@babylonjs/core 8.6.2 → 8.7.1

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Files changed (134) hide show
  1. package/Animations/animatable.core.js +2 -2
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/AudioV2/abstractAudio/abstractSound.d.ts +3 -35
  4. package/AudioV2/abstractAudio/abstractSound.js +2 -58
  5. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  6. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +57 -0
  7. package/AudioV2/abstractAudio/abstractSoundSource.js +72 -0
  8. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -0
  9. package/AudioV2/abstractAudio/audioEngineV2.d.ts +33 -0
  10. package/AudioV2/abstractAudio/audioEngineV2.js +23 -0
  11. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  12. package/AudioV2/webAudio/index.d.ts +1 -0
  13. package/AudioV2/webAudio/index.js +1 -0
  14. package/AudioV2/webAudio/index.js.map +1 -1
  15. package/AudioV2/webAudio/webAudioEngine.d.ts +5 -0
  16. package/AudioV2/webAudio/webAudioEngine.js +18 -0
  17. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  18. package/AudioV2/webAudio/webAudioSoundSource.d.ts +41 -0
  19. package/AudioV2/webAudio/webAudioSoundSource.js +115 -0
  20. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -0
  21. package/AudioV2/webAudio/webAudioStaticSound.js +1 -1
  22. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  23. package/Collisions/collider.d.ts +1 -1
  24. package/Collisions/collider.js +14 -3
  25. package/Collisions/collider.js.map +1 -1
  26. package/Collisions/collisionCoordinator.d.ts +2 -2
  27. package/Collisions/collisionCoordinator.js +9 -5
  28. package/Collisions/collisionCoordinator.js.map +1 -1
  29. package/Culling/ray.core.d.ts +1 -1
  30. package/Culling/ray.core.js +1 -1
  31. package/Culling/ray.core.js.map +1 -1
  32. package/Engines/abstractEngine.d.ts +2 -2
  33. package/Engines/abstractEngine.js +3 -3
  34. package/Engines/abstractEngine.js.map +1 -1
  35. package/Engines/constants.d.ts +1 -1
  36. package/Engines/constants.js +1 -1
  37. package/Engines/constants.js.map +1 -1
  38. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.d.ts +2 -1
  39. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js +4 -3
  40. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphWaitAllBlock.js.map +1 -1
  41. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.d.ts +46 -0
  42. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js +107 -0
  43. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.js.map +1 -0
  44. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  45. package/FrameGraph/Node/Blocks/index.js +1 -0
  46. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  47. package/FrameGraph/Passes/renderPass.d.ts +1 -1
  48. package/FrameGraph/Passes/renderPass.js +3 -0
  49. package/FrameGraph/Passes/renderPass.js.map +1 -1
  50. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +27 -0
  51. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +41 -0
  52. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -0
  53. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +12 -0
  54. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +30 -1
  55. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  56. package/FrameGraph/index.d.ts +2 -1
  57. package/FrameGraph/index.js +2 -1
  58. package/FrameGraph/index.js.map +1 -1
  59. package/Gizmos/cameraGizmo.js +2 -2
  60. package/Gizmos/cameraGizmo.js.map +1 -1
  61. package/Maths/ThinMaths/index.d.ts +2 -0
  62. package/Maths/ThinMaths/index.js +3 -0
  63. package/Maths/ThinMaths/index.js.map +1 -0
  64. package/Maths/ThinMaths/thinMath.matrix.d.ts +20 -0
  65. package/Maths/ThinMaths/thinMath.matrix.functions.d.ts +53 -0
  66. package/Maths/ThinMaths/thinMath.matrix.functions.js +190 -0
  67. package/Maths/ThinMaths/thinMath.matrix.functions.js.map +1 -0
  68. package/Maths/ThinMaths/thinMath.matrix.js +23 -0
  69. package/Maths/ThinMaths/thinMath.matrix.js.map +1 -0
  70. package/Maths/index.d.ts +1 -0
  71. package/Maths/index.js +2 -0
  72. package/Maths/index.js.map +1 -1
  73. package/Maths/math.vector.js +7 -89
  74. package/Maths/math.vector.js.map +1 -1
  75. package/Meshes/abstractMesh.d.ts +2 -1
  76. package/Meshes/abstractMesh.js +3 -2
  77. package/Meshes/abstractMesh.js.map +1 -1
  78. package/Misc/screenshotTools.js +2 -0
  79. package/Misc/screenshotTools.js.map +1 -1
  80. package/Particles/flowMap.d.ts +18 -3
  81. package/Particles/flowMap.js +19 -7
  82. package/Particles/flowMap.js.map +1 -1
  83. package/Particles/particleSystem.js +2 -1
  84. package/Particles/particleSystem.js.map +1 -1
  85. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +0 -3
  86. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  87. package/PostProcesses/index.d.ts +1 -0
  88. package/PostProcesses/index.js +1 -0
  89. package/PostProcesses/index.js.map +1 -1
  90. package/PostProcesses/motionBlurPostProcess.d.ts +4 -11
  91. package/PostProcesses/motionBlurPostProcess.js +40 -62
  92. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  93. package/PostProcesses/thinMotionBlurPostProcess.d.ts +67 -0
  94. package/PostProcesses/thinMotionBlurPostProcess.js +127 -0
  95. package/PostProcesses/thinMotionBlurPostProcess.js.map +1 -0
  96. package/PostProcesses/thinSSRPostProcess.js +1 -2
  97. package/PostProcesses/thinSSRPostProcess.js.map +1 -1
  98. package/Rendering/depthRenderer.js +1 -1
  99. package/Rendering/depthRenderer.js.map +1 -1
  100. package/Rendering/geometryBufferRenderer.js +1 -1
  101. package/Rendering/geometryBufferRenderer.js.map +1 -1
  102. package/Rendering/prePassRenderer.js +1 -1
  103. package/Rendering/prePassRenderer.js.map +1 -1
  104. package/Shaders/ShadersInclude/pbrBlockReflection.js +1 -1
  105. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  106. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +5 -5
  107. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  108. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +0 -3
  109. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  110. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +3 -2
  111. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  112. package/Shaders/motionBlur.fragment.js +6 -17
  113. package/Shaders/motionBlur.fragment.js.map +1 -1
  114. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +4 -4
  115. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  116. package/ShadersWGSL/ShadersInclude/bonesVertex.js +8 -8
  117. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  118. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +1 -1
  119. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  120. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +1 -1
  121. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  122. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +0 -3
  123. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  124. package/ShadersWGSL/ShadersInclude/prePassVertex.js +8 -8
  125. package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
  126. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +3 -0
  127. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  128. package/ShadersWGSL/geometry.vertex.js +8 -8
  129. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  130. package/ShadersWGSL/motionBlur.fragment.js +6 -17
  131. package/ShadersWGSL/motionBlur.fragment.js.map +1 -1
  132. package/assetContainer.js +3 -0
  133. package/assetContainer.js.map +1 -1
  134. package/package.json +5 -2
@@ -0,0 +1,41 @@
1
+ import type { Nullable } from "../../types.js";
2
+ import type { ISoundSourceOptions } from "../abstractAudio/abstractSoundSource.js";
3
