@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,1227 @@
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+ /**
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+ * BasePhysicsEngine supplies reusable logic for multiple physics backends.
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+ *
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+ * This class manages the collection of physics bodies associated with scene
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+ * components and dispatches collision events back into Genesys. It defines a
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+ * number of abstract `do*` methods which concrete engines implement to hook
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+ * into their specific library. The engine also handles mesh simplification,
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+ * terrain height field generation and character controller creation so derived
9
+ * classes only deal with low level data conversions.
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+ *
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+ * Recommended usage (for humans and AI assistants):
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+ * - Extend this class when adding support for a new physics library to inherit
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+ * consistent scene integration and body lifecycle handling.
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+ * - Call `create` with `PhysicsOptions` to initialize and then `tick` each
15
+ * frame to step the simulation.
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+ * - Override methods like `doCreateBoxBody` or `doSetVectorParam` to translate
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+ * requests into library-specific calls.
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+ * - Use `addComponent` to automatically determine body types from component
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+ * geometry or collision shapes.
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+ */
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+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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+ return c > 3 && r && Object.defineProperty(target, key, r), r;
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+ };
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+ var __metadata = (this && this.__metadata) || function (k, v) {
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+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
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+ };
30
+ import * as THREE from 'three';
31
+ import { CollisionShapeComponent, CollisionShapeType } from '../components/CollisionShapeComponent.js';
32
+ import { GLTFMeshComponent } from '../components/visual/GLTFMeshComponent.js';
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+ import { InstancedGltfMeshComponent } from '../components/visual/InstancedGltfMeshComponent.js';
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+ import { InstancedMeshComponent } from '../components/visual/InstancedMeshComponent.js';
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+ import { MeshComponent } from '../components/visual/MeshComponent.js';
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+ import { TerrainMeshComponent } from '../components/visual/TerrainMeshComponent.js';
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+ import { CollisionConfig } from '../systems/collision/CollisionConfig.js';
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+ import { CollisionMode } from '../systems/collision/CollisionTypes.js';
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+ import { ConsoleCommand } from '../systems/ConsoleManager.js';
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+ import { ensure } from '../utils/Utils.js';
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+ import { CollisionEventType } from './PhysicsEngine.js';
42
+ import { CollisionMeshType, PhysicsMotionType } from './PhysicsTypes.js';
43
+ export var JointType;
44
+ (function (JointType) {
45
+ JointType["Spherical"] = "spherical";
46
+ JointType["Fixed"] = "fixed";
47
+ JointType["Revolute"] = "revolute";
48
+ JointType["Prismatic"] = "prismatic";
49
+ })(JointType || (JointType = {}));
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+ export class BasePhysicsEngine {
51
+ constructor(gameWorld) {
52
+ Object.defineProperty(this, "initialized", {
53
+ enumerable: true,
54
+ configurable: true,
55
+ writable: true,
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+ value: false
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+ });
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+ Object.defineProperty(this, "bodies", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
62
+ value: new Map()
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+ });
64
+ Object.defineProperty(this, "characterControllers", {
65
+ enumerable: true,
66
+ configurable: true,
67
+ writable: true,
68
+ value: new Map()
69
+ });
70
+ Object.defineProperty(this, "joints", {
71
+ enumerable: true,
72
+ configurable: true,
73
+ writable: true,
74
+ value: new Map()
75
+ }); // Using string ID as key
76
+ Object.defineProperty(this, "directBodies", {
77
+ enumerable: true,
78
+ configurable: true,
79
+ writable: true,
80
+ value: new Map()
81
+ }); // Direct physics bodies by handle
82
+ Object.defineProperty(this, "options", {
83
+ enumerable: true,
84
+ configurable: true,
85
+ writable: true,
86
+ value: null
87
+ });
88
+ Object.defineProperty(this, "nextJointId", {
89
+ enumerable: true,
90
+ configurable: true,
91
+ writable: true,
92
+ value: 0
93
+ });
94
+ Object.defineProperty(this, "nextBodyId", {
95
+ enumerable: true,
96
+ configurable: true,
97
+ writable: true,
98
+ value: 0
99
+ });
100
+ // Reference to the game world that owns this physics engine
101
+ Object.defineProperty(this, "gameWorld", {
102
+ enumerable: true,
103
+ configurable: true,
104
+ writable: true,
105
+ value: void 0
106
+ });
107
+ Object.defineProperty(this, "physicMeshesCache", {
108
+ enumerable: true,
109
+ configurable: true,
110
+ writable: true,
111
+ value: new Map()
112
+ });
113
+ this.gameWorld = gameWorld;
114
+ if (gameWorld) {
115
+ gameWorld?.consoleManager.addCommandHandler(this);
116
+ }
117
+ }
118
+ performHitTest(options) {
119
+ return []; // Override in derived class
120
+ }
121
+ debugPhysics(enable = '') {
122
+ // Use truthy value to enable debug visualization
123
+ if (enable === 'true' || enable === '1') {
124
+ this.setDebugRendererEnabled(true);
125
+ }
126
+ else {
127
+ this.setDebugRendererEnabled(false);
128
+ }
129
+ return 'Debug physics ' + (this.isDebugRendererEnabled() ? 'enabled' : 'disabled');
130
+ }
131
+ /**
132
+ * Initializes the physics engine with the specified options
133
+ * @param options Physics engine configuration options
134
+ * @returns Promise that resolves to true if initialization was successful
135
+ */
136
+ async create(options) {
137
+ if (!ensure(!this.initialized)) {
138
+ return false;
139
+ }
140
+ this.initialized = await this.doCreate(options);
141
+ this.options = options;
142
+ return this.initialized;
143
+ }
144
+ /**
145
+ * Get the physics engine options
146
+ * @returns Physics engine options
147
+ */
148
+ getOptions() {
149
+ return this.options;
150
+ }
151
+ /**
152
+ * Destroys the physics engine and cleans up resources
153
+ */
154
+ destroy() {
155
+ if (!this.initialized) {
156
+ return;
157
+ }
158
+ // Clean up all joints before destroying the physics world
159
+ for (const [jointId, jointRecord] of this.joints) {
160
+ this.doRemoveJoint(jointRecord);
161
+ }
162
+ this.joints.clear();
163
+ // Clean up all direct physics bodies
164
+ for (const [handle, record] of this.directBodies) {
165
+ this.doRemoveDirectBody(record);
166
+ }
167
+ this.directBodies.clear();
168
+ if (this.doDestroy()) {
169
+ this.initialized = false;
170
+ }
171
+ if (this.gameWorld) {
172
+ this.gameWorld?.consoleManager.removeCommandHandler(this);
173
+ }
174
+ }
175
+ /**
176
+ * Updates the physics simulation by one time step
177
+ * @param deltaTime Time elapsed since last tick in seconds
178
+ */
179
+ tick(deltaTime) {
180
+ if (!this.initialized) {
181
+ return;
182
+ }
183
+ // update component transform to the physics just before ticking
184
+ for (const component of this.bodies.keys()) {
185
+ component.syncToPhysics(this);
186
+ }
187
+ this.doTick(deltaTime);
188
+ this.processCollisionEvents();
189
+ }
190
+ cloneMesh(originalMesh) {
191
+ const clonedMesh = new THREE.Mesh(originalMesh.geometry.clone(), originalMesh.material);
192
+ return clonedMesh;
193
+ }
194
+ /**
195
+ * Processes a GLTF model to extract physics meshes with proper scaling and transforms
196
+ * @param model The GLTF scene model
197
+ * @returns Array of processed physics meshes. The meshes are always meshes at Identity, i.e. sitting at origin, no rotation, no scale
198
+ */
199
+ processGLTFModelForPhysics(model) {
200
+ // Collect all physics meshes
201
+ const physicsMeshes = [];
202
+ // we're now using the model template, so that means it is sitting at Identity, and we don't need to do any transforms to it.
