@galacean/engine-physics-physx 0.0.0-experimental-2.0-migrate.6 → 0.0.0-experimental-2.0-skill.0

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package/dist/module.js CHANGED
@@ -1,11 +1,5 @@
1
1
  import { Vector3, Vector4, MathUtil, Quaternion, DisorderedArray, MeshColliderShapeCookingFlag, SystemInfo } from '@galacean/engine';
2
2
 
3
- function _type_of(obj) {
4
- "@swc/helpers - typeof";
5
-
6
- return obj && typeof Symbol !== "undefined" && obj.constructor === Symbol ? "symbol" : typeof obj;
7
- }
8
-
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3
  function _instanceof(left, right) {
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4
  if (right != null && typeof Symbol !== "undefined" && right[Symbol.hasInstance]) {
11
5
  return !!right[Symbol.hasInstance](left);
@@ -45,7 +39,7 @@ function _inherits(subClass, superClass) {
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  */ var PhysXColliderShape = /*#__PURE__*/ function() {
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  function PhysXColliderShape(physXPhysics) {
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  /** @internal */ this._controllers = new DisorderedArray();
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- /** @internal */ this._contactOffset = 0.02;
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+ /** @internal */ this._contractOffset = 0.02;
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  /** @internal */ this._worldScale = new Vector3(1, 1, 1);
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  /** @internal */ this._position = new Vector3();
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  /** @internal */ this._rotation = new Vector3();
@@ -53,7 +47,6 @@ function _inherits(subClass, superClass) {
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  this._physXRotation = new Quaternion();
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  this._shapeFlags = 2 | 1;
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  this._physXPhysics = physXPhysics;
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- this._contactOffset = physXPhysics.getDefaultContactOffset();
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  }
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  var _proto = PhysXColliderShape.prototype;
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  /**
@@ -91,7 +84,7 @@ function _inherits(subClass, superClass) {
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  * {@inheritDoc IColliderShape.setContactOffset }
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  * @default 0.02f * PxTolerancesScale::length
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  */ _proto.setContactOffset = function setContactOffset(offset) {
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- this._contactOffset = offset;
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+ this._contractOffset = offset;
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  var controllers = this._controllers;
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  if (controllers.length) {
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  for(var i = 0, n = controllers.length; i < n; i++){
@@ -432,7 +425,7 @@ PhysXBoxColliderShape._tempHalfExtents = new Vector3();
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  this._pxManager && this._createPXController(this._pxManager, shape);
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  this._shape = shape;
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  shape._controllers.add(this);
435
- (_this__pxController = this._pxController) == null ? void 0 : _this__pxController.setContactOffset(shape._contactOffset);
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+ (_this__pxController = this._pxController) == null ? void 0 : _this__pxController.setContactOffset(shape._contractOffset);
436
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  (_this__scene = this._scene) == null ? void 0 : _this__scene._addColliderShape(shape._id);
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  };
438
431
  /**
@@ -586,15 +579,7 @@ PhysXCollider._tempTransform = {
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  _inherits(PhysXDynamicCollider, PhysXCollider);
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  function PhysXDynamicCollider(physXPhysics, position, rotation) {
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  var _this;
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- _this = PhysXCollider.call(this, physXPhysics) || this, /**
590
- * Whether actor is currently kinematic.
591
- * PhysX 拒绝在 kinematic actor 上启用 CCD(会打印警告并忽略),
592
- * 所以 setCollisionDetectionMode 在 kinematic 状态下只缓存目标值,
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- * 等切回 dynamic 时再真正写到 PhysX。
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- */ _this._isKinematic = false, /**
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- * Cached collision detection mode. Always reflects user's intent.