+ import { AbstractSoundSource } from "../abstractAudio/abstractSoundSource.js";
4
+ import type { _SpatialAudio } from "../abstractAudio/subProperties/spatialAudio.js";
5
+ import { _StereoAudio } from "../abstractAudio/subProperties/stereoAudio.js";
6
+ import { _WebAudioBusAndSoundSubGraph } from "./subNodes/webAudioBusAndSoundSubGraph.js";
7
+ import type { _WebAudioEngine } from "./webAudioEngine.js";
8
+ import type { IWebAudioInNode } from "./webAudioNode.js";
9
+ /** @internal */
10
+ export declare class _WebAudioSoundSource extends AbstractSoundSource {
11
+ private _spatial;
12
+ private readonly _spatialAutoUpdate;
13
+ private readonly _spatialMinUpdateTime;
14
+ private _stereo;
15
+ protected _subGraph: _WebAudioBusAndSoundSubGraph;
16
+ protected _webAudioNode: AudioNode;
17
+ /** @internal */
18
+ _audioContext: AudioContext | OfflineAudioContext;
19
+ /** @internal */
20
+ readonly engine: _WebAudioEngine;
21
+ /** @internal */
22
+ constructor(name: string, webAudioNode: AudioNode, engine: _WebAudioEngine, options: Partial<ISoundSourceOptions>);
23
+ /** @internal */
24
+ _initAsync(options: Partial<ISoundSourceOptions>): Promise<void>;
25
+ /** @internal */
26
+ get _inNode(): AudioNode;
27
+ /** @internal */
28
+ get _outNode(): Nullable<AudioNode>;
29
+ /** @internal */
30
+ get spatial(): _SpatialAudio;
31
+ /** @internal */
32
+ get stereo(): _StereoAudio;
33
+ /** @internal */
34
+ dispose(): void;
35
+ /** @internal */
36
+ getClassName(): string;
37
+ protected _connect(node: IWebAudioInNode): boolean;
38
+ protected _disconnect(node: IWebAudioInNode): boolean;
39
+ private _initSpatialProperty;
40
+ private static _SubGraph;
41
+ }
@@ -0,0 +1,115 @@
1
+ import { AbstractSoundSource } from "../abstractAudio/abstractSoundSource.js";
2
+ import { _HasSpatialAudioOptions } from "../abstractAudio/subProperties/abstractSpatialAudio.js";
3
+ import { _StereoAudio } from "../abstractAudio/subProperties/stereoAudio.js";
4
+ import { _WebAudioBusAndSoundSubGraph } from "./subNodes/webAudioBusAndSoundSubGraph.js";
5
+ import { _SpatialWebAudio } from "./subProperties/spatialWebAudio.js";
6
+ /** @internal */
7
+ export class _WebAudioSoundSource extends AbstractSoundSource {
8
+ /** @internal */
9
+ constructor(name, webAudioNode, engine, options) {
10
+ super(name, engine);
11
+ this._spatial = null;
12
+ this._spatialAutoUpdate = true;
13
+ this._spatialMinUpdateTime = 0;
14
+ this._stereo = null;
15
+ if (typeof options.spatialAutoUpdate === "boolean") {
16
+ this._spatialAutoUpdate = options.spatialAutoUpdate;
17
+ }
18
+ if (typeof options.spatialMinUpdateTime === "number") {
19
+ this._spatialMinUpdateTime = options.spatialMinUpdateTime;
20
+ }
21
+ this._audioContext = this.engine._audioContext;
22
+ this._webAudioNode = webAudioNode;
23
+ this._subGraph = new _WebAudioSoundSource._SubGraph(this);
24
+ }
25
+ /** @internal */
26
+ async _initAsync(options) {
27
+ if (options.outBus) {
28
+ this.outBus = options.outBus;
29
+ }
30
+ else {
31
+ await this.engine.isReadyPromise;
32
+ this.outBus = this.engine.defaultMainBus;
33
+ }
34
+ await this._subGraph.initAsync(options);
35
+ if (_HasSpatialAudioOptions(options)) {
36
+ this._initSpatialProperty();
37
+ }
38
+ this.engine._addNode(this);
39
+ }
40
+ /** @internal */
41
+ get _inNode() {
42
+ return this._webAudioNode;
43
+ }
44
+ /** @internal */
45
+ get _outNode() {
46
+ return this._subGraph._outNode;
47
+ }
48
+ /** @internal */
49
+ get spatial() {
50
+ if (this._spatial) {
51
+ return this._spatial;
52
+ }
53
+ return this._initSpatialProperty();
54
+ }
55
+ /** @internal */
56
+ get stereo() {
57
+ return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));
58
+ }
59
+ /** @internal */
60
+ dispose() {
61
+ super.dispose();
62
+ this._spatial?.dispose();
63
+ this._spatial = null;
64
+ this._stereo = null;
65
+ this._subGraph.dispose();
66
+ this.engine._removeNode(this);
67
+ }
68
+ /** @internal */
69
+ getClassName() {
70
+ return "_WebAudioSoundSource";
71
+ }
72
+ _connect(node) {
73
+ const connected = super._connect(node);
74
+ if (!connected) {
75
+ return false;
76
+ }
77
+ // If the wrapped node is not available now, it will be connected later by the subgraph.
78
+ if (node._inNode) {
79
+ this._outNode?.connect(node._inNode);
80
+ }
81
+ return true;
82
+ }
83
+ _disconnect(node) {
84
+ const disconnected = super._disconnect(node);
85
+ if (!disconnected) {
86
+ return false;
87
+ }
88
+ if (node._inNode) {
89
+ this._outNode?.disconnect(node._inNode);
90
+ }
91
+ return true;
92
+ }
93
+ _initSpatialProperty() {
94
+ if (!this._spatial) {
95
+ this._spatial = new _SpatialWebAudio(this._subGraph, this._spatialAutoUpdate, this._spatialMinUpdateTime);
96
+ }
97
+ return this._spatial;
98
+ }
99
+ }
100
+ _WebAudioSoundSource._SubGraph = class extends _WebAudioBusAndSoundSubGraph {
101
+ get _downstreamNodes() {
102
+ return this._owner._downstreamNodes ?? null;
103
+ }
104
+ get _upstreamNodes() {
105
+ return this._owner._upstreamNodes ?? null;
106
+ }
107
+ _onSubNodesChanged() {
108
+ super._onSubNodesChanged();
109
+ this._owner._inNode.disconnect();
110
+ if (this._owner._subGraph._inNode) {
111
+ this._owner._inNode.connect(this._owner._subGraph._inNode);
112
+ }
113
+ }
114
+ };
115
+ //# sourceMappingURL=webAudioSoundSource.js.map
@@ -0,0 +1 @@
1
+ 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type { Nullable } from \"../../types\";\nimport type { AbstractAudioNode } from \"../abstractAudio\";\nimport type { ISoundSourceOptions } from \"../abstractAudio/abstractSoundSource\";\nimport { AbstractSoundSource } from \"../abstractAudio/abstractSoundSource\";\nimport { _HasSpatialAudioOptions } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport type { _SpatialAudio } from \"../abstractAudio/subProperties/spatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport type { _WebAudioEngine } from \"./webAudioEngine\";\nimport type { IWebAudioInNode } from \"./webAudioNode\";\n\n/** @internal */\nexport class _WebAudioSoundSource extends AbstractSoundSource {\n private _spatial: Nullable<_SpatialWebAudio> = null;\n private readonly _spatialAutoUpdate: boolean = true;\n private readonly _spatialMinUpdateTime: number = 0;\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n protected _webAudioNode: AudioNode;\n\n /** @internal */\n public _audioContext: AudioContext | OfflineAudioContext;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(name: string, webAudioNode: AudioNode, engine: _WebAudioEngine, options: Partial<ISoundSourceOptions>) {\n super(name, engine);\n\n if (typeof options.spatialAutoUpdate === \"boolean\") {\n this._spatialAutoUpdate = options.spatialAutoUpdate;\n }\n\n if (typeof options.spatialMinUpdateTime === \"number\") {\n this._spatialMinUpdateTime = options.spatialMinUpdateTime;\n }\n\n this._audioContext = this.engine._audioContext;\n this._webAudioNode = webAudioNode;\n\n this._subGraph = new _WebAudioSoundSource._SubGraph(this);\n }\n\n /** @internal */\n public async _initAsync(options: Partial<ISoundSourceOptions>): Promise<void> {\n if (options.outBus) {\n this.outBus = options.outBus;\n } else {\n await this.engine.isReadyPromise;\n this.outBus = this.engine.defaultMainBus;\n }\n\n await this._subGraph.initAsync(options);\n\n if (_HasSpatialAudioOptions(options)) {\n this._initSpatialProperty();\n }\n\n this.engine._addNode(this);\n }\n\n /** @internal */\n public get _inNode() {\n return this._webAudioNode;\n }\n\n /** @internal */\n public get _outNode() {\n return this._subGraph._outNode;\n }\n\n /** @internal */\n public override get spatial(): _SpatialAudio {\n if (this._spatial) {\n return this._spatial;\n }\n return this._initSpatialProperty();\n }\n\n /** @internal */\n public override get stereo(): _StereoAudio {\n return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._spatial?.dispose();\n this._spatial = null;\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeNode(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioSoundSource\";\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n private _initSpatialProperty(): _SpatialAudio {\n if (!this._spatial) {\n this._spatial = new _SpatialWebAudio(this._subGraph, this._spatialAutoUpdate, this._spatialMinUpdateTime);\n }\n\n return this._spatial;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioSoundSource;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n\n protected override _onSubNodesChanged(): void {\n super._onSubNodesChanged();\n\n this._owner._inNode.disconnect();\n\n if (this._owner._subGraph._inNode) {\n this._owner._inNode.connect(this._owner._subGraph._inNode);\n }\n }\n };\n}\n"]}
