@galacean/engine-physics-lite 0.0.0-experimental-ktx2.0 → 0.0.0-experimental-double11.1

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.
@@ -653,42 +653,6 @@ var /**
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  return LiteDynamicCollider;
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  }(LiteCollider);
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- /**
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- * Physics material describes how to handle colliding objects (friction, bounciness).
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- */ var LitePhysicsMaterial = /*#__PURE__*/ function() {
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- function LitePhysicsMaterial(staticFriction, dynamicFriction, bounciness, frictionCombine, bounceCombine) {}
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- var _proto = LitePhysicsMaterial.prototype;
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- /**
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- * {@inheritDoc IPhysicsMaterial.setBounciness }
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- */ _proto.setBounciness = function setBounciness(value) {
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- throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
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- };
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- /**
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- * {@inheritDoc IPhysicsMaterial.setDynamicFriction }
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- */ _proto.setDynamicFriction = function setDynamicFriction(value) {
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- throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
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- };
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- /**
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- * {@inheritDoc IPhysicsMaterial.setStaticFriction }
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- */ _proto.setStaticFriction = function setStaticFriction(value) {
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- throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
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- };
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- /**
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- * {@inheritDoc IPhysicsMaterial.setBounceCombine }
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- */ _proto.setBounceCombine = function setBounceCombine(value) {
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- throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
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- };
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- /**
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- * {@inheritDoc IPhysicsMaterial.setFrictionCombine }
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- */ _proto.setFrictionCombine = function setFrictionCombine(value) {
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- throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
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- };
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- /**
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- * {@inheritDoc IPhysicsMaterial.destroy }
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- */ _proto.destroy = function destroy() {};
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- return LitePhysicsMaterial;
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- }();
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-
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  /**
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  * High-performance unordered array, delete uses exchange method to improve performance, internal capacity only increases.
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  */ var DisorderedArray = /*#__PURE__*/ function() {
@@ -829,7 +793,7 @@ var /**
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  /**
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  * {@inheritDoc IColliderShape.setWorldScale }
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  */ _proto.setWorldScale = function setWorldScale(scale) {
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- this._maxScale = Math.max(scale.x, Math.max(scale.x, scale.y));
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+ this._maxScale = Math.max(scale.x, scale.y, scale.z);
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  };
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  /**
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  * @internal
@@ -861,8 +825,8 @@ var /**
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  /**
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  * A manager is a collection of colliders and constraints which can interact.
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- */ var LitePhysicsScene = /*#__PURE__*/ function() {
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- function LitePhysicsScene(onContactEnter, onContactExit, onContactStay, onTriggerEnter, onTriggerExit, onTriggerStay) {
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+ */ var LitePhysicsManager = /*#__PURE__*/ function() {
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+ function LitePhysicsManager(onContactEnter, onContactExit, onContactStay, onTriggerEnter, onTriggerExit, onTriggerStay) {
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  this._colliders = [];
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  this._sphere = new miniprogram.BoundingSphere();
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  this._box = new miniprogram.BoundingBox();
@@ -876,7 +840,7 @@ var /**
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  this._onTriggerExit = onTriggerExit;
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  this._onTriggerStay = onTriggerStay;
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  }
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- var _proto = LitePhysicsScene.prototype;
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+ var _proto = LitePhysicsManager.prototype;
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  /**
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  * {@inheritDoc IPhysicsManager.setGravity }
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  */ _proto.setGravity = function setGravity(value) {
@@ -929,25 +893,23 @@ var /**
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  var colliders = this._colliders;
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  var hitResult;
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  if (hit) {
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- hitResult = LitePhysicsScene._hitResult;
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+ hitResult = LitePhysicsManager._hitResult;
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  }
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  var isHit = false;
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- var curHit = LitePhysicsScene._currentHit;
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+ var curHit = LitePhysicsManager._currentHit;