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- * 实际 PhysX CCD flag 可能跟这个不一致(kinematic 时强制 Discrete)。
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- */ _this._collisionDetectionMode = 0;
582
+ _this = PhysXCollider.call(this, physXPhysics) || this;
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  var transform = _this._transform(position, rotation);
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584
  _this._pxActor = physXPhysics._pxPhysics.createRigidDynamic(transform);
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  return _this;
@@ -677,7 +662,7 @@ PhysXCollider._tempTransform = {
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  };
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  /**
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  * {@inheritDoc IDynamicCollider.setSleepThreshold }
680
- * @default 5e-5f * PxTolerancesScale::speed * PxTolerancesScale::speed
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+ * @default 1e-5f * PxTolerancesScale::speed * PxTolerancesScale::speed
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666
  */ _proto.setSleepThreshold = function setSleepThreshold(value) {
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  this._pxActor.setSleepThreshold(value);
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  };
@@ -688,45 +673,7 @@ PhysXCollider._tempTransform = {
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  };
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  /**
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  * {@inheritDoc IDynamicCollider.setCollisionDetectionMode }
691
- *
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- * PhysX 在 kinematic actor 上调用 setRigidBodyFlag(eENABLE_CCD, true) 会触发警告:
693
- * "kinematic bodies with CCD enabled are not supported! CCD will be ignored"
694
- * 虽然 PhysX 会忽略这次调用而非真的拒绝(切回 dynamic 时 flag 不会自动恢复),
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- * 但每次 setIsKinematic 切换都会让这个 warning 重复打印,污染日志,
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- * 同时让 actor 在 dynamic 状态下 CCD flag 状态不确定。
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- *
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- * 解决: 只在 dynamic 状态时立即 apply CCD flags。kinematic 时仅缓存到
699
- * `_collisionDetectionMode`,等切回 dynamic 时由 setIsKinematic 重新 apply。
700
676
  */ _proto.setCollisionDetectionMode = function setCollisionDetectionMode(value) {
701
- this._collisionDetectionMode = value;
702
- if (!this._isKinematic) {
703
- this._applyCollisionDetectionFlags(value);
704
- }
705
- };
706
- /**
707
- * {@inheritDoc IDynamicCollider.setUseGravity }
708
- */ _proto.setUseGravity = function setUseGravity(value) {
709
- this._pxActor.setActorFlag(this._physXPhysics._physX.PxActorFlag.eDISABLE_GRAVITY, !value);
710
- };
711
- /**
712
- * {@inheritDoc IDynamicCollider.setIsKinematic }
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- *
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- * 切换 kinematic 状态时同步处理 CCD flag:
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- * - 切到 kinematic 前先关 CCD(避免 PhysX 警告 + 让状态显式)
716
- * - 切回 dynamic 后恢复用户期望的 CCD mode(来自 `_collisionDetectionMode` 缓存)
717
- */ _proto.setIsKinematic = function setIsKinematic(value) {
718
- if (this._isKinematic === value) return;
719
- var physX = this._physXPhysics._physX;
720
- if (value) {
721
