@dcl/ecs 7.21.1-23203004012.commit-7c64ac2 → 7.21.1-23252789519.commit-9f806e1
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.
- package/dist/components/manual/Transform.d.ts +13 -0
- package/dist/components/manual/Transform.js +8 -0
- package/dist/index.d.ts +1 -0
- package/dist/index.js +1 -0
- package/dist/runtime/helpers/index.d.ts +1 -0
- package/dist/runtime/helpers/index.js +1 -0
- package/dist/runtime/helpers/tree.d.ts +6 -0
- package/dist/runtime/helpers/tree.js +2 -2
- package/dist/runtime/helpers/vectors.d.ts +1 -0
- package/dist/runtime/helpers/vectors.js +36 -0
- package/dist/runtime/initialization/index.d.ts +7 -0
- package/dist/runtime/initialization/index.js +6 -0
- package/dist/systems/physics-force.d.ts +1 -0
- package/dist/systems/physics-force.js +140 -0
- package/dist/systems/physics-impulse.d.ts +12 -0
- package/dist/systems/physics-impulse.js +85 -0
- package/dist/systems/physics.d.ts +77 -0
- package/dist/systems/physics.js +18 -0
- package/dist-cjs/components/manual/Transform.d.ts +13 -0
- package/dist-cjs/components/manual/Transform.js +31 -0
- package/dist-cjs/index.d.ts +1 -0
- package/dist-cjs/index.js +1 -0
- package/dist-cjs/runtime/helpers/index.d.ts +1 -0
- package/dist-cjs/runtime/helpers/index.js +1 -0
- package/dist-cjs/runtime/helpers/tree.d.ts +6 -0
- package/dist-cjs/runtime/helpers/tree.js +3 -2
- package/dist-cjs/runtime/helpers/vectors.d.ts +1 -0
- package/dist-cjs/runtime/helpers/vectors.js +39 -0
- package/dist-cjs/runtime/initialization/index.d.ts +7 -0
- package/dist-cjs/runtime/initialization/index.js +7 -1
- package/dist-cjs/systems/physics-force.d.ts +1 -0
- package/dist-cjs/systems/physics-force.js +167 -0
- package/dist-cjs/systems/physics-impulse.d.ts +12 -0
- package/dist-cjs/systems/physics-impulse.js +112 -0
- package/dist-cjs/systems/physics.d.ts +77 -0
- package/dist-cjs/systems/physics.js +23 -0
- package/package.json +3 -2
|
@@ -1,5 +1,6 @@
|
|
|
1
1
|
import { LastWriteWinElementSetComponentDefinition, IEngine } from '../../engine';
|
|
2
2
|
import { Entity } from '../../engine/entity';
|
|
3
|
+
import type { Vector3Type } from '../../schemas/custom/Vector3';
|
|
3
4
|
/**
|
|
4
5
|
* @public
|
|
5
6
|
*/
|
|
@@ -10,6 +11,18 @@ export type TransformComponent = LastWriteWinElementSetComponentDefinition<Trans
|
|
|
10
11
|
export interface TransformComponentExtended extends TransformComponent {
|
|
11
12
|
create(entity: Entity, val?: TransformTypeWithOptionals): TransformType;
|
|
12
13
|
createOrReplace(entity: Entity, val?: TransformTypeWithOptionals): TransformType;
|
|
14
|
+
/**
|
|
15
|
+
* Transforms a direction vector from an entity's local coordinate space
|
|
16
|
+
* to world space, accounting for the full parent hierarchy.
|
|
17
|
+
*
|
|
18
|
+
* This applies only rotation (not translation or scale) — suitable for
|
|
19
|
+
* direction vectors like force/impulse directions.
|
|
20
|
+
*
|
|
21
|
+
* @param entity - The source entity whose local space defines the direction
|
|
22
|
+
* @param localDirection - Direction vector in the entity's local coordinates
|
|
23
|
+
* @returns The direction vector in world coordinates
|
|
24
|
+
*/
|
|
25
|
+
localToWorldDirection(entity: Entity, localDirection: Vector3Type): Vector3Type;
|
|
13
26
|
}
|
|
14
27
|
/**
|
|
15
28
|
* @public
|
|
@@ -1,3 +1,7 @@
|
|
|
1
|
+
// Use import * to safely handle circular dependency (tree.ts → components → Transform.ts → tree.ts).
|
|
2
|
+
// With import *, the namespace object's properties are resolved at access time (live bindings in ESM,
|
|
3
|
+
// getters via __importStar in CJS), so by the time methods are called all exports are available.
|
|
4
|
+
import * as treeHelpers from '../../runtime/helpers/tree';
|
|
1
5
|
/**
|
|
2
6
|
* @internal
|
|
3
7
|
*/
|
|
@@ -101,6 +105,10 @@ export function defineTransformComponent(engine) {
|
|
|
101
105
|
},
|
|
102
106
|
createOrReplace(entity, val) {
|
|
103
107
|
return transformDef.createOrReplace(entity, TransformSchema.extend(val));
|
|
108
|
+
},
|
|
109
|
+
localToWorldDirection(entity, localDirection) {
|
|
110
|
+
const worldRotation = treeHelpers.getWorldRotation(engine, entity);
|
|
111
|
+
return treeHelpers.rotateVectorByQuaternion(localDirection, worldRotation);
|
|
104
112
|
}
|
|
105
113
|
};
|
|
106
114
|
}
|
package/dist/index.d.ts
CHANGED
|
@@ -12,6 +12,7 @@ export * from './systems/assetLoad';
|
|
|
12
12
|
export * from './systems/async-task';
|
|
13
13
|
export * from './systems/tween';
|
|
14
14
|
export * from './systems/triggerArea';
|
|
15
|
+
export * from './systems/physics';
|
|
15
16
|
export * from './engine/entity';
|
|
16
17
|
export * from './components/types';
|
|
17
18
|
import { MaterialComponentDefinitionExtended, MeshColliderComponentDefinitionExtended, MeshRendererComponentDefinitionExtended, TransformComponentExtended, AnimatorComponentDefinitionExtended, AudioSourceComponentDefinitionExtended, AudioStreamComponentDefinitionExtended, ISyncComponents, TweenComponentDefinitionExtended, INetowrkEntity, INetowrkParent, VirtualCameraComponentDefinitionExtended, InputModifierComponentDefinitionExtended, LightSourceComponentDefinitionExtended, TriggerAreaComponentDefinitionExtended } from './components/types';
|
package/dist/index.js
CHANGED
|
@@ -13,6 +13,7 @@ export * from './systems/assetLoad';
|
|
|
13
13
|
export * from './systems/async-task';
|
|
14
14
|
export * from './systems/tween';
|
|
15
15
|
export * from './systems/triggerArea';
|
|
16
|
+
export * from './systems/physics';
|
|
16
17
|
export * from './engine/entity';
|
|
17
18
|
export * from './components/types';
|
|
18
19
|
// @internal
|
|
@@ -2,6 +2,12 @@ import { Entity } from '../../engine/entity';
|
|
|
2
2
|
import { ComponentDefinition, IEngine } from '../../engine';
|
|
3
3
|
import { Vector3Type } from '../../schemas/custom/Vector3';
|
|
4
4
|
import { QuaternionType } from '../../schemas/custom/Quaternion';
|
|
5
|
+
/**
|
|
6
|
+
* @public
|
|
7
|
+
* Rotate a vector by a quaternion
|
|
8
|
+
* Uses the formula: v' = q * v * q^(-1), optimized version
|
|
9
|
+
*/
|
|
10
|
+
export declare function rotateVectorByQuaternion(v: Vector3Type, q: QuaternionType): Vector3Type;
|
|
5
11
|
/**
|
|
6
12
|
* Get an iterator of entities that follow a tree structure for a component
|
|
7
13
|
* @public
|
|
@@ -35,11 +35,11 @@ function multiplyQuaternions(q1, q2) {
|
|
|
35
35
|
};
|
|
36
36
|
}
|
|
37
37
|
/**
|
|
38
|
-
* @
|
|
38
|
+
* @public
|
|
39
39
|
* Rotate a vector by a quaternion
|
|
40
40
|
* Uses the formula: v' = q * v * q^(-1), optimized version
|
|
41
41
|
*/
|
|
42
|
-
function rotateVectorByQuaternion(v, q) {
|
|
42
|
+
export function rotateVectorByQuaternion(v, q) {
|
|
43
43
|
// Extract quaternion components
|
|
44
44
|
const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
|
|
45
45
|
// Calculate cross product terms (q.xyz × v) * 2
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export {};
|
|
@@ -0,0 +1,36 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Lightweight Vector3 math utilities for internal use.
|
|
3
|
+
* Mirrors the subset of @dcl/ecs-math Vector3 API used by the physics helpers.
|
|
4
|
+
*
|
|
5
|
+
* TEMPORARY WORKAROUND: @dcl/ecs-math ships ESM-only, which breaks the dist-cjs build.
|
|
6
|
+
* The proper fix is to add a CJS build to @dcl/ecs-math upstream, then replace this
|
|
7
|
+
* file with `import { Vector3 } from '@dcl/ecs-math'`.