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  for(var i = 0, len = colliders.length; i < len; i++){
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  var collider = colliders[i];
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- if (collider._raycast(ray, onRaycast, curHit)) {
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+ if (collider._raycast(ray, onRaycast, curHit) && curHit.distance < distance) {
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  isHit = true;
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- if (curHit.distance < distance) {
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- if (hitResult) {
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- hitResult.normal.copyFrom(curHit.normal);
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- hitResult.point.copyFrom(curHit.point);
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- hitResult.distance = curHit.distance;
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- hitResult.shapeID = curHit.shapeID;
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- } else {
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- return true;
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- }
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- distance = curHit.distance;
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+ if (hitResult) {
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+ hitResult.normal.copyFrom(curHit.normal);
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+ hitResult.point.copyFrom(curHit.point);
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+ hitResult.distance = curHit.distance;
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+ hitResult.shapeID = curHit.shapeID;
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+ } else {
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+ return true;
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  }
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+ distance = curHit.distance;
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  }
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  }
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  if (!isHit && hitResult) {
@@ -988,7 +950,7 @@ var /**
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  for(var i = 0, len = myColliderShapes.length; i < len; i++){
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  var myShape = myColliderShapes[i];
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  if (_instanceof(myShape, LiteBoxColliderShape)) {
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- LitePhysicsScene._updateWorldBox(myShape, this._box);
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+ LitePhysicsManager._updateWorldBox(myShape, this._box);
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  for(var j = 0, len1 = colliders.length; j < len1; j++){
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  var colliderShape = colliders[j]._shapes;
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  for(var k = 0, len2 = colliderShape.length; k < len2; k++){
@@ -1015,7 +977,7 @@ var /**
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  }
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  }
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  } else if (_instanceof(myShape, LiteSphereColliderShape)) {
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- LitePhysicsScene._upWorldSphere(myShape, this._sphere);
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+ LitePhysicsManager._upWorldSphere(myShape, this._sphere);
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  for(var j1 = 0, len3 = colliders.length; j1 < len3; j1++){
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  var colliderShape1 = colliders[j1]._shapes;
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  for(var k1 = 0, len4 = colliderShape1.length; k1 < len4; k1++){
@@ -1067,24 +1029,24 @@ var /**
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  };
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  _proto._boxCollision = function _boxCollision(other) {
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  if (_instanceof(other, LiteBoxColliderShape)) {
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- var box = LitePhysicsScene._tempBox;
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- LitePhysicsScene._updateWorldBox(other, box);
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+ var box = LitePhysicsManager._tempBox;
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+ LitePhysicsManager._updateWorldBox(other, box);
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  return miniprogram.CollisionUtil.intersectsBoxAndBox(box, this._box);
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  } else if (_instanceof(other, LiteSphereColliderShape)) {
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- var sphere = LitePhysicsScene._tempSphere;
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- LitePhysicsScene._upWorldSphere(other, sphere);
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+ var sphere = LitePhysicsManager._tempSphere;
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+ LitePhysicsManager._upWorldSphere(other, sphere);
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  return miniprogram.CollisionUtil.intersectsSphereAndBox(sphere, this._box);
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  }
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  return false;
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  };
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  _proto._sphereCollision = function _sphereCollision(other) {
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  if (_instanceof(other, LiteBoxColliderShape)) {
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- var box = LitePhysicsScene._tempBox;
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- LitePhysicsScene._updateWorldBox(other, box);
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+ var box = LitePhysicsManager._tempBox;
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+ LitePhysicsManager._updateWorldBox(other, box);
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  return miniprogram.CollisionUtil.intersectsSphereAndBox(this._sphere, box);
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  } else if (_instanceof(other, LiteSphereColliderShape)) {
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- var sphere = LitePhysicsScene._tempSphere;
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- LitePhysicsScene._upWorldSphere(other, sphere);
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+ var sphere = LitePhysicsManager._tempSphere;
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+ LitePhysicsManager._upWorldSphere(other, sphere);
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  return miniprogram.CollisionUtil.intersectsSphereAndSphere(sphere, this._sphere);
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  }
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  return false;
@@ -1093,7 +1055,7 @@ var /**
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  * Calculate the bounding box in world space from boxCollider.
