@babylonjs/core 6.46.1 → 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.
@@ -1,6 +1,6 @@
1
1
  import type { Vector3 } from "../Maths/math.vector";
2
2
  import type { IRaycastQuery } from "./physicsRaycastResult";
3
- import type { PhysicsBody } from "./v2";
3
+ import type { PhysicsBody } from "./v2/physicsBody";
4
4
  /**
5
5
  * Interface for point proximity query.
6
6
  */
@@ -1 +1 @@
1
- {"version":3,"file":"physicsPointProximityQuery.js","sourceRoot":"","sources":["../../../../dev/core/src/Physics/physicsPointProximityQuery.ts"],"names":[],"mappings":"","sourcesContent":["import type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IRaycastQuery } from \"./physicsRaycastResult\";\r\nimport type { PhysicsBody } from \"./v2\";\r\n\r\n/**\r\n * Interface for point proximity query.\r\n */\r\nexport interface IPhysicsPointProximityQuery {\r\n /**\r\n * The position of the query\r\n */\r\n position: Vector3;\r\n /**\r\n * Maximum distance to check for collisions. Can be set to 0 to check for overlaps.\r\n */\r\n maxDistance: number;\r\n /**\r\n * Collision filter for the query.\r\n */\r\n collisionFilter: IRaycastQuery;\r\n /**\r\n * Should trigger collisions be considered in the query?\r\n */\r\n shouldHitTriggers: boolean;\r\n /**\r\n * Should the query ignore the body that is passed in?\r\n */\r\n ignoreBody?: PhysicsBody;\r\n}\r\n"]}
1
+ {"version":3,"file":"physicsPointProximityQuery.js","sourceRoot":"","sources":["../../../../dev/core/src/Physics/physicsPointProximityQuery.ts"],"names":[],"mappings":"","sourcesContent":["import type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IRaycastQuery } from \"./physicsRaycastResult\";\r\nimport type { PhysicsBody } from \"./v2/physicsBody\";\r\n\r\n/**\r\n * Interface for point proximity query.\r\n */\r\nexport interface IPhysicsPointProximityQuery {\r\n /**\r\n * The position of the query\r\n */\r\n position: Vector3;\r\n /**\r\n * Maximum distance to check for collisions. Can be set to 0 to check for overlaps.\r\n */\r\n maxDistance: number;\r\n /**\r\n * Collision filter for the query.\r\n */\r\n collisionFilter: IRaycastQuery;\r\n /**\r\n * Should trigger collisions be considered in the query?\r\n */\r\n shouldHitTriggers: boolean;\r\n /**\r\n * Should the query ignore the body that is passed in?\r\n */\r\n ignoreBody?: PhysicsBody;\r\n}\r\n"]}
@@ -1,6 +1,8 @@
1
1
  import type { Skeleton } from "../../Bones/skeleton";
2
2
  import { Vector3 } from "../../Maths/math.vector";
3
+ import { PhysicsAggregate } from "./physicsAggregate";
3
4
  import type { Mesh } from "../../Meshes/mesh";
5
+ import { TransformNode } from "../../Meshes/transformNode";
4
6
  /**
5
7
  * Ragdoll bone properties
6
8
  * @experimental
@@ -54,11 +56,13 @@ export declare class RagdollBoneProperties {
54
56
  export declare class Ragdoll {
55
57
  private _skeleton;
56
58
  private _scene;
57
- private _mesh;
59
+ private _rootTransformNode;
58
60
  private _config;
59
61
  private _boxConfigs;
62
+ private _joints;
60
63
  private _bones;
61
64
  private _initialRotation;
65
+ private _initialRotation2;
62
66
  private _boneNames;
63
67
  private _transforms;
64
68
  private _aggregates;
@@ -75,18 +79,25 @@ export declare class Ragdoll {
75
79
  private _defaultJoint;
76
80
  private _defaultJointMin;
77
81
  private _defaultJointMax;
78
- private _boneOffsetAxis;
79
82
  /**
80
83
  * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method
81
84
  * @param skeleton The skeleton containing bones to be physicalized
82
- * @param mesh The mesh used by the skeleton
85
+ * @param rootTransformNode The mesh or its transform used by the skeleton
83
86
  * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies
84
87
  */
85
- constructor(skeleton: Skeleton, mesh: Mesh, config: RagdollBoneProperties[]);
88
+ constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]);
89
+ /**
90
+ * Returns the aggregate corresponding to the ragdoll bone index
91
+ * @param index ragdoll bone aggregate index
92
+ * @returns the aggregate for the bone index for the root aggregate if index is invalid
93
+ */
94
+ getAggregate(index: number): PhysicsAggregate;
86
95
  private _createColliders;
87
96
  private _initJoints;
97
+ private _syncBonesToPhysics;
98
+ private _setBoneOrientationToBody;
88
99
  private _syncBonesAndBoxes;
89
- private _addImpostorRotationToBone;
100
+ private _setBodyOrientationToBone;
90
101
  private _defineRootBone;
91
102
  private _findNearestParent;
92
103
  private _init;
@@ -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"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "6.46.1",
3
+ "version": "6.47.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",