@babylonjs/core 6.46.1 → 6.48.0

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 (72) hide show
  1. package/Buffers/buffer.align.d.ts +3 -3
  2. package/Buffers/buffer.align.js +1 -1
  3. package/Buffers/buffer.align.js.map +1 -1
  4. package/Engines/Native/nativeInterfaces.d.ts +1 -0
  5. package/Engines/Native/nativeInterfaces.js.map +1 -1
  6. package/Engines/engine.js +9 -9
  7. package/Engines/engine.js.map +1 -1
  8. package/Engines/engineFeatures.d.ts +2 -2
  9. package/Engines/engineFeatures.js.map +1 -1
  10. package/Engines/nativeEngine.d.ts +1 -0
  11. package/Engines/nativeEngine.js +21 -1
  12. package/Engines/nativeEngine.js.map +1 -1
  13. package/Engines/nullEngine.js +1 -1
  14. package/Engines/nullEngine.js.map +1 -1
  15. package/Engines/thinEngine.d.ts +5 -3
  16. package/Engines/thinEngine.js +53 -43
  17. package/Engines/thinEngine.js.map +1 -1
  18. package/Engines/webgpuEngine.js +1 -1
  19. package/Engines/webgpuEngine.js.map +1 -1
  20. package/Loading/sceneLoader.js +2 -1
  21. package/Loading/sceneLoader.js.map +1 -1
  22. package/Materials/Node/Blocks/posterizeBlock.js +1 -0
  23. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  24. package/Maths/index.d.ts +1 -0
  25. package/Maths/index.js +1 -0
  26. package/Maths/index.js.map +1 -1
  27. package/Maths/math.vector.functions.d.ts +22 -0
  28. package/Maths/math.vector.functions.js +28 -0
  29. package/Maths/math.vector.functions.js.map +1 -0
  30. package/Meshes/Node/Blocks/debugBlock.d.ts +1 -1
  31. package/Meshes/Node/Blocks/debugBlock.js +16 -2
  32. package/Meshes/Node/Blocks/debugBlock.js.map +1 -1
  33. package/Meshes/Node/Blocks/geometryPosterizeBlock.js +26 -1
  34. package/Meshes/Node/Blocks/geometryPosterizeBlock.js.map +1 -1
  35. package/Meshes/mesh.js +12 -0
  36. package/Meshes/mesh.js.map +1 -1
  37. package/Misc/khronosTextureContainer2Worker.js +1 -1
  38. package/Misc/khronosTextureContainer2Worker.js.map +1 -1
  39. package/NOTICE.md +10 -0
  40. package/Particles/IParticleSystem.d.ts +3 -1
  41. package/Particles/IParticleSystem.js.map +1 -1
  42. package/Particles/particleSystem.d.ts +1 -1
  43. package/Particles/particleSystem.js +17 -1
  44. package/Particles/particleSystem.js.map +1 -1
  45. package/Particles/thinParticleSystem.d.ts +5 -3
  46. package/Particles/thinParticleSystem.js +6 -4
  47. package/Particles/thinParticleSystem.js.map +1 -1
  48. package/Physics/physicsPointProximityQuery.d.ts +1 -1
  49. package/Physics/physicsPointProximityQuery.js.map +1 -1
  50. package/Physics/v2/Plugins/havokPlugin.js +3 -1
  51. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  52. package/Physics/v2/physicsBody.d.ts +6 -1
  53. package/Physics/v2/physicsBody.js +7 -0
  54. package/Physics/v2/physicsBody.js.map +1 -1
  55. package/Physics/v2/ragdoll.d.ts +16 -5
  56. package/Physics/v2/ragdoll.js +91 -42
  57. package/Physics/v2/ragdoll.js.map +1 -1
  58. package/XR/features/WebXRAbstractFeature.d.ts +2 -1
  59. package/XR/features/WebXRAbstractFeature.js +3 -2
  60. package/XR/features/WebXRAbstractFeature.js.map +1 -1
  61. package/XR/features/WebXRControllerPointerSelection.d.ts +10 -0
  62. package/XR/features/WebXRControllerPointerSelection.js +41 -20
  63. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  64. package/XR/features/WebXRControllerTeleportation.d.ts +1 -0
  65. package/XR/features/WebXRControllerTeleportation.js +7 -2
  66. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  67. package/assetContainer.js +1 -1
  68. package/assetContainer.js.map +1 -1
  69. package/assets/Basis/basis_transcoder.js +24 -0
  70. package/assets/Draco/draco_decoder_gltf.js +35 -0
  71. package/assets/Draco/draco_wasm_wrapper_gltf.js +116 -0
  72. package/package.json +3 -3
@@ -1,4 +1,5 @@
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- import type { IBasePhysicsCollisionEvent, IPhysicsCollisionEvent, PhysicsMassProperties, PhysicsMotionType } from "./IPhysicsEnginePlugin";
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+ import type { IBasePhysicsCollisionEvent, IPhysicsCollisionEvent, PhysicsMassProperties } from "./IPhysicsEnginePlugin";
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+ import { PhysicsMotionType } from "./IPhysicsEnginePlugin";
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  import type { PhysicsShape } from "./physicsShape";
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  import { Vector3, Quaternion } from "../../Maths/math.vector";
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  import type { Scene } from "../../scene";
@@ -47,6 +48,10 @@ export declare class PhysicsBody {
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  * True by default for maximum performance.
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  */
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  disablePreStep: boolean;
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+ /**
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+ * Disable sync from physics to transformNode. This value is set to true at body creation when the body is not dynamic.
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+ */
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+ disableSync: boolean;
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  /**
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  * Physics engine will try to make this body sleeping and not active
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  */
@@ -1,3 +1,4 @@
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+ import { PhysicsMotionType } from "./IPhysicsEnginePlugin.js";
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  import { Vector3, Quaternion, TmpVectors } from "../../Maths/math.vector.js";
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  import { Space } from "../../Maths/math.axis.js";
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  /**
@@ -42,6 +43,10 @@ export class PhysicsBody {
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  * True by default for maximum performance.
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  */
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  this.disablePreStep = true;
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+ /**
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+ * Disable sync from physics to transformNode. This value is set to true at body creation when the body is not dynamic.
