAExB,oEAAoE;QACpE,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,EAAE;YACzB,OAAO;SACV;QAED,IAAI,CAAC,WAAW,EAAE,CAAC;QACnB,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,GAAG,EAAE;YAClC,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC9B,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;YACpB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,KAAK,EAAE,CAAC;SAChB;IACL,CAAC;IAED;;OAEG;IACH,OAAO;QACH,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC,SAA2B,EAAE,EAAE;YACrD,SAAS,CAAC,OAAO,EAAE,CAAC;QACxB,CAAC,CAAC,CAAC;IACP,CAAC;CACJ","sourcesContent":["import type { Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { BallAndSocketConstraint } from \"./physicsConstraint\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"core/Maths/math.axis\";\r\nimport { PhysicsShapeType, PhysicsConstraintType } from \"./IPhysicsEnginePlugin\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle value\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle value\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _mesh: Mesh;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n private _defaultJointMin: number = -90;\r\n private _defaultJointMax: number = 90;\r\n\r\n private _boneOffsetAxis: Vector3;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param mesh The mesh used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, mesh: Mesh, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._mesh = mesh;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n this._boneOffsetAxis = Axis.Y;\r\n }\r\n\r\n private _createColliders(): void {\r\n this._mesh.computeWorldMatrix();\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;\r\n currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : this._boneOffsetAxis;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._mesh);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._mesh).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._mesh.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) continue;\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n let distanceFromParentBoxToBone = this._bones[i].getAbsolutePosition(this._mesh).subtract(this._transforms[boneParentIndex].position);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n distanceFromParentBoxToBone = Vector3.TransformCoordinates(this._bones[i].getAbsolutePosition(this._mesh), invertedWorldMat);\r\n\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._mesh);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const joint = new BallAndSocketConstraint(\r\n distanceFromParentBoxToBone,\r\n myConnectedPivot,\r\n this._boxConfigs[i].rotationAxis!,\r\n this._boxConfigs[i].rotationAxis!,\r\n this._scene\r\n );\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, joint);\r\n }\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._bones[this._rootBoneIndex].getDirectionToRef(this._boxConfigs[this._rootBoneIndex].boneOffsetAxis!, this._mesh, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[this._rootBoneIndex].boxOffset!);\r\n this._bones[this._rootBoneIndex].getAbsolutePositionToRef(this._mesh, TmpVectors.Vector3[1]);\r\n TmpVectors.Vector3[1].addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(this._transforms[this._rootBoneIndex].position, this._mesh);\r\n this._addImpostorRotationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n\r\n // Move the mesh, to guarantee alignment between root bone and impostor box position\r\n TmpVectors.Vector3[1].subtractToRef(rootPos, TmpVectors.Vector3[0]);\r\n this._mesh.position.subtractToRef(TmpVectors.Vector3[0], this._mesh.position);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) continue;\r\n this._addImpostorRotationToBone(i);\r\n }\r\n }\r\n }\r\n\r\n private _addImpostorRotationToBone(boneIndex: number): void {\r\n const qmesh = this._mesh.rotationQuaternion ?? Quaternion.FromEulerAngles(this._mesh.rotation.x, this._mesh.rotation.y, this._mesh.rotation.z);\r\n const qbind = this._initialRotation[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion!;\r\n\r\n // TmpVectors.Quaternion[1] = mesh.rotation * this._initialRotation[boneIndex]\r\n // TmpVectors.Quaternion[0] = body.rotation * TmpVectors.Quaternion[1]\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._mesh);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n // detach bones with link transform to let physics have control\r\n this._skeleton.bones.forEach((bone) => {\r\n bone.linkTransformNode(null);\r\n });\r\n\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns false... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._scene.registerBeforeRender(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n if (!this._ragdollMode) {\r\n this._ragdollMode = true;\r\n this._init();\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n this._aggregates.forEach((aggregate: PhysicsAggregate) => {\r\n aggregate.dispose();\r\n });\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"ragdoll.js","sourceRoot":"","sources":["../../../../../dev/core/src/Physics/v2/ragdoll.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAC;AAElF,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtD,OAAO,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AAExD,OAAO,EAAE,IAAI,EAAE,KAAK,EAAE,iCAA6B;AACnD,OAAO,EAAE,gBAAgB,EAAE,qBAAqB,EAAE,iBAAiB,EAAE,MAAM,wBAAwB,CAAC;AAGpG,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAE3D;;;GAGG;AACH,MAAM,OAAO,qBAAqB;CAyCjC;AAED;;;GAGG;AACH,MAAM,OAAO,OAAO;IA8BhB;;;;;OAKG;IACH,YAAY,QAAkB,EAAE,iBAAuC,EAAE,MAA+B;QA/BhG,gBAAW,GAAiC,IAAI,KAAK,EAAyB,CAAC;QAC/E,YAAO,GAA6B,IAAI,KAAK,EAAqB,CAAC;QACnE,WAAM,GAAgB,IAAI,KAAK,EAAQ,CAAC;QACxC,qBAAgB,GAAsB,IAAI,KAAK,EAAc,CAAC;QACtE,8CAA8C;QACtC,sBAAiB,GAAsB,IAAI,KAAK,EAAc,CAAC;QAC/D,eAAU,GAAa,EAAE,CAAC;QAC1B,gBAAW,GAAyB,IAAI,KAAK,EAAiB,CAAC;QAC/D,gBAAW,GAA4B,IAAI,KAAK,EAAoB,CAAC;QACrE,iBAAY,GAAY,KAAK,CAAC;QAC9B,kBAAa,GAAW,EAAE,CAAC;QAC3B,mBAAc,GAAW,CAAC,CAAC,CAAC;QAC5B,UAAK,GAAW,EAAE,CAAC;QACnB,iBAAY,GAAW,CAAC,CAAC;QAEjC;;WAEG;QACI,cAAS,GAAY,KAAK,CAAC;QAG1B,kBAAa,GAAW,qBAAqB,CAAC,KAAK,CAAC;QACpD,qBAAgB,GAAW,CAAC,EAAE,CAAC;QAC/B,qBAAgB,GAAW,EAAE,CAAC;QASlC,IAAI,CAAC,SAAS,GAAG,QAAQ,CAAC;QAC1B,IAAI,CAAC,MAAM,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC;QAClC,IAAI,CAAC,kBAAkB,GAAG,iBAAiB,CAAC;QAC5C,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,CAAC,uFAAuF;QAC9G,IAAI,CAAC,WAAW,GAAG,EAAE,CAAC,CAAC,wHAAwH;QAC/I,IAAI,CAAC,qBAAqB,GAAG,KAAK,CAAC;QACnC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC,KAAK,CAAC;QAEjD,IAAI,CAAC,KAAK,EAAE,CAAC;IACjB,CAAC;IAED;;;;OAIG;IACI,YAAY,CAAC,KAAa;QAC7B,IAAI,KAAK,GAAG,CAAC,IAAI,KAAK,IAAI,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE;YAC/C,OAAO,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;SAChD;QACD,OAAO,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;IACnC,CAAC;IAEO,gBAAgB;QACpB,IAAI,CAAC,kBAAkB,CAAC,kBAAkB,EAAE,CAAC;QAC7C,IAAI,CAAC,SAAS,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;QAC7C,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAE7B,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACpC,MAAM,SAAS,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;YAEpF,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,SAAS,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE;gBAC1C,MAAM,WAAW,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,kBAAkB,CAAC,SAAS,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;gBAC3F,IAAI,WAAW,IAAI,SAAS,EAAE;oBAC1B,OAAO;iBACV;gBAED,qFAAqF;gBACrF,MAAM,4BAA4B,GAA0B;oBACxD,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,KAAK;oBAC5B,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,KAAK;oBAC5B,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM;oBAC9B,IAAI,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,IAAI;iBAC7B,CAAC;gBAEF,4BAA4B,CAAC,KAAK,GAAG,4BAA4B,CAAC,KAAK,IAAI,4BAA4B,CAAC,IAAI,CAAC;gBAC7G,4BAA4B,CAAC,KAAK,GAAG,4BAA4B,CAAC,KAAK,IAAI,4BAA4B,CAAC,IAAI,CAAC;gBAC7G,4BAA4B,CAAC,MAAM,GAAG,4BAA4B,CAAC,MAAM,IAAI,4BAA4B,CAAC,IAAI,CAAC;gBAC/G,MAAM,SAAS,GAAG,IAAI,aAAa,CAAC,SAAS,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;gBAE/E,yCAAyC;gBACzC,4BAA4B,CAAC,KAAK,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,KAAK,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC;gBAC1G,4BAA4B,