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  * @param boxCollider - The boxCollider to calculate
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  * @param out - The calculated boundingBox
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- */ LitePhysicsScene._updateWorldBox = function _updateWorldBox(boxCollider, out) {
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+ */ LitePhysicsManager._updateWorldBox = function _updateWorldBox(boxCollider, out) {
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  var mat = boxCollider._transform.worldMatrix;
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  out.min.copyFrom(boxCollider._boxMin);
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  out.max.copyFrom(boxCollider._boxMax);
@@ -1103,23 +1065,23 @@ var /**
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  * Get the sphere info of the given sphere collider in world space.
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  * @param sphereCollider - The given sphere collider
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  * @param out - The calculated boundingSphere
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- */ LitePhysicsScene._upWorldSphere = function _upWorldSphere(sphereCollider, out) {
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+ */ LitePhysicsManager._upWorldSphere = function _upWorldSphere(sphereCollider, out) {
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  miniprogram.Vector3.transformCoordinate(sphereCollider._transform.position, sphereCollider._transform.worldMatrix, out.center);
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  out.radius = sphereCollider.worldRadius;
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  };
1110
- return LitePhysicsScene;
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+ return LitePhysicsManager;
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  }();
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  (function() {
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- LitePhysicsScene._tempSphere = new miniprogram.BoundingSphere();
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+ LitePhysicsManager._tempSphere = new miniprogram.BoundingSphere();
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  })();
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  (function() {
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- LitePhysicsScene._tempBox = new miniprogram.BoundingBox();
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+ LitePhysicsManager._tempBox = new miniprogram.BoundingBox();
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  })();
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  (function() {
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- LitePhysicsScene._currentHit = new LiteHitResult();
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+ LitePhysicsManager._currentHit = new LiteHitResult();
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  })();
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  (function() {
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- LitePhysicsScene._hitResult = new LiteHitResult();
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+ LitePhysicsManager._hitResult = new LiteHitResult();
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  })();
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  var /**
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  * Physics state
@@ -1137,6 +1099,42 @@ var /**
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  this.index2 = index2;
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  };
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+ /**
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+ * Physics material describes how to handle colliding objects (friction, bounciness).
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+ */ var LitePhysicsMaterial = /*#__PURE__*/ function() {
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+ function LitePhysicsMaterial(staticFriction, dynamicFriction, bounciness, frictionCombine, bounceCombine) {}
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+ var _proto = LitePhysicsMaterial.prototype;
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+ /**
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+ * {@inheritDoc IPhysicsMaterial.setBounciness }
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+ */ _proto.setBounciness = function setBounciness(value) {
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+ throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
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+ };
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+ /**
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+ * {@inheritDoc IPhysicsMaterial.setDynamicFriction }
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+ */ _proto.setDynamicFriction = function setDynamicFriction(value) {
1115
+ throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
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+ };
1117
+ /**
1118
+ * {@inheritDoc IPhysicsMaterial.setStaticFriction }
1119
+ */ _proto.setStaticFriction = function setStaticFriction(value) {
1120
+ throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
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+ };
1122
+ /**
1123
+ * {@inheritDoc IPhysicsMaterial.setBounceCombine }
1124
+ */ _proto.setBounceCombine = function setBounceCombine(value) {
1125
+ throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
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+ };
1127
+ /**
1128
+ * {@inheritDoc IPhysicsMaterial.setFrictionCombine }
1129
+ */ _proto.setFrictionCombine = function setFrictionCombine(value) {
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+ throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
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+ };
1132
+ /**
1133
+ * {@inheritDoc IPhysicsMaterial.destroy }
1134
+ */ _proto.destroy = function destroy() {};
1135
+ return LitePhysicsMaterial;
1136
+ }();
1137
+
1140
1138
  /**
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  * A static collider component that will not move.