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+ */
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+ this.disableSync = false;
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  this._isDisposed = false;
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  this._shape = null;
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  if (!scene) {
@@ -65,6 +70,8 @@ export class PhysicsBody {
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  }
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  this.startAsleep = startsAsleep;
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  this._motionType = motionType;
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+ // only dynamic body needs sync from physics to transformNode
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+ this.disableSync = motionType != PhysicsMotionType.DYNAMIC;
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  // instances?
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  const m = transformNode;
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  if (m.hasThinInstances) {
@@ -1 +1 @@
1
- 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type { IBasePhysicsCollisionEvent, IPhysicsCollisionEvent, IPhysicsEnginePluginV2, PhysicsMassProperties, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport { Space } from \"core/Maths/math.axis\";\r\nimport type { Observable, Observer } from \"../../Misc/observable\";\r\nimport type { Node } from \"../../node\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * PhysicsBody is useful for creating a physics body that can be used in a physics engine. It allows\r\n * the user to set the mass and velocity of the body, which can then be used to calculate the\r\n * motion of the body in the physics engine.\r\n */\r\nexport class PhysicsBody {\r\n /**\r\n * V2 Physics plugin private data for single Transform\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * V2 Physics plugin private data for instances\r\n */\r\n public _pluginDataInstances: Array<any> = [];\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n /**\r\n * The engine used to create and manage this Physics Body\r\n */\r\n private _physicsEngine: PhysicsEngine;\r\n /**\r\n * If the collision callback is enabled\r\n */\r\n private _collisionCBEnabled: boolean = false;\r\n /**\r\n * If the collision ended callback is enabled\r\n */\r\n private _collisionEndedCBEnabled: boolean = false;\r\n /**\r\n * The transform node associated with this Physics Body\r\n */\r\n transformNode: TransformNode;\r\n /**\r\n * Disable pre-step that consists in updating Physics Body from Transform Node Translation/Orientation.\r\n * True by default for maximum performance.\r\n */\r\n disablePreStep: boolean = true;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n public startAsleep: boolean;\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n private _isDisposed = false;\r\n\r\n private _shape: Nullable<PhysicsShape> = null;\r\n\r\n private _motionType: PhysicsMotionType;\r\n\r\n /**\r\n * Constructs a new physics body for the given node.\r\n * @param transformNode - The Transform Node to construct the physics body for. For better performance, it is advised that this node does not have a parent.\r\n * @param motionType - The motion type of the physics body. The options are:\r\n * - PhysicsMotionType.STATIC - Static bodies are not moving and unaffected by forces or collisions. They are good for level boundaries or terrain.\r\n * - PhysicsMotionType.DYNAMIC - Dynamic bodies are fully simulated. They can move and collide with other objects.\r\n * - PhysicsMotionType.ANIMATED - They behave like dynamic bodies, but they won't be affected by other bodies, but still push other bodies out of the way.\r\n * @param startsAsleep - Whether the physics body should start in a sleeping state (not a guarantee). Defaults to false.\r\n * @param scene - The scene containing the physics engine.\r\n *\r\n * This code is useful for creating a physics body for a given Transform Node in a scene.\r\n * It checks the version of the physics engine and the physics plugin, and initializes the body accordingly.\r\n * It also sets the node's rotation quaternion if it is not already set. Finally, it adds the body to the physics engine.\r\n */\r\n constructor(transformNode: TransformNode, motionType: PhysicsMotionType, startsAsleep: boolean, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine() as PhysicsEngine;\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n this._physicsEngine = physicsEngine;\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n if (!transformNode.rotationQuaternion) {\r\n transformNode.rotationQuaternion = Quaternion.FromEulerAngles(transformNode.rotation.x, transformNode.rotation.y, transformNode.rotation.z);\r\n }\r\n\r\n this.startAsleep = startsAsleep;\r\n\r\n this._motionType = motionType;\r\n\r\n // instances?\r\n const m = transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.initBodyInstances(this, motionType, m);\r\n } else {\r\n // single instance\r\n if (transformNode.parent) {\r\n // Force computation of world matrix so that the parent transforms are correctly reflected in absolutePosition/absoluteRotationQuaternion.\r\n transformNode.computeWorldMatrix(true);\r\n }\r\n this._physicsPlugin.initBody(this, motionType, transformNode.absolutePosition, transformNode.absoluteRotationQuaternion);\r\n }\r\n this.transformNode = transformNode;\r\n transformNode.physicsBody = this;\r\n physicsEngine.addBody(this);\r\n\r\n this._nodeDisposeObserver = transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"PhysicsBody\".\r\n * @returns \"PhysicsBody\"\r\n */\r\n public getClassName() {\r\n return \"PhysicsBody\";\r\n }\r\n\r\n /**\r\n * Clone the PhysicsBody to a new body and assign it to the transformNode parameter\r\n * @param transformNode transformNode that will be used for the cloned PhysicsBody\r\n * @returns the newly cloned PhysicsBody\r\n */\r\n public clone(transformNode: TransformNode): PhysicsBody {\r\n const clonedBody = new PhysicsBody(transformNode, this.getMotionType(), this.startAsleep, this.transformNode.getScene());\r\n clonedBody.shape = this.shape;\r\n clonedBody.setMassProperties(this.getMassProperties());\r\n clonedBody.setLinearDamping(this.getLinearDamping());\r\n clonedBody.setAngularDamping(this.getAngularDamping());\r\n return clonedBody;\r\n }\r\n\r\n /**\r\n * If a physics body is connected to an instanced node, update the number physic instances to match the number of node instances.\r\n */\r\n public updateBodyInstances() {\r\n const m = this.transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.updateBodyInstances(this, m);\r\n }\r\n }\r\n\r\n /**\r\n * This returns the number of internal instances of the physics body\r\n */\r\n public get numInstances(): number {\r\n return this._pluginDataInstances.length;\r\n }\r\n\r\n /**\r\n * Get the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n */\r\n public get motionType(): PhysicsMotionType {\r\n return this._motionType;\r\n }\r\n\r\n /**\r\n * Sets the shape of the physics body.\r\n * @param shape - The shape of the physics body.\r\n *\r\n * This method is useful for setting the shape of the physics body, which is necessary for the physics engine to accurately simulate the body's behavior.\r\n * The shape is used to calculate the body's mass, inertia, and other properties.