- this._applyCollisionDetectionFlags(0);
722
- this._pxActor.setRigidBodyFlag(physX.PxRigidBodyFlag.eKINEMATIC, true);
723
- } else {
724
- this._pxActor.setRigidBodyFlag(physX.PxRigidBodyFlag.eKINEMATIC, false);
725
- this._applyCollisionDetectionFlags(this._collisionDetectionMode);
726
- }
727
- this._isKinematic = value;
728
- };
729
- _proto._applyCollisionDetectionFlags = function _applyCollisionDetectionFlags(value) {
730
677
  var physX = this._physXPhysics._physX;
731
678
  switch(value){
732
679
  case 1:
@@ -752,20 +699,27 @@ PhysXCollider._tempTransform = {
752
699
  }
753
700
  };
754
701
  /**
702
+ * {@inheritDoc IDynamicCollider.setUseGravity }
703
+ */ _proto.setUseGravity = function setUseGravity(value) {
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+ this._pxActor.setActorFlag(this._physXPhysics._physX.PxActorFlag.eDISABLE_GRAVITY, !value);
705
+ };
706
+ /**
707
+ * {@inheritDoc IDynamicCollider.setIsKinematic }
708
+ */ _proto.setIsKinematic = function setIsKinematic(value) {
709
+ if (value) {
710
+ this._pxActor.setRigidBodyFlag(this._physXPhysics._physX.PxRigidBodyFlag.eKINEMATIC, true);
711
+ } else {
712
+ this._pxActor.setRigidBodyFlag(this._physXPhysics._physX.PxRigidBodyFlag.eKINEMATIC, false);
713
+ }
714
+ };
715
+ /**
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  * {@inheritDoc IDynamicCollider.setConstraints }
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  */ _proto.setConstraints = function setConstraints(flags) {
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718
  this._pxActor.setRigidDynamicLockFlags(flags);
758
719
  };
759
720
  /**
760
721
  * {@inheritDoc IDynamicCollider.addForce }
761
- *
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- * PhysX 在 kinematic actor 上调 addForce 是 no-op(doc: "kinematic bodies don't
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- * respond to forces")。提前 return 避免无意义的 wasm boundary cross。
764
- *
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- * Sleeping actor 不需要显式 wakeUp — wasm binding 调用 `addForce(force, eFORCE,
766
- * autowake=true)`,PhysX 自动唤醒(已通过 `applyForce on sleeping actor` 测试验证)。
767
722
  */ _proto.addForce = function addForce(force) {
768
- if (this._isKinematic) return;
769
723
  this._pxActor.addForce(force);
770
724
  };
771
725
  /**
@@ -775,33 +729,23 @@ PhysXCollider._tempTransform = {
775
729
  };
776
730
  /**
777
731
  * {@inheritDoc IDynamicCollider.addTorque }
778
- *
779
- * 同 addForce — kinematic 提前 return,sleeping 由 PhysX autowake 自动处理。
780
732
  */ _proto.addTorque = function addTorque(torque) {
781
- if (this._isKinematic) return;
782
733
  this._pxActor.addTorque(torque);
783
734
  };
784
735
  /**
785
736
  * {@inheritDoc IDynamicCollider.move }
786
- *
787
- * PhysX 要求 setKinematicTarget 的 rotation 是 normalized quaternion,否则会触发
788
- * 内部 assertion / 警告,并把 actor 转到错误的姿态。所以在写入 wasm 边界前统一 normalize。
789
737
  */ _proto.move = function move(positionOrRotation, rotation) {
790
- var tempTranslation = PhysXDynamicCollider._tempTranslation;
791
- var tempRotation = PhysXDynamicCollider._tempRotation;
792
738
  if (rotation) {
793
- tempRotation.copyFrom(rotation).normalize();
794
- this._pxActor.setKinematicTarget(positionOrRotation, tempRotation);
739
+ this._pxActor.setKinematicTarget(positionOrRotation, rotation);
795
740
  return;
796
741
  }
742