1142
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  * @remarks Mostly used for object which always stays at the same place and never moves around.
@@ -1162,13 +1160,8 @@ var LitePhysics = /*#__PURE__*/ function() {
1162
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  };
1163
1161
  /**
1164
1162
  * {@inheritDoc IPhysics.createPhysicsManager }
1165
- */ _proto.createPhysicsManager = function createPhysicsManager() {
1166
- return null;
1167
- };
1168
- /**
1169
- * {@inheritDoc IPhysics.createPhysicsScene }
1170
- */ _proto.createPhysicsScene = function createPhysicsScene(physicsManager, onContactBegin, onContactEnd, onContactPersist, onTriggerBegin, onTriggerEnd, onTriggerPersist) {
1171
- return new LitePhysicsScene(onContactBegin, onContactEnd, onContactPersist, onTriggerBegin, onTriggerEnd, onTriggerPersist);
1163
+ */ _proto.createPhysicsManager = function createPhysicsManager(onContactBegin, onContactEnd, onContactPersist, onTriggerBegin, onTriggerEnd, onTriggerPersist) {
1164
+ return new LitePhysicsManager(onContactBegin, onContactEnd, onContactPersist, onTriggerBegin, onTriggerEnd, onTriggerPersist);
1172
1165
  };
1173
1166
  /**
1174
1167
  * {@inheritDoc IPhysics.createStaticCollider }
package/dist/module.js CHANGED
@@ -649,42 +649,6 @@ var /**
649
649
  return LiteDynamicCollider;
650
650
  }(LiteCollider);
651
651
 
652
- /**
653
- * Physics material describes how to handle colliding objects (friction, bounciness).
654
- */ var LitePhysicsMaterial = /*#__PURE__*/ function() {
655
- function LitePhysicsMaterial(staticFriction, dynamicFriction, bounciness, frictionCombine, bounceCombine) {}
656
- var _proto = LitePhysicsMaterial.prototype;
657
- /**
658
- * {@inheritDoc IPhysicsMaterial.setBounciness }
659
- */ _proto.setBounciness = function setBounciness(value) {
660
- throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
661
- };
662
- /**
663
- * {@inheritDoc IPhysicsMaterial.setDynamicFriction }
664
- */ _proto.setDynamicFriction = function setDynamicFriction(value) {
665
- throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
666
- };
667
- /**
668
- * {@inheritDoc IPhysicsMaterial.setStaticFriction }
669
- */ _proto.setStaticFriction = function setStaticFriction(value) {
670
- throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
671
- };
672
- /**
673
- * {@inheritDoc IPhysicsMaterial.setBounceCombine }
674
- */ _proto.setBounceCombine = function setBounceCombine(value) {
675
- throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
676
- };
677
- /**
678
- * {@inheritDoc IPhysicsMaterial.setFrictionCombine }
679
- */ _proto.setFrictionCombine = function setFrictionCombine(value) {
680
- throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
681
- };
682
- /**
683
- * {@inheritDoc IPhysicsMaterial.destroy }
684
- */ _proto.destroy = function destroy() {};
685
- return LitePhysicsMaterial;
686
- }();
687
-
688
652
  /**
689
653
  * High-performance unordered array, delete uses exchange method to improve performance, internal capacity only increases.
690
654
  */ var DisorderedArray = /*#__PURE__*/ function() {
@@ -825,7 +789,7 @@ var /**
825
789
  /**
826
790
  * {@inheritDoc IColliderShape.setWorldScale }
827
791
  */ _proto.setWorldScale = function setWorldScale(scale) {
828
- this._maxScale = Math.max(scale.x, Math.max(scale.x, scale.y));
792
+ this._maxScale = Math.max(scale.x, scale.y, scale.z);
829
793
  };
830
794
  /**
831
795
  * @internal
@@ -857,8 +821,8 @@ var /**
857
821
 
858
822
  /**
859
823
  * A manager is a collection of colliders and constraints which can interact.