\r\n */\r\n public set shape(shape: Nullable<PhysicsShape>) {\r\n this._shape = shape;\r\n if (shape) {\r\n this._physicsPlugin.setShape(this, shape);\r\n }\r\n }\r\n\r\n /**\r\n * Retrieves the physics shape associated with this object.\r\n *\r\n * @returns The physics shape associated with this object, or `undefined` if no\r\n * shape is associated.\r\n *\r\n * This method is useful for retrieving the physics shape associated with this object,\r\n * which can be used to apply physical forces to the object or to detect collisions.\r\n */\r\n public get shape(): Nullable<PhysicsShape> {\r\n return this._shape;\r\n }\r\n\r\n /**\r\n * Sets the event mask for the physics engine.\r\n *\r\n * @param eventMask - A bitmask that determines which events will be sent to the physics engine.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the event mask for.\r\n *\r\n * This method is useful for setting the event mask for the physics engine, which determines which events\r\n * will be sent to the physics engine. This allows the user to control which events the physics engine will respond to.\r\n */\r\n public setEventMask(eventMask: number, instanceIndex?: number) {\r\n this._physicsPlugin.setEventMask(this, eventMask, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the event mask of the physics engine.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the event mask for.\r\n * @returns The event mask of the physics engine.\r\n *\r\n * This method is useful for getting the event mask of the physics engine,\r\n * which is used to determine which events the engine will respond to.\r\n * This is important for ensuring that the engine is responding to the correct events and not\r\n * wasting resources on unnecessary events.\r\n */\r\n public getEventMask(instanceIndex?: number): number {\r\n return this._physicsPlugin.getEventMask(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n * @param motionType - The motion type to set.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the motion type for.\r\n */\r\n public setMotionType(motionType: PhysicsMotionType, instanceIndex?: number) {\r\n this._physicsPlugin.setMotionType(this, motionType, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the motion type for.\r\n * @returns The motion type of the physics body.\r\n */\r\n public getMotionType(instanceIndex?: number): PhysicsMotionType {\r\n return this._physicsPlugin.getMotionType(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Computes the mass properties of the physics object, based on the set of physics shapes this body uses.\r\n * This method is useful for computing the initial mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass; these values are important for accurately simulating the physics of the\r\n * object in the physics engine, and computing values based on the shape will provide you with reasonable\r\n * initial values, which you can then customize.\r\n * @param instanceIndex - The index of the instance to compute the mass properties for.\r\n * @returns The mass properties of the object.\r\n */\r\n public computeMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.computeMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the mass properties of the physics object.\r\n *\r\n * @param massProps - The mass properties to set.\r\n * @param instanceIndex - The index of the instance to set the mass properties for. If not defined, the mass properties will be set for all instances.\r\n *\r\n * This method is useful for setting the mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass. This is important for accurately simulating the physics of the object in the physics engine.\r\n */\r\n public setMassProperties(massProps: PhysicsMassProperties, instanceIndex?: number): void {\r\n this._physicsPlugin.setMassProperties(this, massProps, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the mass properties of the object.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the mass properties for.\r\n * @returns The mass properties of the object.\r\n *\r\n * This method is useful for physics simulations, as it allows the user to\r\n * retrieve the mass properties of the object, such as its mass, center of mass,\r\n * and moment of inertia. This information is necessary for accurate physics\r\n * simulations.\r\n */\r\n public getMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.getMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear damping of the physics body.\r\n *\r\n * @param damping - The linear damping value.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the linear damping for.\r\n *\r\n * This method is useful for controlling the linear damping of the physics body,\r\n * which is the rate at which the body's velocity decreases over time. This is useful for simulating\r\n * the effects of air resistance or other forms of friction.\r\n */\r\n public setLinearDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setLinearDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear damping of the physics body.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the linear damping for.\r\n * @returns The linear damping of the physics body.\r\n *\r\n * This method is useful for retrieving the linear damping of the physics body, which is the amount of\r\n * resistance the body has to linear motion. This is useful for simulating realistic physics behavior\r\n * in a game.\r\n */\r\n public getLinearDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getLinearDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the angular damping of the physics body.\r\n * @param damping The angular damping of the body.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the angular damping for.\r\n *\r\n * This method is useful for controlling the angular velocity of a physics body.\r\n * By setting the damping, the body's angular velocity will be reduced over time, simulating the effect of friction.\r\n * This can be used to create realistic physical behavior in a physics engine.\r\n */\r\n public setAngularDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setAngularDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular damping of the physics body.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the angular damping for.\r\n *\r\n * @returns The angular damping of the physics body.\r\n *\r\n * This method is useful for getting the angular damping of the physics body,\r\n * which is the rate of reduction of the angular velocity over time.\r\n * This is important for simulating realistic physics behavior in a game.\r\n */\r\n public getAngularDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getAngularDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear velocity of the physics object.\r\n * @param linVel - The linear velocity to set.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the linear velocity for.\r\n *\r\n * This method is useful for setting the linear velocity of a physics object,\r\n * which is necessary for simulating realistic physics in a game engine.\r\n * By setting the linear velocity, the physics object will move in the direction and speed specified by the vector.\r\n * This allows for realistic physics simulations, such as simulating the motion of a ball rolling down a hill.