+ var tempTranslation = PhysXDynamicCollider._tempTranslation;
743
+ var tempRotation = PhysXDynamicCollider._tempRotation;
744
+ this.getWorldTransform(tempTranslation, tempRotation);
797
745
  if (_instanceof(positionOrRotation, Vector3)) {
798
- this.getWorldTransform(tempTranslation, tempRotation);
799
- // current rotation read from PhysX is already normalized; no extra work needed
800
746
  this._pxActor.setKinematicTarget(positionOrRotation, tempRotation);
801
747
  } else {
802
- this.getWorldTransform(tempTranslation, tempRotation);
803
- tempRotation.copyFrom(positionOrRotation).normalize();
804
- this._pxActor.setKinematicTarget(tempTranslation, tempRotation);
748
+ this._pxActor.setKinematicTarget(tempTranslation, positionOrRotation);
805
749
  }
806
750
  };
807
751
  /**
@@ -904,7 +848,6 @@ function _create_class(Constructor, protoProps, staticProps) {
904
848
  this._activeTriggers = new DisorderedArray();
905
849
  this._contactEvents = [];
906
850
  this._contactEventCount = 0;
907
- this._contactEventEnabled = true;
908
851
  this._triggerEvents = [];
909
852
  this._physicsEvents = {
910
853
  contactEvents: [],
@@ -1027,17 +970,6 @@ function _create_class(Constructor, protoProps, staticProps) {
1027
970
  this._fetchResults();
1028
971
  };
1029
972
  /**
1030
- * {@inheritDoc IPhysicsScene.setContactEventEnabled }
1031
- */ _proto.setContactEventEnabled = function setContactEventEnabled(enabled) {
1032
- if (this._contactEventEnabled === enabled) {
1033
- return;
1034
- }
1035
- this._contactEventEnabled = enabled;
1036
- if (!enabled) {
1037
- this._contactEventCount = 0;
1038
- }
1039
- };
1040
- /**
1041
973
  * {@inheritDoc IPhysicsScene.updateEvents }
1042
974
  */ _proto.updateEvents = function updateEvents() {
1043
975
  var physicsEvents = this._physicsEvents;
@@ -1285,7 +1217,6 @@ function _create_class(Constructor, protoProps, staticProps) {
1285
1217
  };
1286
1218
  _proto._bufferContactEvent = function _bufferContactEvent(collision, state) {
1287
1219
  var _this__contactEvents, _index;
1288
- if (!this._contactEventEnabled) return;
1289
1220
  var index = this._contactEventCount++;
1290
1221
  var event = (_this__contactEvents = this._contactEvents)[_index = index] || (_this__contactEvents[_index] = new ContactEvent());
1291
1222
  event.shape0Id = collision.shape0Id;
@@ -1623,6 +1554,12 @@ function _assert_this_initialized(self) {
1623
1554
  return self;
1624
1555
  }
1625
1556
 
1557
+ function _type_of(obj) {
1558
+ "@swc/helpers - typeof";
1559
+
1560
+ return obj && typeof Symbol !== "undefined" && obj.constructor === Symbol ? "symbol" : typeof obj;
1561
+ }
1562
+
1626
1563
  function _possible_constructor_return(self, call) {
1627
1564
  if (call && (_type_of(call) === "object" || typeof call === "function")) return call;
1628
1565
 
@@ -1637,8 +1574,7 @@ function _possible_constructor_return(self, call) {
1637
1574
  var _this;
1638
1575
  _this = PhysXColliderShape.call(this, physXPhysics) || this, _this._pxMesh = null;
1639
1576
  _this._isConvex = isConvex;
1640
- var cooked = _this._cookMesh(positions, indices, isConvex, cookingFlags);
1641
- if (!cooked) {
1577
+ if (!_this._cookMesh(positions, indices, cookingFlags)) {
1642
1578
  return _possible_constructor_return(_this);
1643
1579
  }
1644
1580
  var physX = physXPhysics._physX, physics = physXPhysics._pxPhysics;