|
|
8
|
+
*
|
|
9
|
+
* @internal
|
|
10
|
+
*/
|
|
11
|
+
export const Vector3 = {
|
|
12
|
+
add(a, b) {
|
|
13
|
+
return { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };
|
|
14
|
+
},
|
|
15
|
+
subtract(a, b) {
|
|
16
|
+
return { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };
|
|
17
|
+
},
|
|
18
|
+
scale(v, s) {
|
|
19
|
+
return { x: v.x * s, y: v.y * s, z: v.z * s };
|
|
20
|
+
},
|
|
21
|
+
length(v) {
|
|
22
|
+
return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
|
|
23
|
+
},
|
|
24
|
+
normalize(v) {
|
|
25
|
+
const len = Vector3.length(v);
|
|
26
|
+
if (len === 0)
|
|
27
|
+
return { x: 0, y: 0, z: 0 };
|
|
28
|
+
return { x: v.x / len, y: v.y / len, z: v.z / len };
|
|
29
|
+
},
|
|
30
|
+
equals(a, b) {
|
|
31
|
+
return a.x === b.x && a.y === b.y && a.z === b.z;
|
|
32
|
+
},
|
|
33
|
+
equalsToFloats(v, x, y, z) {
|
|
34
|
+
return v.x === x && v.y === y && v.z === z;
|
|
35
|
+
}
|
|
36
|
+
};
|
|
@@ -12,6 +12,7 @@ import { AssetLoadLoadingStateSystem } from '../../systems/assetLoad';
|
|
|
12
12
|
import { TweenSystem } from '../../systems/tween';
|
|
13
13
|
import { TriggerAreaEventsSystem } from '../../systems/triggerArea';
|
|
14
14
|
import { createTimers, Timers } from '../helpers/timers';
|
|
15
|
+
import { PhysicsSystem } from '../../systems/physics';
|
|
15
16
|
/**
|
|
16
17
|
* @public
|
|
17
18
|
* The engine is the part of the scene that sits in the middle and manages all of the other parts.
|
|
@@ -77,6 +78,12 @@ export { TriggerAreaEventsSystem };
|
|
|
77
78
|
*/
|
|
78
79
|
export declare const timers: Timers;
|
|
79
80
|
export { Timers, createTimers };
|
|
81
|
+
/**
|
|
82
|
+
* @public
|
|
83
|
+
* Physics helpers for applying impulses and forces to the player.
|
|
84
|
+
*/
|
|
85
|
+
export declare const Physics: PhysicsSystem;
|
|
86
|
+
export { PhysicsSystem };
|
|
80
87
|
/**
|
|
81
88
|
* @public
|
|
82
89
|
* Runs an async function
|
|
@@ -14,6 +14,7 @@ import { pointerEventColliderChecker } from '../../systems/pointer-event-collide
|
|
|
14
14
|
import { createTriggerAreaEventsSystem } from '../../systems/triggerArea';
|
|
15
15
|
import { createTimers } from '../helpers/timers';
|
|
16
16
|
import { setGlobalPolyfill } from '../globals';
|
|
17
|
+
import { createPhysicsSystem } from '../../systems/physics';
|
|
17
18
|
/**
|
|
18
19
|
* @public
|
|
19
20
|
* The engine is the part of the scene that sits in the middle and manages all of the other parts.
|
|
@@ -77,6 +78,11 @@ setGlobalPolyfill('setTimeout', timers.setTimeout);
|
|
|
77
78
|
setGlobalPolyfill('clearTimeout', timers.clearTimeout);
|
|
78
79
|
setGlobalPolyfill('setInterval', timers.setInterval);
|
|
79
80
|
setGlobalPolyfill('clearInterval', timers.clearInterval);
|
|
81
|
+
/**
|
|
82
|
+
* @public
|
|
83
|
+
* Physics helpers for applying impulses and forces to the player.
|
|
84
|
+
*/
|
|
85
|
+
export const Physics = /* @__PURE__ */ createPhysicsSystem(engine);
|
|
80
86
|
/**
|
|
81
87
|
* Adds pointer event collider system only in DEV env
|
|
82
88
|
*/
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export {};
|
|
@@ -0,0 +1,140 @@
|
|
|
1
|
+
import * as components from '../components';
|
|
2
|
+
import { Vector3, createTimers } from '../runtime/helpers';
|
|
3
|
+
import { KnockbackFalloff } from './physics-impulse';
|
|
4
|
+
/** @internal */
|
|
5
|
+
export function createPhysicsForceHelper(engine) {
|
|
6
|
+
const PhysicsCombinedForce = components.PhysicsCombinedForce(engine);
|
|
7
|
+
const Transform = components.Transform(engine);
|
|
8
|
+
const timers = createTimers(engine);
|
|
9
|
+
const durationTimers = new Map();
|
|
10
|
+
// Key = source entity producing the force (not the target); all forces target PlayerEntity.
|
|
11
|
+
const forceSources = new Map();
|
|
12
|
+
const repulsionSources = new Map();
|
|
13
|
+
let lastWrittenForceVector = null;
|
|
14
|
+
function recalcForce() {
|
|
15
|
+
if (forceSources.size === 0) {
|
|
16
|
+
if (PhysicsCombinedForce.has(engine.PlayerEntity)) {
|
|
17
|
+
PhysicsCombinedForce.deleteFrom(engine.PlayerEntity);
|
|
18
|
+
}
|
|
19
|
+
lastWrittenForceVector = null;
|
|
20
|
+
return;
|
|
21
|
+
}
|
|
22
|
+
const current = PhysicsCombinedForce.getOrNull(engine.PlayerEntity);
|
|
23
|
+
if (current && lastWrittenForceVector && current.vector) {
|
|
24
|
+
if (!Vector3.equals(current.vector, lastWrittenForceVector)) {
|
|
25
|
+
console.error('PBPhysicsCombinedForce was modified externally.', 'Expected:', lastWrittenForceVector, 'Found:', current.vector, '-- overwriting with local state.');
|
|
26
|
+
}
|
|
27
|
+
}
|
|
28
|
+
let sum = { x: 0, y: 0, z: 0 };
|
|
29
|
+
for (const v of forceSources.values()) {
|
|
30
|
+
sum = Vector3.add(sum, v);
|
|
31
|
+
}
|
|
32
|
+
PhysicsCombinedForce.createOrReplace(engine.PlayerEntity, { vector: sum });
|
|
33
|
+
lastWrittenForceVector = sum;
|
|
34
|
+
}
|
|
35
|
+
function applyForceToPlayer(source, vector, magnitude) {
|
|
36
|
+
let finalVector;
|
|
37
|
+
if (Vector3.equalsToFloats(vector, 0, 0, 0))
|
|
38
|
+
return;
|
|
39
|
+
if (typeof magnitude === 'number') {
|
|
40
|
+
finalVector = Vector3.scale(Vector3.normalize(vector), magnitude);
|
|
41
|
+
}
|
|
42
|
+
else {
|
|
43
|
+
finalVector = vector;
|
|
44
|
+
}
|
|
45
|
+
forceSources.set(source, finalVector);
|
|
46
|
+
recalcForce();
|
|
47
|
+
}
|
|
48
|
+
function removeForceFromPlayer(source) {
|
|
49
|
+
repulsionSources.delete(source);
|
|
50
|
+
const timerId = durationTimers.get(source);
|
|
51
|
+
if (timerId !== undefined) {
|
|
52
|
+
timers.clearTimeout(timerId);
|
|
53
|
+
durationTimers.delete(source);
|
|
54
|
+
}
|
|
55
|
+
if (!forceSources.has(source))
|
|
56
|
+
return;
|
|
57
|
+
forceSources.delete(source);
|
|
58
|
+
recalcForce();
|
|
59
|
+
}
|
|
60
|
+
function scheduleForceDuration(source, seconds) {
|
|
61
|
+
const existing = durationTimers.get(source);
|
|
62
|
+
if (existing !== undefined) {
|
|
63
|
+
timers.clearTimeout(existing);
|
|
64
|
+
}
|
|
65
|
+
const timerId = timers.setTimeout(() => {
|
|
66
|
+
durationTimers.delete(source);
|
|
67
|
+
removeForceFromPlayer(source);
|
|
68
|
+
}, seconds * 1000);
|
|
69
|
+
durationTimers.set(source, timerId);
|
|
70
|
+
}
|
|
71
|
+
function applyForceToPlayerForDuration(source, duration, vector, magnitude) {
|
|
72
|
+
applyForceToPlayer(source, vector, magnitude);
|
|
73
|
+
scheduleForceDuration(source, duration);
|
|
74
|
+
}
|
|
75
|
+
function computeRepulsionVector(fromPosition, magnitude, radius, falloff) {
|
|
76
|
+
const diff = Vector3.subtract(Transform.get(engine.PlayerEntity).position, fromPosition);
|
|
77
|
+
if (Vector3.equalsToFloats(diff, 0, 0, 0))
|
|
78
|
+
return { x: 0, y: magnitude, z: 0 };
|
|
79
|
+
// Fast path: default params — no need to compute distance
|
|
80
|
+
if (radius === Infinity && falloff === KnockbackFalloff.CONSTANT) {
|
|
81
|
+
return Vector3.scale(Vector3.normalize(diff), magnitude);
|
|
82
|
+
}
|
|
83
|
+
const distance = Vector3.length(diff);
|
|
84
|
+
if (distance > radius)
|
|
85
|
+
return null;
|
|
86
|
+
let effectiveMagnitude;
|
|
87
|
+
switch (falloff) {
|
|
88
|
+
case KnockbackFalloff.LINEAR:
|
|
89
|
+
effectiveMagnitude = magnitude * (1 - distance / radius);
|
|
90
|
+
break;
|
|
91
|
+
case KnockbackFalloff.INVERSE_SQUARE:
|
|
92
|
+
effectiveMagnitude = magnitude / (distance * distance + 1);
|
|
93
|
+
break;
|
|
94
|
+
case KnockbackFalloff.CONSTANT:
|
|
95
|
+
default:
|
|
96
|
+
effectiveMagnitude = magnitude;
|
|
97
|
+
break;
|
|
98
|
+
}
|
|
99
|
+
if (effectiveMagnitude === 0)
|
|
100
|
+
return null;
|
|
101
|
+
// normalize(diff) * effectiveMagnitude in one step
|
|
102
|
+
return Vector3.scale(diff, effectiveMagnitude / distance);
|
|
103
|
+
}
|
|
104
|
+
function applyRepulsionForceToPlayer(source, fromPosition, magnitude, radius = Infinity, falloff = KnockbackFalloff.CONSTANT) {
|
|
105
|
+
repulsionSources.set(source, { fromPosition, magnitude, radius, falloff });
|
|
106
|
+
const vector = computeRepulsionVector(fromPosition, magnitude, radius, falloff);
|
|
107
|
+
if (vector) {
|
|
108
|
+
forceSources.set(source, vector);
|
|
109
|
+
}
|
|
110
|
+
else {
|
|
111
|
+
forceSources.delete(source);
|
|
112
|
+
}
|
|
113
|
+
recalcForce();
|
|
114
|
+
}
|
|
115
|
+
// Background system: recalculate repulsion vectors and clean up stale forces every tick.