\r\n */\r\n public setLinearVelocity(linVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setLinearVelocity(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body and stores it in the given vector3.\r\n * @param linVel - The vector3 to store the linear velocity in.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the linear velocity for.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.\r\n */\r\n public getLinearVelocityToRef(linVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.getLinearVelocityToRef(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body as a new vector3.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the linear velocity for.\r\n * @returns The linear velocity of the physics body.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.\r\n */\r\n public getLinearVelocity(instanceIndex?: number): Vector3 {\r\n const ref = new Vector3();\r\n this.getLinearVelocityToRef(ref, instanceIndex);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Sets the angular velocity of the physics object.\r\n * @param angVel - The angular velocity to set.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the angular velocity for.\r\n *\r\n * This method is useful for setting the angular velocity of a physics object, which is necessary for\r\n * simulating realistic physics behavior. The angular velocity is used to determine the rate of rotation of the object,\r\n * which is important for simulating realistic motion.\r\n */\r\n public setAngularVelocity(angVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setAngularVelocity(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body and stores it in the given vector3.\r\n * @param angVel - The vector3 to store the angular velocity in.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the angular velocity for.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocityToRef(angVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.getAngularVelocityToRef(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body as a new vector3.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the angular velocity for.\r\n * @returns The angular velocity of the physics body.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocity(instanceIndex?: number): Vector3 {\r\n const ref = new Vector3();\r\n this.getAngularVelocityToRef(ref, instanceIndex);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Applies an impulse to the physics object.\r\n *\r\n * @param impulse The impulse vector.\r\n * @param location The location of the impulse.\r\n * @param instanceIndex For a instanced body, the instance to where the impulse should be applied. If not specified, the impulse is applied to all instances.\r\n *\r\n * This method is useful for applying an impulse to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyImpulse(impulse: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyImpulse(this, impulse, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Applies a force to the physics object.\r\n *\r\n * @param force The force vector.\r\n * @param location The location of the force.\r\n * @param instanceIndex For a instanced body, the instance to where the force should be applied. If not specified, the force is applied to all instances.\r\n *\r\n * This method is useful for applying a force to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyForce(force: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyForce(this, force, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the geometry of the body from the physics plugin.\r\n *\r\n * @returns The geometry of the body.\r\n *\r\n * This method is useful for retrieving the geometry of the body from the physics plugin, which can be used for various physics calculations.\r\n */\r\n public getGeometry(): {} {\r\n return this._physicsPlugin.getBodyGeometry(this);\r\n }\r\n\r\n /**\r\n * Returns an observable that will be notified for when a collision starts or continues for this PhysicsBody\r\n * @returns Observable\r\n */\r\n public getCollisionObservable(): Observable<IPhysicsCollisionEvent> {\r\n return this._physicsPlugin.getCollisionObservable(this);\r\n }\r\n\r\n /**\r\n * Returns an observable that will be notified when the body has finished colliding with another body\r\n * @returns\r\n */\r\n public getCollisionEndedObservable(): Observable<IBasePhysicsCollisionEvent> {\r\n return this._physicsPlugin.getCollisionEndedObservable(this);\r\n }\r\n\r\n /**\r\n * Enable or disable collision callback for this PhysicsBody.\r\n * @param enabled true if PhysicsBody's collision will rise a collision event and notifies the observable\r\n */\r\n public setCollisionCallbackEnabled(enabled: boolean): void {\r\n this._collisionCBEnabled = enabled;\r\n this._physicsPlugin.setCollisionCallbackEnabled(this, enabled);\r\n }\r\n\r\n /**\r\n * Enable or disable collision ended callback for this PhysicsBody.\r\n * @param enabled true if PhysicsBody's collision ended will rise a collision event and notifies the observable\r\n */\r\n public setCollisionEndedCallbackEnabled(enabled: boolean): void {\r\n this._collisionEndedCBEnabled = enabled;\r\n this._physicsPlugin.setCollisionEndedCallbackEnabled(this, enabled);\r\n }\r\n\r\n /**\r\n * Get the center of the object in world space.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorld(instanceIndex?: number): Vector3 {\r\n const ref = new Vector3();\r\n return this.getObjectCenterWorldToRef(ref, instanceIndex);\r\n }\r\n\r\n /**\r\n * Get the center of the object in world space.\r\n * @param ref - The vector3 to store the result in.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorldToRef(ref: Vector3, instanceIndex?: number): Vector3 {\r\n if (this._pluginDataInstances?.length > 0) {\r\n const index = instanceIndex || 0;\r\n const matrixData = (this.transformNode as Mesh)._thinInstanceDataStorage.matrixData;\r\n if (matrixData) {\r\n ref.set(matrixData[index * 16 + 12], matrixData[index * 16 + 13], matrixData[index * 16 + 14]);\r\n }\r\n } else {\r\n ref.copyFrom(this.transformNode.position);\r\n }\r\n return ref;\r\n }\r\n\r\n /**\r\n * Adds a constraint to the physics engine.\r\n *\r\n * @param childBody - The body to which the constraint will be applied.\r\n * @param constraint - The constraint to be applied.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n * @param childInstanceIndex - If the child body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n *\r\n */\r\n public addConstraint(childBody: PhysicsBody, constraint: PhysicsConstraint, instanceIndex?: number, childInstanceIndex?: number): void {\r\n this._physicsPlugin.addConstraint(this, childBody, constraint, instanceIndex, childInstanceIndex);\r\n }\r\n\r\n /**\r\n * Sync with a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = this.transformNode;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = TmpVectors.Quaternion[0];\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = TmpVectors.Vector3[0];\r\n const boneDir = TmpVectors.Vector3[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = TmpVectors.Vector3[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n /**\r\n * Executes a callback on the body or all of the instances of a body\r\n * @param callback the callback to execute\r\n */\r\n public iterateOverAllInstances(callback: (body: PhysicsBody, instanceIndex?: number) => void) {\r\n if (this._pluginDataInstances?.length > 0) {\r\n for (let i = 0; i < this._pluginDataInstances.length; i++) {\r\n callback(this, i);\r\n }\r\n } else {\r\n callback(this, undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the gravity factor of the physics body\r\n * @param factor the gravity factor to set\r\n * @param instanceIndex the instance of the body to set, if undefined all instances will be set\r\n */\r\n public setGravityFactor(factor: number, instanceIndex?: number) {\r\n this._physicsPlugin.setGravityFactor(this, factor, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the gravity factor of the physics body\r\n * @param instanceIndex the instance of the body to get, if undefined the value of first instance will be returned\r\n * @returns the gravity factor\r\n */\r\n public getGravityFactor(instanceIndex?: number): number {\r\n return this._physicsPlugin.getGravityFactor(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Set the target transformation (position and rotation) of the body, such that the body will set its velocity to reach that target\r\n * @param position The target position\r\n * @param rotation The target rotation\r\n * @param instanceIndex The index of the instance in an instanced body\r\n */\r\n public setTargetTransform(position: Vector3, rotation: Quaternion, instanceIndex?: number) {\r\n this._physicsPlugin.setTargetTransform(this, position, rotation, instanceIndex);\r\n }\r\n\r\n /**\r\n * Returns if the body has been disposed.\r\n * @returns true if disposed, false otherwise.\r\n */\r\n public get isDisposed() {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Disposes the body from the physics engine.\r\n *\r\n * This method is useful for cleaning up the physics engine when a body is no longer needed. Disposing the body will free up resources and prevent memory leaks.\r\n */\r\n public dispose() {\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n // Disable collisions CB so it doesn't fire when the body is disposed\r\n if (this._collisionCBEnabled) {\r\n this.setCollisionCallbackEnabled(false);\r\n }\r\n if (this._collisionEndedCBEnabled) {\r\n this.setCollisionEndedCallbackEnabled(false);\r\n }\r\n if (this._nodeDisposeObserver) {\r\n this.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this._physicsEngine.removeBody(this);\r\n this._physicsPlugin.removeBody(this);\r\n this._physicsPlugin.disposeBody(this);\r\n this.transformNode.physicsBody = null;\r\n this._pluginData = null;\r\n this._pluginDataInstances.length = 0;\r\n this._isDisposed = true;\r\n this.shape = null;\r\n }\r\n}\r\n"]}
1
+ 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type { IBasePhysicsCollisionEvent, IPhysicsCollisionEvent, IPhysicsEnginePluginV2, PhysicsMassProperties } from \"./IPhysicsEnginePlugin\";\r\nimport { PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport type { PhysicsShape } from \"./physicsShape\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { PhysicsEngine } from \"./physicsEngine\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Bone } from \"core/Bones/bone\";\r\nimport { Space } from \"core/Maths/math.axis\";\r\nimport type { Observable, Observer } from \"../../Misc/observable\";\r\nimport type { Node } from \"../../node\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * PhysicsBody is useful for creating a physics body that can be used in a physics engine. It allows\r\n * the user to set the mass and velocity of the body, which can then be used to calculate the\r\n * motion of the body in the physics engine.\r\n */\r\nexport class PhysicsBody {\r\n /**\r\n * V2 Physics plugin private data for single Transform\r\n */\r\n public _pluginData: any = undefined;\r\n /**\r\n * V2 Physics plugin private data for instances\r\n */\r\n public _pluginDataInstances: Array<any> = [];\r\n /**\r\n * The V2 plugin used to create and manage this Physics Body\r\n */\r\n private _physicsPlugin: IPhysicsEnginePluginV2;\r\n /**\r\n * The engine used to create and manage this Physics Body\r\n */\r\n private _physicsEngine: PhysicsEngine;\r\n /**\r\n * If the collision callback is enabled\r\n */\r\n private _collisionCBEnabled: boolean = false;\r\n /**\r\n * If the collision ended callback is enabled\r\n */\r\n private _collisionEndedCBEnabled: boolean = false;\r\n /**\r\n * The transform node associated with this Physics Body\r\n */\r\n transformNode: TransformNode;\r\n /**\r\n * Disable pre-step that consists in updating Physics Body from Transform Node Translation/Orientation.\r\n * True by default for maximum performance.\r\n */\r\n disablePreStep: boolean = true;\r\n\r\n /**\r\n * Disable sync from physics to transformNode. This value is set to true at body creation when the body is not dynamic.\r\n */\r\n disableSync: boolean = false;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n public startAsleep: boolean;\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n private _isDisposed = false;\r\n\r\n private _shape: Nullable<PhysicsShape> = null;\r\n\r\n private _motionType: PhysicsMotionType;\r\n\r\n /**\r\n * Constructs a new physics body for the given node.\r\n * @param transformNode - The Transform Node to construct the physics body for. For better performance, it is advised that this node does not have a parent.\r\n * @param motionType - The motion type of the physics body. The options are:\r\n * - PhysicsMotionType.STATIC - Static bodies are not moving and unaffected by forces or collisions. They are good for level boundaries or terrain.\r\n * - PhysicsMotionType.DYNAMIC - Dynamic bodies are fully simulated. They can move and collide with other objects.\r\n * - PhysicsMotionType.ANIMATED - They behave like dynamic bodies, but they won't be affected by other bodies, but still push other bodies out of the way.\r\n * @param startsAsleep - Whether the physics body should start in a sleeping state (not a guarantee). Defaults to false.\r\n * @param scene - The scene containing the physics engine.\r\n *\r\n * This code is useful for creating a physics body for a given Transform Node in a scene.\r\n * It checks the version of the physics engine and the physics plugin, and initializes the body accordingly.\r\n * It also sets the node's rotation quaternion if it is not already set. Finally, it adds the body to the physics engine.\r\n */\r\n constructor(transformNode: TransformNode, motionType: PhysicsMotionType, startsAsleep: boolean, scene: Scene) {\r\n if (!scene) {\r\n return;\r\n }\r\n const physicsEngine = scene.getPhysicsEngine() as PhysicsEngine;\r\n if (!physicsEngine) {\r\n throw new Error(\"No Physics Engine available.\");\r\n }\r\n this._physicsEngine = physicsEngine;\r\n if (physicsEngine.getPluginVersion() != 2) {\r\n throw new Error(\"Plugin version is incorrect. Expected version 2.\");\r\n }\r\n const physicsPlugin = physicsEngine.getPhysicsPlugin();\r\n if (!physicsPlugin) {\r\n throw new Error(\"No Physics Plugin available.\");\r\n }\r\n\r\n this._physicsPlugin = physicsPlugin as IPhysicsEnginePluginV2;\r\n if (!transformNode.rotationQuaternion) {\r\n transformNode.rotationQuaternion = Quaternion.FromEulerAngles(transformNode.rotation.x, transformNode.rotation.y, transformNode.rotation.z);\r\n }\r\n\r\n this.startAsleep = startsAsleep;\r\n\r\n this._motionType = motionType;\r\n\r\n // only dynamic body needs sync from physics to transformNode\r\n this.disableSync = motionType != PhysicsMotionType.DYNAMIC;\r\n\r\n // instances?