@@ -189,7 +189,7 @@ export class _WebAudioStaticSoundBuffer extends StaticSoundBuffer {
189
189
  try {
190
190
  await this._initFromUrlAsync(url);
191
191
  }
192
- catch (e) {
192
+ catch {
193
193
  if (format && 0 < format.length) {
194
194
  this.engine.flagInvalidFormat(format);
195
195
  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\nimport type { AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type { IStaticSoundOptions, IStaticSoundPlayOptions, IStaticSoundStopOptions, IStaticSoundStoredOptions } from \"../abstractAudio/staticSound\";\nimport { StaticSound } from \"../abstractAudio/staticSound\";\nimport type { IStaticSoundBufferOptions } from \"../abstractAudio/staticSoundBuffer\";\nimport { StaticSoundBuffer } from \"../abstractAudio/staticSoundBuffer\";\nimport type { IStaticSoundInstanceOptions } from \"../abstractAudio/staticSoundInstance\";\nimport { _StaticSoundInstance } from \"../abstractAudio/staticSoundInstance\";\nimport { _HasSpatialAudioOptions } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport type { _SpatialAudio } from \"../abstractAudio/subProperties/spatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl, _FileExtensionRegex } from \"../audioUtils\";\nimport { SoundState } from \"../soundState\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport type { _WebAudioEngine } from \"./webAudioEngine\";\nimport type { IWebAudioInNode, IWebAudioOutNode, IWebAudioSuperNode } from \"./webAudioNode\";\n\ntype StaticSoundSourceType = ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[];\n\n/** @internal */\nexport class _WebAudioStaticSound extends StaticSound implements IWebAudioSuperNode {\n private _buffer: _WebAudioStaticSoundBuffer;\n private _spatial: Nullable<_SpatialWebAudio> = null;\n private readonly _spatialAutoUpdate: boolean = true;\n private readonly _spatialMinUpdateTime: number = 0;\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected override readonly _options: IStaticSoundStoredOptions;\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n\n /** @internal */\n 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(this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._spatial?.dispose();\n this._spatial = null;\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeNode(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSound\";\n }\n\n protected _createInstance(): _WebAudioStaticSoundInstance {\n return new _WebAudioStaticSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n private _initSpatialProperty(): _SpatialAudio {\n if (!this._spatial) {\n this._spatial = new _SpatialWebAudio(this._subGraph, this._spatialAutoUpdate, this._spatialMinUpdateTime);\n }\n\n return this._spatial;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStaticSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nexport class _WebAudioStaticSoundBuffer extends StaticSoundBuffer {\n /** @internal */\n public _audioBuffer: AudioBuffer;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(engine: _WebAudioEngine) {\n super(engine);\n }\n\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundBufferOptions>): Promise<void> {\n if (source instanceof AudioBuffer) {\n this._audioBuffer = source;\n } else if (typeof source === \"string\") {\n await this._initFromUrlAsync(source);\n } else if (Array.isArray(source)) {\n await this._initFromUrlsAsync(source, options.skipCodecCheck ?? false);\n } else if (source instanceof ArrayBuffer) {\n await this._initFromArrayBufferAsync(source);\n }\n }\n\n /** @internal */\n public get channelCount(): number {\n return this._audioBuffer.numberOfChannels;\n }\n\n /** @internal */\n public get duration(): number {\n return this._audioBuffer.duration;\n }\n\n /** @internal */\n public get length(): number {\n return this._audioBuffer.length;\n }\n\n /** @internal */\n public get sampleRate(): number {\n return this._audioBuffer.sampleRate;\n }\n\n private async _initFromArrayBufferAsync(arrayBuffer: ArrayBuffer): Promise<void> {\n this._audioBuffer = await this.engine._audioContext.decodeAudioData(arrayBuffer);\n }\n\n private async _initFromUrlAsync(url: string): Promise<void> {\n url = _CleanUrl(url);\n await this._initFromArrayBufferAsync(await (await fetch(url)).arrayBuffer());\n }\n\n private async _initFromUrlsAsync(urls: string[], skipCodecCheck: boolean): Promise<void> {\n for (const url of urls) {\n if (skipCodecCheck) {\n await this._initFromUrlAsync(url);\n } else {\n const matches = url.match(_FileExtensionRegex);\n const format = matches?.at(1);\n if (format && this.engine.isFormatValid(format)) {\n try {\n await this._initFromUrlAsync(url);\n } catch (e) {\n if (format && 0 < format.length) {\n this.engine.flagInvalidFormat(format);\n }\n }\n }\n }\n\n if (this._audioBuffer) {\n break;\n }\n }\n }\n}\n\n/** @internal */\nclass _WebAudioStaticSoundInstance extends _StaticSoundInstance implements IWebAudioOutNode {\n private _enginePlayTime: number = 0;\n private _enginePauseTime: number = 0;\n private _sourceNode: Nullable<AudioBufferSourceNode> = null;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStaticSoundInstanceOptions;\n protected override _sound: _WebAudioStaticSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStaticSound, options: IStaticSoundInstanceOptions) {\n super(sound);\n\n this._options = options;\n\n this._volumeNode = new GainNode(sound._audioContext);\n this._initSourceNode();\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n this.stop();\n this._deinitSourceNode();\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play();\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public set pitch(value: number) {\n if (this._sourceNode) {\n this.engine._setAudioParam(this._sourceNode.detune, value);\n }\n }\n\n /** @internal */\n public set playbackRate(value: number) {\n if (this._sourceNode) {\n this.engine._setAudioParam(this._sourceNode.playbackRate, value);\n }\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._sourceNode = null;\n\n this.stop();\n\n this._deinitSourceNode();\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSoundInstance\";\n }\n\n /** @internal */\n public play(options: Partial<IStaticSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.duration !== undefined) {\n this._options.duration = options.duration;\n }\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n if (options.loopStart !== undefined) {\n this._options.loopStart = options.loopStart;\n }\n if (options.loopEnd !== undefined) {\n this._options.loopEnd = options.loopEnd;\n }\n if (options.startOffset !== undefined) {\n this._options.startOffset = options.startOffset;\n }\n\n let startOffset = this._options.startOffset;\n\n if (this._state === SoundState.Paused) {\n startOffset += this.currentTime;\n startOffset %= this._sound.buffer.duration;\n }\n\n this._enginePlayTime = this.engine.currentTime + (options.waitTime ?? 