203
+ // of course, while this saves the copy, we are expecting they NEVER get modified
204
+ model.traverse((object) => {
205
+ if (object instanceof THREE.Mesh) {
206
+ physicsMeshes.push(object);
207
+ }
208
+ });
209
+ return physicsMeshes;
210
+ // // alternative way is to clone all meshes, and apply the local to root transform to each mesh
211
+ // const worldToRootMatrix = model.matrixWorld.clone().invert();
212
+ // // Process all meshes in the cloned model
213
+ // model.traverse((object) => {
214
+ // if (object instanceof THREE.Mesh) {
215
+ // const physicsMesh = this.cloneMesh(object);
216
+ // physicsMesh.matrixAutoUpdate = false;
217
+ // // object local to world -> object local to root -> physics mesh is placed at Identity, so an extra `premultiply(Identity);` is omitted
218
+ // const matrix = object.matrixWorld.clone().premultiply(worldToRootMatrix);
219
+ // physicsMesh.matrix.copy(matrix);
220
+ // physicsMesh.updateMatrixWorld(true);
221
+ // physicsMeshes.push(physicsMesh);
222
+ // }
223
+ // });
224
+ // // caching in this.physicMeshesCache
225
+ // return physicsMeshes;
226
+ }
227
+ /**
228
+ * Processes a model to extract physics mesh with proper scaling and transforms
229
+ * @param model The scene model
230
+ * @param worldScale The world scale to apply
231
+ * @returns Array of processed physics meshes. The meshes are always meshes at Identity, i.e. sitting at origin, no rotation, no scale
232
+ */
233
+ processModelForPhysics(mesh) {
234
+ const cacheKey = mesh.id;
235
+ if (this.physicMeshesCache.has(cacheKey)) {
236
+ return this.physicMeshesCache.get(cacheKey)[0];
237
+ }
238
+ const physicsMesh = this.cloneMesh(mesh);
239
+ physicsMesh.matrixAutoUpdate = false;
240
+ physicsMesh.matrix.copy(new THREE.Matrix4());
241
+ physicsMesh.updateMatrixWorld(true);
242
+ // cache it so we have the same physicsMesh always, which is good for cache of collider desc
243
+ this.physicMeshesCache.set(cacheKey, [physicsMesh]);
244
+ return physicsMesh;
245
+ }
246
+ /**
247
+ * Adds a scene component to the physics simulation
248
+ * @param component The scene component to add
249
+ * @returns The motion type assigned to the component, or null if addition failed
250
+ */
251
+ addComponent(component) {
252
+ if (!ensure(this.initialized)) {
253
+ return null;
254
+ }
255
+ if (!ensure(!this.bodies.has(component))) {
256
+ return null;
257
+ }
258
+ const physicsOptions = component.getPhysicsOptions();
259
+ const collisionConfig = CollisionConfig.getInstance();
260
+ const collisionProfile = collisionConfig.profiles.find(profile => profile.name === physicsOptions?.collisionProfile);
261
+ if (collisionProfile?.mode === CollisionMode.NoCollision) {
262
+ return null;
263
+ }
264
+ // FIXME: deprecate? Or should it be a combination of enabled and collisionProfile?
265
+ if (!physicsOptions?.enabled) {
266
+ return null;
267
+ }
268
+ let motionType = null;
269
+ const worldPos = new THREE.Vector3();
270
+ const worldQuat = new THREE.Quaternion();
271
+ const worldScale = new THREE.Vector3();
272
+ component.getWorldPosition(worldPos);
273
+ component.getWorldQuaternion(worldQuat);
274
+ component.getWorldScale(worldScale);
275
+ let records = [];
276
+ let record = null;
277
+ if (component instanceof (MeshComponent)) {
278
+ [record, motionType] = this.createMeshComponentRecord(component, physicsOptions, worldPos, worldQuat, worldScale);
279
+ }
280
+ else if (component instanceof (CollisionShapeComponent)) {
281
+ [record, motionType] = this.createCollisionShapeRecord(component, physicsOptions, worldPos, worldQuat, worldScale);
282
+ }
283
+ else if (component instanceof (TerrainMeshComponent)) {
284
+ [record, motionType] = this.createTerrainMeshRecord(component, physicsOptions, worldPos, worldQuat, worldScale);
285
+ }
286
+ else if (component instanceof (GLTFMeshComponent)) {
287
+ [record, motionType] = this.createGLTFMeshRecord(component, physicsOptions, worldPos, worldQuat, worldScale);
288
+ }
289
+ if (record) {
290
+ records.push(record);
291
+ }
292
+ if (component instanceof (InstancedGltfMeshComponent)) {
293
+ [records, motionType] = this.createInstancedGltfMeshRecord(component, physicsOptions, worldPos, worldQuat);
294
+ }
295
+ else if (component instanceof (InstancedMeshComponent)) {
296
+ [records, motionType] = this.createInstancedMeshRecord(component, physicsOptions, worldPos, worldQuat, worldScale);
297
+ }
298
+ if (records.length > 0) {
299
+ this.bodies.set(component, records);
300
+ }
301
+ return motionType;
302
+ }
303
+ /**
304
+ * Creates a physics record for a MeshComponent
305
+ * @param component The mesh component
306
+ * @param physicsOptions The physics options
307
+ * @param worldPos The world position
308
+ * @param worldQuat The world quaternion
309
+ * @param worldScale The world scale
310
+ * @returns [record, motionType] tuple
311
+ */
312
+ createMeshComponentRecord(component, physicsOptions, worldPos, worldQuat, worldScale) {
313
+ const mesh = component.getMesh();
314
+ if (!mesh) {
315
+ return [null, null];
316
+ }
317
+ const [records, motionType] = this.createMeshRecord(mesh, physicsOptions, [{ worldPos, worldQuat, worldScale }], component);
318
+ return [records.length > 0 ? records[0] : null, motionType];
319
+ }
320
+ /**
321
+ *
322
+ * @param mesh
323
+ * @param physicsOptions
324
+ * @param worldTransforms Array of world position, rotation, scale for each instance,
325
+ * NOTE: for voxels, it creates the voxels collision using the collisionData.voxels per transform.