\r\n const m = transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.initBodyInstances(this, motionType, m);\r\n } else {\r\n // single instance\r\n if (transformNode.parent) {\r\n // Force computation of world matrix so that the parent transforms are correctly reflected in absolutePosition/absoluteRotationQuaternion.\r\n transformNode.computeWorldMatrix(true);\r\n }\r\n this._physicsPlugin.initBody(this, motionType, transformNode.absolutePosition, transformNode.absoluteRotationQuaternion);\r\n }\r\n this.transformNode = transformNode;\r\n transformNode.physicsBody = this;\r\n physicsEngine.addBody(this);\r\n\r\n this._nodeDisposeObserver = transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"PhysicsBody\".\r\n * @returns \"PhysicsBody\"\r\n */\r\n public getClassName() {\r\n return \"PhysicsBody\";\r\n }\r\n\r\n /**\r\n * Clone the PhysicsBody to a new body and assign it to the transformNode parameter\r\n * @param transformNode transformNode that will be used for the cloned PhysicsBody\r\n * @returns the newly cloned PhysicsBody\r\n */\r\n public clone(transformNode: TransformNode): PhysicsBody {\r\n const clonedBody = new PhysicsBody(transformNode, this.getMotionType(), this.startAsleep, this.transformNode.getScene());\r\n clonedBody.shape = this.shape;\r\n clonedBody.setMassProperties(this.getMassProperties());\r\n clonedBody.setLinearDamping(this.getLinearDamping());\r\n clonedBody.setAngularDamping(this.getAngularDamping());\r\n return clonedBody;\r\n }\r\n\r\n /**\r\n * If a physics body is connected to an instanced node, update the number physic instances to match the number of node instances.\r\n */\r\n public updateBodyInstances() {\r\n const m = this.transformNode as Mesh;\r\n if (m.hasThinInstances) {\r\n this._physicsPlugin.updateBodyInstances(this, m);\r\n }\r\n }\r\n\r\n /**\r\n * This returns the number of internal instances of the physics body\r\n */\r\n public get numInstances(): number {\r\n return this._pluginDataInstances.length;\r\n }\r\n\r\n /**\r\n * Get the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n */\r\n public get motionType(): PhysicsMotionType {\r\n return this._motionType;\r\n }\r\n\r\n /**\r\n * Sets the shape of the physics body.\r\n * @param shape - The shape of the physics body.\r\n *\r\n * This method is useful for setting the shape of the physics body, which is necessary for the physics engine to accurately simulate the body's behavior.\r\n * The shape is used to calculate the body's mass, inertia, and other properties.\r\n */\r\n public set shape(shape: Nullable<PhysicsShape>) {\r\n this._shape = shape;\r\n if (shape) {\r\n this._physicsPlugin.setShape(this, shape);\r\n }\r\n }\r\n\r\n /**\r\n * Retrieves the physics shape associated with this object.\r\n *\r\n * @returns The physics shape associated with this object, or `undefined` if no\r\n * shape is associated.\r\n *\r\n * This method is useful for retrieving the physics shape associated with this object,\r\n * which can be used to apply physical forces to the object or to detect collisions.\r\n */\r\n public get shape(): Nullable<PhysicsShape> {\r\n return this._shape;\r\n }\r\n\r\n /**\r\n * Sets the event mask for the physics engine.\r\n *\r\n * @param eventMask - A bitmask that determines which events will be sent to the physics engine.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the event mask for.\r\n *\r\n * This method is useful for setting the event mask for the physics engine, which determines which events\r\n * will be sent to the physics engine. This allows the user to control which events the physics engine will respond to.\r\n */\r\n public setEventMask(eventMask: number, instanceIndex?: number) {\r\n this._physicsPlugin.setEventMask(this, eventMask, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the event mask of the physics engine.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the event mask for.\r\n * @returns The event mask of the physics engine.\r\n *\r\n * This method is useful for getting the event mask of the physics engine,\r\n * which is used to determine which events the engine will respond to.\r\n * This is important for ensuring that the engine is responding to the correct events and not\r\n * wasting resources on unnecessary events.\r\n */\r\n public getEventMask(instanceIndex?: number): number {\r\n return this._physicsPlugin.getEventMask(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n * @param motionType - The motion type to set.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the motion type for.\r\n */\r\n public setMotionType(motionType: PhysicsMotionType, instanceIndex?: number) {\r\n this._physicsPlugin.setMotionType(this, motionType, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the motion type of the physics body. Can be STATIC, DYNAMIC, or ANIMATED.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the motion type for.\r\n * @returns The motion type of the physics body.\r\n */\r\n public getMotionType(instanceIndex?: number): PhysicsMotionType {\r\n return this._physicsPlugin.getMotionType(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Computes the mass properties of the physics object, based on the set of physics shapes this body uses.\r\n * This method is useful for computing the initial mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass; these values are important for accurately simulating the physics of the\r\n * object in the physics engine, and computing values based on the shape will provide you with reasonable\r\n * initial values, which you can then customize.\r\n * @param instanceIndex - The index of the instance to compute the mass properties for.\r\n * @returns The mass properties of the object.\r\n */\r\n public computeMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.computeMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the mass properties of the physics object.\r\n *\r\n * @param massProps - The mass properties to set.\r\n * @param instanceIndex - The index of the instance to set the mass properties for. If not defined, the mass properties will be set for all instances.\r\n *\r\n * This method is useful for setting the mass properties of a physics object, such as its mass,\r\n * inertia, and center of mass. This is important for accurately simulating the physics of the object in the physics engine.\r\n */\r\n public setMassProperties(massProps: PhysicsMassProperties, instanceIndex?: number): void {\r\n this._physicsPlugin.setMassProperties(this, massProps, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the mass properties of the object.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the mass properties for.\r\n * @returns The mass properties of the object.\r\n *\r\n * This method is useful for physics simulations, as it allows the user to\r\n * retrieve the mass properties of the object, such as its mass, center of mass,\r\n * and moment of inertia. This information is necessary for accurate physics\r\n * simulations.\r\n */\r\n public getMassProperties(instanceIndex?: number): PhysicsMassProperties {\r\n return this._physicsPlugin.getMassProperties(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear damping of the physics body.\r\n *\r\n * @param damping - The linear damping value.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the linear damping for.