|
|
116
|
+
// Stale forces can appear when CRDT sync from another client writes PhysicsCombinedForce
|
|
117
|
+
// externally (entity-1 ambiguity: each client interprets entity 1 as its own player).
|
|
118
|
+
engine.addSystem(() => {
|
|
119
|
+
// Repulsion forces need per-tick direction recalculation as the player moves
|
|
120
|
+
if (repulsionSources.size > 0) {
|
|
121
|
+
for (const [source, { fromPosition, magnitude, radius, falloff }] of repulsionSources) {
|
|
122
|
+
const vector = computeRepulsionVector(fromPosition, magnitude, radius, falloff);
|
|
123
|
+
if (vector) {
|
|
124
|
+
forceSources.set(source, vector);
|
|
125
|
+
}
|
|
126
|
+
else {
|
|
127
|
+
forceSources.delete(source);
|
|
128
|
+
}
|
|
129
|
+
}
|
|
130
|
+
recalcForce();
|
|
131
|
+
return;
|
|
132
|
+
}
|
|
133
|
+
// No local sources — clean up any externally-created component (e.g. from CRDT sync)
|
|
134
|
+
if (forceSources.size === 0 && PhysicsCombinedForce.has(engine.PlayerEntity)) {
|
|
135
|
+
PhysicsCombinedForce.deleteFrom(engine.PlayerEntity);
|
|
136
|
+
lastWrittenForceVector = null;
|
|
137
|
+
}
|
|
138
|
+
});
|
|
139
|
+
return { applyForceToPlayer, removeForceFromPlayer, applyForceToPlayerForDuration, applyRepulsionForceToPlayer };
|
|
140
|
+
}
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* @public
|
|
3
|
+
* Falloff mode for knockback force over distance.
|
|
4
|
+
*/
|
|
5
|
+
export declare enum KnockbackFalloff {
|
|
6
|
+
/** Same force at any distance within radius */
|
|
7
|
+
CONSTANT = 0,
|
|
8
|
+
/** Smooth linear decrease to 0 at radius edge: F = magnitude * (1 - distance / radius) */
|
|
9
|
+
LINEAR = 1,
|
|
10
|
+
/** Sharp drop-off, physically realistic: F = magnitude / (distance^2 + 1) */
|
|
11
|
+
INVERSE_SQUARE = 2
|
|
12
|
+
}
|
|
@@ -0,0 +1,85 @@
|
|
|
1
|
+
import * as components from '../components';
|
|
2
|
+
import { Vector3 } from '../runtime/helpers';
|
|
3
|
+
/**
|
|
4
|
+
* @public
|
|
5
|
+
* Falloff mode for knockback force over distance.
|
|
6
|
+
*/
|
|
7
|
+
export var KnockbackFalloff;
|
|
8
|
+
(function (KnockbackFalloff) {
|
|
9
|
+
/** Same force at any distance within radius */
|
|
10
|
+
KnockbackFalloff[KnockbackFalloff["CONSTANT"] = 0] = "CONSTANT";
|
|
11
|
+
/** Smooth linear decrease to 0 at radius edge: F = magnitude * (1 - distance / radius) */
|
|
12
|
+
KnockbackFalloff[KnockbackFalloff["LINEAR"] = 1] = "LINEAR";
|
|
13
|
+
/** Sharp drop-off, physically realistic: F = magnitude / (distance^2 + 1) */
|
|
14
|
+
KnockbackFalloff[KnockbackFalloff["INVERSE_SQUARE"] = 2] = "INVERSE_SQUARE";
|
|
15
|
+
})(KnockbackFalloff || (KnockbackFalloff = {}));
|
|
16
|
+
/** @internal */
|
|
17
|
+
export function createPhysicsImpulseHelper(engine) {
|
|
18
|
+
const PhysicsCombinedImpulse = components.PhysicsCombinedImpulse(engine);
|
|
19
|
+
const Transform = components.Transform(engine);
|
|
20
|
+
const EngineInfo = components.EngineInfo(engine);
|
|
21
|
+
let impulseEventId = 0;
|
|
22
|
+
let lastWrittenEventId = 0;
|
|
23
|
+
let lastWrittenTick = -1;
|
|
24
|
+
function applyImpulseToPlayer(vector, magnitude) {
|
|
25
|
+
let finalVector;
|
|
26
|
+
if (typeof magnitude === 'number') {
|
|
27
|
+
if (Vector3.equalsToFloats(vector, 0, 0, 0))
|
|
28
|
+
return;
|
|
29
|
+
finalVector = Vector3.scale(Vector3.normalize(vector), magnitude);
|
|
30
|
+
}
|
|
31
|
+
else {
|
|
32
|
+
if (Vector3.equalsToFloats(vector, 0, 0, 0))
|
|
33
|
+
return;
|
|
34
|
+
finalVector = vector;
|
|
35
|
+
}
|
|
36
|
+
const currentTick = EngineInfo.getOrNull(engine.RootEntity)?.tickNumber ?? 0;
|
|
37
|
+
const existing = PhysicsCombinedImpulse.getOrNull(engine.PlayerEntity);
|
|
38
|
+
if (existing && existing.eventId !== lastWrittenEventId && lastWrittenEventId !== 0) {
|
|
39
|
+
throw new Error('PBPhysicsCombinedImpulse was modified outside Physics helper. ' +
|
|
40
|
+
'Do not mix direct component access with Physics.applyImpulseToPlayer().');
|
|
41
|
+
}
|
|
42
|
+
if (lastWrittenTick === currentTick && existing) {
|
|
43
|
+
finalVector = Vector3.add(existing.vector ?? { x: 0, y: 0, z: 0 }, finalVector);
|
|
44
|
+
}
|
|
45
|
+
else {
|
|
46
|
+
lastWrittenEventId = ++impulseEventId;
|
|
47
|
+
}
|
|
48
|
+
lastWrittenTick = currentTick;
|
|
49
|
+
PhysicsCombinedImpulse.createOrReplace(engine.PlayerEntity, {
|
|
50
|
+
vector: finalVector,
|
|
51
|
+
eventId: lastWrittenEventId
|
|
52
|
+
});
|
|
53
|
+
}
|
|
54
|
+
function applyKnockbackToPlayer(fromPosition, magnitude, radius = Infinity, falloff = KnockbackFalloff.CONSTANT) {
|
|
55
|
+
const diff = Vector3.subtract(Transform.get(engine.PlayerEntity).position, fromPosition);
|
|
56
|
+
if (Vector3.equalsToFloats(diff, 0, 0, 0)) {
|
|
57
|
+
applyImpulseToPlayer({ x: 0, y: magnitude, z: 0 });
|
|
58
|
+
return;
|
|
59
|
+
}
|
|
60
|
+
// Fast path: default params — no need to compute distance
|
|
61
|
+
if (radius === Infinity && falloff === KnockbackFalloff.CONSTANT) {
|
|
62
|
+
applyImpulseToPlayer(Vector3.scale(Vector3.normalize(diff), magnitude));
|
|
63
|
+
return;
|
|
64
|
+
}
|
|
65
|
+
const distance = Vector3.length(diff);
|
|
66
|
+
if (distance > radius)
|
|
67
|
+
return;
|
|
68
|
+
let effectiveMagnitude;
|
|
69
|
+
switch (falloff) {
|
|
70
|
+
case KnockbackFalloff.LINEAR:
|
|
71
|
+
effectiveMagnitude = magnitude * (1 - distance / radius);
|
|
72
|
+
break;
|
|
73
|
+
case KnockbackFalloff.INVERSE_SQUARE:
|
|
74
|
+
effectiveMagnitude = magnitude / (distance * distance + 1);
|
|
75
|
+
break;
|
|
76
|
+
case KnockbackFalloff.CONSTANT:
|
|
77
|
+
default:
|
|
78
|
+
effectiveMagnitude = magnitude;
|
|
79
|
+
break;
|
|
80
|
+
}
|
|
81
|
+
// normalize(diff) * effectiveMagnitude in one step
|
|
82
|
+
applyImpulseToPlayer(Vector3.scale(diff, effectiveMagnitude / distance));
|
|
83
|
+
}
|
|
84
|
+
return { applyImpulseToPlayer, applyKnockbackToPlayer };
|
|
85
|
+
}
|
|
@@ -0,0 +1,77 @@
|
|
|
1
|
+
import { Entity } from '../engine';
|
|
2
|
+
import { Vector3Type } from '../schemas';
|
|
3
|
+
import { KnockbackFalloff } from './physics-impulse';
|
|
4
|
+
export { KnockbackFalloff } from './physics-impulse';
|
|
5
|
+
/**
|
|
6
|
+
* @public
|
|
7
|
+
*/
|
|
8
|
+
export interface PhysicsSystem {
|
|
9
|
+
/**
|
|
10
|
+
* Apply a one-shot impulse to the player entity.