860
- */ var LitePhysicsScene = /*#__PURE__*/ function() {
861
- function LitePhysicsScene(onContactEnter, onContactExit, onContactStay, onTriggerEnter, onTriggerExit, onTriggerStay) {
824
+ */ var LitePhysicsManager = /*#__PURE__*/ function() {
825
+ function LitePhysicsManager(onContactEnter, onContactExit, onContactStay, onTriggerEnter, onTriggerExit, onTriggerStay) {
862
826
  this._colliders = [];
863
827
  this._sphere = new BoundingSphere();
864
828
  this._box = new BoundingBox();
@@ -872,7 +836,7 @@ var /**
872
836
  this._onTriggerExit = onTriggerExit;
873
837
  this._onTriggerStay = onTriggerStay;
874
838
  }
875
- var _proto = LitePhysicsScene.prototype;
839
+ var _proto = LitePhysicsManager.prototype;
876
840
  /**
877
841
  * {@inheritDoc IPhysicsManager.setGravity }
878
842
  */ _proto.setGravity = function setGravity(value) {
@@ -925,25 +889,23 @@ var /**
925
889
  var colliders = this._colliders;
926
890
  var hitResult;
927
891
  if (hit) {
928
- hitResult = LitePhysicsScene._hitResult;
892
+ hitResult = LitePhysicsManager._hitResult;
929
893
  }
930
894
  var isHit = false;
931
- var curHit = LitePhysicsScene._currentHit;
895
+ var curHit = LitePhysicsManager._currentHit;
932
896
  for(var i = 0, len = colliders.length; i < len; i++){
933
897
  var collider = colliders[i];
934
- if (collider._raycast(ray, onRaycast, curHit)) {
898
+ if (collider._raycast(ray, onRaycast, curHit) && curHit.distance < distance) {
935
899
  isHit = true;
936
- if (curHit.distance < distance) {
937
- if (hitResult) {
938
- hitResult.normal.copyFrom(curHit.normal);
939
- hitResult.point.copyFrom(curHit.point);
940
- hitResult.distance = curHit.distance;
941
- hitResult.shapeID = curHit.shapeID;
942
- } else {
943
- return true;
944
- }
945
- distance = curHit.distance;
900
+ if (hitResult) {
901
+ hitResult.normal.copyFrom(curHit.normal);
902
+ hitResult.point.copyFrom(curHit.point);
903
+ hitResult.distance = curHit.distance;
904
+ hitResult.shapeID = curHit.shapeID;
905
+ } else {
906
+ return true;
946
907
  }
908
+ distance = curHit.distance;
947
909
  }
948
910
  }
949
911
  if (!isHit && hitResult) {
@@ -984,7 +946,7 @@ var /**
984
946
  for(var i = 0, len = myColliderShapes.length; i < len; i++){
985
947
  var myShape = myColliderShapes[i];
986
948
  if (_instanceof(myShape, LiteBoxColliderShape)) {
987
- LitePhysicsScene._updateWorldBox(myShape, this._box);
949
+ LitePhysicsManager._updateWorldBox(myShape, this._box);
988
950
  for(var j = 0, len1 = colliders.length; j < len1; j++){
989
951
  var colliderShape = colliders[j]._shapes;
990
952
  for(var k = 0, len2 = colliderShape.length; k < len2; k++){
@@ -1011,7 +973,7 @@ var /**
1011
973
  }
1012
974
  }
1013
975
  } else if (_instanceof(myShape, LiteSphereColliderShape)) {
1014
- LitePhysicsScene._upWorldSphere(myShape, this._sphere);
976
+ LitePhysicsManager._upWorldSphere(myShape, this._sphere);
1015
977
  for(var j1 = 0, len3 = colliders.length; j1 < len3; j1++){
1016
978
  var colliderShape1 = colliders[j1]._shapes;
1017
979
  for(var k1 = 0, len4 = colliderShape1.length; k1 < len4; k1++){
@@ -1063,24 +1025,24 @@ var /**
1063
1025
  };
1064
1026
  _proto._boxCollision = function _boxCollision(other) {
1065
1027
  if (_instanceof(other, LiteBoxColliderShape)) {
1066
- var box = LitePhysicsScene._tempBox;
1067
- LitePhysicsScene._updateWorldBox(other, box);
1028
+ var box = LitePhysicsManager._tempBox;
1029
+ LitePhysicsManager._updateWorldBox(other, box);