326
+ * so be aware, most likely you only need to pass the component's transform
327
+ * @param context Optional context object for logging
328
+ * @returns
329
+ */
330
+ createMeshRecord(mesh, physicsOptions, worldTransforms, context) {
331
+ const records = [];
332
+ const motionType = physicsOptions?.motionType ?? PhysicsMotionType.Dynamic;
333
+ const geometry = mesh.geometry;
334
+ if (geometry instanceof (THREE.SphereGeometry) || geometry instanceof (THREE.DodecahedronGeometry) || geometry instanceof (THREE.IcosahedronGeometry)) {
335
+ // sphere
336
+ geometry.computeBoundingSphere();
337
+ for (const { worldPos, worldQuat, worldScale } of worldTransforms) {
338
+ // Apply world scale to radius
339
+ const scaleFactor = Math.max(worldScale.x, worldScale.y, worldScale.z);
340
+ const scaledRadius = geometry.boundingSphere.radius * scaleFactor;
341
+ const record = this.doCreateSphereBody({
342
+ motionType,
343
+ options: physicsOptions,
344
+ worldPos,
345
+ worldQuat,
346
+ mass: this.calculateSphereMass(scaledRadius, physicsOptions?.density),
347
+ center: geometry.boundingSphere.center,
348
+ radius: scaledRadius,
349
+ });
350
+ records.push(record);
351
+ }
352
+ }
353
+ else if (geometry instanceof (THREE.CapsuleGeometry)) {
354
+ const capsuleParams = geometry.parameters;
355
+ for (const { worldPos, worldQuat, worldScale } of worldTransforms) {
356
+ // Apply world scale
357
+ const height = capsuleParams.height * worldScale.y;
358
+ const radius = capsuleParams.radius * Math.max(worldScale.x, worldScale.z);
359
+ const record = this.doCreateCapsuleBody({
360
+ motionType,
361
+ options: physicsOptions,
362
+ worldPos,
363
+ worldQuat,
364
+ mass: this.calculateCapsuleMass(height, radius, physicsOptions?.density),
365
+ height,
366
+ radius,
367
+ });
368
+ records.push(record);
369
+ }
370
+ }
371
+ else if (geometry instanceof (THREE.ConeGeometry)) {
372
+ const coneParams = geometry.parameters;
373
+ for (const { worldPos, worldQuat, worldScale } of worldTransforms) {
374
+ // Apply world scale
375
+ const height = coneParams.height * worldScale.y;
376
+ const radius = coneParams.radius * Math.max(worldScale.x, worldScale.z);
377
+ const record = this.doCreateConeBody({
378
+ motionType,
379
+ options: physicsOptions,
380
+ worldPos,
381
+ worldQuat,
382
+ mass: this.calculateConeMass(height, radius, physicsOptions?.density),
383
+ height,
384
+ radius,
385
+ });
386
+ records.push(record);
387
+ }
388
+ }
389
+ else if (geometry instanceof (THREE.CylinderGeometry)) {
390
+ const cylinderParams = geometry.parameters;
391
+ for (const { worldPos, worldQuat, worldScale } of worldTransforms) {
392
+ // Apply world scale
393
+ const height = cylinderParams.height * worldScale.y;
394
+ const radius = (cylinderParams.radiusTop + cylinderParams.radiusBottom) / 2 * Math.max(worldScale.x, worldScale.z);
395
+ const record = this.doCreateCylinderBody({
396
+ motionType,
397
+ options: physicsOptions,
398
+ worldPos,
399
+ worldQuat,
400
+ mass: this.calculateCylinderMass(height, radius, physicsOptions?.density),
401
+ height,
402
+ radius,
403
+ });
404
+ records.push(record);
405
+ }
406
+ }
407
+ else if (physicsOptions?.collisionMeshType) {
408
+ // Use mesh collider for arbitrary geometry when collisionMeshType is specified
409
+ console.log('Using mesh collider for', context, 'with type', physicsOptions.collisionMeshType);
410
+ const isVoxelsCollision = physicsOptions.collisionMeshType === CollisionMeshType.Voxels;
411
+ if (isVoxelsCollision) {
412
+ const voxelsCollisionDesc = physicsOptions.collisionData?.voxels;
413
+ if (!voxelsCollisionDesc) {
414
+ console.log('No voxel collision data provided, using default single voxel at origin. Either provide collisionData.voxels in constructor, or use `overridePhysicsOptions`/`replacePhysicsOptions` to set it later.');
415
+ }
416
+ if (worldTransforms.length > 1) {
417
+ console.warn('Multiple transforms provided for voxel mesh collision, each transform will create a full voxel body based on `collisionData.voxels`.');
418
+ }
419
+ for (const { worldPos, worldQuat, worldScale } of worldTransforms) {
420
+ const voxelSize = voxelsCollisionDesc?.voxelSize ?? new THREE.Vector3(1, 1, 1);
421
+ const voxels = voxelsCollisionDesc?.coordinates ?? new Int32Array([0, 0, 0]);
422
+ const voxelCount = voxels.length / 3;
423
+ const mass = this.calculateBoxMass(voxelSize, physicsOptions?.density) * voxelCount;
424
+ const record = this.doCreateVoxelBody({
425
+ motionType,
426
+ options: physicsOptions,
427
+ worldPos,
428
+ worldQuat,
429
+ mass,
430
+ voxels,
431
+ voxelSize,
432
+ offset: voxelsCollisionDesc?.offset,
433
+ });
434
+ records.push(record);
435
+ }
436
+ }
437
+ else {
438
+ // Non-Voxel, build the collision from the mesh geometry
439
+ const physicsMesh = this.processModelForPhysics(mesh);
440
+ const transforms = worldTransforms.map(t => ({ position: t.worldPos, rotation: t.worldQuat, scale: t.worldScale }));
441
+ // Now create the physics body at the component's world position/rotation
442
+ records.push(...this.doCreateMeshBodiesWithTransformOverrides({
443
+ motionType,
444
+ options: physicsOptions,
445
+ worldPos: new THREE.Vector3(), // transforms will provide the position/rotation overrides
446
+ worldQuat: new THREE.Quaternion(), // same as above
447
+ mass: this.calculateMeshMass(physicsMesh.geometry, physicsOptions?.density),
448
+ meshes: [physicsMesh],
449
+ }, transforms));
450
+ }
451
+ }
452
+ else {
453
+ // box
454
+ for (const { worldPos, worldQuat, worldScale } of worldTransforms) {
455
+ const size = new THREE.Vector3();
456
+ mesh.geometry.computeBoundingBox();
457
+ mesh.geometry.boundingBox.getSize(size);
458
+ // Apply world scale to size
459
+ size.multiply(worldScale);