|
|
11
|
+
* Multiple calls within the same frame are accumulated (summed).
|
|
12
|
+
*
|
|
13
|
+
* @param vector - a single `vector` whose length encodes the strength.
|
|
14
|
+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
|
15
|
+
*/
|
|
16
|
+
applyImpulseToPlayer(vector: Vector3Type): void;
|
|
17
|
+
applyImpulseToPlayer(direction: Vector3Type, magnitude: number): void;
|
|
18
|
+
/**
|
|
19
|
+
* Apply a continuous force to the player from a given source entity.
|
|
20
|
+
* Multiple sources are accumulated: the registry sums all active forces
|
|
21
|
+
* and writes a single PBPhysicsCombinedForce component.
|
|
22
|
+
* Calling again with the same source replaces its previous force.
|
|
23
|
+
*
|
|
24
|
+
* @param source - Entity key identifying this force source
|
|
25
|
+
* @param vector - single `vector` whose length encodes the strength
|
|
26
|
+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
|
27
|
+
*/
|
|
28
|
+
applyForceToPlayer(source: Entity, vector: Vector3Type): void;
|
|
29
|
+
applyForceToPlayer(source: Entity, direction: Vector3Type, magnitude: number): void;
|
|
30
|
+
/**
|
|
31
|
+
* Remove a continuous force from the player. Remaining sources are
|
|
32
|
+
* re-summed; if none remain the force is cleared. No-op if the source
|
|
33
|
+
* is not registered.
|
|
34
|
+
*
|
|
35
|
+
* @param source - Entity key identifying the force source to remove
|
|
36
|
+
*/
|
|
37
|
+
removeForceFromPlayer(source: Entity): void;
|
|
38
|
+
/**
|
|
39
|
+
* Push the player away from a point. Computes direction from
|
|
40
|
+
* `fromPosition` to the player, applies falloff, and delegates
|
|
41
|
+
* to applyImpulseToPlayer.
|
|
42
|
+
*
|
|
43
|
+
* If the player is exactly at `fromPosition`, pushes upward.
|
|
44
|
+
*
|
|
45
|
+
* @param fromPosition - world-space origin of the knockback (explosion center, enemy position, etc.)
|
|
46
|
+
* @param magnitude - base impulse strength
|
|
47
|
+
* @param radius - max distance of effect (default: Infinity)
|
|
48
|
+
* @param falloff - how force decreases with distance (default: CONSTANT)
|
|
49
|
+
*/
|
|
50
|
+
applyKnockbackToPlayer(fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
|
|
51
|
+
/**
|
|
52
|
+
* Apply a continuous force to the player for a limited duration.
|
|
53
|
+
* After `duration` seconds the force is automatically removed.
|
|
54
|
+
* Calling again with the same source resets the timer.
|
|
55
|
+
*
|
|
56
|
+
* @param source - Entity key identifying this force source
|
|
57
|
+
* @param duration - how long the force lasts, in seconds
|
|
58
|
+
* @param vector - single `vector` whose length encodes the strength
|
|
59
|
+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
|
60
|
+
*/
|
|
61
|
+
applyForceToPlayerForDuration(source: Entity, duration: number, vector: Vector3Type): void;
|
|
62
|
+
applyForceToPlayerForDuration(source: Entity, duration: number, direction: Vector3Type, magnitude: number): void;
|
|
63
|
+
/**
|
|
64
|
+
* Apply a continuous repulsion force that pushes the player away from a point,
|
|
65
|
+
* recalculating direction every tick as the player moves.
|
|
66
|
+
* Remove with `removeForceFromPlayer(source)`.
|
|
67
|
+
*
|
|
68
|
+
* Negative magnitude = attraction (pulls toward the source).
|
|
69
|
+
*
|
|
70
|
+
* @param source - Entity key identifying this force source
|
|
71
|
+
* @param fromPosition - world-space origin of repulsion
|
|
72
|
+
* @param magnitude - base force strength
|
|
73
|
+
* @param radius - max distance of effect (default: Infinity)
|
|
74
|
+
* @param falloff - how force decreases with distance (default: CONSTANT)
|
|
75
|
+
*/
|
|
76
|
+
applyRepulsionForceToPlayer(source: Entity, fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
|
|
77
|
+
}
|
|
@@ -0,0 +1,18 @@
|
|
|
1
|
+
import { createPhysicsImpulseHelper } from './physics-impulse';
|
|
2
|
+
import { createPhysicsForceHelper } from './physics-force';
|
|
3
|
+
export { KnockbackFalloff } from './physics-impulse';
|
|
4
|
+
/**
|
|
5
|
+
* @internal
|
|
6
|
+
*/
|
|
7
|
+
export function createPhysicsSystem(engine) {
|
|
8
|
+
const impulse = createPhysicsImpulseHelper(engine);
|
|
9
|
+
const force = createPhysicsForceHelper(engine);
|
|
10
|
+
return {
|
|
11
|
+
applyImpulseToPlayer: impulse.applyImpulseToPlayer,
|
|
12
|
+
applyForceToPlayer: force.applyForceToPlayer,
|
|
13
|
+
removeForceFromPlayer: force.removeForceFromPlayer,
|
|
14
|
+
applyKnockbackToPlayer: impulse.applyKnockbackToPlayer,
|
|
15
|
+
applyForceToPlayerForDuration: force.applyForceToPlayerForDuration,
|
|
16
|
+
applyRepulsionForceToPlayer: force.applyRepulsionForceToPlayer
|
|
17
|
+
};
|
|
18
|
+
}
|
|
@@ -1,5 +1,6 @@
|
|
|
1
1
|
import { LastWriteWinElementSetComponentDefinition, IEngine } from '../../engine';
|
|
2
2
|
import { Entity } from '../../engine/entity';
|
|
3
|
+
import type { Vector3Type } from '../../schemas/custom/Vector3';
|
|
3
4
|
/**
|
|
4
5
|
* @public
|
|
5
6
|
*/
|
|
@@ -10,6 +11,18 @@ export type TransformComponent = LastWriteWinElementSetComponentDefinition<Trans
|
|
|
10
11
|
export interface TransformComponentExtended extends TransformComponent {
|
|
11
12
|
create(entity: Entity, val?: TransformTypeWithOptionals): TransformType;
|
|
12
13
|
createOrReplace(entity: Entity, val?: TransformTypeWithOptionals): TransformType;
|
|
14
|
+
/**
|
|
15
|
+
* Transforms a direction vector from an entity's local coordinate space
|
|
16
|
+
* to world space, accounting for the full parent hierarchy.
|
|
17
|
+
*
|
|
18
|
+
* This applies only rotation (not translation or scale) — suitable for
|
|
19
|
+
* direction vectors like force/impulse directions.
|
|
20
|
+
*
|
|
21
|
+
* @param entity - The source entity whose local space defines the direction
|
|
22
|
+
* @param localDirection - Direction vector in the entity's local coordinates
|
|
23
|
+
* @returns The direction vector in world coordinates
|
|
24
|
+
*/
|
|
25
|
+
localToWorldDirection(entity: Entity, localDirection: Vector3Type): Vector3Type;
|
|
13
26
|
}
|
|
14
27
|
/**
|
|
15
28
|
* @public
|
|
@@ -1,6 +1,33 @@
|
|
|
1
1
|
"use strict";
|
|
2
|
+
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
|
|
3
|
+
if (k2 === undefined) k2 = k;
|
|
4
|
+
var desc = Object.getOwnPropertyDescriptor(m, k);
|
|
5
|
+
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
|
|
6
|
+
desc = { enumerable: true, get: function() { return m[k]; } };
|
|
7
|
+
}
|
|
8
|
+
Object.defineProperty(o, k2, desc);
|
|
9
|
+
}) : (function(o, m, k, k2) {
|
|
10
|
+
if (k2 === undefined) k2 = k;
|
|
11
|
+
o[k2] = m[k];
|
|
12
|
+
}));
|
|
13
|
+
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
|
|
14
|
+
Object.defineProperty(o, "default", { enumerable: true, value: v });
|
|
15
|
+
}) : function(o, v) {
|
|
16
|
+
o["default"] = v;
|
|
17
|
+
});
|
|
18
|
+
var __importStar = (this && this.__importStar) || function (mod) {
|
|
19
|
+
if (mod && mod.__esModule) return mod;
|
|
20
|
+
var result = {};
|
|
21
|
+
if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);
|
|
22
|
+
__setModuleDefault(result, mod);
|
|
23
|
+
return result;
|
|
24
|
+
};
|
|
2
25
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
3
26
|
exports.defineTransformComponent = exports.TransformSchema = exports.TRANSFORM_LENGTH = exports.COMPONENT_ID = void 0;
|
|
27
|
+
// Use import * to safely handle circular dependency (tree.ts → components → Transform.ts → tree.ts).
|
|
28
|
+
// With import *, the namespace object's properties are resolved at access time (live bindings in ESM,
|
|
29
|
+
// getters via __importStar in CJS), so by the time methods are called all exports are available.