CAAC,YAAY,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,YAAY,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;gBACnH,4BAA4B,CAAC,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,gBAAgB,CAAC;gBACvG,4BAA4B,CAAC,GAAG,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,gBAAgB,CAAC;gBAEvG,gBAAgB;gBAChB,IAAI,SAAS,GAAG,CAAC,CAAC;gBAClB,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,kBAAkB,KAAK,SAAS,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,kBAAkB,CAAC,IAAI,IAAI,CAAC,qBAAqB,EAAE;oBAC5G,IAAI,WAAW,CAAC,MAAM,KAAK,SAAS,EAAE;wBAClC,MAAM,CAAC,GAAG,CAAC,8CAA8C,GAAG,WAAW,CAAC,IAAI,CAAC,CAAC;qBACjF;oBACD,SAAS,GAAG,WAAW,CAAC,MAAM,GAAG,CAAC,CAAC;iBACtC;qBAAM,IAAI,MAAM,CAAC,CAAC,CAAC,CAAC,SAAS,KAAK,SAAS,EAAE;oBAC1C,SAAS,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;iBACnC;gBACD,4BAA4B,CAAC,SAAS,GAAG,SAAS,CAAC;gBAEnD,eAAe;gBACf,MAAM,cAAc,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;gBAClG,MAAM,OAAO,GAAG,WAAW,CAAC,YAAY,CAAC,cAAc,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;gBAClF,4BAA4B,CAAC,cAAc,GAAG,cAAc,CAAC;gBAE7D,SAAS,CAAC,QAAQ,GAAG,WAAW,CAAC,mBAAmB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,GAAG,CAAC,OAAO,CAAC,KAAK,CAAC,SAAS,CAAC,CAAC,CAAC;gBAE5G,MAAM,IAAI,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC;gBACxE,MAAM,WAAW,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,WAAW,KAAK,SAAS,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC;gBACpG,MAAM,SAAS,GAAG,IAAI,gBAAgB,CAClC,SAAS,EACT,gBAAgB,CAAC,GAAG,EACpB;oBACI,IAAI,EAAE,IAAI;oBACV,WAAW,EAAE,WAAW;oBACxB,QAAQ,EAAE,GAAG;oBACb,OAAO,EAAE,IAAI,OAAO,CAAC,4BAA4B,CAAC,KAAK,EAAE,4BAA4B,CAAC,MAAM,EAAE,4BAA4B,CAAC,KAAK,CAAC;iBACpI,EACD,IAAI,CAAC,MAAM,CACd,CAAC;gBACF,SAAS,CAAC,IAAI,CAAC,2BAA2B,CAAC,IAAI,CAAC,CAAC;gBACjD,SAAS,CAAC,IAAI,CAAC,cAAc,GAAG,KAAK,CAAC;gBACtC,SAAS,CAAC,IAAI,CAAC,aAAa,CAAC,iBAAiB,CAAC,QAAQ,CAAC,CAAC;gBACzD,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;gBACjC,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;gBAC9B,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;gBACvC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;gBACjC,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,4BAA4B,CAAC,CAAC;gBACpD,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,WAAW,CAAC,qBAAqB,CAAC,KAAK,CAAC,KAAK,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC;gBACpG,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,WAAW,CAAC,qBAAqB,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC;aAC/E;SACJ;IACL,CAAC;IAEO,WAAW;QACf,IAAI,CAAC,kBAAkB,CAAC,kBAAkB,EAAE,CAAC;QAC7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACzC,+BAA+B;YAC/B,IAAI,CAAC,IAAI,IAAI,CAAC,cAAc;gBAAE,SAAS;YAEvC,MAAM,aAAa,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC;YAEjD,IAAI,aAAa,IAAI,IAAI,EAAE;gBACvB,MAAM,CAAC,IAAI,CAAC,qEAAqE,GAAG,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxG,OAAO;aACV;YAED,MAAM,eAAe,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAEpE,IAAI,2BAA2B,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,mBAAmB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC,QAAQ,CAAC,CAAC;YAEnJ,MAAM,IAAI,GAAG,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC,kBAAkB,EAAE,CAAC;YACpE,MAAM,gBAAgB,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;YAC7C,2BAA2B,GAAG,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,mBAAmB,CAAC,IAAI,CAAC,kBAAkB,CAAC,EAAE,gBAAgB,CAAC,CAAC;YAE1I,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,mBAAmB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YAC/E,MAAM,SAAS,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;YACvD,MAAM,gBAAgB,GAAG,UAAU,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAC;YAExD,MAAM,KAAK,GAAG,IAAI,iBAAiB,CAC/B,qBAAqB,CAAC,eAAe,EACrC;gBACI,MAAM,EAAE,2BAA2B;gBACnC,MAAM,EAAE,gBAAgB;gBACxB,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,YAAa;gBACxC,KAAK,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,YAAa;gBACxC,SAAS,EAAE,KAAK;aACnB,EACD,IAAI,CAAC,MAAM,CACd,CAAC;YAEF,IAAI,CAAC,WAAW,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;YACtF,KAAK,CAAC,SAAS,GAAG,KAAK,CAAC;YACxB,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