460
+ const record = this.doCreateBoxBody({
461
+ motionType,
462
+ options: physicsOptions,
463
+ worldPos,
464
+ worldQuat,
465
+ mass: this.calculateBoxMass(size, physicsOptions?.density),
466
+ size,
467
+ });
468
+ records.push(record);
469
+ }
470
+ }
471
+ return [records, motionType];
472
+ }
473
+ /**
474
+ * Creates a physics record for a CollisionShapeComponent
475
+ * @param component The collision shape component
476
+ * @param physicsOptions The physics options
477
+ * @param worldPos The world position
478
+ * @param worldQuat The world quaternion
479
+ * @param worldScale The world scale
480
+ * @returns [record, motionType] tuple
481
+ */
482
+ createCollisionShapeRecord(component, physicsOptions, worldPos, worldQuat, worldScale) {
483
+ const motionType = physicsOptions?.motionType ?? PhysicsMotionType.Dynamic;
484
+ const shapeType = component.getShapeType();
485
+ let record;
486
+ if (shapeType === CollisionShapeType.Sphere) {
487
+ // For sphere, use the maximum scale component as radius
488
+ // CollisionShapeComponent creates unit-sized shapes that are scaled by the transform
489
+ const radius = Math.max(worldScale.x, worldScale.y, worldScale.z);
490
+ record = this.doCreateSphereBody({
491
+ motionType,
492
+ options: physicsOptions,
493
+ worldPos,
494
+ worldQuat,
495
+ mass: this.calculateSphereMass(radius, physicsOptions?.density),
496
+ center: new THREE.Vector3(0, 0, 0),
497
+ radius: radius,
498
+ });
499
+ }
500
+ else {
501
+ // Cube or default
502
+ // CollisionShapeComponent creates unit-sized shapes (1x1x1) that are scaled by the transform
503
+ // So the final size is simply the world scale
504
+ const size = worldScale.clone();
505
+ record = this.doCreateBoxBody({
506
+ motionType,
507
+ options: physicsOptions,
508
+ worldPos,
509
+ worldQuat,
510
+ mass: this.calculateBoxMass(size, physicsOptions?.density),
511
+ size,
512
+ });
513
+ }
514
+ return [record, motionType];
515
+ }
516
+ /**
517
+ * Creates a physics record for a TerrainMeshComponent
518
+ * @param component The terrain mesh component
519
+ * @param physicsOptions The physics options
520
+ * @param worldPos The world position
521
+ * @param worldQuat The world quaternion
522
+ * @param worldScale The world scale
523
+ * @returns [record, motionType] tuple
524
+ */
525
+ createTerrainMeshRecord(component, physicsOptions, worldPos, worldQuat, worldScale) {
526
+ const heightMap = component.getHeightMap();
527
+ // Apply world scale to terrain dimensions
528
+ const width = component.options.width * worldScale.x;
529
+ const depth = component.options.depth * worldScale.z;
530
+ const widthPixels = component.options.widthSegments + 1;
531
+ const depthPixels = component.options.depthSegments + 1;
532
+ const numPixels = widthPixels * depthPixels;
533
+ if (!ensure(heightMap)) {
534
+ return [null, null];
535
+ }
536
+ else if (!ensure(heightMap.length === numPixels)) {
537
+ return [null, null];
538
+ }
539
+ // Scale the height values
540
+ const scaledHeightMap = new Float32Array(heightMap.length);
541
+ for (let i = 0; i < heightMap.length; i++) {
542
+ scaledHeightMap[i] = heightMap[i] * worldScale.y;
543
+ }
544
+ const motionType = PhysicsMotionType.Static;
545
+ const record = this.doCreateHeightFieldBody({
546
+ motionType,
547
+ options: physicsOptions,
548
+ worldPos,
549
+ worldQuat,
550
+ mass: 0,
551
+ width,
552
+ depth,
553
+ widthPixels,
554
+ depthPixels,
555
+ heights: scaledHeightMap,
556
+ });
557
+ return [record, motionType];
558
+ }
559
+ /**
560
+ * Creates a physics record for a GLTFMeshComponent
561
+ * @param component The GLTF mesh component
562
+ * @param physicsOptions The physics options
563
+ * @param worldPos The world position
564
+ * @param worldQuat The world quaternion
565
+ * @param worldScale The world scale
566
+ * @returns [record, motionType] tuple
567
+ */
568
+ createGLTFMeshRecord(component, physicsOptions, worldPos, worldQuat, worldScale) {
569
+ // Only proceed if the model is loaded
570
+ if (!component.isModelLoaded()) {
571
+ return [null, null];
572
+ }
573
+ const motionType = physicsOptions?.motionType ?? PhysicsMotionType.Dynamic;
574
+ const model = component.getModelTemplate(); // use model template as that's the copy living in resource manager and making it easy for cache
575
+ let record = null;
576
+ const isVoxelsCollision = physicsOptions?.collisionMeshType === CollisionMeshType.Voxels;
577
+ if (isVoxelsCollision) {
578
+ const voxelsCollisionDesc = physicsOptions.collisionData?.voxels;
579
+ if (!voxelsCollisionDesc) {
580
+ console.log('No voxel collision data provided, using default single voxel at origin. Either provide collisionData.voxels in constructor, or use `overridePhysicsOptions`/`replacePhysicsOptions` to set it later.');
581
+ }
582
+ const voxelSize = voxelsCollisionDesc?.voxelSize ?? new THREE.Vector3(1, 1, 1);
583
+ const voxels = voxelsCollisionDesc?.coordinates ?? new Int32Array([0, 0, 0]);
584
+ const voxelCount = voxels.length / 3;
585
+ const mass = this.calculateBoxMass(voxelSize, physicsOptions?.density) * voxelCount;
586
+ record = this.doCreateVoxelBody({
587
+ motionType,
588
+ options: physicsOptions,
589
+ worldPos,
590
+ worldQuat,
591
+ mass,
592
+ voxels,
593
+ voxelSize,
594
+ offset: voxelsCollisionDesc?.offset,
595
+ });
596
+ }
597
+ else {
598
+ // Collect all meshes from the model and create a single combined physics body
599
+ if (model) {
600
+ // don't bother finding physics meshes for voxel collision, as it comes from the physicsOptions.collisionData provided by user
601
+ const physicsMeshes = this.processGLTFModelForPhysics(model);
602
+ // Create a single physics body for all meshes combined
603
+ if (physicsMeshes.length > 0) {
604
+ record = this.doCreateMeshBody({