|
|
30
|
+
const treeHelpers = __importStar(require("../../runtime/helpers/tree"));
|
|
4
31
|
/**
|
|
5
32
|
* @internal
|
|
6
33
|
*/
|
|
@@ -104,6 +131,10 @@ function defineTransformComponent(engine) {
|
|
|
104
131
|
},
|
|
105
132
|
createOrReplace(entity, val) {
|
|
106
133
|
return transformDef.createOrReplace(entity, exports.TransformSchema.extend(val));
|
|
134
|
+
},
|
|
135
|
+
localToWorldDirection(entity, localDirection) {
|
|
136
|
+
const worldRotation = treeHelpers.getWorldRotation(engine, entity);
|
|
137
|
+
return treeHelpers.rotateVectorByQuaternion(localDirection, worldRotation);
|
|
107
138
|
}
|
|
108
139
|
};
|
|
109
140
|
}
|
package/dist-cjs/index.d.ts
CHANGED
|
@@ -12,6 +12,7 @@ export * from './systems/assetLoad';
|
|
|
12
12
|
export * from './systems/async-task';
|
|
13
13
|
export * from './systems/tween';
|
|
14
14
|
export * from './systems/triggerArea';
|
|
15
|
+
export * from './systems/physics';
|
|
15
16
|
export * from './engine/entity';
|
|
16
17
|
export * from './components/types';
|
|
17
18
|
import { MaterialComponentDefinitionExtended, MeshColliderComponentDefinitionExtended, MeshRendererComponentDefinitionExtended, TransformComponentExtended, AnimatorComponentDefinitionExtended, AudioSourceComponentDefinitionExtended, AudioStreamComponentDefinitionExtended, ISyncComponents, TweenComponentDefinitionExtended, INetowrkEntity, INetowrkParent, VirtualCameraComponentDefinitionExtended, InputModifierComponentDefinitionExtended, LightSourceComponentDefinitionExtended, TriggerAreaComponentDefinitionExtended } from './components/types';
|
package/dist-cjs/index.js
CHANGED
|
@@ -43,6 +43,7 @@ __exportStar(require("./systems/assetLoad"), exports);
|
|
|
43
43
|
__exportStar(require("./systems/async-task"), exports);
|
|
44
44
|
__exportStar(require("./systems/tween"), exports);
|
|
45
45
|
__exportStar(require("./systems/triggerArea"), exports);
|
|
46
|
+
__exportStar(require("./systems/physics"), exports);
|
|
46
47
|
__exportStar(require("./engine/entity"), exports);
|
|
47
48
|
__exportStar(require("./components/types"), exports);
|
|
48
49
|
// @internal
|
|
@@ -17,5 +17,6 @@ Object.defineProperty(exports, "__esModule", { value: true });
|
|
|
17
17
|
exports.createTimers = void 0;
|
|
18
18
|
__exportStar(require("./coordinates"), exports);
|
|
19
19
|
__exportStar(require("./tree"), exports);
|
|
20
|
+
__exportStar(require("./vectors"), exports);
|
|
20
21
|
var timers_1 = require("./timers");
|
|
21
22
|
Object.defineProperty(exports, "createTimers", { enumerable: true, get: function () { return timers_1.createTimers; } });
|
|
@@ -2,6 +2,12 @@ import { Entity } from '../../engine/entity';
|
|
|
2
2
|
import { ComponentDefinition, IEngine } from '../../engine';
|
|
3
3
|
import { Vector3Type } from '../../schemas/custom/Vector3';
|
|
4
4
|
import { QuaternionType } from '../../schemas/custom/Quaternion';
|
|
5
|
+
/**
|
|
6
|
+
* @public
|
|
7
|
+
* Rotate a vector by a quaternion
|
|
8
|
+
* Uses the formula: v' = q * v * q^(-1), optimized version
|
|
9
|
+
*/
|
|
10
|
+
export declare function rotateVectorByQuaternion(v: Vector3Type, q: QuaternionType): Vector3Type;
|
|
5
11
|
/**
|
|
6
12
|
* Get an iterator of entities that follow a tree structure for a component
|
|
7
13
|
* @public
|
|
@@ -23,7 +23,7 @@ var __importStar = (this && this.__importStar) || function (mod) {
|
|
|
23
23
|
return result;
|
|
24
24
|
};
|
|
25
25
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
26
|
-
exports.getWorldRotation = exports.getWorldPosition = exports.getEntitiesWithParent = exports.removeEntityWithChildren = exports.getComponentEntityTree = void 0;
|
|
26
|
+
exports.getWorldRotation = exports.getWorldPosition = exports.getEntitiesWithParent = exports.removeEntityWithChildren = exports.getComponentEntityTree = exports.rotateVectorByQuaternion = void 0;
|
|
27
27
|
const components = __importStar(require("../../components"));
|
|
28
28
|
/**
|
|
29
29
|
* @internal
|
|
@@ -61,7 +61,7 @@ function multiplyQuaternions(q1, q2) {
|
|
|
61
61
|
};
|
|
62
62
|
}
|
|
63
63
|
/**
|
|
64
|
-
* @
|
|
64
|
+
* @public
|
|
65
65
|
* Rotate a vector by a quaternion
|
|
66
66
|
* Uses the formula: v' = q * v * q^(-1), optimized version
|
|
67
67
|
*/
|
|
@@ -80,6 +80,7 @@ function rotateVectorByQuaternion(v, q) {
|
|
|
80
80
|
z: iz * qw + iw * -qz + ix * -qy - iy * -qx
|
|
81
81
|
};
|
|
82
82
|
}
|
|
83
|
+
exports.rotateVectorByQuaternion = rotateVectorByQuaternion;
|
|
83
84
|
/** @internal Identity transform values */
|
|
84
85
|
const IDENTITY_POSITION = { x: 0, y: 0, z: 0 };
|
|
85
86
|
const IDENTITY_ROTATION = { x: 0, y: 0, z: 0, w: 1 };
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export {};
|
|
@@ -0,0 +1,39 @@
|
|
|
1
|
+
"use strict";
|
|
2
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
|
3
|
+
exports.Vector3 = void 0;
|
|
4
|
+
/**
|
|
5
|
+
* Lightweight Vector3 math utilities for internal use.
|
|
6
|
+
* Mirrors the subset of @dcl/ecs-math Vector3 API used by the physics helpers.
|
|
7
|
+
*
|
|
8
|
+
* TEMPORARY WORKAROUND: @dcl/ecs-math ships ESM-only, which breaks the dist-cjs build.
|
|
9
|
+
* The proper fix is to add a CJS build to @dcl/ecs-math upstream, then replace this
|
|
10
|
+
* file with `import { Vector3 } from '@dcl/ecs-math'`.
|
|
11
|
+
*
|
|
12
|
+
* @internal
|
|
13
|
+
*/
|
|
14
|
+
exports.Vector3 = {
|
|
15
|
+
add(a, b) {
|
|
16
|
+
return { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };
|
|
17
|
+
},
|
|
18
|
+
subtract(a, b) {
|
|
19
|
+
return { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };
|
|
20
|
+
},
|
|
21
|
+
scale(v, s) {
|
|
22
|
+
return { x: v.x * s, y: v.y * s, z: v.z * s };
|
|
23
|
+
},
|
|
24
|
+
length(v) {
|
|
25
|
+
return Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
|
|
26
|
+
},
|
|
27
|
+
normalize(v) {
|
|
28
|
+
const len = exports.Vector3.length(v);
|
|
29
|
+
if (len === 0)
|
|
30
|
+
return { x: 0, y: 0, z: 0 };
|
|
31
|
+
return { x: v.x / len, y: v.y / len, z: v.z / len };
|
|
32
|
+
},
|
|
33
|
+
equals(a, b) {
|
|
34
|
+
return a.x === b.x && a.y === b.y && a.z === b.z;
|
|
35
|
+
},
|
|
36
|
+
equalsToFloats(v, x, y, z) {
|
|
37
|
+
return v.x === x && v.y === y && v.z === z;
|
|
38
|
+
}
|
|
39
|
+
};
|
|
@@ -12,6 +12,7 @@ import { AssetLoadLoadingStateSystem } from '../../systems/assetLoad';
|
|
|
12
12
|
import { TweenSystem } from '../../systems/tween';
|
|
13
13
|
import { TriggerAreaEventsSystem } from '../../systems/triggerArea';
|
|
14
14
|
import { createTimers, Timers } from '../helpers/timers';
|
|
15
|
+
import { PhysicsSystem } from '../../systems/physics';
|
|
15
16
|
/**
|
|
16
17
|
* @public
|
|
17
18
|
* The engine is the part of the scene that sits in the middle and manages all of the other parts.
|
|
@@ -77,6 +78,12 @@ export { TriggerAreaEventsSystem };
|
|
|
77
78
|
*/
|
|
78
79
|
export declare const timers: Timers;
|
|
79
80
|
export { Timers, createTimers };
|
|
81
|
+
/**
|
|
82
|
+
* @public
|
|
83
|
+
* Physics helpers for applying impulses and forces to the player.
|
|
84
|
+
*/
|
|
85
|
+
export declare const Physics: PhysicsSystem;
|
|
86
|
+
export { PhysicsSystem };
|
|
80
87
|
/**
|
|
81
88
|
* @public
|
|
82
89
|
* Runs an async function
|
|
@@ -4,7 +4,7 @@
|
|
|
4
4
|
* init and it'll be changing.