SAC5B;IACL,CAAC;IAED,mDAAmD;IAC3C,mBAAmB;QACvB,MAAM,UAAU,GAAG,IAAI,CAAC,kBAAkB,CAAC,cAAc,EAAE,CAAC;QAC5D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACzC,WAAW;YACX,MAAM,SAAS,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC;YACpD,MAAM,OAAO,GAAG,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,mBAAmB,EAAE,CAAC;YACrD,OAAO,CAAC,yBAAyB,CAAC,OAAO,EAAE,UAAU,EAAE,SAAS,CAAC,QAAQ,CAAC,CAAC;YAE3E,eAAe;YACf,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,iBAAiB,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,cAAe,EAAE,IAAI,CAAC,kBAAkB,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YACtH,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,SAAS,IAAI,CAAC,CAAC,CAAC;YACvE,SAAS,CAAC,QAAQ,CAAC,UAAU,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAErD,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC;SACrC;IACL,CAAC;IAEO,yBAAyB,CAAC,SAAiB;QAC/C,MAAM,SAAS,GAAG,IAAI,CAAC,WAAW,CAAC,SAAS,CAAC,CAAC,aAAa,CAAC;QAC5D,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;QACpC,IAAI,CAAC,gBAAgB,CAAC,SAAS,CAAC,CAAC,cAAc,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QAC1E,IAAI,CAAC,0BAA0B,CAAC,KAAK,CAAC,KAAK,EAAE,IAAI,CAAC,kBAAkB,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QAChG,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,aAAa,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC,kBAAmB,CAAC,CAAC;QAChG,SAAS,CAAC,kBAAmB,CAAC,SAAS,EAAE,CAAC;IAC9C,CAAC;IAEO,kBAAkB;QACtB,IAAI,IAAI,CAAC,SAAS,EAAE;YAChB,OAAO;SACV;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YAEpD,MAAM,OAAO,GAAG,IAAI,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC;YAClF,IAAI,CAAC,kBAAkB,CAAC,cAAc,EAAE,CAAC,WAAW,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YAE3E,OAAO,CAAC,yBAAyB,CAAC,OAAO,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YACxF,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,mBAAmB,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;YAE5E,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;gBACzC,IAAI,CAAC,IAAI,IAAI,CAAC,cAAc;oBAAE,SAAS;gBACvC,IAAI,CAAC,yBAAyB,CAAC,CAAC,CAAC,CAAC;aACrC;SACJ;aAAM;YACH,IAAI,CAAC,mBAAmB,EAAE,CAAC;SAC9B;IACL,CAAC;IAEO,yBAAyB,CAAC,SAAiB;QAC/C,MAAM,KAAK,GACP,IAAI,CAAC,kBAAkB,CAAC,kBAAkB;YAC1C,UAAU,CAAC,eAAe,CAAC,IAAI,CAAC,kBAAkB,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,kBAAkB,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC3I,MAAM,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,SAAS,CAAC,CAAC;QAChD,MAAM,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,SAAS,CAAC,CAAC,IAAI,EAAE,aAAa,EAAE,kBAAmB,CAAC;QAEnF,KAAK,CAAC,aAAa,CAAC,KAAK,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QACrD,KAAK,CAAC,aAAa,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC;QAExE,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,qBAAqB,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,KAAK,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;IACjH,CAAC;IAED,gFAAgF;IACxE,eAAe;QACnB,MAAM,aAAa,GAAG,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC;QACnD,IAAI,aAAa,CAAC,MAAM,IAAI,CAAC,EAAE;YAC3B,MAAM,CAAC,GAAG,CAAC,sEAAsE,CAAC,CAAC;YACnF,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAC3C,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QAClE,IAAI,IAAI,CAAC,cAAc,IAAI,CAAC,CAAC,EAAE;YAC3B,MAAM,CAAC,GAAG,CAAC,4FAA4F,GAAG,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,CAAC;YACxI,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAEO,kBAAkB,CAAC,SAAiB;QACxC,IAAI,aAAa,GAA+B,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC,SAAS,EAAE,CAAC;QACnF,GAAG;YACC,IAAI,aAAa,IAAI,IAAI,IAAI,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,aAAa,CAAC,IAAI,CAAC,EAAE;gBACvE,MAAM;aACT;YAED,aAAa,GAAG,aAAa,EAAE,SAAS,EAAE,CAAC;SAC9C,QAAQ,aAAa,IAAI,IAAI,EAAE;QAEhC,OAAO,aAAa,CAAC;IACzB,CAAC;IAEO,KAAK;QACT,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAExB,+DAA+D;QAC/D,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,EAAE;YACzB,OAAO;SACV;QAED,IAAI,CAAC,WAAW,EAAE,CAAC;QACnB,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,GAAG,EAAE;YAClC,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC9B,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC/B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QACzB,+DAA+D;QAC/D,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,EAAE;YAClC,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC;QACjC,CAAC,CAAC,CAAC;QACH,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC1C,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,SAAS,GAAG,IAAI,CAAC;SACpC;QACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC9C,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC,iBAAiB,CAAC,OAAO,CAAC,CAAC;SACrE;IACL,CAAC;IAED;;OAEG;IACH,OAAO;QACH,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,CAAC,SAA2B,EAAE,EAAE;YACrD,SAAS,CAAC,OAAO,EAAE,CAAC;QACxB,CAAC,CAAC,CAAC;IACP,CAAC;CACJ","sourcesContent":["import type { Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"core/Maths/math.axis\";\r\nimport { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle value\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle value\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _rootTransformNode: Mesh | TransformNode;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n private _joints: Array<PhysicsConstraint> = new Array<PhysicsConstraint>();\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n // without mesh transform, to figure out later\r\n private _initialRotation2: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n private _defaultJointMin: number = -90;\r\n private _defaultJointMax: number = 90;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param rootTransformNode The mesh or its transform used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._rootTransformNode = rootTransformNode;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n\r\n this._init();\r\n }\r\n\r\n /**\r\n * Returns the aggregate corresponding to the ragdoll bone index\r\n * @param index ragdoll bone aggregate index\r\n * @returns the aggregate for the bone index for the root aggregate if index is invalid\r\n */\r\n public getAggregate(index: number): PhysicsAggregate {\r\n if (index < 0 || index >= this._aggregates.length) {\r\n return this._aggregates[this._rootBoneIndex];\r\n }\r\n return this._aggregates[index];\r\n }\r\n\r\n private _createColliders(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n this._skeleton.prepare(true);\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;\r\n currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));\r\n this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) continue;\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n let distanceFromParentBoxToBone = this._bones[i].getAbsolutePosition(this._rootTransformNode).subtract(this._transforms[boneParentIndex].position);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n distanceFromParentBoxToBone = Vector3.TransformCoordinates(this._bones[i].getAbsolutePosition(this._rootTransformNode), invertedWorldMat);\r\n\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const joint = new PhysicsConstraint(\r\n PhysicsConstraintType.BALL_AND_SOCKET,\r\n {\r\n pivotA: distanceFromParentBoxToBone,\r\n pivotB: myConnectedPivot,\r\n axisA: this._boxConfigs[i].rotationAxis!,\r\n axisB: this._boxConfigs[i].rotationAxis!,\r\n collision: false,\r\n },\r\n this._scene\r\n );\r\n\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, joint);\r\n joint.isEnabled = false;\r\n this._joints.push(joint);\r\n }\r\n }\r\n\r\n // set physics body orientation/position from bones\r\n private _syncBonesToPhysics(): void {\r\n const rootMatrix = this._rootTransformNode.getWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // position\r\n const transform = this._aggregates[i].transformNode;\r\n const rootPos = this._bones[i].getAbsolutePosition();\r\n Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);\r\n\r\n // added offset\r\n this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis!, this._rootTransformNode, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);\r\n transform.position.addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._setBoneOrientationToBody(i);\r\n }\r\n }\r\n\r\n