1068
1030
  return CollisionUtil.intersectsBoxAndBox(box, this._box);
1069
1031
  } else if (_instanceof(other, LiteSphereColliderShape)) {
1070
- var sphere = LitePhysicsScene._tempSphere;
1071
- LitePhysicsScene._upWorldSphere(other, sphere);
1032
+ var sphere = LitePhysicsManager._tempSphere;
1033
+ LitePhysicsManager._upWorldSphere(other, sphere);
1072
1034
  return CollisionUtil.intersectsSphereAndBox(sphere, this._box);
1073
1035
  }
1074
1036
  return false;
1075
1037
  };
1076
1038
  _proto._sphereCollision = function _sphereCollision(other) {
1077
1039
  if (_instanceof(other, LiteBoxColliderShape)) {
1078
- var box = LitePhysicsScene._tempBox;
1079
- LitePhysicsScene._updateWorldBox(other, box);
1040
+ var box = LitePhysicsManager._tempBox;
1041
+ LitePhysicsManager._updateWorldBox(other, box);
1080
1042
  return CollisionUtil.intersectsSphereAndBox(this._sphere, box);
1081
1043
  } else if (_instanceof(other, LiteSphereColliderShape)) {
1082
- var sphere = LitePhysicsScene._tempSphere;
1083
- LitePhysicsScene._upWorldSphere(other, sphere);
1044
+ var sphere = LitePhysicsManager._tempSphere;
1045
+ LitePhysicsManager._upWorldSphere(other, sphere);
1084
1046
  return CollisionUtil.intersectsSphereAndSphere(sphere, this._sphere);
1085
1047
  }
1086
1048
  return false;
@@ -1089,7 +1051,7 @@ var /**
1089
1051
  * Calculate the bounding box in world space from boxCollider.
1090
1052
  * @param boxCollider - The boxCollider to calculate
1091
1053
  * @param out - The calculated boundingBox
1092
- */ LitePhysicsScene._updateWorldBox = function _updateWorldBox(boxCollider, out) {
1054
+ */ LitePhysicsManager._updateWorldBox = function _updateWorldBox(boxCollider, out) {
1093
1055
  var mat = boxCollider._transform.worldMatrix;
1094
1056
  out.min.copyFrom(boxCollider._boxMin);
1095
1057
  out.max.copyFrom(boxCollider._boxMax);
@@ -1099,23 +1061,23 @@ var /**
1099
1061
  * Get the sphere info of the given sphere collider in world space.
1100
1062
  * @param sphereCollider - The given sphere collider
1101
1063
  * @param out - The calculated boundingSphere
1102
- */ LitePhysicsScene._upWorldSphere = function _upWorldSphere(sphereCollider, out) {
1064
+ */ LitePhysicsManager._upWorldSphere = function _upWorldSphere(sphereCollider, out) {
1103
1065
  Vector3.transformCoordinate(sphereCollider._transform.position, sphereCollider._transform.worldMatrix, out.center);
1104
1066
  out.radius = sphereCollider.worldRadius;
1105
1067
  };
1106
- return LitePhysicsScene;
1068
+ return LitePhysicsManager;
1107
1069
  }();
1108
1070
  (function() {
1109
- LitePhysicsScene._tempSphere = new BoundingSphere();
1071
+ LitePhysicsManager._tempSphere = new BoundingSphere();
1110
1072
  })();
1111
1073
  (function() {
1112
- LitePhysicsScene._tempBox = new BoundingBox();
1074
+ LitePhysicsManager._tempBox = new BoundingBox();
1113
1075
  })();
1114
1076
  (function() {
1115
- LitePhysicsScene._currentHit = new LiteHitResult();
1077
+ LitePhysicsManager._currentHit = new LiteHitResult();
1116
1078
  })();
1117
1079
  (function() {
1118
- LitePhysicsScene._hitResult = new LiteHitResult();
1080
+ LitePhysicsManager._hitResult = new LiteHitResult();
1119
1081
  })();
1120
1082
  var /**
1121
1083
  * Physics state
@@ -1133,6 +1095,42 @@ var /**
1133
1095
  this.index2 = index2;
1134
1096
  };
1135
1097
 
1098
+ /**
1099
+ * Physics material describes how to handle colliding objects (friction, bounciness).