|
|
5
5
|
*/
|
|
6
6
|
Object.defineProperty(exports, "__esModule", { value: true });
|
|
7
|
-
exports.executeTask = exports.createTimers = exports.timers = exports.triggerAreaEventsSystem = exports.tweenSystem = exports.assetLoadLoadingStateSystem = exports.videoEventsSystem = exports.raycastSystem = exports.pointerEventsSystem = exports.inputSystem = exports.engine = void 0;
|
|
7
|
+
exports.executeTask = exports.Physics = exports.createTimers = exports.timers = exports.triggerAreaEventsSystem = exports.tweenSystem = exports.assetLoadLoadingStateSystem = exports.videoEventsSystem = exports.raycastSystem = exports.pointerEventsSystem = exports.inputSystem = exports.engine = void 0;
|
|
8
8
|
const engine_1 = require("../../engine");
|
|
9
9
|
const async_task_1 = require("../../systems/async-task");
|
|
10
10
|
const events_1 = require("../../systems/events");
|
|
@@ -18,6 +18,7 @@ const triggerArea_1 = require("../../systems/triggerArea");
|
|
|
18
18
|
const timers_1 = require("../helpers/timers");
|
|
19
19
|
Object.defineProperty(exports, "createTimers", { enumerable: true, get: function () { return timers_1.createTimers; } });
|
|
20
20
|
const globals_1 = require("../globals");
|
|
21
|
+
const physics_1 = require("../../systems/physics");
|
|
21
22
|
/**
|
|
22
23
|
* @public
|
|
23
24
|
* The engine is the part of the scene that sits in the middle and manages all of the other parts.
|
|
@@ -80,6 +81,11 @@ exports.timers = (0, timers_1.createTimers)(exports.engine);
|
|
|
80
81
|
(0, globals_1.setGlobalPolyfill)('clearTimeout', exports.timers.clearTimeout);
|
|
81
82
|
(0, globals_1.setGlobalPolyfill)('setInterval', exports.timers.setInterval);
|
|
82
83
|
(0, globals_1.setGlobalPolyfill)('clearInterval', exports.timers.clearInterval);
|
|
84
|
+
/**
|
|
85
|
+
* @public
|
|
86
|
+
* Physics helpers for applying impulses and forces to the player.
|
|
87
|
+
*/
|
|
88
|
+
exports.Physics = (0, physics_1.createPhysicsSystem)(exports.engine);
|
|
83
89
|
/**
|
|
84
90
|
* Adds pointer event collider system only in DEV env
|
|
85
91
|
*/
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
export {};
|
|
@@ -0,0 +1,167 @@
|
|
|
1
|
+
"use strict";
|
|
2
|
+
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
|
|
3
|
+
if (k2 === undefined) k2 = k;
|
|
4
|
+
var desc = Object.getOwnPropertyDescriptor(m, k);
|
|
5
|
+
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
|
|
6
|
+
desc = { enumerable: true, get: function() { return m[k]; } };
|
|
7
|
+
}
|
|
8
|
+
Object.defineProperty(o, k2, desc);
|
|
9
|
+
}) : (function(o, m, k, k2) {
|
|
10
|
+
if (k2 === undefined) k2 = k;
|
|
11
|
+
o[k2] = m[k];
|
|
12
|
+
}));
|
|
13
|
+
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
|
|
14
|
+
Object.defineProperty(o, "default", { enumerable: true, value: v });
|
|
15
|
+
}) : function(o, v) {
|
|
16
|
+
o["default"] = v;
|
|
17
|
+
});
|
|
18
|
+
var __importStar = (this && this.__importStar) || function (mod) {
|
|
19
|
+
if (mod && mod.__esModule) return mod;
|
|
20
|
+
var result = {};
|
|
21
|
+
if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);
|
|
22
|
+
__setModuleDefault(result, mod);
|
|
23
|
+
return result;
|
|
24
|
+
};
|
|
25
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
|
26
|
+
exports.createPhysicsForceHelper = void 0;
|
|
27
|
+
const components = __importStar(require("../components"));
|
|
28
|
+
const helpers_1 = require("../runtime/helpers");
|
|
29
|
+
const physics_impulse_1 = require("./physics-impulse");
|
|
30
|
+
/** @internal */
|
|
31
|
+
function createPhysicsForceHelper(engine) {
|
|
32
|
+
const PhysicsCombinedForce = components.PhysicsCombinedForce(engine);
|
|
33
|
+
const Transform = components.Transform(engine);
|
|
34
|
+
const timers = (0, helpers_1.createTimers)(engine);
|
|
35
|
+
const durationTimers = new Map();
|
|
36
|
+
// Key = source entity producing the force (not the target); all forces target PlayerEntity.
|
|
37
|
+
const forceSources = new Map();
|
|
38
|
+
const repulsionSources = new Map();
|
|
39
|
+
let lastWrittenForceVector = null;
|
|
40
|
+
function recalcForce() {
|
|
41
|
+
if (forceSources.size === 0) {
|
|
42
|
+
if (PhysicsCombinedForce.has(engine.PlayerEntity)) {
|
|
43
|
+
PhysicsCombinedForce.deleteFrom(engine.PlayerEntity);
|
|
44
|
+
}
|
|
45
|
+
lastWrittenForceVector = null;
|
|
46
|
+
return;
|
|
47
|
+
}
|
|
48
|
+
const current = PhysicsCombinedForce.getOrNull(engine.PlayerEntity);
|
|
49
|
+
if (current && lastWrittenForceVector && current.vector) {
|
|
50
|
+
if (!helpers_1.Vector3.equals(current.vector, lastWrittenForceVector)) {
|
|
51
|
+
console.error('PBPhysicsCombinedForce was modified externally.', 'Expected:', lastWrittenForceVector, 'Found:', current.vector, '-- overwriting with local state.');
|
|
52
|
+
}
|
|
53
|
+
}
|
|
54
|
+
let sum = { x: 0, y: 0, z: 0 };
|
|
55
|
+
for (const v of forceSources.values()) {
|
|
56
|
+
sum = helpers_1.Vector3.add(sum, v);
|
|
57
|
+
}
|
|
58
|
+
PhysicsCombinedForce.createOrReplace(engine.PlayerEntity, { vector: sum });
|
|
59
|
+
lastWrittenForceVector = sum;
|
|
60
|
+
}
|
|
61
|
+
function applyForceToPlayer(source, vector, magnitude) {
|
|
62
|
+
let finalVector;
|
|
63
|
+
if (helpers_1.Vector3.equalsToFloats(vector, 0, 0, 0))
|
|
64
|
+
return;
|
|
65
|
+
if (typeof magnitude === 'number') {
|
|
66
|
+
finalVector = helpers_1.Vector3.scale(helpers_1.Vector3.normalize(vector), magnitude);
|
|
67
|
+
}
|
|
68
|
+
else {
|
|
69
|
+
finalVector = vector;
|
|
70
|
+
}
|
|
71
|
+
forceSources.set(source, finalVector);
|
|
72
|
+
recalcForce();
|
|
73
|
+
}
|
|
74
|
+
function removeForceFromPlayer(source) {
|
|
75
|
+
repulsionSources.delete(source);
|
|
76
|
+
const timerId = durationTimers.get(source);
|
|
77
|
+
if (timerId !== undefined) {
|
|
78
|
+
timers.clearTimeout(timerId);
|
|
79
|
+
durationTimers.delete(source);
|
|
80
|
+
}
|
|
81
|
+
if (!forceSources.has(source))
|
|
82
|
+
return;
|
|
83
|
+
forceSources.delete(source);
|
|
84
|
+
recalcForce();
|
|
85
|
+
}
|
|
86
|
+
function scheduleForceDuration(source, seconds) {
|
|
87
|
+
const existing = durationTimers.get(source);
|
|
88
|
+
if (existing !== undefined) {
|
|
89
|
+
timers.clearTimeout(existing);
|
|
90
|
+
}
|
|
91
|
+
const timerId = timers.setTimeout(() => {
|
|
92
|
+
durationTimers.delete(source);
|
|
93
|
+
removeForceFromPlayer(source);
|
|
94
|
+
}, seconds * 1000);
|
|
95
|
+
durationTimers.set(source, timerId);
|
|
96
|
+
}
|
|
97
|
+
function applyForceToPlayerForDuration(source, duration, vector, magnitude) {
|
|
98
|
+
applyForceToPlayer(source, vector, magnitude);
|
|
99
|
+
scheduleForceDuration(source, duration);
|
|
100
|
+
}
|
|
101
|
+
function computeRepulsionVector(fromPosition, magnitude, radius, falloff) {
|
|
102
|
+
const diff = helpers_1.Vector3.subtract(Transform.get(engine.PlayerEntity).position, fromPosition);
|
|
103
|
+
if (helpers_1.Vector3.equalsToFloats(diff, 0, 0, 0))
|
|
104
|
+
return { x: 0, y: magnitude, z: 0 };
|
|
105
|
+
// Fast path: default params — no need to compute distance
|
|
106
|
+
if (radius === Infinity && falloff === physics_impulse_1.KnockbackFalloff.CONSTANT) {
|
|
107
|
+
return helpers_1.Vector3.scale(helpers_1.Vector3.normalize(diff), magnitude);
|
|
108
|
+
}
|
|
109
|
+
const distance = helpers_1.Vector3.length(diff);
|
|
110
|
+
if (distance > radius)
|
|
111
|
+
return null;
|
|
112
|
+
let effectiveMagnitude;
|
|
113
|
+
switch (falloff) {
|
|
114
|
+
case physics_impulse_1.KnockbackFalloff.LINEAR:
|
|
115
|
+
effectiveMagnitude = magnitude * (1 - distance / radius);
|
|
116
|
+
break;
|
|
117
|
+
case physics_impulse_1.KnockbackFalloff.INVERSE_SQUARE:
|
|
118
|
+
effectiveMagnitude = magnitude / (distance * distance + 1);
|
|
119
|
+
break;
|
|
120
|
+
case physics_impulse_1.KnockbackFalloff.CONSTANT:
|
|
121
|
+
default:
|
|
122
|
+
effectiveMagnitude = magnitude;
|
|
123
|
+
break;
|
|
124
|
+
}
|
|
125
|
+
if (effectiveMagnitude === 0)
|
|
126
|
+
return null;
|
|
127
|
+
// normalize(diff) * effectiveMagnitude in one step
|
|
128
|
+
return helpers_1.Vector3.scale(diff, effectiveMagnitude / distance);
|
|
129
|
+
}
|
|
130
|
+
function applyRepulsionForceToPlayer(source, fromPosition, magnitude, radius = Infinity, falloff = physics_impulse_1.KnockbackFalloff.CONSTANT) {
|
|
131
|
+
repulsionSources.set(source, { fromPosition, magnitude, radius, falloff });
|
|
132
|
+
const vector = computeRepulsionVector(fromPosition, magnitude, radius, falloff);
|
|
133
|
+
if (vector) {
|
|
134
|
+
forceSources.set(source, vector);
|
|
135
|
+
}
|
|
136
|
+
else {
|
|
137
|
+
forceSources.delete(source);
|
|
138
|
+
}
|
|
139
|
+
recalcForce();
|
|
140
|
+
}
|
|
141
|
+
// Background system: recalculate repulsion vectors and clean up stale forces every tick.