@@ -1646,11 +1582,9 @@ function _possible_constructor_return(self, call) {
1646
1582
  var shapeFlags = ShapeFlag.SCENE_QUERY_SHAPE | ShapeFlag.SIMULATION_SHAPE;
1647
1583
  var meshFlag = isConvex ? PhysXMeshColliderShape._tightBoundsFlag : 0;
1648
1584
  var createShapeFn = isConvex ? physX.createConvexMeshShape : physX.createTriMeshShape;
1649
- _this._pxShape = createShapeFn(cooked.mesh, scaleX, scaleY, scaleZ, meshFlag, shapeFlags, material._pxMaterial, physics);
1585
+ _this._pxShape = createShapeFn(_this._pxMesh, scaleX, scaleY, scaleZ, meshFlag, shapeFlags, material._pxMaterial, physics);
1650
1586
  _this._id = uniqueID;
1651
1587
  _this._pxMaterial = material._pxMaterial;
1652
- _this._pxMesh = cooked.mesh;
1653
- _this._pxGeometry = cooked.geometry;
1654
1588
  _this._pxShape.setUUID(uniqueID);
1655
1589
  _this._setLocalPose();
1656
1590
  return _this;
@@ -1659,25 +1593,16 @@ function _possible_constructor_return(self, call) {
1659
1593
  /**
1660
1594
  * {@inheritDoc IMeshColliderShape.setMeshData }
1661
1595
  */ _proto.setMeshData = function setMeshData(positions, indices, isConvex, cookingFlags) {
1662
- var cooked = this._cookMesh(positions, indices, isConvex, cookingFlags);
1663
- if (!cooked) {
1596
+ var _this__pxMesh, _this__pxGeometry;
1597
+ (_this__pxMesh = this._pxMesh) == null ? void 0 : _this__pxMesh.release();
1598
+ (_this__pxGeometry = this._pxGeometry) == null ? void 0 : _this__pxGeometry.delete();
1599
+ this._pxMesh = null;
1600
+ this._pxGeometry = null;
1601
+ this._isConvex = isConvex;
1602
+ if (!this._cookMesh(positions, indices, cookingFlags)) {
1664
1603
  return false;
1665
1604
  }
1666
- var oldMesh = this._pxMesh;
1667
- var oldGeometry = this._pxGeometry;
1668
- try {
1669
- this._pxShape.setGeometry(cooked.geometry);
1670
- } catch (error) {
1671
- var _cooked_mesh, _cooked_geometry;
1672
- (_cooked_mesh = cooked.mesh) == null ? void 0 : _cooked_mesh.release();
1673
- (_cooked_geometry = cooked.geometry) == null ? void 0 : _cooked_geometry.delete();
1674
- throw error;
1675
- }
1676
- this._pxMesh = cooked.mesh;
1677
- this._pxGeometry = cooked.geometry;
1678
- this._isConvex = isConvex;
1679
- oldMesh == null ? void 0 : oldMesh.release();
1680
- oldGeometry == null ? void 0 : oldGeometry.delete();
1605
+ this._pxShape.setGeometry(this._pxGeometry);
1681
1606
  return true;
1682
1607
  };
1683
1608
  /**
@@ -1693,7 +1618,7 @@ function _possible_constructor_return(self, call) {
1693
1618
  (_this__pxMesh = this._pxMesh) == null ? void 0 : _this__pxMesh.release();
1694
1619
  PhysXColliderShape.prototype.destroy.call(this);
1695
1620
  };
1696
- _proto._cookMesh = function _cookMesh(positions, indices, isConvex, cookingFlags) {
1621
+ _proto._cookMesh = function _cookMesh(positions, indices, cookingFlags) {
1697
1622
  var _this__physXPhysics = this._physXPhysics, physX = _this__physXPhysics._physX, physics = _this__physXPhysics._pxPhysics, cooking = _this__physXPhysics._pxCooking, cookingParams = _this__physXPhysics._pxCookingParams;
1698
1623
  // Apply per-shape cooking flags
1699
1624
  var preprocessFlags = 0;
@@ -1706,37 +1631,33 @@ function _possible_constructor_return(self, call) {
1706
1631
  physX.setCookingMeshPreprocessParams(cookingParams, preprocessFlags);
1707
1632
  cooking.setParams(cookingParams);
1708
1633
  var verticesPtr = this._allocatePositions(positions);
1709