0);\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._initSourceNode();\n\n if (this.engine.state === \"running\") {\n this._setState(SoundState.Started);\n this._sourceNode?.start(this._enginePlayTime, startOffset, this._options.duration > 0 ? this._options.duration : undefined);\n } else if (this._options.loop) {\n this._setState(SoundState.Starting);\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n }\n }\n\n /** @internal */\n public pause(): void {\n if (this._state === SoundState.Paused) {\n return;\n }\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n this._sourceNode?.stop();\n this._deinitSourceNode();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n }\n }\n\n /** @internal */\n public stop(options: Partial<IStaticSoundStopOptions> = {}): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n this._setState(SoundState.Stopped);\n\n const engineStopTime = this.engine.currentTime + (options.waitTime ?? 0);\n this._sourceNode?.stop(engineStopTime);\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n protected _onEnded = () => {\n this._enginePlayTime = 0;\n\n this.onEndedObservable.notifyObservers(this);\n this._deinitSourceNode();\n };\n\n private _deinitSourceNode(): void {\n if (!this._sourceNode) {\n return;\n }\n\n if (!this._disconnect(this._sound)) {\n throw new Error(\"Disconnect failed\");\n }\n\n this._sourceNode.disconnect(this._volumeNode);\n this._sourceNode.removeEventListener(\"ended\", this._onEnded);\n\n this._sourceNode = null;\n }\n\n private _initSourceNode(): void {\n if (!this._sourceNode) {\n this._sourceNode = new AudioBufferSourceNode(this._sound._audioContext, { buffer: this._sound.buffer._audioBuffer });\n\n this._sourceNode.addEventListener(\"ended\", this._onEnded, { once: true });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n }\n\n const node = this._sourceNode;\n node.detune.value = this._sound.pitch;\n node.loop = this._options.loop;\n node.loopEnd = this._options.loopEnd;\n node.loopStart = this._options.loopStart;\n node.playbackRate.value = this._sound.playbackRate;\n }\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n}\n"]}
1
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type { Nullable } from \"../../types\";\nimport type { AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type { IStaticSoundOptions, IStaticSoundPlayOptions, IStaticSoundStopOptions, IStaticSoundStoredOptions } from \"../abstractAudio/staticSound\";\nimport { StaticSound } from \"../abstractAudio/staticSound\";\nimport type { IStaticSoundBufferOptions } from \"../abstractAudio/staticSoundBuffer\";\nimport { StaticSoundBuffer } from \"../abstractAudio/staticSoundBuffer\";\nimport type { IStaticSoundInstanceOptions } from \"../abstractAudio/staticSoundInstance\";\nimport { _StaticSoundInstance } from \"../abstractAudio/staticSoundInstance\";\nimport { _HasSpatialAudioOptions } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport type { _SpatialAudio } from \"../abstractAudio/subProperties/spatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl, _FileExtensionRegex } from 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(this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._spatial?.dispose();\n this._spatial = null;\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeNode(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSound\";\n }\n\n protected _createInstance(): _WebAudioStaticSoundInstance {\n return new _WebAudioStaticSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n private _initSpatialProperty(): _SpatialAudio {\n if (!this._spatial) {\n this._spatial = new _SpatialWebAudio(this._subGraph, this._spatialAutoUpdate, this._spatialMinUpdateTime);\n }\n\n return this._spatial;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStaticSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nexport class _WebAudioStaticSoundBuffer extends StaticSoundBuffer {\n /** @internal */\n public _audioBuffer: AudioBuffer;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(engine: _WebAudioEngine) {\n super(engine);\n }\n\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundBufferOptions>): Promise<void> {\n if (source instanceof AudioBuffer) {\n this._audioBuffer = source;\n } else if (typeof source === \"string\") {\n await this._initFromUrlAsync(source);\n } else if (Array.isArray(source)) {\n await this._initFromUrlsAsync(source, options.skipCodecCheck ?? false);\n } else if (source instanceof ArrayBuffer) {\n await this._initFromArrayBufferAsync(source);\n }\n }\n\n /** @internal */\n public get channelCount(): number {\n return this._audioBuffer.numberOfChannels;\n }\n\n /** @internal */\n public get duration(): number {\n return this._audioBuffer.duration;\n }\n\n /** @internal */\n public get length(): number {\n return this._audioBuffer.length;\n }\n\n /** @internal */\n public get sampleRate(): number {\n return this._audioBuffer.sampleRate;\n }\n\n private async _initFromArrayBufferAsync(arrayBuffer: ArrayBuffer): Promise<void> {\n this._audioBuffer = await this.engine._audioContext.decodeAudioData(arrayBuffer);\n }\n\n private async _initFromUrlAsync(url: string): Promise<void> {\n url = _CleanUrl(url);\n await this._initFromArrayBufferAsync(await (await fetch(url)).arrayBuffer());\n }\n\n private async _initFromUrlsAsync(urls: string[], skipCodecCheck: boolean): Promise<void> {\n for (const url of urls) {\n if (skipCodecCheck) {\n await this._initFromUrlAsync(url);\n } else {\n const matches = url.match(_FileExtensionRegex);\n const format = matches?.at(1);\n if (format && this.engine.isFormatValid(format)) {\n try {\n await this._initFromUrlAsync(url);\n } catch {\n if (format && 0 < format.length) {\n this.engine.flagInvalidFormat(format);\n }\n }\n }\n }\n\n if (this._audioBuffer) {\n break;\n }\n }\n }\n}\n\n/** @internal */\nclass _WebAudioStaticSoundInstance extends _StaticSoundInstance implements IWebAudioOutNode {\n private _enginePlayTime: number = 0;\n private _enginePauseTime: number = 0;\n private _sourceNode: Nullable<AudioBufferSourceNode> = null;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStaticSoundInstanceOptions;\n protected override _sound: _WebAudioStaticSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStaticSound, options: IStaticSoundInstanceOptions) {\n super(sound);\n\n this._options = options;\n\n this._volumeNode = new GainNode(sound._audioContext);\n this._initSourceNode();\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n this.stop();\n this._deinitSourceNode();\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play();\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public set pitch(value: number) {\n if (this._sourceNode) {\n this.engine._setAudioParam(this._sourceNode.detune, value);\n }\n }\n\n /** @internal */\n public set playbackRate(value: number) {\n if (this._sourceNode) {\n this.engine._setAudioParam(this._sourceNode.playbackRate, value);\n }\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._sourceNode = null;\n\n this.stop();\n\n this._deinitSourceNode();\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSoundInstance\";\n }\n\n /** @internal */\n public play(options: Partial<IStaticSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.duration !== undefined) {\n this._options.duration = options.duration;\n }\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n if (options.loopStart !== undefined) {\n this._options.loopStart = options.loopStart;\n }\n if (options.loopEnd !== undefined) {\n this._options.loopEnd = options.loopEnd;\n }\n if (options.startOffset !