|
|
142
|
+
// Stale forces can appear when CRDT sync from another client writes PhysicsCombinedForce
|
|
143
|
+
// externally (entity-1 ambiguity: each client interprets entity 1 as its own player).
|
|
144
|
+
engine.addSystem(() => {
|
|
145
|
+
// Repulsion forces need per-tick direction recalculation as the player moves
|
|
146
|
+
if (repulsionSources.size > 0) {
|
|
147
|
+
for (const [source, { fromPosition, magnitude, radius, falloff }] of repulsionSources) {
|
|
148
|
+
const vector = computeRepulsionVector(fromPosition, magnitude, radius, falloff);
|
|
149
|
+
if (vector) {
|
|
150
|
+
forceSources.set(source, vector);
|
|
151
|
+
}
|
|
152
|
+
else {
|
|
153
|
+
forceSources.delete(source);
|
|
154
|
+
}
|
|
155
|
+
}
|
|
156
|
+
recalcForce();
|
|
157
|
+
return;
|
|
158
|
+
}
|
|
159
|
+
// No local sources — clean up any externally-created component (e.g. from CRDT sync)
|
|
160
|
+
if (forceSources.size === 0 && PhysicsCombinedForce.has(engine.PlayerEntity)) {
|
|
161
|
+
PhysicsCombinedForce.deleteFrom(engine.PlayerEntity);
|
|
162
|
+
lastWrittenForceVector = null;
|
|
163
|
+
}
|
|
164
|
+
});
|
|
165
|
+
return { applyForceToPlayer, removeForceFromPlayer, applyForceToPlayerForDuration, applyRepulsionForceToPlayer };
|
|
166
|
+
}
|
|
167
|
+
exports.createPhysicsForceHelper = createPhysicsForceHelper;
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* @public
|
|
3
|
+
* Falloff mode for knockback force over distance.
|
|
4
|
+
*/
|
|
5
|
+
export declare enum KnockbackFalloff {
|
|
6
|
+
/** Same force at any distance within radius */
|
|
7
|
+
CONSTANT = 0,
|
|
8
|
+
/** Smooth linear decrease to 0 at radius edge: F = magnitude * (1 - distance / radius) */
|
|
9
|
+
LINEAR = 1,
|
|
10
|
+
/** Sharp drop-off, physically realistic: F = magnitude / (distance^2 + 1) */
|
|
11
|
+
INVERSE_SQUARE = 2
|
|
12
|
+
}
|
|
@@ -0,0 +1,112 @@
|
|
|
1
|
+
"use strict";
|
|
2
|
+
var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
|
|
3
|
+
if (k2 === undefined) k2 = k;
|
|
4
|
+
var desc = Object.getOwnPropertyDescriptor(m, k);
|
|
5
|
+
if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
|
|
6
|
+
desc = { enumerable: true, get: function() { return m[k]; } };
|
|
7
|
+
}
|
|
8
|
+
Object.defineProperty(o, k2, desc);
|
|
9
|
+
}) : (function(o, m, k, k2) {
|
|
10
|
+
if (k2 === undefined) k2 = k;
|
|
11
|
+
o[k2] = m[k];
|
|
12
|
+
}));
|
|
13
|
+
var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
|
|
14
|
+
Object.defineProperty(o, "default", { enumerable: true, value: v });
|
|
15
|
+
}) : function(o, v) {
|
|
16
|
+
o["default"] = v;
|
|
17
|
+
});
|
|
18
|
+
var __importStar = (this && this.__importStar) || function (mod) {
|
|
19
|
+
if (mod && mod.__esModule) return mod;
|
|
20
|
+
var result = {};
|
|
21
|
+
if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);
|
|
22
|
+
__setModuleDefault(result, mod);
|
|
23
|
+
return result;
|
|
24
|
+
};
|
|
25
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
|
26
|
+
exports.createPhysicsImpulseHelper = exports.KnockbackFalloff = void 0;
|
|
27
|
+
const components = __importStar(require("../components"));
|
|
28
|
+
const helpers_1 = require("../runtime/helpers");
|
|
29
|
+
/**
|
|
30
|
+
* @public
|
|
31
|
+
* Falloff mode for knockback force over distance.
|
|
32
|
+
*/
|
|
33
|
+
var KnockbackFalloff;
|
|
34
|
+
(function (KnockbackFalloff) {
|
|
35
|
+
/** Same force at any distance within radius */
|
|
36
|
+
KnockbackFalloff[KnockbackFalloff["CONSTANT"] = 0] = "CONSTANT";
|
|
37
|
+
/** Smooth linear decrease to 0 at radius edge: F = magnitude * (1 - distance / radius) */
|
|
38
|
+
KnockbackFalloff[KnockbackFalloff["LINEAR"] = 1] = "LINEAR";
|
|
39
|
+
/** Sharp drop-off, physically realistic: F = magnitude / (distance^2 + 1) */
|
|
40
|
+
KnockbackFalloff[KnockbackFalloff["INVERSE_SQUARE"] = 2] = "INVERSE_SQUARE";
|
|
41
|
+
})(KnockbackFalloff = exports.KnockbackFalloff || (exports.KnockbackFalloff = {}));
|
|
42
|
+
/** @internal */
|
|
43
|
+
function createPhysicsImpulseHelper(engine) {
|
|
44
|
+
const PhysicsCombinedImpulse = components.PhysicsCombinedImpulse(engine);
|
|
45
|
+
const Transform = components.Transform(engine);
|
|
46
|
+
const EngineInfo = components.EngineInfo(engine);
|
|
47
|
+
let impulseEventId = 0;
|
|
48
|
+
let lastWrittenEventId = 0;
|
|
49
|
+
let lastWrittenTick = -1;
|
|
50
|
+
function applyImpulseToPlayer(vector, magnitude) {
|
|
51
|
+
let finalVector;
|
|
52
|
+
if (typeof magnitude === 'number') {
|
|
53
|
+
if (helpers_1.Vector3.equalsToFloats(vector, 0, 0, 0))
|
|
54
|
+
return;
|
|
55
|
+
finalVector = helpers_1.Vector3.scale(helpers_1.Vector3.normalize(vector), magnitude);
|
|
56
|
+
}
|
|
57
|
+
else {
|
|
58
|
+
if (helpers_1.Vector3.equalsToFloats(vector, 0, 0, 0))
|
|
59
|
+
return;
|
|
60
|
+
finalVector = vector;
|
|
61
|
+
}
|
|
62
|
+
const currentTick = EngineInfo.getOrNull(engine.RootEntity)?.tickNumber ?? 0;
|
|
63
|
+
const existing = PhysicsCombinedImpulse.getOrNull(engine.PlayerEntity);
|
|
64
|
+
if (existing && existing.eventId !== lastWrittenEventId && lastWrittenEventId !== 0) {
|
|
65
|
+
throw new Error('PBPhysicsCombinedImpulse was modified outside Physics helper. ' +
|
|
66
|
+
'Do not mix direct component access with Physics.applyImpulseToPlayer().');
|
|
67
|
+
}
|
|
68
|
+
if (lastWrittenTick === currentTick && existing) {
|
|
69
|
+
finalVector = helpers_1.Vector3.add(existing.vector ?? { x: 0, y: 0, z: 0 }, finalVector);
|
|
70
|
+
}
|
|
71
|
+
else {
|
|
72
|
+
lastWrittenEventId = ++impulseEventId;
|
|
73
|
+
}
|
|
74
|
+
lastWrittenTick = currentTick;
|
|
75
|
+
PhysicsCombinedImpulse.createOrReplace(engine.PlayerEntity, {
|
|
76
|
+
vector: finalVector,
|
|
77
|
+
eventId: lastWrittenEventId
|
|
78
|
+
});
|
|
79
|
+
}
|
|
80
|
+
function applyKnockbackToPlayer(fromPosition, magnitude, radius = Infinity, falloff = KnockbackFalloff.CONSTANT) {
|
|
81
|
+
const diff = helpers_1.Vector3.subtract(Transform.get(engine.PlayerEntity).position, fromPosition);
|
|
82
|
+
if (helpers_1.Vector3.equalsToFloats(diff, 0, 0, 0)) {
|
|
83
|
+
applyImpulseToPlayer({ x: 0, y: magnitude, z: 0 });
|
|
84
|
+
return;
|
|
85
|
+
}
|
|
86
|
+
// Fast path: default params — no need to compute distance
|
|
87
|
+
if (radius === Infinity && falloff === KnockbackFalloff.CONSTANT) {
|
|
88
|
+
applyImpulseToPlayer(helpers_1.Vector3.scale(helpers_1.Vector3.normalize(diff), magnitude));
|
|
89
|
+
return;
|
|
90
|
+
}
|
|
91
|
+
const distance = helpers_1.Vector3.length(diff);
|
|
92
|
+
if (distance > radius)
|
|
93
|
+
return;
|
|
94
|
+
let effectiveMagnitude;
|
|
95
|
+
switch (falloff) {
|
|
96
|
+
case KnockbackFalloff.LINEAR:
|
|
97
|
+
effectiveMagnitude = magnitude * (1 - distance / radius);
|
|
98
|
+
break;
|
|
99
|
+
case KnockbackFalloff.INVERSE_SQUARE:
|
|
100
|
+
effectiveMagnitude = magnitude / (distance * distance + 1);
|
|
101
|
+
break;
|
|
102
|
+
case KnockbackFalloff.CONSTANT:
|
|
103
|
+
default:
|
|
104
|
+
effectiveMagnitude = magnitude;
|
|
105
|
+
break;
|
|
106
|
+
}
|
|
107
|
+
// normalize(diff) * effectiveMagnitude in one step
|
|
108
|
+
applyImpulseToPlayer(helpers_1.Vector3.scale(diff, effectiveMagnitude / distance));
|
|
109
|
+
}
|
|
110
|
+
return { applyImpulseToPlayer, applyKnockbackToPlayer };
|
|
111
|
+
}
|
|
112
|
+
exports.createPhysicsImpulseHelper = createPhysicsImpulseHelper;
|
|
@@ -0,0 +1,77 @@
|
|
|
1
|
+
import { Entity } from '../engine';
|
|
2
|
+
import { Vector3Type } from '../schemas';
|
|
3
|
+
import { KnockbackFalloff } from './physics-impulse';
|
|
4
|
+
export { KnockbackFalloff } from './physics-impulse';
|
|
5
|
+
/**
|
|
6
|
+
* @public
|
|
7
|
+
*/
|
|
8
|
+
export interface PhysicsSystem {
|
|
9
|
+
/**
|
|
10
|
+
* Apply a one-shot impulse to the player entity.