private _setBoneOrientationToBody(boneIndex: number): void {\r\n const transform = this._aggregates[boneIndex].transformNode;\r\n const bone = this._bones[boneIndex];\r\n this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);\r\n bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);\r\n TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion!);\r\n transform.rotationQuaternion!.normalize();\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._setBodyOrientationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n\r\n Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) continue;\r\n this._setBodyOrientationToBone(i);\r\n }\r\n } else {\r\n this._syncBonesToPhysics();\r\n }\r\n }\r\n\r\n private _setBodyOrientationToBone(boneIndex: number): void {\r\n const qmesh =\r\n this._rootTransformNode.rotationQuaternion ??\r\n Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);\r\n const qbind = this._initialRotation2[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion!;\r\n\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns ... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._scene.registerBeforeRender(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n this._syncBonesToPhysics();\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n this._ragdollMode = true;\r\n // detach bones with link transform to let physics have control\r\n this._skeleton.bones.forEach((bone) => {\r\n bone.linkTransformNode(null);\r\n });\r\n for (let i = 0; i < this._joints.length; i++) {\r\n this._joints[i].isEnabled = true;\r\n }\r\n for (let i = 0; i < this._aggregates.length; i++) {\r\n this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n this._aggregates.forEach((aggregate: PhysicsAggregate) => {\r\n aggregate.dispose();\r\n });\r\n }\r\n}\r\n"]}
@@ -104,6 +104,10 @@ export interface IWebXRTeleportationOptions {
104
104
  * Meshes that the teleportation ray cannot go through
105
105
  */
106
106
  pickBlockerMeshes?: AbstractMesh[];
107
+ /**
108
+ * define an optional predicate to select which meshes should block the teleportation ray
109
+ */
110
+ blockerMeshesPredicate?: (mesh: AbstractMesh) => boolean;
107
111
  /**
108
112
  * Should the teleportation ray be blocked by all of the scene's pickable meshes?
109
113
  * Defaults to false
@@ -131,6 +131,8 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
131
131
  currentRotation: 0,
132
132
  baseRotation: 0,
133
133
  blocked: false,
134
+ initialHit: false,
135
+ mainComponentUsed: false,
134
136
  },
135
137
  };
136
138
  const controllerData = this._controllers[xrController.uniqueId];
@@ -147,6 +149,7 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
147
149
  if (!mainComponent) {
148
150
  return;
149
151
  }
152
+ controllerData.teleportationState.mainComponentUsed = true;
150
153
  controllerData.teleportationComponent = mainComponent;
151
154
  controllerData.onButtonChangedObserver = mainComponent.onButtonStateChangedObservable.add(() => {
152
155
  if (!this.teleportationEnabled) {
@@ -155,6 +158,7 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
155
158
  const teleportLocal = () => {
156
159
  // simulate "forward" thumbstick push
157
160
  controllerData.teleportationState.forward = true;
161
+ controllerData.teleportationState.initialHit = false;
158
162
  this._currentTeleportationControllerId = controllerData.xrController.uniqueId;
159
163
  controllerData.teleportationState.baseRotation = this._options.xrInput.xrCamera.rotationQuaternion.toEulerAngles().y;
160
164
  controllerData.teleportationState.currentRotation = 0;
@@ -294,8 +298,12 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
294
298
  }
295
299
  }
296
300
  else {
301
+ controllerData.teleportationState.mainComponentUsed = true;
302
+ let breakObserver = false;
297
303
  const teleportLocal = () => {
304
+ this._currentTeleportationControllerId = controllerData.xrController.uniqueId;
298
305
  controllerData.teleportationState.forward = true;
306
+ controllerData.teleportationState.initialHit = false;
299
307