\r\n *\r\n * This method is useful for controlling the linear damping of the physics body,\r\n * which is the rate at which the body's velocity decreases over time. This is useful for simulating\r\n * the effects of air resistance or other forms of friction.\r\n */\r\n public setLinearDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setLinearDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear damping of the physics body.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the linear damping for.\r\n * @returns The linear damping of the physics body.\r\n *\r\n * This method is useful for retrieving the linear damping of the physics body, which is the amount of\r\n * resistance the body has to linear motion. This is useful for simulating realistic physics behavior\r\n * in a game.\r\n */\r\n public getLinearDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getLinearDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the angular damping of the physics body.\r\n * @param damping The angular damping of the body.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the angular damping for.\r\n *\r\n * This method is useful for controlling the angular velocity of a physics body.\r\n * By setting the damping, the body's angular velocity will be reduced over time, simulating the effect of friction.\r\n * This can be used to create realistic physical behavior in a physics engine.\r\n */\r\n public setAngularDamping(damping: number, instanceIndex?: number) {\r\n this._physicsPlugin.setAngularDamping(this, damping, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular damping of the physics body.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the angular damping for.\r\n *\r\n * @returns The angular damping of the physics body.\r\n *\r\n * This method is useful for getting the angular damping of the physics body,\r\n * which is the rate of reduction of the angular velocity over time.\r\n * This is important for simulating realistic physics behavior in a game.\r\n */\r\n public getAngularDamping(instanceIndex?: number): number {\r\n return this._physicsPlugin.getAngularDamping(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Sets the linear velocity of the physics object.\r\n * @param linVel - The linear velocity to set.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the linear velocity for.\r\n *\r\n * This method is useful for setting the linear velocity of a physics object,\r\n * which is necessary for simulating realistic physics in a game engine.\r\n * By setting the linear velocity, the physics object will move in the direction and speed specified by the vector.\r\n * This allows for realistic physics simulations, such as simulating the motion of a ball rolling down a hill.\r\n */\r\n public setLinearVelocity(linVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setLinearVelocity(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body and stores it in the given vector3.\r\n * @param linVel - The vector3 to store the linear velocity in.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the linear velocity for.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.\r\n */\r\n public getLinearVelocityToRef(linVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.getLinearVelocityToRef(this, linVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the linear velocity of the physics body as a new vector3.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the linear velocity for.\r\n * @returns The linear velocity of the physics body.\r\n *\r\n * This method is useful for getting the linear velocity of a physics body in a physics engine.\r\n * This can be used to determine the speed and direction of the body, which can be used to calculate the motion of the body.\r\n */\r\n public getLinearVelocity(instanceIndex?: number): Vector3 {\r\n const ref = new Vector3();\r\n this.getLinearVelocityToRef(ref, instanceIndex);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Sets the angular velocity of the physics object.\r\n * @param angVel - The angular velocity to set.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to set the angular velocity for.\r\n *\r\n * This method is useful for setting the angular velocity of a physics object, which is necessary for\r\n * simulating realistic physics behavior. The angular velocity is used to determine the rate of rotation of the object,\r\n * which is important for simulating realistic motion.\r\n */\r\n public setAngularVelocity(angVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.setAngularVelocity(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body and stores it in the given vector3.\r\n * @param angVel - The vector3 to store the angular velocity in.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the angular velocity for.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocityToRef(angVel: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.getAngularVelocityToRef(this, angVel, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the angular velocity of the physics body as a new vector3.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the angular velocity for.\r\n * @returns The angular velocity of the physics body.\r\n *\r\n * This method is useful for getting the angular velocity of a physics body, which can be used to determine the body's\r\n * rotational speed. This information can be used to create realistic physics simulations.\r\n */\r\n public getAngularVelocity(instanceIndex?: number): Vector3 {\r\n const ref = new Vector3();\r\n this.getAngularVelocityToRef(ref, instanceIndex);\r\n return ref;\r\n }\r\n\r\n /**\r\n * Applies an impulse to the physics object.\r\n *\r\n * @param impulse The impulse vector.\r\n * @param location The location of the impulse.\r\n * @param instanceIndex For a instanced body, the instance to where the impulse should be applied. If not specified, the impulse is applied to all instances.\r\n *\r\n * This method is useful for applying an impulse to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyImpulse(impulse: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyImpulse(this, impulse, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Applies a force to the physics object.\r\n *\r\n * @param force The force vector.\r\n * @param location The location of the force.\r\n * @param instanceIndex For a instanced body, the instance to where the force should be applied. If not specified, the force is applied to all instances.\r\n *\r\n * This method is useful for applying a force to a physics object, which can be used to simulate physical forces such as gravity,\r\n * collisions, and explosions. This can be used to create realistic physics simulations in a game or other application.\r\n */\r\n public applyForce(force: Vector3, location: Vector3, instanceIndex?: number): void {\r\n this._physicsPlugin.applyForce(this, force, location, instanceIndex);\r\n }\r\n\r\n /**\r\n * Retrieves the geometry of the body from the physics plugin.\r\n *\r\n * @returns The geometry of the body.\r\n *\r\n * This method is useful for retrieving the geometry of the body from the physics plugin, which can be used for various physics calculations.