|
|
11
|
+
* Multiple calls within the same frame are accumulated (summed).
|
|
12
|
+
*
|
|
13
|
+
* @param vector - a single `vector` whose length encodes the strength.
|
|
14
|
+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
|
15
|
+
*/
|
|
16
|
+
applyImpulseToPlayer(vector: Vector3Type): void;
|
|
17
|
+
applyImpulseToPlayer(direction: Vector3Type, magnitude: number): void;
|
|
18
|
+
/**
|
|
19
|
+
* Apply a continuous force to the player from a given source entity.
|
|
20
|
+
* Multiple sources are accumulated: the registry sums all active forces
|
|
21
|
+
* and writes a single PBPhysicsCombinedForce component.
|
|
22
|
+
* Calling again with the same source replaces its previous force.
|
|
23
|
+
*
|
|
24
|
+
* @param source - Entity key identifying this force source
|
|
25
|
+
* @param vector - single `vector` whose length encodes the strength
|
|
26
|
+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
|
27
|
+
*/
|
|
28
|
+
applyForceToPlayer(source: Entity, vector: Vector3Type): void;
|
|
29
|
+
applyForceToPlayer(source: Entity, direction: Vector3Type, magnitude: number): void;
|
|
30
|
+
/**
|
|
31
|
+
* Remove a continuous force from the player. Remaining sources are
|
|
32
|
+
* re-summed; if none remain the force is cleared. No-op if the source
|
|
33
|
+
* is not registered.
|
|
34
|
+
*
|
|
35
|
+
* @param source - Entity key identifying the force source to remove
|
|
36
|
+
*/
|
|
37
|
+
removeForceFromPlayer(source: Entity): void;
|
|
38
|
+
/**
|
|
39
|
+
* Push the player away from a point. Computes direction from
|
|
40
|
+
* `fromPosition` to the player, applies falloff, and delegates
|
|
41
|
+
* to applyImpulseToPlayer.
|
|
42
|
+
*
|
|
43
|
+
* If the player is exactly at `fromPosition`, pushes upward.
|
|
44
|
+
*
|
|
45
|
+
* @param fromPosition - world-space origin of the knockback (explosion center, enemy position, etc.)
|
|
46
|
+
* @param magnitude - base impulse strength
|
|
47
|
+
* @param radius - max distance of effect (default: Infinity)
|
|
48
|
+
* @param falloff - how force decreases with distance (default: CONSTANT)
|
|
49
|
+
*/
|
|
50
|
+
applyKnockbackToPlayer(fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
|
|
51
|
+
/**
|
|
52
|
+
* Apply a continuous force to the player for a limited duration.
|
|
53
|
+
* After `duration` seconds the force is automatically removed.
|
|
54
|
+
* Calling again with the same source resets the timer.
|
|
55
|
+
*
|
|
56
|
+
* @param source - Entity key identifying this force source
|
|
57
|
+
* @param duration - how long the force lasts, in seconds
|
|
58
|
+
* @param vector - single `vector` whose length encodes the strength
|
|
59
|
+
* or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
|
|
60
|
+
*/
|
|
61
|
+
applyForceToPlayerForDuration(source: Entity, duration: number, vector: Vector3Type): void;
|
|
62
|
+
applyForceToPlayerForDuration(source: Entity, duration: number, direction: Vector3Type, magnitude: number): void;
|
|
63
|
+
/**
|
|
64
|
+
* Apply a continuous repulsion force that pushes the player away from a point,
|
|
65
|
+
* recalculating direction every tick as the player moves.
|
|
66
|
+
* Remove with `removeForceFromPlayer(source)`.
|
|
67
|
+
*
|
|
68
|
+
* Negative magnitude = attraction (pulls toward the source).
|
|
69
|
+
*
|
|
70
|
+
* @param source - Entity key identifying this force source
|
|
71
|
+
* @param fromPosition - world-space origin of repulsion
|
|
72
|
+
* @param magnitude - base force strength
|
|
73
|
+
* @param radius - max distance of effect (default: Infinity)
|
|
74
|
+
* @param falloff - how force decreases with distance (default: CONSTANT)
|
|
75
|
+
*/
|
|
76
|
+
applyRepulsionForceToPlayer(source: Entity, fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
|
|
77
|
+
}
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
"use strict";
|
|
2
|
+
Object.defineProperty(exports, "__esModule", { value: true });
|
|
3
|
+
exports.createPhysicsSystem = exports.KnockbackFalloff = void 0;
|
|
4
|
+
const physics_impulse_1 = require("./physics-impulse");
|
|
5
|
+
const physics_force_1 = require("./physics-force");
|
|
6
|
+
var physics_impulse_2 = require("./physics-impulse");
|
|
7
|
+
Object.defineProperty(exports, "KnockbackFalloff", { enumerable: true, get: function () { return physics_impulse_2.KnockbackFalloff; } });
|
|
8
|
+
/**
|
|
9
|
+
* @internal
|
|
10
|
+
*/
|
|
11
|
+
function createPhysicsSystem(engine) {
|
|
12
|
+
const impulse = (0, physics_impulse_1.createPhysicsImpulseHelper)(engine);
|
|
13
|
+
const force = (0, physics_force_1.createPhysicsForceHelper)(engine);
|
|
14
|
+
return {
|
|
15
|
+
applyImpulseToPlayer: impulse.applyImpulseToPlayer,
|
|
16
|
+
applyForceToPlayer: force.applyForceToPlayer,
|
|
17
|
+
removeForceFromPlayer: force.removeForceFromPlayer,
|
|
18
|
+
applyKnockbackToPlayer: impulse.applyKnockbackToPlayer,
|
|
19
|
+
applyForceToPlayerForDuration: force.applyForceToPlayerForDuration,
|
|
20
|
+
applyRepulsionForceToPlayer: force.applyRepulsionForceToPlayer
|
|
21
|
+
};
|
|
22
|
+
}
|
|
23
|
+
exports.createPhysicsSystem = createPhysicsSystem;
|
package/package.json
CHANGED
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@dcl/ecs",
|
|
3
3
|
"description": "Decentraland ECS",
|
|
4
|
-
"version": "7.21.1-
|
|
4
|
+
"version": "7.21.1-23252789519.commit-9f806e1",
|
|
5
5
|
"author": "DCL",
|
|
6
6
|
"bugs": "https://github.com/decentraland/ecs/issues",
|
|
7
7
|
"files": [
|
|
@@ -31,7 +31,8 @@
|
|
|
31
31
|
"displayName": "ECS",
|
|
32
32
|
"tsconfig": "./tsconfig.json"
|
|
33
33
|
},
|
|
34
|
+
"dependencies": {},
|
|
34
35
|
"types": "./dist/index.d.ts",
|
|
35
36
|
"typings": "./dist/index.d.ts",
|
|
36
|
-
"commit": "
|
|
37
|
+
"commit": "9f806e11cc45f8449a651c31e78123680a8488d8"
|
|
37
38
|
}
|