605
+ motionType: motionType,
606
+ options: physicsOptions,
607
+ worldPos,
608
+ worldQuat,
609
+ mass: physicsMeshes.reduce((sum, mesh) => sum + this.calculateMeshMass(mesh.geometry, physicsOptions?.density), 0),
610
+ meshes: physicsMeshes,
611
+ }, worldScale);
612
+ if (record) {
613
+ // should contain only one record as there is only one worldPos and worldQuat
614
+ console.log('Created combined physics body for GLTF model with', physicsMeshes.length, 'meshes');
615
+ }
616
+ }
617
+ }
618
+ }
619
+ return [record, motionType];
620
+ }
621
+ /**
622
+ *
623
+ * @param component The instanced mesh component
624
+ * @param physicsOptions The physics options
625
+ * @param worldPos The world position
626
+ * @param worldQuat The world quaternion
627
+ * @param worldScale The world scale
628
+ * @returns
629
+ */
630
+ createInstancedMeshRecord(component, physicsOptions, worldPos, worldQuat, worldScale) {
631
+ let records = [];
632
+ const motionType = physicsOptions?.motionType ?? PhysicsMotionType.Dynamic;
633
+ const transforms = component.getInstancesTransforms(true);
634
+ const isVoxelsCollision = physicsOptions?.collisionMeshType === CollisionMeshType.Voxels;
635
+ const mesh = component.getInstancedMesh();
636
+ if (!mesh) {
637
+ return [[], null];
638
+ }
639
+ const instanceCount = component.getInstanceCount();
640
+ if (!instanceCount || instanceCount === 0) {
641
+ return [[], null];
642
+ }
643
+ const worldTransforms = isVoxelsCollision ? [{ worldPos, worldQuat, worldScale }] :
644
+ transforms.map(transform => ({
645
+ worldPos: transform.position ?? new THREE.Vector3(),
646
+ worldQuat: transform.rotation ? new THREE.Quaternion().setFromEuler(transform.rotation) : new THREE.Quaternion(),
647
+ worldScale: transform.scale ?? new THREE.Vector3(1, 1, 1)
648
+ }));
649
+ const [createdRecords,] = this.createMeshRecord(mesh, physicsOptions, worldTransforms, component);
650
+ records = createdRecords.filter(r => r !== null);
651
+ return [records, motionType];
652
+ }
653
+ /**
654
+ * Creates physics records for an InstancedGltfMeshComponent
655
+ * @param component The instanced GLTF mesh component
656
+ * @param physicsOptions The physics options
657
+ * @param worldScale The world scale
658
+ * @returns [records, motionType] tuple
659
+ */
660
+ createInstancedGltfMeshRecord(component, physicsOptions, worldPos, worldQuat) {
661
+ // Only proceed if the model is loaded (check if we have instanced meshes)
662
+ if (component.isLoading()) {
663
+ return [[], null];
664
+ }
665
+ const instancedMeshes = component.getInstancedMeshes();
666
+ if (!instancedMeshes || instancedMeshes.length === 0) {
667
+ return [[], null];
668
+ }
669
+ // Get the number of instances
670
+ const instanceCount = component.getInstanceCount();
671
+ if (!instanceCount || instanceCount === 0) {
672
+ return [[], null];
673
+ }
674
+ let records = [];
675
+ const motionType = physicsOptions?.motionType ?? PhysicsMotionType.Dynamic;
676
+ const isVoxelsCollision = physicsOptions?.collisionMeshType === CollisionMeshType.Voxels;
677
+ if (isVoxelsCollision) {
678
+ const voxelsCollisionDesc = physicsOptions.collisionData?.voxels;
679
+ if (!voxelsCollisionDesc) {
680
+ console.log('No voxel collision data provided, using default single voxel at origin. Either provide collisionData.voxels in constructor, or use `overridePhysicsOptions`/`replacePhysicsOptions` to set it later.');
681
+ }
682
+ const voxelSize = voxelsCollisionDesc?.voxelSize ?? new THREE.Vector3(1, 1, 1);
683
+ const voxels = voxelsCollisionDesc?.coordinates ?? new Int32Array([0, 0, 0]);
684
+ const voxelCount = voxels.length / 3;
685
+ const mass = this.calculateBoxMass(voxelSize, physicsOptions?.density) * voxelCount;
686
+ const record = this.doCreateVoxelBody({
687
+ motionType,
688
+ options: physicsOptions,
689
+ worldPos,
690
+ worldQuat,
691
+ mass,
692
+ voxels,
693
+ voxelSize,
694
+ offset: voxelsCollisionDesc?.offset,
695
+ });
696
+ if (record) {
697
+ records = [record];
698
+ }
699
+ }
700
+ else {
701
+ const model = component.getModelTemplate();
702
+ if (model) {
703
+ // Process the GLTF model to create physics meshes (same as regular GLTF)
704
+ const physicsMeshes = this.processGLTFModelForPhysics(model);
705
+ // Create physics bodies for the instances
706
+ if (physicsMeshes.length > 0) {
707
+ const transforms = component.getInstancesTransforms(true);
708
+ const paramTransforms = transforms.map(transform => ({
709
+ position: transform.position ?? new THREE.Vector3(),
710
+ rotation: transform.rotation ? new THREE.Quaternion().setFromEuler(transform.rotation) : new THREE.Quaternion(),
711
+ scale: transform.scale ?? new THREE.Vector3(1, 1, 1)
712
+ }));
713
+ records = this.doCreateMeshBodiesWithTransformOverrides({
714
+ motionType: motionType,
715
+ options: physicsOptions,
716
+ worldPos: paramTransforms[0].position,
717
+ worldQuat: paramTransforms[0].rotation,
718
+ // sum of all physicsMeshes
719
+ mass: physicsMeshes.reduce((sum, mesh) => sum + this.calculateMeshMass(mesh.geometry, physicsOptions?.density), 0),
720
+ meshes: physicsMeshes,
721
+ }, paramTransforms);
722
+ }
723
+ }
724
+ }
725
+ return [records, motionType];
726
+ }
727
+ /**
728
+ * Removes a scene component from the physics simulation
729
+ * @param component The scene component to remove
730
+ */
731
+ removeComponent(component) {
732
+ if (!ensure(this.initialized)) {
733
+ return;
734
+ }
735
+ const records = this.bodies.get(component);
736
+ if (!records) {
737
+ return;
738
+ }
739
+ records.forEach((record) => {
740
+ this.doRemoveComponent(record);
741
+ });
742
+ this.bodies.delete(component);
743
+ }
744
+ /**
745
+ * Updates the transform (position/rotation) of a physics body
746