- var pxMesh = null;
1710
- if (isConvex) {
1711
- pxMesh = cooking.createConvexMesh(verticesPtr, positions.length, physics);
1634
+ if (this._isConvex) {
1635
+ this._pxMesh = cooking.createConvexMesh(verticesPtr, positions.length, physics);
1712
1636
  physX._free(verticesPtr);
1713
- if (!pxMesh) {
1637
+ if (!this._pxMesh) {
1714
1638
  this._logConvexCookingError(physX);
1715
- return null;
1639
+ return false;
1716
1640
  }
1717
1641
  } else {
1718
1642
  if (!indices) {
1719
1643
  physX._free(verticesPtr);
1720
1644
  console.error("PhysXMeshColliderShape: Triangle mesh requires indices.");
1721
- return null;
1645
+ return false;
1722
1646
  }
1723
1647
  var isU32 = _instanceof(indices, Uint32Array);
1724
1648
  var indicesPtr = this._allocateIndices(indices, isU32);
1725
- pxMesh = cooking.createTriMesh(verticesPtr, positions.length, indicesPtr, indices.length / 3, !isU32, physics);
1649
+ this._pxMesh = cooking.createTriMesh(verticesPtr, positions.length, indicesPtr, indices.length / 3, !isU32, physics);
1726
1650
  physX._free(verticesPtr);
1727
1651
  physX._free(indicesPtr);
1728
- if (!pxMesh) {
1652
+ if (!this._pxMesh) {
1729
1653
  this._logTriMeshCookingError(physX);
1730
- return null;
1654
+ return false;
1731
1655
  }
1732
1656
  }
1733
1657
  var _this__worldScale = this._worldScale, scaleX = _this__worldScale.x, scaleY = _this__worldScale.y, scaleZ = _this__worldScale.z;
1734
- var meshFlag = isConvex ? PhysXMeshColliderShape._tightBoundsFlag : 0;
1735
- var geometry = isConvex ? physX.createConvexMeshGeometry(pxMesh, scaleX, scaleY, scaleZ, meshFlag) : physX.createTriMeshGeometry(pxMesh, scaleX, scaleY, scaleZ, meshFlag);
1736
- return {
1737
- mesh: pxMesh,
1738
- geometry: geometry
1739
- };
1658
+ var meshFlag = this._isConvex ? PhysXMeshColliderShape._tightBoundsFlag : 0;
1659
+ this._pxGeometry = this._isConvex ? physX.createConvexMeshGeometry(this._pxMesh, scaleX, scaleY, scaleZ, meshFlag) : physX.createTriMeshGeometry(this._pxMesh, scaleX, scaleY, scaleZ, meshFlag);
1660
+ return true;
1740
1661
  };
1741
1662
  _proto._logConvexCookingError = function _logConvexCookingError(physX) {
1742
1663
  switch(physX.getLastConvexCookingResult()){
@@ -1786,15 +1707,9 @@ function _possible_constructor_return(self, call) {
1786
1707
  var _this__worldScale = this._worldScale, scaleX = _this__worldScale.x, scaleY = _this__worldScale.y, scaleZ = _this__worldScale.z;
1787
1708
  var meshFlag = this._isConvex ? PhysXMeshColliderShape._tightBoundsFlag : 0;
1788
1709
  var newGeometry = this._isConvex ? physX.createConvexMeshGeometry(this._pxMesh, scaleX, scaleY, scaleZ, meshFlag) : physX.createTriMeshGeometry(this._pxMesh, scaleX, scaleY, scaleZ, meshFlag);
1789
- var oldGeometry = this._pxGeometry;
1790
- try {
1791
- this._pxShape.setGeometry(newGeometry);
1792
- } catch (error) {
1793
- newGeometry == null ? void 0 : newGeometry.delete();
1794
- throw error;
1795
- }
1710
+ this._pxGeometry.delete();
1796
1711
  this._pxGeometry = newGeometry;
1797
- oldGeometry == null ? void 0 : oldGeometry.delete();
1712
+ this._pxShape.setGeometry(this._pxGeometry);
1798
1713
  };
1799
1714
  return PhysXMeshColliderShape;
1800
1715
  }(PhysXColliderShape);
@@ -1853,27 +1768,14 @@ PhysXMeshColliderShape._tightBoundsFlag = 1 // eTIGHT_BOUNDS = 1 (1<<0)
1853
1768
  /**
1854
1769
  * PhysX object creation.