  controllerData.teleportationState.baseRotation = this._options.xrInput.xrCamera.rotationQuaternion.toEulerAngles().y;
300
308
  controllerData.teleportationState.currentRotation = 0;
301
309
  const timeToSelect = this._options.timeToTeleport || 3000;
@@ -311,7 +319,7 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
311
319
  };
312
320
  this._xrSessionManager.scene.onPointerObservable.add((pointerInfo) => {
313
321
  if (pointerInfo.type === PointerEventTypes.POINTERDOWN) {
314
- this._currentTeleportationControllerId = controllerData.xrController.uniqueId;
322
+ breakObserver = false;
315
323
  // check if start time is defined
316
324
  if (this._options.timeToTeleportStart) {
317
325
  setAndStartTimer({
@@ -323,6 +331,13 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
323
331
  teleportLocal();
324
332
  }
325
333
  },
334
+ breakCondition: () => {
335
+ if (breakObserver) {
336
+ breakObserver = false;
337
+ return true;
338
+ }
339
+ return false;
340
+ },
326
341
  });
327
342
  }
328
343
  else {
@@ -330,6 +345,7 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
330
345
  }
331
346
  }
332
347
  else if (pointerInfo.type === PointerEventTypes.POINTERUP) {
348
+ breakObserver = true;
333
349
  controllerData.teleportationState.forward = false;
334
350
  this._currentTeleportationControllerId = "";
335
351
  }
@@ -511,6 +527,9 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
511
527
  // first check if direct ray possible
512
528
  // pick grounds that are LOWER only. upper will use parabolic path
513
529
  const pick = scene.pickWithRay(this._tmpRay, (o) => {
530
+ if (this._options.blockerMeshesPredicate && this._options.blockerMeshesPredicate(o)) {
531
+ return true;
532
+ }
514
533
  if (this._options.blockAllPickableMeshes && o.isPickable) {
515
534
  return true;
516
535
  }
@@ -526,12 +545,17 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
526
545
  });
527
546
  const floorMeshPicked = pick && pick.pickedMesh && this._floorMeshes.indexOf(pick.pickedMesh) !== -1;
528
547
  if (pick && pick.pickedMesh && !floorMeshPicked) {
548
+ if (controllerData.teleportationState.mainComponentUsed && !controllerData.teleportationState.initialHit) {
549
+ controllerData.teleportationState.forward = false;
550
+ return;
551
+ }
529
552
  controllerData.teleportationState.blocked = true;
530
553
  this._setTargetMeshVisibility(false, false, controlSelectionFeature);
531
554
  this._showParabolicPath(pick);
532
555
  return;
533
556
  }
534
557
  else if (pick && pick.pickedPoint) {
558
+ controllerData.teleportationState.initialHit = true;
535
559
  controllerData.teleportationState.blocked = false;
536
560
  hitPossible = true;
537
561
  this._setTargetMeshPosition(pick);
@@ -552,6 +576,9 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
552
576
  this._tmpVector.subtractToRef(this._tmpRay.origin, this._tmpRay.direction);
553
577
  this._tmpRay.direction.normalize();
554
578
  const pick = scene.pickWithRay(this._tmpRay, (o) => {
579
+ if (this._options.blockerMeshesPredicate && this._options.blockerMeshesPredicate(o)) {
580
+ return true;
581
+ }
555
582
  if (this._options.blockAllPickableMeshes && o.isPickable) {
556
583
  return true;
557
584
  }
@@ -563,12 +590,17 @@ export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature {
563
590
  });
564
591
  const floorMeshPicked = pick && pick.pickedMesh && this._floorMeshes.indexOf(pick.pickedMesh) !== -1;
565
592
  if (pick && pick.pickedMesh && !floorMeshPicked) {
593
+ if (controllerData.teleportationState.mainComponentUsed && !controllerData.teleportationState.initialHit) {
594
+ controllerData.teleportationState.forward = false;
595
+ return;
596
+ }
566
597
  controllerData.teleportationState.blocked = true;
567
598
  this._setTargetMeshVisibility(false, false, controlSelectionFeature);
568
599
  this._showParabolicPath(pick);
569
600
  return;
570
601
  }
571
602
  else if (pick && pick.pickedPoint) {
603
+ controllerData.teleportationState.initialHit = true;
572
604
  controllerData.teleportationState.blocked = false;
573
605
  hitPossible = true;
574
606
  this._setTargetMeshPosition(pick);