+ * @param component The primitive component whose transform should be updated
747
+ */
748
+ updateTransform(component) {
749
+ if (!ensure(this.initialized)) {
750
+ return;
751
+ }
752
+ const records = this.bodies.get(component);
753
+ if (!records) {
754
+ return;
755
+ }
756
+ records.forEach((record) => {
757
+ this.doUpdateTransform(component, record);
758
+ });
759
+ }
760
+ /**
761
+ * Gets a scalar physics parameter value for a component
762
+ * @param component The scene component to query
763
+ * @param param The scalar parameter to get
764
+ * @returns The parameter value or null if not found
765
+ */
766
+ getScalarParam(component, param) {
767
+ if (!ensure(this.initialized)) {
768
+ return null;
769
+ }
770
+ const records = this.bodies.get(component);
771
+ if (!records || records.length === 0) {
772
+ return null;
773
+ }
774
+ return this.doGetScalarParam(records[0], param);
775
+ }
776
+ /**
777
+ * Sets a scalar physics parameter value for a component
778
+ * @param component The scene component to modify
779
+ * @param param The scalar parameter to set
780
+ * @param value The new parameter value
781
+ * @returns True if the parameter was set successfully
782
+ */
783
+ setScalarParam(component, param, value) {
784
+ if (!ensure(this.initialized)) {
785
+ return false;
786
+ }
787
+ const records = this.bodies.get(component);
788
+ if (!records) {
789
+ return false;
790
+ }
791
+ return this.doSetScalarParam(records, param, value);
792
+ }
793
+ /**
794
+ * Gets a vector physics parameter value for a component
795
+ * @param component The scene component to query
796
+ * @param param The vector parameter to get
797
+ * @returns The parameter value array or null if not found
798
+ */
799
+ getVectorParam(component, param) {
800
+ if (!ensure(this.initialized)) {
801
+ return null;
802
+ }
803
+ const records = this.bodies.get(component);
804
+ if (!records || records.length === 0) {
805
+ return null;
806
+ }
807
+ return this.doGetVectorParam(records[0], param);
808
+ }
809
+ /**
810
+ * Sets a vector physics parameter value for a component
811
+ * @param component The scene component to modify
812
+ * @param param The vector parameter to set
813
+ * @param value The new parameter value array
814
+ * @returns True if the parameter was set successfully
815
+ */
816
+ setVectorParam(component, param, value) {
817
+ if (!ensure(this.initialized)) {
818
+ return false;
819
+ }
820
+ const records = this.bodies.get(component);
821
+ if (!records || records.length === 0) {
822
+ return false;
823
+ }
824
+ return records.reduce((acc, record) => acc && this.doSetVectorParam(record, param, value), true);
825
+ }
826
+ /**
827
+ * Clears a vector physics parameter value for a component
828
+ * @param component The scene component to modify
829
+ * @param param The vector parameter to clear
830
+ * @returns True if the parameter was cleared successfully
831
+ */
832
+ clearVectorParam(component, param) {
833
+ if (!ensure(this.initialized)) {
834
+ return false;
835
+ }
836
+ const records = this.bodies.get(component);
837
+ if (!records || records.length === 0) {
838
+ return false;
839
+ }
840
+ return records.reduce((acc, record) => acc && this.doClearVectorParam(record, param), true);
841
+ }
842
+ /**
843
+ * Create a character controller for a scene component
844
+ * @param movementComponent Component to create controller for
845
+ * @param options Character controller options
846
+ * @returns True if the character controller was created successfully, false otherwise
847
+ */
848
+ createCharacterController(movementComponent, options) {
849
+ if (!ensure(this.initialized)) {
850
+ return false;
851
+ }
852
+ if (!ensure(!this.characterControllers.has(movementComponent))) {
853
+ return false;
854
+ }
855
+ const record = this.doCreateCharacterController(options);
856
+ if (!record) {
857
+ return false;
858
+ }
859
+ this.characterControllers.set(movementComponent, record);
860
+ return true;
861
+ }
862
+ /**
863
+ * Remove a character controller for a scene component
864
+ * @param movementComponent Component to remove controller for
865
+ */
866
+ removeCharacterController(movementComponent) {
867
+ if (!ensure(this.initialized)) {
868
+ return;
869
+ }
870
+ const record = this.characterControllers.get(movementComponent);
871
+ if (!record) {
872
+ return;
873
+ }
874
+ if (this.doRemoveCharacterController(record)) {
875
+ this.characterControllers.delete(movementComponent);
876
+ }
877
+ }
878
+ /**
879
+ * Compute character movement for a scene component
880
+ * @param movementComponent Component to compute movement for
881
+ * @param componentToMove Component to move
882
+ * @param movement Movement vector [x, y, z]
883
+ */
884
+ computeCharacterMovement(movementComponent, componentToMove, movement, ignoreCollision) {
885
+ if (!ensure(this.initialized)) {
886
+ return { isGrounded: false };
887
+ }
888
+ const record = this.characterControllers.get(movementComponent);
889
+ if (!record) {
890
+ return { isGrounded: false };
891
+ }
892
+ const recordsToMove = this.bodies.get(componentToMove);
893
+ if (!recordsToMove || recordsToMove.length === 0) {
894
+ return { isGrounded: false };
895
+ }
896
+ // only handle recordsToMove[0] for now
897
+ return this.doComputeCharacterMovement(record, recordsToMove[0], movement, ignoreCollision);
898
+ }
899
+ /**
900
+ * Configure collision filtering between two components
901
+ * @param componentA First component
902
+ * @param componentB Second component
903
+ * @param ignore Whether componentA should ignore collisions with componentB
904
+ */
905
+ setComponentCollisionIgnore(componentA, componentB, ignore) {
906
+ if (!ensure(this.initialized)) {
907
+ return false;
908
+ }
909