1100
+ */ var LitePhysicsMaterial = /*#__PURE__*/ function() {
1101
+ function LitePhysicsMaterial(staticFriction, dynamicFriction, bounciness, frictionCombine, bounceCombine) {}
1102
+ var _proto = LitePhysicsMaterial.prototype;
1103
+ /**
1104
+ * {@inheritDoc IPhysicsMaterial.setBounciness }
1105
+ */ _proto.setBounciness = function setBounciness(value) {
1106
+ throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
1107
+ };
1108
+ /**
1109
+ * {@inheritDoc IPhysicsMaterial.setDynamicFriction }
1110
+ */ _proto.setDynamicFriction = function setDynamicFriction(value) {
1111
+ throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
1112
+ };
1113
+ /**
1114
+ * {@inheritDoc IPhysicsMaterial.setStaticFriction }
1115
+ */ _proto.setStaticFriction = function setStaticFriction(value) {
1116
+ throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
1117
+ };
1118
+ /**
1119
+ * {@inheritDoc IPhysicsMaterial.setBounceCombine }
1120
+ */ _proto.setBounceCombine = function setBounceCombine(value) {
1121
+ throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
1122
+ };
1123
+ /**
1124
+ * {@inheritDoc IPhysicsMaterial.setFrictionCombine }
1125
+ */ _proto.setFrictionCombine = function setFrictionCombine(value) {
1126
+ throw "Physics-lite don't support physics material. Use Physics-PhysX instead!";
1127
+ };
1128
+ /**
1129
+ * {@inheritDoc IPhysicsMaterial.destroy }
1130
+ */ _proto.destroy = function destroy() {};
1131
+ return LitePhysicsMaterial;
1132
+ }();
1133
+
1136
1134
  /**
1137
1135
  * A static collider component that will not move.
1138
1136
  * @remarks Mostly used for object which always stays at the same place and never moves around.
@@ -1158,13 +1156,8 @@ var LitePhysics = /*#__PURE__*/ function() {
1158
1156
  };
1159
1157
  /**
1160
1158
  * {@inheritDoc IPhysics.createPhysicsManager }
1161
- */ _proto.createPhysicsManager = function createPhysicsManager() {
1162
- return null;
1163
- };
1164
- /**
1165
- * {@inheritDoc IPhysics.createPhysicsScene }
1166
- */ _proto.createPhysicsScene = function createPhysicsScene(physicsManager, onContactBegin, onContactEnd, onContactPersist, onTriggerBegin, onTriggerEnd, onTriggerPersist) {
1167
- return new LitePhysicsScene(onContactBegin, onContactEnd, onContactPersist, onTriggerBegin, onTriggerEnd, onTriggerPersist);
1159
+ */ _proto.createPhysicsManager = function createPhysicsManager(onContactBegin, onContactEnd, onContactPersist, onTriggerBegin, onTriggerEnd, onTriggerPersist) {
1160
+ return new LitePhysicsManager(onContactBegin, onContactEnd, onContactPersist, onTriggerBegin, onTriggerEnd, onTriggerPersist);
1168
1161
  };
1169
1162
  /**
1170
1163
  * {@inheritDoc IPhysics.createStaticCollider }