== undefined) {\n this._options.startOffset = options.startOffset;\n }\n\n let startOffset = this._options.startOffset;\n\n if (this._state === SoundState.Paused) {\n startOffset += this.currentTime;\n startOffset %= this._sound.buffer.duration;\n }\n\n this._enginePlayTime = this.engine.currentTime + (options.waitTime ?? 0);\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._initSourceNode();\n\n if (this.engine.state === \"running\") {\n this._setState(SoundState.Started);\n this._sourceNode?.start(this._enginePlayTime, startOffset, this._options.duration > 0 ? this._options.duration : undefined);\n } else if (this._options.loop) {\n this._setState(SoundState.Starting);\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n }\n }\n\n /** @internal */\n public pause(): void {\n if (this._state === SoundState.Paused) {\n return;\n }\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n this._sourceNode?.stop();\n this._deinitSourceNode();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n }\n }\n\n /** @internal */\n public stop(options: Partial<IStaticSoundStopOptions> = {}): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n this._setState(SoundState.Stopped);\n\n const engineStopTime = this.engine.currentTime + (options.waitTime ?? 0);\n this._sourceNode?.stop(engineStopTime);\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n protected _onEnded = () => {\n this._enginePlayTime = 0;\n\n this.onEndedObservable.notifyObservers(this);\n this._deinitSourceNode();\n };\n\n private _deinitSourceNode(): void {\n if (!this._sourceNode) {\n return;\n }\n\n if (!this._disconnect(this._sound)) {\n throw new Error(\"Disconnect failed\");\n }\n\n this._sourceNode.disconnect(this._volumeNode);\n this._sourceNode.removeEventListener(\"ended\", this._onEnded);\n\n this._sourceNode = null;\n }\n\n private _initSourceNode(): void {\n if (!this._sourceNode) {\n this._sourceNode = new AudioBufferSourceNode(this._sound._audioContext, { buffer: this._sound.buffer._audioBuffer });\n\n this._sourceNode.addEventListener(\"ended\", this._onEnded, { once: true });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n }\n\n const node = this._sourceNode;\n node.detune.value = this._sound.pitch;\n node.loop = this._options.loop;\n node.loopEnd = this._options.loopEnd;\n node.loopStart = this._options.loopStart;\n node.playbackRate.value = this._sound.playbackRate;\n }\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n}\n"]}
@@ -79,5 +79,5 @@ export declare class Collider {
79
79
  /**
80
80
  * @internal
81
81
  */
82
- _getResponse(pos: Vector3, vel: Vector3): void;
82
+ _getResponse(pos: Vector3, vel: Vector3, slideOnCollide: boolean): void;
83
83
  }
@@ -392,10 +392,21 @@ export class Collider {
392
392
  /**
393
393
  * @internal
394
394
  */
395
- _getResponse(pos, vel) {
395
+ _getResponse(pos, vel, slideOnCollide) {
396
+ // Handle straight movement up to collision
396
397
  pos.addToRef(vel, this._destinationPoint);
397
- vel.scaleInPlace(this._nearestDistance / vel.length());
398
- this._basePoint.addToRef(vel, pos);
398
+ if (!slideOnCollide) {
399
+ // Move to one "close distance" less than the collision point to
400
+ // prevent any collision penetration from floating point inaccuracy
401
+ vel.scaleInPlace((this._nearestDistance - this._epsilon) / vel.length());
402
+ this._basePoint.addToRef(vel, pos);
403
+ return;
404
+ }
405
+ else {
406
+ vel.scaleInPlace(this._nearestDistance / vel.length());
407
+ this._basePoint.addToRef(vel, pos);
408
+ }
409
+ // Handle slide movement past collision
399
410
  pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
400
411
  this._slidePlaneNormal.normalize();
401
412
  this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
@@ -1 +1 @@
1
- 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type { Nullable, IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\n\r\nconst IntersectBoxAaSphere = (boxMin: Vector3, boxMax: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean => {\r\n if (boxMin.x > sphereCenter.x + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.x - sphereRadius > boxMax.x) {\r\n return false;\r\n }\r\n\r\n if (boxMin.y > sphereCenter.y + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.y - sphereRadius > boxMax.y) {\r\n return false;\r\n }\r\n\r\n if (boxMin.z > sphereCenter.z + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.z - sphereRadius > boxMax.z) {\r\n return false;\r\n }\r\n\r\n return true;\r\n};\r\n\r\nconst GetLowestRoot: (a: number, b: number, c: number, maxR: number) => { root: number; found: boolean } = (function () {\r\n const result = { root: 0, found: false };\r\n return function (a: number, b: number, c: number, maxR: number) {\r\n result.root = 0;\r\n result.found = false;\r\n const determinant = b * b - 4.0 * a * c;\r\n if (determinant < 0) {\r\n return result;\r\n }\r\n\r\n const sqrtD = Math.sqrt(determinant);\r\n let r1 = (-b - sqrtD) / (2.0 * a);\r\n let r2 = (-b + sqrtD) / (2.0 * a);\r\n\r\n if (r1 > r2) {\r\n const temp = r2;\r\n r2 = r1;\r\n r1 = temp;\r\n }\r\n\r\n if (r1 > 0 && r1 < maxR) {\r\n result.root = r1;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n if (r2 > 0 && r2 < maxR) {\r\n result.root = r2;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n return result;\r\n };\r\n})();\r\n\r\n/** @internal */\r\nexport class Collider {\r\n // Implementation of the \"Improved Collision detection and Response\" algorithm proposed by Kasper Fauerby\r\n // https://www.peroxide.dk/papers/collision/collision.pdf\r\n\r\n /** Define if a collision was found */\r\n public collisionFound: boolean;\r\n\r\n /**\r\n * Define last intersection point in local space\r\n */\r\n public intersectionPoint: Vector3;\r\n\r\n /**\r\n * Define last collided mesh\r\n */\r\n public collidedMesh: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * If true, it check for double sided faces and only returns 1 collision instead of 2\r\n */\r\n public static DoubleSidedCheck = false;\r\n\r\n private _collisionPoint = Vector3.Zero();\r\n private _planeIntersectionPoint = Vector3.Zero();\r\n private _tempVector = Vector3.Zero();\r\n private _tempVector2 = Vector3.Zero();\r\n private _tempVector3 = Vector3.Zero();\r\n private _tempVector4 = Vector3.Zero();\r\n private _edge = Vector3.Zero();\r\n private _baseToVertex = Vector3.Zero();\r\n private _destinationPoint = Vector3.Zero();\r\n private _slidePlaneNormal = Vector3.Zero();\r\n private _displacementVector = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _radius = Vector3.One();\r\n /** @internal */\r\n public _retry = 0;\r\n private _velocity: Vector3;\r\n private _basePoint: Vector3;\r\n private _epsilon: number;\r\n /** @internal */\r\n public _velocityWorldLength: number;\r\n /** @internal */\r\n public _basePointWorld = Vector3.Zero();\r\n private _velocityWorld = Vector3.Zero();\r\n private _normalizedVelocity = Vector3.Zero();\r\n /** @internal */\r\n public _initialVelocity: Vector3;\r\n /** @internal */\r\n public _initialPosition: Vector3;\r\n private _nearestDistance: number;\r\n\r\n private _collisionMask = -1;\r\n private _velocitySquaredLength: number;\r\n private _nearestDistanceSquared: number;\r\n\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * Gets the plane normal used to compute the sliding response (in local space)\r\n */\r\n public get slidePlaneNormal(): Vector3 {\r\n return this._slidePlaneNormal;\r\n }\r\n\r\n // Methods\r\n /**\r\n * @internal\r\n */\r\n public _initialize(source: Vector3, dir: Vector3, e: number): void {\r\n this._velocity = dir;\r\n this._velocitySquaredLength = this._velocity.lengthSquared();\r\n const len = Math.sqrt(this._velocitySquaredLength);\r\n