1855
1770
  */ var PhysXPhysics = /*#__PURE__*/ function() {
1856
- function PhysXPhysics(runtimeModeOrOptions, runtimeUrls, options) {
1857
- if (runtimeModeOrOptions === void 0) runtimeModeOrOptions = PhysXRuntimeMode.Auto;
1858
- var _this__tolerancesScaleOptions, _this__tolerancesScaleOptions1;
1771
+ function PhysXPhysics(runtimeMode, runtimeUrls) {
1772
+ if (runtimeMode === void 0) runtimeMode = PhysXRuntimeMode.Auto;
1859
1773
  this._initializeState = 0;
1860
- this._defaultContactOffset = 0.02;
1861
- this._defaultSleepThreshold = 5e-3;
1862
- var isOptionsObject = (typeof runtimeModeOrOptions === "undefined" ? "undefined" : _type_of(runtimeModeOrOptions)) === "object";
1863
- var runtimeMode = isOptionsObject ? PhysXRuntimeMode.Auto : runtimeModeOrOptions != null ? runtimeModeOrOptions : PhysXRuntimeMode.Auto;
1864
- var resolvedOptions = isOptionsObject ? runtimeModeOrOptions : options;
1865
1774
  this._runTimeMode = runtimeMode;
1866
1775
  var _runtimeUrls_wasmSIMDModeUrl;
1867
1776
  this._wasmSIMDModeUrl = (_runtimeUrls_wasmSIMDModeUrl = runtimeUrls == null ? void 0 : runtimeUrls.wasmSIMDModeUrl) != null ? _runtimeUrls_wasmSIMDModeUrl : "https://mdn.alipayobjects.com/rms/uri/file/as/apwallet/1781696156399/suyi/physx.release.simd.js";
1868
1777
  var _runtimeUrls_wasmModeUrl;
1869
1778
  this._wasmModeUrl = (_runtimeUrls_wasmModeUrl = runtimeUrls == null ? void 0 : runtimeUrls.wasmModeUrl) != null ? _runtimeUrls_wasmModeUrl : "https://mdn.alipayobjects.com/rms/uri/file/as/apwallet/1781696156399/suyi/physx.release.js";
1870
- this._tolerancesScaleOptions = resolvedOptions == null ? void 0 : resolvedOptions.tolerancesScale;
1871
- var _this__tolerancesScaleOptions_length;
1872
- var length = (_this__tolerancesScaleOptions_length = (_this__tolerancesScaleOptions = this._tolerancesScaleOptions) == null ? void 0 : _this__tolerancesScaleOptions.length) != null ? _this__tolerancesScaleOptions_length : 1;
1873
- var _this__tolerancesScaleOptions_speed;
1874
- var speed = (_this__tolerancesScaleOptions_speed = (_this__tolerancesScaleOptions1 = this._tolerancesScaleOptions) == null ? void 0 : _this__tolerancesScaleOptions1.speed) != null ? _this__tolerancesScaleOptions_speed : 10;
1875
- this._validateTolerancesScale(length, speed);
1876
- this._updateScaledDefaults(length, speed);
1877
1779
  }
1878
1780
  var _proto = PhysXPhysics.prototype;
1879
1781
  /**
@@ -1943,16 +1845,6 @@ PhysXMeshColliderShape._tightBoundsFlag = 1 // eTIGHT_BOUNDS = 1 (1<<0)
1943
1845
  return scene;
1944
1846
  };
1945
1847
  /**
1946
- * {@inheritDoc IPhysics.getDefaultContactOffset }
1947
- */ _proto.getDefaultContactOffset = function getDefaultContactOffset() {
1948
- return this._defaultContactOffset;
1949
- };
1950
- /**
1951
- * {@inheritDoc IPhysics.getDefaultSleepThreshold }
1952
- */ _proto.getDefaultSleepThreshold = function getDefaultSleepThreshold() {
1953
- return this._defaultSleepThreshold;
1954
- };
1955
- /**
1956
1848