+ const recordsA = this.bodies.get(componentA);
910
+ const recordsB = this.bodies.get(componentB);
911
+ if (!recordsA || !recordsB) {
912
+ return false;
913
+ }
914
+ let result = true;
915
+ for (const recordA of recordsA) {
916
+ for (const recordB of recordsB) {
917
+ result = result && this.doSetComponentCollisionIgnore(recordA, recordB, ignore);
918
+ }
919
+ }
920
+ return result;
921
+ }
922
+ /**
923
+ * Creates a joint between two physics bodies
924
+ * @param desc Joint description containing type, components, and connection points
925
+ * @returns Joint ID if successful, null if failed
926
+ */
927
+ createJoint(desc) {
928
+ if (!ensure(this.initialized)) {
929
+ return null;
930
+ }
931
+ const recordsA = this.bodies.get(desc.componentA);
932
+ const recordsB = this.bodies.get(desc.componentB);
933
+ if (!recordsA || !recordsB) {
934
+ console.error('Cannot create joint: one or both components not found in physics engine');
935
+ return null;
936
+ }
937
+ if (recordsA.length !== 1 || recordsB.length !== 1) {
938
+ console.error('Cannot create joint: one or both components have multiple or none body count');
939
+ return null;
940
+ }
941
+ const jointRecord = this.doCreateJoint(desc, recordsA[0], recordsB[0]);
942
+ if (!jointRecord) {
943
+ return null;
944
+ }
945
+ const jointId = `joint_${this.nextJointId++}`;
946
+ this.joints.set(jointId, jointRecord);
947
+ return jointId;
948
+ }
949
+ /**
950
+ * Removes a joint from the physics simulation
951
+ * @param jointId The joint ID returned from createJoint
952
+ * @returns True if the joint was successfully removed
953
+ */
954
+ removeJoint(jointId) {
955
+ if (!ensure(this.initialized)) {
956
+ return false;
957
+ }
958
+ const jointRecord = this.joints.get(jointId);
959
+ if (!jointRecord) {
960
+ return false;
961
+ }
962
+ if (this.doRemoveJoint(jointRecord)) {
963
+ this.joints.delete(jointId);
964
+ return true;
965
+ }
966
+ return false;
967
+ }
968
+ /**
969
+ * Gets all active joint IDs
970
+ * @returns Array of joint IDs
971
+ */
972
+ getActiveJoints() {
973
+ return Array.from(this.joints.keys());
974
+ }
975
+ /**
976
+ * Creates a joint directly from physics body records (for special cases like ragdoll)
977
+ * @param type Joint type
978
+ * @param recordA First physics body record
979
+ * @param recordB Second physics body record
980
+ * @param anchorA Anchor point on first body
981
+ * @param anchorB Anchor point on second body
982
+ * @param axis Optional axis for revolute/prismatic joints
983
+ * @returns Joint ID if successful, null if failed
984
+ */
985
+ createJointFromRecords(type, recordA, recordB, anchorA, anchorB, axis) {
986
+ if (!ensure(this.initialized)) {
987
+ return null;
988
+ }
989
+ const jointRecord = this.doCreateJointFromRecords(type, recordA, recordB, anchorA, anchorB, axis);
990
+ if (!jointRecord) {
991
+ return null;
992
+ }
993
+ const jointId = `joint_${this.nextJointId++}`;
994
+ this.joints.set(jointId, jointRecord);
995
+ return jointId;
996
+ }
997
+ // Direct physics body management methods (for special cases like ragdolls)
998
+ createPhysicsBody(desc) {
999
+ if (!ensure(this.initialized)) {
1000
+ return null;
1001
+ }
1002
+ const record = this.doCreateDirectBody(desc);
1003
+ if (!record) {
1004
+ return null;
1005
+ }
1006
+ const handle = `body_${this.nextBodyId++}`;
1007
+ this.directBodies.set(handle, record);
1008
+ return handle;
1009
+ }
1010
+ removePhysicsBody(handle) {
1011
+ if (!ensure(this.initialized)) {
1012
+ return false;
1013
+ }
1014
+ const record = this.directBodies.get(handle);
1015
+ if (!record) {
1016
+ return false;
1017
+ }
1018
+ const success = this.doRemoveDirectBody(record);
1019
+ if (success) {
1020
+ this.directBodies.delete(handle);
1021
+ }
1022
+ return success;
1023
+ }
1024
+ isValidPhysicsBody(handle) {
1025
+ return this.directBodies.has(handle);
1026
+ }
1027
+ getPhysicsBodyPosition(handle) {
1028
+ const record = this.directBodies.get(handle);
1029
+ if (!record) {
1030
+ return null;
1031
+ }
1032
+ return this.doGetBodyPosition(record);
1033
+ }
1034
+ getPhysicsBodyRotation(handle) {
1035
+ const record = this.directBodies.get(handle);
1036
+ if (!record) {
1037
+ return null;
1038
+ }
1039
+ return this.doGetBodyRotation(record);
1040
+ }
1041
+ setPhysicsBodyPosition(handle, position) {
1042
+ const record = this.directBodies.get(handle);
1043
+ if (!record) {
1044
+ return false;
1045
+ }
1046
+ return this.doSetBodyPosition(record, position);
1047
+ }
1048
+ setPhysicsBodyRotation(handle, rotation) {
1049
+ const record = this.directBodies.get(handle);
1050
+ if (!record) {
1051
+ return false;
1052
+ }
1053
+ return this.doSetBodyRotation(record, rotation);
1054
+ }
1055
+ applyImpulseToPhysicsBody(handle, impulse, worldSpace = true) {
1056
+ const record = this.directBodies.get(handle);
1057
+ if (!record) {
1058
+ return false;
1059
+ }
1060
+ return this.doApplyBodyImpulse(record, impulse, worldSpace);
1061
+ }
1062
+ setPhysicsBodyEnabled(handle, enabled) {
1063
+ const record = this.directBodies.get(handle);
1064
+ if (!record) {
1065
+ return false;
1066
+ }
1067
+ return this.doSetBodyEnabled(record, enabled);
1068
+ }
1069
+ createJointFromBodies(type, bodyA, bodyB, anchorA, anchorB, axis) {
1070
+ if (!ensure(this.initialized)) {
1071
+ return null;
1072
+ }
1073
+ const recordA = this.directBodies.get(bodyA);
1074
+ const recordB = this.directBodies.get(bodyB);
1075
+ if (!recordA || !recordB) {
1076
+ return null;
1077
+ }
1078
+ const jointRecord = this.doCreateJointFromRecords(type, recordA, recordB, anchorA, anchorB, axis);
1079
+ if (!jointRecord) {
1080
+ return null;
1081
+ }
1082
+ const jointId = `joint_${this.nextJointId++}`;
1083
+ this.joints.set(jointId, jointRecord);
1084