if (len === 0 || len === 1.0) {\r\n this._normalizedVelocity.copyFromFloats(dir._x, dir._y, dir._z);\r\n } else {\r\n dir.scaleToRef(1.0 / len, this._normalizedVelocity);\r\n }\r\n this._basePoint = source;\r\n\r\n source.multiplyToRef(this._radius, this._basePointWorld);\r\n dir.multiplyToRef(this._radius, this._velocityWorld);\r\n\r\n this._velocityWorldLength = this._velocityWorld.length();\r\n\r\n this._epsilon = e;\r\n this.collisionFound = false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean {\r\n pa.subtractToRef(point, this._tempVector);\r\n pb.subtractToRef(point, this._tempVector2);\r\n\r\n Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);\r\n let d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n pc.subtractToRef(point, this._tempVector3);\r\n Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n return d >= 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean {\r\n const distance = Vector3.Distance(this._basePointWorld, sphereCenter);\r\n\r\n const max = Math.max(this._radius.x, this._radius.y, this._radius.z);\r\n\r\n if (distance > this._velocityWorldLength + max + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (!IntersectBoxAaSphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void {\r\n let t0;\r\n let embeddedInPlane = false;\r\n\r\n //defensive programming, actually not needed.\r\n if (!trianglePlaneArray) {\r\n trianglePlaneArray = [];\r\n }\r\n\r\n if (!trianglePlaneArray[faceIndex]) {\r\n trianglePlaneArray[faceIndex] = new Plane(0, 0, 0, 0);\r\n trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);\r\n }\r\n\r\n const trianglePlane = trianglePlaneArray[faceIndex];\r\n\r\n if (!hasMaterial && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {\r\n return;\r\n }\r\n\r\n const signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);\r\n const normalDotVelocity = Vector3.Dot(trianglePlane.normal, this._velocity);\r\n\r\n // if DoubleSidedCheck is false(default), a double sided face will be consided 2 times.\r\n // if true, it discard the faces having normal not facing velocity\r\n if (Collider.DoubleSidedCheck && normalDotVelocity > 0.0001) {\r\n return;\r\n }\r\n\r\n if (normalDotVelocity == 0) {\r\n if (Math.abs(signedDistToTrianglePlane) >= 1.0) {\r\n return;\r\n }\r\n embeddedInPlane = true;\r\n t0 = 0;\r\n } else {\r\n t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n let t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n\r\n if (t0 > t1) {\r\n const temp = t1;\r\n t1 = t0;\r\n t0 = temp;\r\n }\r\n\r\n if (t0 > 1.0 || t1 < 0.0) {\r\n return;\r\n }\r\n\r\n if (t0 < 0) {\r\n t0 = 0;\r\n }\r\n if (t0 > 1.0) {\r\n t0 = 1.0;\r\n }\r\n }\r\n\r\n this._collisionPoint.copyFromFloats(0, 0, 0);\r\n\r\n let found = false;\r\n let t = 1.0;\r\n\r\n if (!embeddedInPlane) {\r\n this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);\r\n this._velocity.scaleToRef(t0, this._tempVector);\r\n this._planeIntersectionPoint.addInPlace(this._tempVector);\r\n\r\n if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {\r\n found = true;\r\n t = t0;\r\n this._collisionPoint.copyFrom(this._planeIntersectionPoint);\r\n }\r\n }\r\n\r\n if (!found) {\r\n let a = this._velocitySquaredLength;\r\n\r\n this._basePoint.subtractToRef(p1, this._tempVector);\r\n let b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n let c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n let lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p1);\r\n }\r\n\r\n this._basePoint.subtractToRef(p2, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p2);\r\n }\r\n\r\n this._basePoint.subtractToRef(p3, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p3);\r\n }\r\n\r\n p2.subtractToRef(p1, this._edge);\r\n p1.subtractToRef(this._basePoint, this._baseToVertex);\r\n let edgeSquaredLength = this._edge.lengthSquared();\r\n let edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n let edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p1.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p3.subtractToRef(p2, this._edge);\r\n p2.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p2.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p1.subtractToRef(p3, this._edge);\r\n p3.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p3.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n }\r\n\r\n if (found) {\r\n const distToCollisionSquared = t * t * this._velocitySquaredLength;\r\n\r\n if (!this.collisionFound || distToCollisionSquared < this._nearestDistanceSquared) {\r\n // if collisionResponse is false, collision is not found but the collidedMesh is set anyway.\r\n // onCollide observable are triggered if collideMesh is set\r\n // this allow trigger volumes to be created.\r\n if (hostMesh.collisionResponse) {\r\n if (!this.intersectionPoint) {\r\n this.intersectionPoint = this._collisionPoint.clone();\r\n } else {\r\n this.intersectionPoint.copyFrom(this._collisionPoint);\r\n }\r\n this._nearestDistanceSquared = distToCollisionSquared;\r\n this._nearestDistance = Math.sqrt(distToCollisionSquared);\r\n this.collisionFound = true;\r\n }\r\n this.collidedMesh = hostMesh;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collide(\r\n trianglePlaneArray: Array<Plane>,\r\n pts: Vector3[],\r\n indices: IndicesArray,\r\n indexStart: number,\r\n indexEnd: number,\r\n decal: number,\r\n hasMaterial: boolean,\r\n hostMesh: AbstractMesh,\r\n invertTriangles?: boolean,\r\n triangleStrip: boolean = false\r\n ): void {\r\n if (triangleStrip) {\r\n if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length - 2; i += 1) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ i % 2) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd - 2; i += 1) {\r\n const indexA = indices[i];\r\n const indexB = indices[i + 1];\r\n const indexC = indices[i + 2];\r\n\r\n if (indexC === 0xffffffff) {\r\n i += 2;\r\n continue;\r\n }\r\n\r\n const p1 = pts[indexA];\r\n const p2 = pts[indexB];\r\n const p3 = pts[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ i % 2) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n } else if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length; i += 3) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd; i += 3) {\r\n const p1 = pts[indices[i] - decal];\r\n const p2 = pts[indices[i + 1] - decal];\r\n const p3 = pts[indices[i + 2] - decal];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getResponse(pos: Vector3, vel: Vector3): void {\r\n pos.addToRef(vel, this._destinationPoint);\r\n vel.scaleInPlace(this._nearestDistance / vel.length());\r\n\r\n this._basePoint.addToRef(vel, pos);\r\n pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);\r\n this._slidePlaneNormal.normalize();\r\n this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);\r\n\r\n pos.addInPlace(this._displacementVector);\r\n this.intersectionPoint.addInPlace(this._displacementVector);\r\n\r\n this._slidePlaneNormal.scaleInPlace(Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));\r\n this._destinationPoint.subtractInPlace(this._slidePlaneNormal);\r\n\r\n this._destinationPoint.subtractToRef(this.intersectionPoint, vel);\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable, IndicesArray } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\n\r\nconst IntersectBoxAaSphere = (boxMin: Vector3, boxMax: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean => {\r\n if (boxMin.x > sphereCenter.x + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.x - sphereRadius > boxMax.x) {\r\n return false;\r\n }\r\n\r\n if (boxMin.y > sphereCenter.y + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.y - sphereRadius > boxMax.y) {\r\n return false;\r\n }\r\n\r\n if (boxMin.z > sphereCenter.z + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (sphereCenter.z - sphereRadius > boxMax.z) {\r\n return false;\r\n }\r\n\r\n return true;\r\n};\r\n\r\nconst GetLowestRoot: (a: number, b: number, c: number, maxR: number) => { root: number; found: boolean } = (function () {\r\n const result = { root: 0, found: false };\r\n return function (a: number, b: number, c: number, maxR: number) {\r\n result.root = 0;\r\n result.found = false;\r\n const determinant = b * b - 4.0 * a * c;\r\n if (determinant < 0) {\r\n return result;\r\n }\r\n\r\n const sqrtD = Math.sqrt(determinant);\r\n let r1 = (-b - sqrtD) / (2.0 * a);\r\n let r2 = (-b + sqrtD) / (2.0 * a);\r\n\r\n if (r1 > r2) {\r\n const temp = r2;\r\n r2 = r1;\r\n r1 = temp;\r\n }\r\n\r\n if (r1 > 0 && r1 < maxR) {\r\n result.root = r1;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n if (r2 > 0 && r2 < maxR) {\r\n result.root = r2;\r\n result.found = true;\r\n return result;\r\n }\r\n\r\n return result;\r\n };\r\n})();\r\n\r\n/** @internal */\r\nexport class Collider {\r\n // Implementation of the \"Improved Collision detection and Response\" algorithm proposed by Kasper Fauerby\r\n // https://www.peroxide.dk/papers/collision/collision.pdf\r\n\r\n /** Define if a collision was found */\r\n public collisionFound: boolean;\r\n\r\n /**\r\n * Define last intersection point in local space\r\n */\r\n public intersectionPoint: Vector3;\r\n\r\n /**\r\n * Define last collided mesh\r\n */\r\n public collidedMesh: Nullable<AbstractMesh>;\r\n\r\n /**\r\n * If true, it check for double sided faces and only returns 1 collision instead of 2\r\n */\r\n public static DoubleSidedCheck = false;\r\n\r\n private _collisionPoint = Vector3.Zero();\r\n private _planeIntersectionPoint = Vector3.Zero();\r\n private _tempVector = Vector3.Zero();\r\n private _tempVector2 = Vector3.Zero();\r\n private _tempVector3 = Vector3.Zero();\r\n private _tempVector4 = Vector3.Zero();\r\n private _edge = Vector3.Zero();\r\n private _baseToVertex = Vector3.Zero();\r\n private _destinationPoint = Vector3.Zero();\r\n private _slidePlaneNormal = Vector3.Zero();\r\n private _displacementVector = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _radius = Vector3.One();\r\n /** @internal */\r\n public _retry = 0;\r\n private _velocity: Vector3;\r\n private _basePoint: Vector3;\r\n private _epsilon: number;\r\n /** @internal */\r\n public _velocityWorldLength: number;\r\n /** @internal */\r\n public _basePointWorld = Vector3.Zero();\r\n private _velocityWorld = Vector3.Zero();\r\n private _normalizedVelocity = Vector3.Zero();\r\n /** @internal */\r\n public _initialVelocity: Vector3;\r\n /** @internal */\r\n public _initialPosition: Vector3;\r\n private _nearestDistance: number;\r\n\r\n private _collisionMask = -1;\r\n private _velocitySquaredLength: number;\r\n private _nearestDistanceSquared: number;\r\n\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * Gets the plane normal used to compute the sliding response (in local space)\r\n */\r\n public get slidePlaneNormal(): Vector3 {\r\n return this._slidePlaneNormal;\r\n }\r\n\r\n // Methods\r\n /**\r\n * @internal\r\n */\r\n public _initialize(source: Vector3, dir: Vector3, e: number): void {\r\n this._velocity = dir;\r\n this._velocitySquaredLength = this._velocity.lengthSquared();\r\n const len = Math.sqrt(this._velocitySquaredLength);\r\n if (len === 0 || len === 1.0) {\r\n this._normalizedVelocity.copyFromFloats(dir._x, dir._y, dir._z);\r\n } else {\r\n dir.scaleToRef(1.0 / len, this._normalizedVelocity);\r\n }\r\n this._basePoint = source;\r\n\r\n source.multiplyToRef(this._radius, this._basePointWorld);\r\n dir.multiplyToRef(this._radius, this._velocityWorld);\r\n\r\n this._velocityWorldLength = this._velocityWorld.length();\r\n\r\n this._epsilon = e;\r\n this.collisionFound = false;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean {\r\n pa.subtractToRef(point, this._tempVector);\r\n pb.subtractToRef(point, this._tempVector2);\r\n\r\n Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);\r\n let d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n pc.subtractToRef(point, this._tempVector3);\r\n Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n if (d < 0) {\r\n return false;\r\n }\r\n\r\n Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);\r\n d = Vector3.Dot(this._tempVector4, n);\r\n return d >= 0;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean {\r\n const distance = Vector3.Distance(this._basePointWorld, sphereCenter);\r\n\r\n const max = Math.max(this._radius.x, this._radius.y, this._radius.z);\r\n\r\n if (distance > this._velocityWorldLength + max + sphereRadius) {\r\n return false;\r\n }\r\n\r\n if (!IntersectBoxAaSphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void {\r\n let t0;\r\n let embeddedInPlane = false;\r\n\r\n //defensive programming, actually not needed.\r\n if (!trianglePlaneArray) {\r\n trianglePlaneArray = [];\r\n }\r\n\r\n if (!trianglePlaneArray[faceIndex]) {\r\n trianglePlaneArray[faceIndex] = new Plane(0, 0, 0, 0);\r\n trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);\r\n }\r\n\r\n const trianglePlane = trianglePlaneArray[faceIndex];\r\n\r\n if (!hasMaterial && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {\r\n return;\r\n }\r\n\r\n const signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);\r\n const normalDotVelocity = Vector3.Dot(trianglePlane.normal, this._velocity);\r\n\r\n // if DoubleSidedCheck is false(default), a double sided face will be consided 2 times.\r\n // if true, it discard the faces having normal not facing velocity\r\n if (Collider.DoubleSidedCheck && normalDotVelocity > 0.0001) {\r\n return;\r\n }\r\n\r\n if (normalDotVelocity == 0) {\r\n if (Math.abs(signedDistToTrianglePlane) >= 1.0) {\r\n return;\r\n }\r\n embeddedInPlane = true;\r\n t0 = 0;\r\n } else {\r\n t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n let t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;\r\n\r\n if (t0 > t1) {\r\n const temp = t1;\r\n t1 = t0;\r\n t0 = temp;\r\n }\r\n\r\n if (t0 > 1.0 || t1 < 0.0) {\r\n return;\r\n }\r\n\r\n if (t0 < 0) {\r\n t0 = 0;\r\n }\r\n if (t0 > 1.0) {\r\n t0 = 1.0;\r\n }\r\n }\r\n\r\n this._collisionPoint.copyFromFloats(0, 0, 0);\r\n\r\n let found = false;\r\n let t = 1.0;\r\n\r\n if (!embeddedInPlane) {\r\n this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);\r\n this._velocity.scaleToRef(t0, this._tempVector);\r\n this._planeIntersectionPoint.addInPlace(this._tempVector);\r\n\r\n if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {\r\n found = true;\r\n t = t0;\r\n this._collisionPoint.copyFrom(this._planeIntersectionPoint);\r\n }\r\n }\r\n\r\n if (!found) {\r\n let a = this._velocitySquaredLength;\r\n\r\n this._basePoint.subtractToRef(p1, this._tempVector);\r\n let b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n let c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n let lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p1);\r\n }\r\n\r\n this._basePoint.subtractToRef(p2, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p2);\r\n }\r\n\r\n this._basePoint.subtractToRef(p3, this._tempVector);\r\n b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);\r\n c = this._tempVector.lengthSquared() - 1.0;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._collisionPoint.copyFrom(p3);\r\n }\r\n\r\n p2.subtractToRef(p1, this._edge);\r\n p1.subtractToRef(this._basePoint, this._baseToVertex);\r\n let edgeSquaredLength = this._edge.lengthSquared();\r\n let edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n let edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p1.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p3.subtractToRef(p2, this._edge);\r\n p2.