\r\n */\r\n public getGeometry(): {} {\r\n return this._physicsPlugin.getBodyGeometry(this);\r\n }\r\n\r\n /**\r\n * Returns an observable that will be notified for when a collision starts or continues for this PhysicsBody\r\n * @returns Observable\r\n */\r\n public getCollisionObservable(): Observable<IPhysicsCollisionEvent> {\r\n return this._physicsPlugin.getCollisionObservable(this);\r\n }\r\n\r\n /**\r\n * Returns an observable that will be notified when the body has finished colliding with another body\r\n * @returns\r\n */\r\n public getCollisionEndedObservable(): Observable<IBasePhysicsCollisionEvent> {\r\n return this._physicsPlugin.getCollisionEndedObservable(this);\r\n }\r\n\r\n /**\r\n * Enable or disable collision callback for this PhysicsBody.\r\n * @param enabled true if PhysicsBody's collision will rise a collision event and notifies the observable\r\n */\r\n public setCollisionCallbackEnabled(enabled: boolean): void {\r\n this._collisionCBEnabled = enabled;\r\n this._physicsPlugin.setCollisionCallbackEnabled(this, enabled);\r\n }\r\n\r\n /**\r\n * Enable or disable collision ended callback for this PhysicsBody.\r\n * @param enabled true if PhysicsBody's collision ended will rise a collision event and notifies the observable\r\n */\r\n public setCollisionEndedCallbackEnabled(enabled: boolean): void {\r\n this._collisionEndedCBEnabled = enabled;\r\n this._physicsPlugin.setCollisionEndedCallbackEnabled(this, enabled);\r\n }\r\n\r\n /**\r\n * Get the center of the object in world space.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorld(instanceIndex?: number): Vector3 {\r\n const ref = new Vector3();\r\n return this.getObjectCenterWorldToRef(ref, instanceIndex);\r\n }\r\n\r\n /**\r\n * Get the center of the object in world space.\r\n * @param ref - The vector3 to store the result in.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to get the center for.\r\n * @returns geometric center of the associated mesh\r\n */\r\n public getObjectCenterWorldToRef(ref: Vector3, instanceIndex?: number): Vector3 {\r\n if (this._pluginDataInstances?.length > 0) {\r\n const index = instanceIndex || 0;\r\n const matrixData = (this.transformNode as Mesh)._thinInstanceDataStorage.matrixData;\r\n if (matrixData) {\r\n ref.set(matrixData[index * 16 + 12], matrixData[index * 16 + 13], matrixData[index * 16 + 14]);\r\n }\r\n } else {\r\n ref.copyFrom(this.transformNode.position);\r\n }\r\n return ref;\r\n }\r\n\r\n /**\r\n * Adds a constraint to the physics engine.\r\n *\r\n * @param childBody - The body to which the constraint will be applied.\r\n * @param constraint - The constraint to be applied.\r\n * @param instanceIndex - If this body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n * @param childInstanceIndex - If the child body is instanced, the index of the instance to which the constraint will be applied. If not specified, no constraint will be applied.\r\n *\r\n */\r\n public addConstraint(childBody: PhysicsBody, constraint: PhysicsConstraint, instanceIndex?: number, childInstanceIndex?: number): void {\r\n this._physicsPlugin.addConstraint(this, childBody, constraint, instanceIndex, childInstanceIndex);\r\n }\r\n\r\n /**\r\n * Sync with a bone\r\n * @param bone The bone that the impostor will be synced to.\r\n * @param boneMesh The mesh that the bone is influencing.\r\n * @param jointPivot The pivot of the joint / bone in local space.\r\n * @param distToJoint Optional distance from the impostor to the joint.\r\n * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.\r\n * @param boneAxis Optional vector3 axis the bone is aligned with\r\n */\r\n public syncWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3) {\r\n const mesh = this.transformNode;\r\n\r\n if (mesh.rotationQuaternion) {\r\n if (adjustRotation) {\r\n const tempQuat = TmpVectors.Quaternion[0];\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, tempQuat);\r\n tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);\r\n } else {\r\n bone.getRotationQuaternionToRef(Space.WORLD, boneMesh, mesh.rotationQuaternion);\r\n }\r\n }\r\n\r\n const pos = TmpVectors.Vector3[0];\r\n const boneDir = TmpVectors.Vector3[1];\r\n\r\n if (!boneAxis) {\r\n boneAxis = TmpVectors.Vector3[2];\r\n boneAxis.x = 0;\r\n boneAxis.y = 1;\r\n boneAxis.z = 0;\r\n }\r\n\r\n bone.getDirectionToRef(boneAxis, boneMesh, boneDir);\r\n bone.getAbsolutePositionToRef(boneMesh, pos);\r\n\r\n if ((distToJoint === undefined || distToJoint === null) && jointPivot) {\r\n distToJoint = jointPivot.length();\r\n }\r\n\r\n if (distToJoint !== undefined && distToJoint !== null) {\r\n pos.x += boneDir.x * distToJoint;\r\n pos.y += boneDir.y * distToJoint;\r\n pos.z += boneDir.z * distToJoint;\r\n }\r\n\r\n mesh.setAbsolutePosition(pos);\r\n }\r\n\r\n /**\r\n * Executes a callback on the body or all of the instances of a body\r\n * @param callback the callback to execute\r\n */\r\n public iterateOverAllInstances(callback: (body: PhysicsBody, instanceIndex?: number) => void) {\r\n if (this._pluginDataInstances?.length > 0) {\r\n for (let i = 0; i < this._pluginDataInstances.length; i++) {\r\n callback(this, i);\r\n }\r\n } else {\r\n callback(this, undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Sets the gravity factor of the physics body\r\n * @param factor the gravity factor to set\r\n * @param instanceIndex the instance of the body to set, if undefined all instances will be set\r\n */\r\n public setGravityFactor(factor: number, instanceIndex?: number) {\r\n this._physicsPlugin.setGravityFactor(this, factor, instanceIndex);\r\n }\r\n\r\n /**\r\n * Gets the gravity factor of the physics body\r\n * @param instanceIndex the instance of the body to get, if undefined the value of first instance will be returned\r\n * @returns the gravity factor\r\n */\r\n public getGravityFactor(instanceIndex?: number): number {\r\n return this._physicsPlugin.getGravityFactor(this, instanceIndex);\r\n }\r\n\r\n /**\r\n * Set the target transformation (position and rotation) of the body, such that the body will set its velocity to reach that target\r\n * @param position The target position\r\n * @param rotation The target rotation\r\n * @param instanceIndex The index of the instance in an instanced body\r\n */\r\n public setTargetTransform(position: Vector3, rotation: Quaternion, instanceIndex?: number) {\r\n this._physicsPlugin.setTargetTransform(this, position, rotation, instanceIndex);\r\n }\r\n\r\n /**\r\n * Returns if the body has been disposed.\r\n * @returns true if disposed, false otherwise.\r\n */\r\n public get isDisposed() {\r\n return this._isDisposed;\r\n }\r\n\r\n /**\r\n * Disposes the body from the physics engine.\r\n *\r\n * This method is useful for cleaning up the physics engine when a body is no longer needed. Disposing the body will free up resources and prevent memory leaks.\r\n */\r\n public dispose() {\r\n if (this._isDisposed) {\r\n return;\r\n }\r\n // Disable collisions CB so it doesn't fire when the body is disposed\r\n if (this._collisionCBEnabled) {\r\n this.setCollisionCallbackEnabled(false);\r\n }\r\n if (this._collisionEndedCBEnabled) {\r\n this.setCollisionEndedCallbackEnabled(false);\r\n }\r\n if (this._nodeDisposeObserver) {\r\n this.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this._physicsEngine.removeBody(this);\r\n this._physicsPlugin.removeBody(this);\r\n this._physicsPlugin.disposeBody(this);\r\n this.transformNode.physicsBody = null;\r\n this._pluginData = null;\r\n this._pluginDataInstances.length = 0;\r\n this._isDisposed = true;\r\n this.shape = null;\r\n }\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
  /**