  * {@inheritDoc IPhysics.createStaticCollider }
1957
1849
  */ _proto.createStaticCollider = function createStaticCollider(position, rotation) {
1958
1850
  return new PhysXStaticCollider(this, position, rotation);
@@ -2029,7 +1921,6 @@ PhysXMeshColliderShape._tightBoundsFlag = 1 // eTIGHT_BOUNDS = 1 (1<<0)
2029
1921
  var allocator = new physX.PxDefaultAllocator();
2030
1922
  var pxFoundation = physX.PxCreateFoundation(version, allocator, defaultErrorCallback);
2031
1923
  var tolerancesScale = new physX.PxTolerancesScale();
2032
- this._applyTolerancesScale(tolerancesScale);
2033
1924
  var pxPhysics = physX.PxCreatePhysics(version, pxFoundation, tolerancesScale, false, null);
2034
1925
  physX.PxInitExtensions(pxPhysics, null);
2035
1926
  // Initialize cooking for mesh colliders
@@ -2050,35 +1941,11 @@ PhysXMeshColliderShape._tightBoundsFlag = 1 // eTIGHT_BOUNDS = 1 (1<<0)
2050
1941
  this._allocator = allocator;
2051
1942
  this._tolerancesScale = tolerancesScale;
2052
1943
  };
2053
- _proto._applyTolerancesScale = function _applyTolerancesScale(tolerancesScale) {
2054
- var _this__tolerancesScaleOptions, _this__tolerancesScaleOptions1;
2055
- var _this__tolerancesScaleOptions_length;
2056
- var length = (_this__tolerancesScaleOptions_length = (_this__tolerancesScaleOptions = this._tolerancesScaleOptions) == null ? void 0 : _this__tolerancesScaleOptions.length) != null ? _this__tolerancesScaleOptions_length : tolerancesScale.length;
2057
- var _this__tolerancesScaleOptions_speed;
2058
- var speed = (_this__tolerancesScaleOptions_speed = (_this__tolerancesScaleOptions1 = this._tolerancesScaleOptions) == null ? void 0 : _this__tolerancesScaleOptions1.speed) != null ? _this__tolerancesScaleOptions_speed : tolerancesScale.speed;
2059
- this._validateTolerancesScale(length, speed);
2060
- tolerancesScale.length = length;
2061
- tolerancesScale.speed = speed;
2062
- this._updateScaledDefaults(length, speed);
2063
- };
2064
- _proto._assertPositiveFinite = function _assertPositiveFinite(value, name) {
2065
- if (!Number.isFinite(value) || value <= 0) {
2066
- throw new Error("PhysXPhysics " + name + " must be a positive finite number.");
2067
- }
2068
- };
2069
- _proto._validateTolerancesScale = function _validateTolerancesScale(length, speed) {
2070
- this._assertPositiveFinite(length, "tolerancesScale.length");
2071
- this._assertPositiveFinite(speed, "tolerancesScale.speed");
2072
- };
2073
- _proto._updateScaledDefaults = function _updateScaledDefaults(length, speed) {
2074
- this._defaultContactOffset = 0.02 * length;
2075
- this._defaultSleepThreshold = 5e-5 * speed * speed;
2076
- };
2077
1944
  return PhysXPhysics;
2078
1945
  }();
2079
1946
 
2080
1947
  //@ts-ignore
2081
- var version = "0.0.0-experimental-2.0-migrate.6";
1948
+ var version = "0.0.0-experimental-2.0-skill.0";
2082
1949
  console.log("Galacean Engine Physics PhysX Version: " + version);
2083
1950
 
2084
1951
  export { PhysXPhysics, PhysXRuntimeMode, version };