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p2.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n\r\n p1.subtractToRef(p3, this._edge);\r\n p3.subtractToRef(this._basePoint, this._baseToVertex);\r\n edgeSquaredLength = this._edge.lengthSquared();\r\n edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);\r\n edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);\r\n\r\n a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;\r\n b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);\r\n c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;\r\n\r\n lowestRoot = GetLowestRoot(a, b, c, t);\r\n if (lowestRoot.found) {\r\n const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;\r\n\r\n if (f >= 0.0 && f <= 1.0) {\r\n t = lowestRoot.root;\r\n found = true;\r\n this._edge.scaleInPlace(f);\r\n p3.addToRef(this._edge, this._collisionPoint);\r\n }\r\n }\r\n }\r\n\r\n if (found) {\r\n const distToCollisionSquared = t * t * this._velocitySquaredLength;\r\n\r\n if (!this.collisionFound || distToCollisionSquared < this._nearestDistanceSquared) {\r\n // if collisionResponse is false, collision is not found but the collidedMesh is set anyway.\r\n // onCollide observable are triggered if collideMesh is set\r\n // this allow trigger volumes to be created.\r\n if (hostMesh.collisionResponse) {\r\n if (!this.intersectionPoint) {\r\n this.intersectionPoint = this._collisionPoint.clone();\r\n } else {\r\n this.intersectionPoint.copyFrom(this._collisionPoint);\r\n }\r\n this._nearestDistanceSquared = distToCollisionSquared;\r\n this._nearestDistance = Math.sqrt(distToCollisionSquared);\r\n this.collisionFound = true;\r\n }\r\n this.collidedMesh = hostMesh;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collide(\r\n trianglePlaneArray: Array<Plane>,\r\n pts: Vector3[],\r\n indices: IndicesArray,\r\n indexStart: number,\r\n indexEnd: number,\r\n decal: number,\r\n hasMaterial: boolean,\r\n hostMesh: AbstractMesh,\r\n invertTriangles?: boolean,\r\n triangleStrip: boolean = false\r\n ): void {\r\n if (triangleStrip) {\r\n if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length - 2; i += 1) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ i % 2) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd - 2; i += 1) {\r\n const indexA = indices[i];\r\n const indexB = indices[i + 1];\r\n const indexC = indices[i + 2];\r\n\r\n if (indexC === 0xffffffff) {\r\n i += 2;\r\n continue;\r\n }\r\n\r\n const p1 = pts[indexA];\r\n const p2 = pts[indexB];\r\n const p3 = pts[indexC];\r\n\r\n // stay defensive and don't check against undefined positions.\r\n if (!p1 || !p2 || !p3) {\r\n continue;\r\n }\r\n\r\n // Handles strip faces one on two is reversed\r\n if ((invertTriangles ? 1 : 0) ^ i % 2) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n } else if (!indices || indices.length === 0) {\r\n for (let i = 0; i < pts.length; i += 3) {\r\n const p1 = pts[i];\r\n const p2 = pts[i + 1];\r\n const p3 = pts[i + 2];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n } else {\r\n for (let i = indexStart; i < indexEnd; i += 3) {\r\n const p1 = pts[indices[i] - decal];\r\n const p2 = pts[indices[i + 1] - decal];\r\n const p3 = pts[indices[i + 2] - decal];\r\n\r\n if (invertTriangles) {\r\n this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);\r\n } else {\r\n this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _getResponse(pos: Vector3, vel: Vector3, slideOnCollide: boolean): void {\r\n // Handle straight movement up to collision\r\n\r\n pos.addToRef(vel, this._destinationPoint);\r\n\r\n if (!slideOnCollide) {\r\n // Move to one \"close distance\" less than the collision point to\r\n // prevent any collision penetration from floating point inaccuracy\r\n vel.scaleInPlace((this._nearestDistance - this._epsilon) / vel.length());\r\n this._basePoint.addToRef(vel, pos);\r\n return;\r\n } else {\r\n vel.scaleInPlace(this._nearestDistance / vel.length());\r\n this._basePoint.addToRef(vel, pos);\r\n }\r\n\r\n // Handle slide movement past collision\r\n\r\n pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);\r\n this._slidePlaneNormal.normalize();\r\n this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);\r\n\r\n pos.addInPlace(this._displacementVector);\r\n this.intersectionPoint.addInPlace(this._displacementVector);\r\n\r\n this._slidePlaneNormal.scaleInPlace(Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));\r\n this._destinationPoint.subtractInPlace(this._slidePlaneNormal);\r\n\r\n this._destinationPoint.subtractToRef(this.intersectionPoint, vel);\r\n }\r\n}\r\n"]}
@@ -6,7 +6,7 @@ import type { AbstractMesh } from "../Meshes/abstractMesh.js";
6
6
  /** @internal */
7
7
  export interface ICollisionCoordinator {
8
8
  createCollider(): Collider;
9
- getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
9
+ getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number, slideOnCollide?: boolean): void;
10
10
  init(scene: Scene): void;
11
11
  }
12
12
  /** @internal */
@@ -15,7 +15,7 @@ export declare class DefaultCollisionCoordinator implements ICollisionCoordinato
15
15
  private _scaledPosition;
16
16
  private _scaledVelocity;
17
17
  private _finalPosition;
18
- getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
18
+ getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number, slideOnCollide?: boolean): void;
19
19
  createCollider(): Collider;
20
20
  init(scene: Scene): void;
21
21
  private _collideWithWorld;
@@ -9,14 +9,14 @@ export class DefaultCollisionCoordinator {
9
9
  this._scaledVelocity = Vector3.Zero();
10
10
  this._finalPosition = Vector3.Zero();
11
11
  }
12
- getNewPosition(position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
12
+ getNewPosition(position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex, slideOnCollide = true) {
13
13
  position.divideToRef(collider._radius, this._scaledPosition);
14
14
  displacement.divideToRef(collider._radius, this._scaledVelocity);
15
15
  collider.collidedMesh = null;
16
16
  collider._retry = 0;
17
17
  collider._initialVelocity = this._scaledVelocity;
18
18
  collider._initialPosition = this._scaledPosition;
19
- this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
19
+ this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, slideOnCollide, excludedMesh);
20
20
  this._finalPosition.multiplyInPlace(collider._radius);
21
21
  //run the callback
22
22
  onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
@@ -27,7 +27,7 @@ export class DefaultCollisionCoordinator {
27
27
  init(scene) {
28
28
  this._scene = scene;
29
29
  }
30
- _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh = null) {
30
+ _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, slideOnCollide, excludedMesh = null) {
31
31
  const closeDistance = AbstractEngine.CollisionsEpsilon * 10.0;
32
32
  if (collider._retry >= maximumRetry) {
33
33
  finalPosition.copyFrom(position);
@@ -50,14 +50,18 @@ export class DefaultCollisionCoordinator {
50
50
  return;
51
51
  }
52
52
  if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
53
- collider._getResponse(position, velocity);
53
+ collider._getResponse(position, velocity, slideOnCollide);
54
+ // Halt all movement at the first collision, if not slideOnCollide
55
+ if (!slideOnCollide) {
56
+ velocity.setAll(0);
57
+ }
54
58
  }
55
59
  if (velocity.length() <= closeDistance) {
56
60
  finalPosition.copyFrom(position);
57
61
  return;
58
62
  }
59
63
  collider._retry++;
60
- this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
64
+ this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, slideOnCollide, excludedMesh);
61
65
  }
62
66
  }
63
67
  Scene.CollisionCoordinatorFactory = () => {