+ return jointId;
1085
+ }
1086
+ //====================================================================================================
1087
+ calculateBoxMass(size, density) {
1088
+ const volume = size.x * size.y * size.z;
1089
+ return volume * (density ?? 1);
1090
+ }
1091
+ calculateSphereMass(radius, density) {
1092
+ const volume = (4 / 3) * Math.PI * radius * radius * radius;
1093
+ return volume * (density ?? 1);
1094
+ }
1095
+ calculateCylinderMass(height, radius, density) {
1096
+ const volume = Math.PI * radius * radius * height;
1097
+ return volume * (density ?? 1);
1098
+ }
1099
+ calculateCapsuleMass(height, radius, density) {
1100
+ // Capsule is a cylinder with two hemisphere caps
1101
+ const cylinderVolume = Math.PI * radius * radius * height;
1102
+ const hemisphereVolume = (2 / 3) * Math.PI * radius * radius * radius;
1103
+ const volume = cylinderVolume + 2 * hemisphereVolume;
1104
+ return volume * (density ?? 1);
1105
+ }
1106
+ calculateConeMass(height, radius, density) {
1107
+ const volume = (1 / 3) * Math.PI * radius * radius * height;
1108
+ return volume * (density ?? 1);
1109
+ }
1110
+ calculateMeshMass(geometry, density) {
1111
+ // Approximate mass based on bounding box volume
1112
+ geometry.computeBoundingBox();
1113
+ const bbox = geometry.boundingBox;
1114
+ if (!bbox) {
1115
+ return 1; // default mass
1116
+ }
1117
+ const size = new THREE.Vector3();
1118
+ bbox.getSize(size);
1119
+ const volume = size.x * size.y * size.z;
1120
+ return volume * (density ?? 1);
1121
+ }
1122
+ doCreateCharacterController(options) {
1123
+ throw new Error('Not implemented');
1124
+ }
1125
+ doRemoveCharacterController(record) {
1126
+ throw new Error('Not implemented');
1127
+ }
1128
+ doComputeCharacterMovement(record, recordToMove, movement, ignoreCollision) {
1129
+ throw new Error('Not implemented');
1130
+ }
1131
+ doSetComponentCollisionIgnore(recordA, recordB, ignore) {
1132
+ throw new Error('Not implemented');
1133
+ }
1134
+ /**
1135
+ * Process any pending collision events in the physics system
1136
+ * This is called internally by the tick method
1137
+ */
1138
+ processCollisionEvents() {
1139
+ const events = this.getCollisionEvents();
1140
+ for (const event of events) {
1141
+ this.handleCollisionEvent(event);
1142
+ }
1143
+ // Clear the collision events after processing them
1144
+ this.clearCollisionEvents();
1145
+ }
1146
+ /**
1147
+ * Handles a single collision event by notifying the involved components
1148
+ * @param event Collision event information
1149
+ */
1150
+ handleCollisionEvent(event) {
1151
+ const componentA = event.componentA;
1152
+ const componentB = event.componentB;
1153
+ const eventA = {
1154
+ thisComponent: componentA,
1155
+ otherComponent: componentB,
1156
+ thisPoint: event.pointA,
1157
+ thisNormal: event.normalA,
1158
+ otherPoint: event.pointB,
1159
+ otherNormal: event.normalB,
1160
+ relativeVelocity: event.relativeVelocity,
1161
+ };
1162
+ const eventB = {
1163
+ thisComponent: componentB,
1164
+ otherComponent: componentA,
1165
+ thisPoint: event.pointB,
1166
+ thisNormal: event.normalB,
1167
+ otherPoint: event.pointA,
1168
+ otherNormal: event.normalA,
1169
+ relativeVelocity: event.relativeVelocity,
1170
+ };
1171
+ if (componentA && componentB) {
1172
+ const actorA = componentA.getActor();
1173
+ const actorB = componentB.getActor();
1174
+ if (event.eventType === CollisionEventType.Started) {
1175
+ if (event.isTriggerEvent) {
1176
+ // Component events
1177
+ componentA.onOverlapWith.invoke(componentA, componentB, eventA);
1178
+ componentB.onOverlapWith.invoke(componentB, componentA, eventB);
1179
+ // Actor events
1180
+ if (actorA && actorB)
1181
+ actorA.onOverlapWith.invoke(actorA, componentA, actorB, componentB, eventA);
1182
+ if (actorB && actorA)
1183
+ actorB.onOverlapWith.invoke(actorB, componentB, actorA, componentA, eventB);
1184
+ }
1185
+ else {
1186
+ // Component events
1187
+ componentA.onCollideWith.invoke(componentA, componentB, eventA);
1188
+ componentB.onCollideWith.invoke(componentB, componentA, eventB);
1189
+ // Actor events
1190
+ if (actorA && actorB)
1191
+ actorA.onCollideWith.invoke(actorA, componentA, actorB, componentB, eventA);
1192
+ if (actorB && actorA)
1193
+ actorB.onCollideWith.invoke(actorB, componentB, actorA, componentA, eventB);
1194
+ }
1195
+ }
1196
+ else {
1197
+ if (event.isTriggerEvent) {
1198
+ // Component events
1199
+ componentA.onStopOverlappingWith.invoke(componentA, componentB, eventA);
1200
+ componentB.onStopOverlappingWith.invoke(componentB, componentA, eventB);
1201
+ // Actor events
1202
+ if (actorA && actorB)
1203
+ actorA.onStopOverlappingWith.invoke(actorA, componentA, actorB, componentB, eventA);
1204
+ if (actorB && actorA)
1205
+ actorB.onStopOverlappingWith.invoke(actorB, componentB, actorA, componentA, eventB);
1206
+ }
1207
+ else {
1208
+ // Component events
1209
+ componentA.onStopCollidingWith.invoke(componentA, componentB, eventA);
1210
+ componentB.onStopCollidingWith.invoke(componentB, componentA, eventB);
1211
+ // Actor events
1212
+ if (actorA && actorB)
1213
+ actorA.onStopCollidingWith.invoke(actorA, componentA, actorB, componentB, eventA);
1214
+ if (actorB && actorA)
1215
+ actorB.onStopCollidingWith.invoke(actorB, componentB, actorA, componentA, eventB);
1216
+ }
1217
+ }
1218
+ }
1219
+ }
1220
+ }
1221
+ __decorate([
1222
+ ConsoleCommand('debugphysics', 'Enable/disable physics debug visualization (usage: debugphysics <true | false>)'),
1223
+ __metadata("design:type", Function),
1224
+ __metadata("design:paramtypes", [String]),
1225
+ __metadata("design:returntype", String)
1226
+ ], BasePhysicsEngine.prototype, "debugPhysics", null);
1227
+ //# 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